Ratings

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Found 36270 ratings (with comment)

There are 36270 ratings (that include a comment).
Currently showing results page 1 of 1451.

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6.440/10
13 hours ago
Can't count how many times the Iron Monger magnet threw the ball directly down the middle drain. Things like that make this game a complete gamble and nearly impossible to get better at, if it just ends suddenly through no fault of your own.
5.070/10
20 hours ago
I flagged Caucasian2Step's review because this game doesn't have gobbleholes. I don't know what game he was thinking of, but it's not this one. If I wrote as many reviews as him, I'd probably get confused at some point too.

Replays are a big part of this game. But getting a replay isn't really as satisfying in a home environment.
Egg Head crosses over from challenging into cheesy/luck-based. I'll write more about this game later.
7.340/10
22 hours ago
Challenging Steve Richie pin may not be beautiful, by any means, but is somewhat difficult to advance to the wizard mode because with so much wide open space in the middle of the playfield, your ball is often in danger. Fits the theme of the show very well. Chaos, explosions, gunfire, snipers, etc. I understand this pin was made during a precarious time at Stern. Other than LOTR LE, only 24 and NBA were produced by Stern in 2009. After that, Avatar, Big Buck Hunter, and Rolling Stones escaped the factory. Iron Man and Tron thankfully arrived in 2010 and 2011. And 2008 saw BDK, CSI, Shrek, and Indy Jones, all personal favs of mine. But 24 simply feels like low-budget pinball, to me at least. There is SO much shrinky-dink plastic art and toys on this playfield. It's not the most handsome pin ever made, but it does play well despite the somewhat cheap looking toys. The Safehouse, the helicopter, the jet and the Sniper's den are all made of that thin, shrinky-dink plastic. The suitcase is more inspired, and looks like a metal suitcase. Most shots are packed at the top of the playfield, which means the ball is rolling every which way and is soon in danger. You simply cannot just flip the ball casually and score well on this one. You must plan and shoot very carefully. The Sniper lane is very tight, and difficult to hit. The orbits feel good, and the game plays pretty fast. They didn't make many, so there is demand for this game. I owned a very clean example for a few weeks and when I listed it for sale, it sold very quickly. Not a great pin for a small collection, but for a large one, or for fans of the show, you could do worse.
8.579/10
1 day ago
Half-ugly, partly hideous, playfield art and a almost ridiculous theme on one hand. Some of the best game play ever I've seen in a 90's machine on the other. Fast and well thought out shots allover the playfield, entertaining ball locks and crazy multiball play.
This is in my opinion even one notch better than Medieval Madness.

Call-out and music are great and work particularly well with the DMD-animations and the, otherwise, corny and comic space attack theme.
Lastability is strong and I think that this would be one of the best choices for a small but expensive collection.
Not much more to say- a perfect pinball machine.
5.357/10
1 day ago
Meh... It's not a bad game, but by far my least favorite release out of all the spike sterns... possibly even that wrestling game.
8.120/10
2 days ago
All my reviews are going to follow a simple formula for those reading.
Number of shots to make - Pro's - Con's - Must Have Mods - What To Look For When Buying

Number of shots - 6 - average

Pro's:
* Very fast and challenging game, tough to get a high score
* Very cool toys, the turbo in particular
* Great Animations
* Commentary matches the theme really well

Cons:
* Not a huge variety in shots
* Only 1 shot from the upper flipper
* No wizard mode but tough to finish the race
* Parts really hard to come by

Must Have Mods: (Note I will not include things like LED's, Color DMD, Invisiglass or Speaker Upgrades unless it's really badly needed)
* Adding a GI light in the top scoop worth doing
* Cliffy for Turbo scoop (though this does cause more bounce outs from the hole)

What To Look For When Buying
* Cabinet fading is common
* Both ramps are unobtainable
* Wear in the Turbo Scoop
* Broken red lighted targets
8.660/10
2 days ago
One of my favorite stern pro's,huge fan of the show and they nailed it,deep rules and fun gameplay,id highly recommend if your a fan of the show
7.780/10
2 days ago
The Munsters LE version is fun to play. The layout of the lower small playfield is pretty good - maybe one of the best out there. However, the mini-playfield ball is not heavy enough or too small. The ball bounces all around down there (lots of air balls) and that gets frustrating. If that one thing was changed it would make it great. The mini-playfield adds a lot to this game - something you try to acquire. That makes the Prem and LE version so much better that the Pro. The color playfield art looks better than the LE black and white in my opinion. The occasional green lighting for modes looks pretty cool. The overall look of the pin with the color side art, translite art, and powder-coated gold legs looks real good together as a package.

Locations leave most of the default settings on, but they really should turn on the ball save. I've had many plunges to where I never got to hit the ball with the flippers with less than 5 seconds of play. That's not worth the $1 per play price tag especially if you get two of those per game. The ball saver should be on by default. The code is a little shallow and needs some polish and maybe some more excitement. The animations on the display are good. The Herman multiball is really easy to get started and play, and is fun.

