Story thumbnail

Frankenstein

Written by emo, published March 7th, 2011. 1 comment(s).

Mary Shelley’s Frankenstein!

A video of Mary Shelly’s Frankenstein had recently popped through my letterbox and as I settled down to watch it the love of my life looked at me and said, “you’re not getting a Frankenstein pinball by any chance are you”? Spooky, how did she know? Anyway, money changed hands and soon afterwards the game arrived-hooray!

As I had recently spewed my thoughts on Williams Dracula so it only seems fair to spew more on that other horror classic Frankenstein.

The theme is from the similarly named 1994 film that in turn is based on Shelley’s the book. It’s not an outstanding film but it provides excellent material for use in the game’s display and sound bites. Like Dracula this results in a dark and creepy pin so if your sitting comfortably then we’ll begin!

OVERVIEW.

The pin was produced in December 1994 soon after Sega had taken over Data East. This means that technically the game has more in common with 90’s DE games rather than the later Sega games and often uses traditional switches rather than opto’s. It does however benefit from Sega’s impressive big dot (DM) display that appeared on only four mid nineties games and was then dropped, supposedly due to its high cost. The resulting animation is clearer than on the standard sized unit and Frankenstein has some of the most impressive DM animations yet seen on a pintable.

Game designer, John Borg knows his stuff and has designed some fine games for Data East, Sega and more recently Stern. These include some notable machines such as Star wars (SW), Tales from the Crypt (TFTC), Sharkey’s Shootout, and Austin Powers. He was also a co-designer of Jurassic Park (JP) and Guns and Roses. Artwork is dark and drawn by pin-art guru Paul Farris. His work appears on many classic machines such as Paragon, Space Invaders, Centaur, Xenon, and Phantom of the Opera. The cabinet art is suitably sombre with skulls and bones on the side of the back box. The main body is decorated with a lightning storm plus “the vat” in which the monster was created. Numerous bulbs light the backglass rather than the less effective (in my opinion) tube lights found on later Sega and Stern games. It features characters from the film but is dominated by the monster (Robert De Nero) and Victor Frankenstein (Kenneth Brannah). Nice finishing touches are that it has gold habi-rails, rather than usual chrome and that in place of a launch button you have a hefty switch used to launch the ball.

You also get to choose the sounds. Choose either a dramatic orchestral piece from the film or Edgar Winter’s 70’s guitar/rock anthem Frankenstein. Pick the latter and it’s fair to say that this machine rocks. The sounds are great-thunderclaps and electrical buzzing abounds, the monster continually groans and screams and Victor shouts out excited comments. Playing the game is an altogether satisfyingly and noisy experience

.

PLAYFIELD.

The standard width playfield is full of things to shoot at. It has a typical 3 flipper (normal length) layout, two at the bottom and the other 2/3rds up on the right. 4 pop bumpers are in a lower left position, as on JP or Adams family (AF). High quality art features film characters such as the monster, Victor and Elizabeth (Helen Bonham Carter) plus more lightning and film scenes. A model of the monster, which is dressed in black and covered with scars, dominates the upper area of playfield. He can throw a ball from each hand but throws much harder down the right side of the table than the left and occasionally looks around to survey the area.

There are two scoops that spit balls straight out again when hit. The Geneva is below the bumpers on the lower left (as in AF or JP) and the Sarcophagus is placed centrally opposite the top right flipper. The North Pole is a sinkhole at the end of a short lane. It is in a slightly off center/top right position and a long shot from the bottom flippers. It feeds a VUK and then either the top ramp and monster or right in-lane via a long diagonal habi-rail. The Sarcophagus faces right so is hit from the top right flipper and behind this is the ice cave-a small kickout hole that can only be hit from the top right flipper or by a lucky bounce from the bumpers.

There is only one loopable ramp in the top right but there is also an orbit around the back of the playfield that splits the bumpers. The orbit contains the “Ingolstadt spinner” (right side) and can be hit from both directions. It also has a hidden ball diverter that comes into play occasionally and sends right orbit shots back towards the top flipper for a Sarcophagus, Ice hole or move target/jackpot shot. A weak shot around the right orbit will not make it all the way round and will exit through a lane that loops around the left of the monster and exits near the Sacophagos

The bottom area of the playfield is pretty standard. It has a pair of in and outlanes, triangular slingshots, an autofire/ball launch lane on the right and an “alive kickback” on the left.

12 rectangular stand-up targets are used to spell FRANKENSTEIN and are situated around the playfield. There is also another large target opposite the top flipper that’s used to “change lit features” or move Jackpots or targets during play.

