Quoted from NPO:
Nope. Absolutely not.
Because there is a sense of character with B/W. They don't appear to be a cheap "cash in" with their games.
Look at how unique and different most of the PFs are. NO other PF resembles the layout of Corvette. No other game has a ramp like CFTBL with the whirlpool at the end of it and the massive loop it does with the lights on the side. Today's companies haven't released anything close to "Red and Ted" or "Rudy" from Roadshow or Funhouse.
One innovation after another from a working gumball machine AND clock in TZ, the Thing flipper in TAF, strobe MB in AFM, mist ball in BSD, the Shadow "disappearing ball", Champion Pub's jump-roping ball - just unprecedented in comparison.
B/W games are fricking bricks in terms of strength and build construction. Just compare their leg brackets to "today's leader" and that says it all.
B/W has an excellent mix of licensed themes as well as unique themes. For every Terminator 2 there was a Cactus Canyon, for every Johnny Mnemonic there was a Medieval Madness, for every Doctor Who there was a Whirlwind.
Then you have the themes that were unlicensed but "close enough" to actual licenses: AFM to Mars Attacks, MM to Monty Python and the Holy Grail, No Good Gophers to Caddyshack. They weren't carbon copies of well known media; they were unique enough that they could stand alone and become beloved.
Then you have the really unique and different "well, let's try this!" attempts at something different. Safecracker is an excellent example of trying to appeal to a newer crowd with the board game on top, the tokens you can win, and a smaller machine packed with just as many goodies as a full-sized game. Pinball 2000 was another try at something different. I really wish SWEP1 had come out FIRST and then Revenge from Mars. That might have saved that format, but hey, at least they TRIED....!
Finally, they are JUST FUN. I don't need a book of Chinese stereo instructions to understand how to play AFM. I plunge the ball, listen to the call-outs and figure out what to do. I don't need to choose from 27 different characters at start-up; I either play as the humans or the martians in my own mind while I complete the game. And when I play these games, they don't literally fall apart around my hands as I play, and if the boards fail, well hey, at least I have the schematics to fix them and any mods added won't "nuke the boards". They are steadfast and proven to work.
I'll play AFM over nearly any game that comes out today. There are two games that nearly got it right: Alien and TBL. Too bad both are extremely limited to the general public.
I almost universally prefer the classic B/W games to the newer games. The BIG exception for me is AC/DC Premium (coded, of course, by Lyman, who coded MM, MB, and AFM!)... AC/DC Premium is the perfect blend of the old and the new with extremely gratifying shots, while being quite deep, and also EXTREMELY challenging. While I love MM, MB barely makes my top 25. MM is in my top 10, but my top 5 are:
Attack from Mars Remake LE
The Addams Family
Getaway: High Speed II
Star Trek (Stern)
For those keeping track--5 of my top 10 are John Youssi artwork (TAF, WH2O, MM, ST, FH); 4 are Steve Ritchie designs (AC/DC, HS2, ST, T2); 4 are Bryan Eddy designs or code (TS, AFMLE, MM, FH), 4 are Doug Watson artwork (TS, AFMRLE, HS2, T2); 3 are Lyman Sheats code (AC/DC, AFMLE, MM); 3 are Mike Boon code (TS, TAF, WH2O); 3 are Dwight Sullivan code (HS2, ST, T2); and 2 are Pat Lawlor designs (TAF, FH). Did all of those guys have some duds? Sure, but they made some FANTASTIC games!!