I could see myself picking up a HUO Prem or LE for a good price some day if the code matures and gets noticeably better. Until then, I will continue to get my fill of it playing multiple games at locations and shows.
10.000/10
2 days ago
Possibly the greatest pin of all time,can play for hours and i love rudy, a masterpiece in my eyes
7.720/10
2 days ago
The Munsters Premium version is fun to play. The layout of the lower small playfield is pretty good - maybe one of the best out there. However, the mini-playfield ball is not heavy enough or too small. The ball bounces all around down there (lots of air balls) and that gets frustrating. If that one thing was changed it would make it great. The mini-playfield adds a lot to this game - something you try to acquire. That makes the Prem and LE version so much better that the Pro. The black/white (no color) art I get, looks okay, the occasional mode green lighting looks pretty cool on this playfield, but I like the color version better.

Locations leave most of the default settings on, but they really should turn on the ball save. I've had many plunges to where I never got to hit the ball with the flippers with less than 5 seconds of play. That's not worth the $1 per play price tag especially if you get two of those per game. The ball saver should be on by default. The code is a little shallow and needs some polish and maybe some more excitement. The animations on the display are good. The Herman multiball is really easy to get started and play, and is fun.

I could see myself picking up a HUO Prem or LE for a good price some day if the code matures and gets noticeably better. Until then, I will continue to get my fill of it playing multiple games at locations and shows.
7.437/10
2 days ago
The Munsters Pro version isn't nearly as fun to play as the Premium or LE, but it isn't one that I hate either. After playing it for a while, it seemed repetitive.

Locations leave most of the default settings on, but they really should turn on the ball save. I've had many plunges to where I never got to hit the ball with the flippers with less than 5 seconds of play. That's not worth the $1 per play price tag especially if you get two of those per game. The ball saver should be on by default. The code is a little shallow and needs some polish and maybe some more excitement. The animations on the display are good. The Herman multiball is really easy to get started and play, and is fun.

I would not own this model, but would play a game or two at a location if I saw it there.
9.937/10
2 days ago
I love this game!Its a excellent package overall,cab arts a little boring but who cares when the theme,gameplay,gimmick(blackout) and sounds mesh toghter so well,highly recommend to anyone and must own for early ss fans
7.307/10
2 days ago
Its a decent em that is pretty fun,i had a poor example and i still had fun with it,would recommend to and williams em guys or gals
5.669/10
2 days ago
Its a cool looking game that will not hold the interest of most for more than a couple games,its just doesnt have the shots or anything really other than the very cool rocket,id never own it again personally
6.157/10
2 days ago
Knockout is a fun game thats very simple,basically shoot the spinners and try to get down knockout alley.If your big on em pins this may be enough but it wasnt enough to hold my interest very long and is why im probably strickly ss pins from now on
6.162/10
2 days ago
Admittedly, I found this game a bit boring when playing it. It's got some cool shots, but the overall experience didn't grab me and make me want to keep playing (though I did, so I could develop a fair impression of the game).
7.733/10
2 days ago
Exciting playfield layout and a center toy, the trunk, that is a real measuring stick for other games. The way it directs the game through movement and magnet is impressive.
Cabinet and overall art is beautiful and if there is something to say in summary of the game play that would be FLOW.
This is some fast and smooth loop and ramp action here that will keep average players on full alert.
The weak points would probably be that the original playfield lightning seem a little dark compared to newer games in general. Gameplay itself is fun and demaning, but it does not reach the same class of deep and variation as for instance MM or Attack from Mars. Nevertheless- a real solid game. Among the best from the 90's range by Bally/WMS.
7.692/10
2 days ago
This game gives you no time to think! The shots are quite difficult because of the long distance between the flippers and the all important target bank of rockets. Should be played a little steep, and this actually gets the ball back to the flippers for more shots at the invading targets quickly.. it feels slow waiting for the ball to retrn otherwise... also have to mention the psychedelic, beautiful mirrored backglass.. almost reason enough to own the game all on its own.
8.601/10
2 days ago
Recently purchased this machine and I'm still on the fence about it. The center gap always presents a problem...where you can't progress into the game because it's going down the middle straight out of the bumpers... Still on the fence about it...love the theme...don't love the game play.
9.019/10
2 days ago
Wasn't crazy about this game when I played for the first time...thought the 2 ramps straight ahead made the game simple... However, being a JJ game, it's full of modes and challenges... Fun game if you like the them...Gandalf is getting old...but I've been playing it daily since I bought it....3 months in still playing it so it must be OK...however, the game time seems to be more than an hour if you're "having a game"...you almost have to take breaks between balls..
9.600/10
2 days ago
This decade's Iron Man, except with heavy metal and better artwork. Pure scoring game. Not deep by design. Art, sounds, animations, main toy, layout are all excellent. Retro mode is awesome. Very replayable. Great for multi-player. One bad ass pin!
9.900/10
2 days ago
This game hits on all cylinders and breaks the mold for stern as far as code goes; I mean the code is just a wetland very different and deep; plus a ton of mballs not like many other Stern’s which only offer 2. Tanio is right there with Lyman as sterns beat coder
9.576/10
3 days ago
This is one of the best pinball machines we have played. We followed this one from the reveal, to playing prototypes, to playing the first production LE pin on the line at JJP (the first non-employees to play the production model), to playing a SE in a league and on locations, to finally owning a LE.