Various indicator lamps are subtly worked into the Farris artwork around the playfield. These do an excellent job of telling you what to shoot at. The Feature lamps are arranged in a circle in the center and Jackpot/target lamps twinkle appropriately. There are a lot of targets so it is useful to glance along the bottom of the DM screen where the word “Frankenstein” is highlighted as this shows which letters remain unlit. It’s good to see that Frankenstein doesn’t adopt the TFTC tactic of blinding the player with flashers to make life more difficult.

PLAYING THE GAME.

One of eight features (modes) is started upon lighting all 12 Frankenstein targets and you also gradually work towards starting various multiball modes. This ensures that there is plenty of variation in tactics and depth. Be warned there is a cruel lack of a grace period with the timed “alive again” ball saver. This is active at the start of each ball and multiballs. The sounds, display and lamps together help tell you what to shoot at throughout the game. Note: my game is set to a 3 ball game.

Sound track: At the start of the game a horribly mutilated Helen Bonham Carter appears in the display and each player (4 max) is able to choose their own soundtrack with the flipper buttons before their first ball is launched.

SKill shot: Hit the switch at the right time as elecricity bulses up the rods in the display for 20m

FEATURES.

Note that good performance during most, if not all features awards a CREATION letter and goes towards the Creation Multiball (wizard mode). The extra ball feature automatically awards a Creation letter.

Frankenstein Millions: “Millions” target frenzy!Frankenstein targets flash for 30 seconds. Hitting them scores 6m for the first 6, 8m for the next 3 and 10m thereafter.

Stoning: A 30-sec. timed round, when all switch’s score big points. Shots start at 250k and increase according to the number of shots scored. See amazing animation as the monster tries to dodge the stones. Note that the right orbit spinner/bumper shot gives big points in this round.

Creature feature: A 30-sec. timed mode in which you hit the ramp for millions. 8 ramp shots spell creature and score a bonus. It has nice hurry-up music and animation but eight ramps-be real! Ramp values start at 20m are rise by 10m each time to 50m max. Note that ramps made don’t count towards 2ball multiball.

Lynch Justine: Shoot the left orbit for 3 hurry-up values as the mob and Victor looks on in horror! The first 2 orbits count down from 60m and the 3rd from 80m.

North Pole: Shoot the North Pole for a countdown value that starts at 90m and expires at 20. Trudge through the ice and snow, as the wind howls.

Light Extra ball: self-explanatory and collected at the North Pole.

Voltage: Four jackpots are lit and you must shoot them to extend time before the voltmeter timer times out/overloads. The ramp gives 20m, North Pole 30m, Ice cave 40m and left lane 50m-nice

Graveyard: Shoot scoops/holes to collect and stitch together body parts. Collect 2 arms (Geneva), 2 legs (North Pole), torso (Sarcophagus) and head (Ice cave) for 30m each and 30m for completion bonus-grim but fun!

MULTIBALLS.

Geneva: Hit the scoop when lit for a letter to spell GENEVA and to start a three-ball mode. It has the usual big multiball build up and the display zooms in on Victor/Kevin Brannah (that’s scary). All four jackpots are lit and once collected can be re-lit by hitting the Geneva scoop. Multiball continues until 1 ball remains-great animation.

2ball: When both lock lamps are flashing at the ramp entrance (normally after 4 ramps) you are ready to start 2ball play. Shoot the ramp again and then either the North Pole (NP) or right orbit (note after the 1st multiball only the NP is lit). If you hit the NP the ball will be popped up into the monsters hand and thrown after a 2nd ball is launched into play. Shooting the right orbit results in a more normal 2nd ball launch. Now lock a ball at the NP. A big 6 will then appear in the display and slowly begin to count down to 3. A corresponding Jackpot value counts from 69m to 30m. Quickly shoot NP, Sarcophagus or Geneva to start a possible 6ball/666 multiball (See below) and to lock values. If you fail to lock the first ball before the countdown expires the locked ball will be put back into play and you need to repeat the process.

6ball (666 multiball): -If you’re not going to play the game don’t torture yourself by trying to remember this lot. If you fail to start this mode quickly enough this could also be a 5,4 or 3ball mode and the jackpots will be worth fewer points (see 2ball). If your determined to go for 6 ball but are to late a risky tactic would be to wait until the timer expires and lock another ball at the NP to re-start the countdowns again.

When multiball starts the game goes wild and big 6’s (or numbers matching the number of balls in play) fly around in the display. Then the display shows a newly created monster (not as scary as Kenneth Brannah-even when naked). More balls are then launched into play and the monster throws any balls he is holding towards the flippers.

