Wild Wild West

Pinside rating

This game received 6 approved Pinsider ratings and currently rates 6.918 /10

6.918

Top 100 ranking

This game ranks #251 in the Pinside EM Top 100.



Score breakdown

Score breakdown in the 4 main categories:

Game Design: 7.028

Artwork: 7.483

Sounds/Music: 2.61

Other Aspects: 6.953


Pinside staff rating

None of the Pinside.com staff have rated this game. Sorry, no rating from us.

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Found 4 ratings (with comment) on this game

There are 4 ratings (that include a comment) on this game.
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6.783/10
1 year ago
Ok game. Upper lanes offer good points, but difficult to make it back to the top of the playfield. Too much weight is put on the vari-targets, which are fun, but wish there were other things to go for. The game is a challenge, and I like playing it, but it isn't typically my game of choice.

The art is nice. The population sign showing your credits is witty. The Backglass is probably the best part of the game.

Only two bells, and the larger one is just inside the coin door. In an arcade that is fine, but I felt it a bit overpowering...and I need to unplug that bell whenever working on the game as it is just so loud.

Good art, decent game, but not a favorite.
6.904/10
4 years ago
In interesting game which features vari-targets which do not reset between players and games but retain the value until "cashed out" by getting a ball into the kickout hole next to it. It allows the other player to steal your hard work but it also allows you multiple attempts to get the vari-target to the top which would an add an extra ball to the your game. Pretty Neat.

The playfield artwork is alright but I really like the backglass art, particularly the details like the fight posters being the "better to compete" slogan. Its a fun little game, middle of the road for sure but not even close to the bottom of the Gottlieb EM barrel.
6.946/10
7 years ago
Wild Wild West is one of those simple, but never easy EM games that features a risk/reward scoring setup that is hard to beat.

The Pros:
Build and collect your scores from the Vari-Targets and the saucers (usually most easily scored from the side lanes) and rinse and repeat if you can and you dare to. Hitting the rollovers on the upper half of the PF is best done from the plunge. The space between the Vari-Target islands is just enough to get the ball easily up to the pops and getting some more action (and points too!).

The Cons:
This game may be too simple. I'd like the pops to have more power for more action at the top of the PF. Unless you REALLY are sure about your shot and those eeety beeety fleeepers are up to the task, those vari targets are TOUGH! In this sense the AAB version of this deck excels as knocking the vari-target all the way back to score the AAB is a much more enticing prize.

The Takaway:
This deck better be tuned and bouncy if it is going to hold your attention. This is especially true for the PF mechs in the pops and the action of the Vari-targets themselves. Consider finding Lariat (AAB version) of this game design if at all possible.
4.717/10
9 years ago
This game gets boring fast, not a lot to shoot for. Cabinet art is almost non-existant....only interesting feature is vari-targets but not much else to shoot for.
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