It takes about the first 20 or so times playing it to get a handle on what to shoot for and how to progress in the game. It's not "hard" to figure out, there is just a lot going on in this packed playfield. The rocking upper playfield with flippers on it is probably it's most unique feature. The shots all have a purpose in the plot/progressing of the pin and you really need to play it to understand it. Yes, there is a kind of quest to work your way through the game with several parallel paths to get to the super wizard mode (very hard to get to). With all the character selections at the beginning of the game with the advantages and disadvantages of each character, it creates several different approaches for strategy. The code is fantastic. The "gold collecting" for a multiball is pretty cool. The plundering creates some comradery and heckling that means something in multi-player games. The theming is great considering the licensing limitations. Sometimes games take a while to play, other times it can kick your butt. And that's one of the many reasons to keep pressing that start button. You can tell that Eric put a ton of effort into his first design, Keith and Joe supported that with a ton of effort in programming with lots of game variations, the Jean-Paul created animations that were done very well. David Thiel created some great music and sound effects that are theme appropriate and sound good. The call outs from the character "Gibbs" are very piratey.

The LE and CE have the RGB general illumination that accent the different chapters/modes/wizard modes. The SE doesn't have that, but it still looks good. The SE also doesn't have the rotating poppers and the mountain structures. It still has the same game play as the LE and CE though at a cheaper price.

Give this game at least 20 tries.
9.860/10
3 days ago
This is one of the best pinball machines we have played. We followed this one from the reveal, to playing prototypes, to playing the first production LE pin on the line at JJP (the first non-employees to play the production model), to playing a SE in a league, to finally owning a LE. We have played the CE model and it is pretty close to the LE model except for some artwork and cosmetics … and cool topper.

It takes about the first 20 or so times playing it to get a handle on what to shoot for and how to progress in the game. It's not "hard" to figure out, there is just a lot going on in this packed playfield. The rocking upper playfield with flippers on it is probably it's most unique feature. The shots all have a purpose in the plot/progressing of the pin and you really need to play it to understand it. Yes, there is a kind of quest to work your way through the game with several parallel paths to get to the super wizard mode (very hard to get to). With all the character selections at the beginning of the game with the advantages and disadvantages of each character, it creates several different approaches for strategy. The code is fantastic. The "gold collecting" for a multiball is pretty cool. The plundering creates some comradery and heckling that means something in multi-player games. The theming is great considering the licensing limitations. Sometimes games take a while to play, other times it can kick your butt. And that's one of the many reasons to keep pressing that start button. You can tell that Eric put a ton of effort into his first design, Keith and Joe supported that with a ton of effort in programming with lots of game variations, the Jean-Paul created animations that were done very well. David Thiel created some great music and sound effects that are theme appropriate and sound good. The call outs from the character "Gibbs" are very piratey.

The LE and CE have the RGB general illumination that accent the different chapters/modes/wizard modes. That little thing makes a big difference in a home environment, but probably not so much at a location with other pins and lights around it. We like the topper on the CE a lot, but the coral things stuck on the rails I'm not fond of. The Davey Jones pic in the middle of the playfield I don't care too much for and would rather have Jack Sparrow (which is why we got an LE). A lot of people like the CE looks better and that's fine. The plus of the topper with the minus of Davey Jones and the coral cancel each other out. (I still want that topper though.)

Give this game at least 20 tries.
9.860/10
3 days ago
This is one of the best pinball machines we have played and owned. We've had it for 4 months now so the honeymoon phase should be over, but we still love this one a lot. We followed this one from the reveal, to playing prototypes, to playing the first production pin on the line at JJP (the first non-employees to play the production model), to playing a SE in a league, to finally owning a LE.

It takes about the first 20 or so times playing it to get a handle on what to shoot for and how to progress in the game. It's not "hard" to figure out, there is just a lot going on in this packed playfield. The rocking upper playfield with flippers on it is probably it's most unique feature. The shots all have a purpose in the plot/progressing of the pin and you really need to play it to understand it. Yes, there is a kind of quest to work your way through the game with several parallel paths to get to the super wizard mode (very hard to get to). With all the character selections at the beginning of the game with the advantages and disadvantages of each character, it creates several different approaches for strategy. The code is fantastic. The "gold collecting" for a multiball is pretty cool. The plundering creates some comradery and heckling that means something in multi-player games. The theming is great considering the licensing limitations. Sometimes games take a while to play, other times it can kick your butt. And that's one of the many reasons to keep pressing that start button. You can tell that Eric put a ton of effort into his first design, Keith and Joe supported that with a ton of effort in programming with lots of game variations, the Jean-Paul created animations that were done very well. David Thiel created some great music and sound effects that are theme appropriate and sound good. The call outs from the character "Gibbs" are very piratey.

The LE and CE have the RGB general illumination that accent the different chapters/modes/wizard modes. That little thing makes a big difference in a home environment, but probably not so much at a location with other pins and lights around it.

Give this game at least 20 tries.
There are 36270 ratings (that include a comment). Currently showing results page 1 of 1451.

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