The ramp and left orbit are lit as jackpots. Hitting FRANKENSTEIN letters increases the jackpots by 2m a time and the jackpots will move if the “Move Jackpot” target is hit. Possible jackpots are the Left orbit, Ice cave, NP and ramp. Completing the Jackpots adds a ball if less than 6 are in play and an animated monster jumps into the display with each one hit. In addition you’re awarded 20m for completing all the FRANKENSTEIN targets. If you do badly you are sometimes offered a multiball re-start opportunity at the NP-Phew!

There’s more-once you’ve made both Jackpots and spelled Frankenstein the ramp is lit for a 100m creature Jackpot whose value is increased by hitting the spinner. Once that is collected shoot Sarcophagus for a super-jackpot bonus of 50m. This jackpot can cycle between 4 possible shots and once collected-well you just start over again!

If you like your multiballs complicated this could be the game for you!

Creation multiball: A 3-6 ball “Wizard Mode” with monster points and large rewards. The collected “CREATION” letters will go towards scores and bonuses. When all feature lights are lit and flashing and you have lit the Frankenstein targets the multiball will begin. A hint of the action to come is that it is similar in concept to Twilight Zone or Jurassic Park’s wizard modes. The rest is best left as a surprise-if you ever get there Ho Ho!

MISC. SCORING.

Ice cave: can give one of the following mystery awards when lit- 5m, 10m, 20m, Pop bumpers maxed, spinner at max, Geneva letter, Double bonus lit, 3 Frankenstein letters, start creation scene, super kick back, extra ball lit or special lit. It also gives a Frankenstein letter and re-lights kickback.

Bumpers: Clever this-normally they score 250k/hit and the last one hit will flash. Hit the spinner to increase the flashing bumper value by 50k/spin to a max of 1m. They re-set at the start of each ball.

Alive Kickback: New balls and multiballs start with your average kickback lit. It is re-lit by shooting the Ice cave (if unlit) and doesn’t extinguish if the ball saver is active, “don’t worry Sir, you’re well guarded”.

Sarcophagus: Shoot when lit to collect the Sarcophagus value and a Frankenstein letter. Values start at 10m and rises by 5m each time sarcophagus is shot when unlit. It also lights mystery award at the ice cave.

Ice Cave (Extra ball): is awarded if you are having a poor game and the Extra ball feature start light is flashing.

North Pole: If no features are running it spots 2 Frankenstein letters and 100k-very useful.

Ingolstadt spinner: normally scores 100k/spin with a max of 300k/spin.

Combos: There are allegedly several combo’s, the most obvious of which is an award for hitting the left orbit followed by the Sarcophagus.

Out & inlanes: Left inlane lights the inglostadt spinner, right inlane lights the Geneva scoop, left outlane special when lit and right outlane double bonus.

End of ball bonus: is “the sum of the main playfield shotsx1m+Frankenstein letters completedx1m”.

TIPS & TACTICS.

The game has a number of goals such as going for Geneva, 2-6 ball or Creation multiball. I recommend going for them all! As you progress through the game your immediate goal will make a difference to your tactics. To achieve creation multiball you need to score well during the features while for the others you don’t. I’ve battled with Black knight 2000, duelled with Dracula and toyed with Twilight Zone and for me Frankenstein rates as very tough. Maybe its because there are so many targets, that some targets are close to the flippers and cause wild ricochets or just that my playing style just doesn’t suit this game. Add to this the fact that some modes are very difficult to complete and I have found I have a real challenge on my hands.

The Geneva, Sarcophagus and loops are fairly safe shots. I use an opportunistic approach in which you keep both Sarcophagus and Geneva lit, pick up awards and prepare to start multiballs and modes as you go along. Hitting the Geneva scoop often is a good way to control the ball in that area of the playfield and the resulting multiballs are worthwhile. It allows a left flipper shot at the ramp or North Pole. The NP and ramp are tight but straightforward shots and shooting the ramp to start the 2-ball and 6-ball sequence is rewarding in terms of score and satisfaction.

If you have problems hitting some of the more awkward targets remember that you can move flashing targets or jackpots using the large stand up target or hit the North Pole, Sarcophagus or ice cave to collect the final letters. Whenever the alive again kickback is not lit I go for the ice cave from the top flipper in order to gain an award and re-light it.

This game can take a long time to complete. If you want to get your name in lights you really need to “hang in there”, go for Geneva, 666 and Creation multiballs together with big Jackpots and an extra ball or two. Some modes are very difficult to complete (and therefore creation letters difficult to collect) but remember that starting a multiball during a mode usually collects a creation letter.

