Holy smokes, you guys. This game has been a favorite of mine for a long time. Now that I own one, it's safe to say it will likely never leave my collection. Buckle up, this will probably get wordy.
I first played this table at a time when I was all about the ramps and loops and crazy geometry of games like Lord of the Rings, Medieval Madness, Cirqus Voltaire, and the like. The EM bug hadn't bit me yet, and I found most single-level tables to be dull and lifeless, not seeing the beauty of games prior to the DMD era. I could not believe how wonderful the hybrid of "old" and "new" felt and spent basically the entire two-hour drive home gushing about its brilliance to my dad, who enjoyed it but didn't pick up on the nuances like I did. Fast forward about ten years later and we found a good deal on a really nice specimen somewhat nearby, and jumped on it.
For brevity's sake, I'll just linearly go through the basic things and then touch on why this one hits so hard for me.
Layout:
Great layout. Some symmetrical elements like the top lanes and the pop bumpers feel classic. There's a captive ball on the left and a half-size upper-right flipper that feeds a small horseshoe loop that you can keep hitting and hitting when you get in a groove. Scoop on the right, kickback in the bottom left, and the main attraction with a center post and three scoops side-by-side in the center, referred to in-game as "the breakshot". We'll get to why this is a great central feature in a bit. All in all, the layout feels good; easy to navigate, fun to shoot, and nothing too unexpected or frustrating about it. Drains all feel fair and warranted when they happen.
Rules, gameplay, and scoring:
There are definitely some shots and modes that are more valuable than others, but in reality the entirety of the game's modes are worth playing and are all engaging in their own right. The typical billiards rack-up-the-balls thing that's been done to death in pinball still works, and it's still fun. Callouts are nice and the good voiceover helps here a lot. Some modes don't have the shots all lit at once, some have a roving shot where unlit shots won't gain you that particular ball, etc.. It's well done. Scoring is balanced too, and when playing competitively, the person who inevitably runs away with a huge score will have definitely worked for it and didn't do it by capitalizing on just one feature or one particular reward.
Art and sound:
Art's great. Feels like a 90s game with its interesting (but appealing) color palette. Must be the lavender/purple hues but it gives me Rugrats/Nickelodeon vibes and that scores big points with the nostalgia gremlin in the back of my head. If I had to complain about anything in the aesthetics department, the cabinet feels kind of uninspired as it's basically all dark billiards-felt green, but it's pretty and is a nice throwback to older EM cabinets. The Breakshot emblems on the cab are attractive and tasteful for sure. Music is good, groovy, and doesn't wear on you. Nice set of original tunes and they all fit the theme nicely...not much to complain about here. The audio package also adds a nice level of tenseness in those countdown/hurry up moments and I'm all for it. Voiceover and callouts are genuinely really good.
So now I feel the need to gush a little bit. The center post in the middle of the table and its surrounding area, referred to in callouts as "the Breakshot", is downright GENIUS. I don't know how many other tables have done this sort of thing, but if I've played them, they haven't come close to cementing themselves in my brain like Breakshot does. You've got three pockets/saucers in the middle of the area, and the post is down by default. Shoot a ball in, and the post immediately comes up whether the ball lands in a saucer or not. If it does, it's ejected so that it sits against the post, on one side or the other. Once struck, the ball glides perfectly to the left or right of the three pockets. Repeat the process a second time, but when you do, both balls eject from the saucers and dribble down onto the post. One-way gates in the area ensure, without fail, that each ball lands on the left and right of the post. Striking the post dead on the center will pocket both balls in the left and right saucers. Multiball (Breakshot Frenzy) is started when you pocket the third ball in the center saucer, which also acts as your jackpot for multiball. You can also start Ball-O-Rama with only one ball locked, by shooting a second ball into the far-right 8-ball scoop. Playfield multiplier is equal to the number of balls in the multiball you're playing (3x on the Frenzy; 2x on Ball-O-Rama).
Couple things make the Breakshot mechanisms just so brilliant--the act of striking the post and sending a captive ball into a pocket feels so reminiscent of actually playing billiards, it's crazy. Folks these days like the Danesi locks and the Elwin kinetically satisfying stuff, and this is right up there. Wonderful mech. The way it distributes balls for subsequent locks is incredible. And oftentimes, if you have kickback lit, it (usually) fires the ball so nicely into the post that it locks captive balls for me almost every time. It's too effective to have not been planned by the designers. It's all so...thoughtful.
This machine is the reason I gave TNA a try and subsequently fell in love with it, and the reason I am contemplating a Pulp Fiction. This machine is also the reason that I went backward from my DMD youth and started really loving older EM games from the 70s, It's even a big reason why I pulled the trigger on my Gottlieb Big House (and adore it too).
PLEASE go and play a Breakshot. Or if you're able, I'd recommend any pinhead to buy one. As of the time of this review they still run less than $3,000 US, which is insanely cheap for a game that has this much soul.