An overview of the latest machine ratings and reviews placed on the Pinside.
56 new ratings were added to the Pinside, in the past 24 hours!
An overview of the latest machine ratings and reviews placed on the Pinside.
56 new ratings were added to the Pinside, in the past 24 hours!
There are 23353 ratings (that include a comment).
Currently showing results page 14 of 935.
Jumping Jack (or Jack in the Box) is just a great pinball for drop target lovers. When I first saw the game at a friend's as part of a tournament it looked too bare and those pops looked too dangerous (and they can be but not nearly as often as one might expect). However, this game is one of the most fun EMs I've played, partly because of the challenge, four flippers, and the requirement to nudge to keep it alive.
For starters it's really important to get the lit hole up top and it can be bounced to but the rollover is counterintuitive to get to the lit kickout hole. Then have fun getting all ten drops down, something about the game likes to keep just one Jack from jumping (or in the box). The playfield art is bare comparably to machines just a few years later but in keeping with decks of the time. Backglass is fun. Trying to find a nice example of this for my collection.
I think this game is largely misunderstood because of the "Pac-Maze," a feature which essentially amounts to a very early video mode. While video modes can be a polarizing feature, what better theme to incorporate a video mode than Pac-Man, an early hit of the classic video game cannon. The controls on this primative video mode can be challenging to understand at first, but I liken it to the Johnny Mnemonic vid mode; difficult to master, but fun when understood. It's a 3 flipper game, one of the hardest skill shots in all of pinball, and an enjoyable single ball game (no multiball).
I'd be hard pressed to think of a better designed, integrated and executed toy in all of pinball. Rudy tracks your ball with his eyes, calls out individual players' names, and heckles you during gamplay. That's not even mentioning the ability to bash Rudy on the pf, put him to sleep (the snoring is a sight to see), lock balls in his mouth, and the eventual ball-belch and manic scream. On top of all this, there's a dream team of designers who conceptualized everything from layout to rules to sounds to mechanics.
The Good: Artwork and theme-ing is hard to beat. In that regard this machine is a total package. It's also a good DMD game to explain easily to newcomers, as the rules are pretty simple. This is one of the rare reasonably priced DMD's (in comparison with CC, MB, etc) that my wife actually likes. So there's that. :)
The Bad: In a small collection, I can see the shallow rule-set becoming stale. The first time I walked up to it, I also remember feeling as though the central circular ramp took up a lot of real estate. ...like it was difficult to see much of the playfield due to the coverage of the ramp.
This is a table that you aren't likely to play once or twice and entirely understand, as the rules take a bit to grasp. Sure, simple enough, it's golf -- but if you can get a lot of hole in ones or low stroke holes, you'll earn a lot more points. As with many tables, a key to this table is to earn multiball. If you can manage that and keep the balls in play for awhile, you'll quickly build up your score. When I first played this table I didn't really care for it because I found it annoyingly difficult for some reason. After giving it a few games, I actually like it a lot. The table looks a little "kiddy" but I like the feel of it as a whole. The gofers are obnoxious and a bit annoying, but that's what helps make this table so memorable. The loop (or are they called "orbit"?) shots are satisfying to hit, and although it's a rarity, hitting the hole-in-one spot at the top right of the table is a great feeling. A slightly underrated, very fun and competitive table to play.
Another fabulous pinball table... the premise? Get monsters together to rock out and get massive scores in the process. This is a very simple table to learn how to play, as seemingly a shot from anywhere will help advance you to the Bash, making it possible for even the noobest of noobs to manage a billion point score on this table. This table doesn't play super fast, but it does have its moments -- as a whole though, it seems to cater to pinballers of any skill level. I enjoy everything about this table, from the sounds, music, table design/layout... all of it's a blast. Extra balls are also pretty easy to be had on Monster Bash, so expect to be playing for quite awhile once you start a game. Once you get the Bash going, you get millions of points for hitting the band members with balls, and points rack up fast. This is a super satisfying table that must be experienced by any pinball lover of any skill level.