My favourite shot combination in normal play occurs when both a feature and Geneva multiball are ready to start. With the ball on the right flipper I ignore Geneva and shoot the left orbit and shoot the sarcophagus, collect a letter, combo award and start the feature. Then I try to shoot Geneva to start multiball mayhem and collect a Creation letter-Yes!

That’s it! Other than the obvious so don’t miss and you’ll be fine!

OTHER STUFF.

Awards.

As well as registering high scores you can get your initials on the front of Frankenstein’s Journal for the highest 666 multiball score. This appears in the display at various times during the game.

I love the way the game displays the high score initials as if they were stitched together!

Buy in: If you want to buy an extra ball this must be done by pressing the extra ball button during the game as it can’t be done once the last ball has drained.

Bugs: I haven’t experienced any but it’s reported that jackpot messages can stay lit for a while after multiball has finished. Also the display has been known to suggest shooting the wrong super jackpot if you’ve hit the “move jackpot” target-note the correct shot will still be flashing on the playfield.

Be an organ donor and donate your body parts by ringing the number displayed in attract mode.

Gore Setting: there is an operator setting to tone down the gore if you so wish.

Monster throws: there is an operator setting to alter the strength at which the monster throws the ball.

Hedgehogs: Sonic the hedgehog appears on the top of the flippers and in the display during attract mode!

CONCLUSIONS.

“Sega, what have you done?” Frankenstein is the only game I have come across that can challenge Dracula for the title of “the most horrible horror pin”(see score cards below). It is a moaning, buzzing adult game so dark that even the light bits are dark. This sets both games apart from all those other “tongue in cheek”, light-hearted horror games that are around. For instance Frankenstein’s final DM scenes see the monster cover Elizabeth’s mouth and say in a sinister voice “don’t even bother to scream” and then rip out her heart-yuk!

Frankenstein borrows and refines features from John Borg’s previous games e.g. the complex multiballs of TFTC, playfield layout of JP etc (I have just twigged, it’s made up of parts of others-just like the monster!). Playfield design is competent and evolutionary rather than revolutionary and I think of the monster as a nice toy rather than an ace feature. A lot of the excitement comes from the game’s presentation as it has that big display, suitably grim Paul Farris art and great sounds that combine to make it stand out from the crowd.

Mechanically the game feels solid and is still a DE game at heart. If your considering buying check that the big display functions properly as this can be an expensive item to replace.

If you like Frankenstein you won’t get bored of it quickly. Most modes such as “save Justine, graveyard, voltage and creature feature” are stiff challenges in themselves, as are the individual multiball modes. Add the points that they rarely come up in the same order, that you can aim to finish modes early by starting a multiball and that the whole game is difficult to complete and you have a deep and testing game on your hands. On the other hand if you want a nice flowing game of pinball Frankenstein is not for you.

Overall Sega put a lot of effort into their creation and produced a fun machine that’s well worth playing. My only concern is that players may not bother (or be able to afford) to play it for long enough to work out its complexities. Exciting yes-relaxing no, the more I play it, the more I like it-even if Frankenstein is a bit of a beast!

End of game quotes: “She’s dead!” “All that I once loved lies in a shallow grave”.

Aaah-so many good games and so little space in which to keep them!

Credits: Sega workshop manual for M.S.F.

Small adds:

Brain required For Frankenstein.

My Frankenstein’s head has stopped moving from side to side. As the arms still move (via electrical impulse) I have put this down to the need for a replacement brain. If you have one please contact me.

First published in the Pinball Owners magazine (now Pinball Wizard) in 2002


Comments

11 years ago

Wow, thanks a lot for this story! I myself have a Frankenstein, I bought it a few months ago. I didn't know the right loop had a hidden kicker! I will investigate mine as soon I'll get home.

I just ordered myself en new servo motor for the moving Frankenstein head. I was glad it's still available. Check this link for that webshop:

http://www.marcospecialties.com/pinball-parts/041-5032-00

Cheers!
Steven

Add a comment

Wanna make a comment? Click here to sign in or register.


Hey there! Welcome to Pinside!

Donate to Pinside

Great to see you're enjoying Pinside! Did you know Pinside is able to run without any 3rd-party banners or ads, thanks to the support from our visitors? Please consider a donation to Pinside and get anext to your username to show for it! Or better yet, subscribe to Pinside+!


This page was printed from https://pinside.com/pinball/machine/mary-shellys-frankenstein/stories/frankenstein and we tried optimising it for printing. Some page elements may have been deliberately hidden.

Scan the QR code on the left to jump to the URL this document was printed from.