Quoted from Deez:So I think the main problem with the kiss code currently is that you're not doing anything. It's a rudimentary framework of hit the lit shot and you get points. Now while that's the premise for almost every single game, most games at least overlay some sort of story. Take star trek - if you took away the fact you're playing thru the missions or scenes from the movies, it would be exactly the same as hit the lit shots for points. I think that's just a flaw with music pins in general. AC/DC really nailed it by having different areas of the playfield be focused around different songs. That was a brilliant concept with physical design as well as code integration.
Kiss just feels lazy in that regard - shoot lit shot for points. The lit shot pattern changes for each song - sometimes there's a graphic that goes with the shot.
I do believe the game shoots smooth as butter - I love the contrasting difficulty between how easy and wide the middle ramp is with the tightness of the right ramp. Also love the Lawlor inspired thru the pops shot that Borg keeps putting on his games. I think if we stay tuned Stern will come thru with a great code drop. I just hope it's not too late sort of like x-men where they completed the game, but the hate and frustration was already there.
Wow, you nailed it. This is the problem I have with KISS. I want the game for my collection because I think it's a kick ass theme and looks great. I have fun when I get to play it on site, but it doesn't make me want to sell a current game to buy one just yet. When I play a modern pinball, I like some kind of narrative or goals to complete. I play KISS and the only thing that drove me to keep putting coins in was "I have to light everything in that grid and get to some kind of wizard mode. My goal is to light up the lights." The cities didn't seem to do anything, so the narrative in my head was just pick a city that KISS could be playing in and enjoy the music. At the moment I think of it as a more updated version of the Bally KISS machine.