This is what pinball is all about... so far, the most fun and most complete pinball table I have ever played, and I can completely understand why it is rated as Pinside's number one table in the world. This table has it all -- great soundtrack, awesome looking playfield, fantastic lighting, phenomenal animation, funny premise... it just reminds me why I love pinball. Additionally, like many good tables, it's a table that a rookie can play and get a good score on, and it's also one where veterans can play and rack up massive scores. Additionally, this is a fun table because it's quite easy to get at least one extra ball every game. The point of Medieval Madness is to really destroy the castle six times before reaching the "end game" where you need to destroy the castle a final time for a massive jackpot. Along the way, there's also a video mode to play a minigame, and plenty of loops and ramps to hit to start one of many multiballs available on the table, and to rack up combos. This is most definitely an A+ pinball table, and is one of the most popular tables for a reason.
Straight away I'll say I have no real interest in motorcycles outside of Road Rash on the N64... I don't know anything about them. I will say though that this table surprised me and I found it quite fun. I do find it strange that it has almost an, I don't know, kiddy look to it, but I kind of like that about it -- it feels like a video game or something, although this same thing may be having people disliking the design. This table is easy to play, I think, and doesn't play exceptionally fast most of the time. This is very amateur friendly as it offers quite a few opportunities for extra balls, and a lot of opportunities for multiball -- there are three or four different multiballs to trigger on this table. One thing that bothers me about this table is the video mode, which just comes up too frequently. I liked it at first, but it quickly grew tiresome, especially since the positioning of the items in the video never changes. This is a fun table that'll likely give you your money's worth per game, and for that I enjoy and recommend it, even if you couldn't care less about motorcycles. Underrated table. It may be simple and at times repetitive, but I enjoy it for what it is.
This is a table that I originally didn't care for. This is the first talking pinball table, and as such, the sounds quickly become droning, tedious, and just annoying. The table itself looks pretty nice though, and it plays very fast. Gorgar is a simple looking table, but to maximize your score, it's not as simple. What you want to do on this table is light up "GOR" and "GAR" as many times as you can to increase the lock and snake pit scores. It sounds easy, but Gorgar can be another table where losing the ball is something that can happen quite often. Fortunately, once you get on a roll, it becomes one of the more rewarding tables to get a good score on in this first Season Pass. This is another table that, while it doesn't look all that intimidating, it's definitely on the challenging side. Unfortunately, the redundant sounds quickly become a bore, and keep me from playing this table a whole lot. Because of the poor sound, I'll refrain from rating some categories.
I'm noticing a bit of a trend... it seems like the older tables tend to be more difficult than the newer ones. Genie is a classic Gottlieb machine, this one with five flippers. Genie is an interesting machine for that fact... five flippers on a machine this old, to me, is unusual. This is a challenging table that really requires you to unlight the "ABCD" lights to get the possibility of an extra ball to keep you going. Even with five balls on this table, it's still difficult to get a very good score. The absolute biggest key to getting a nice score on this table is trying to avoid the bottom left slot area as much as possible... if you happen to get a ball down there, timing a table bump is crucial to get the ball out back in front of the flippers. If you let the ball fall down, more often than not, you've got yourself a lost ball. I was frustrated with this table at first, but after becoming more effective at table bumping on it, I've grown to like it, and think it's Gottlieb's best table in season one of Pinball Arcade.
I'll be able to say this more as I play the real-life counterparts of these machines, but this is a much easier table to play on Pinball Arcade than it is in person. On this game, it is pretty simply to hold balls on flippers, but that doesn't translate to the actual table. Additionally, the upper left ramp of this table in the game seems much easier to time to get the ball either hit to Rudy, or into the trap door, both of which are important to getting points on this table. I managed 87 million on this table in PA, but on the actual table in just two or three games, I only topped at a paltry 3 million. Funhouse is a classic table with a pretty nice soundtrack and a good design. I think it's mostly acclaimed because many people associate memories at the arcade with it. Not having any of those memories with this table, I can objectively say that it's a solid table, even if a bit redundant. Most of what you need to do on this table is simply advance the clock to midnight, and get the ball into Rudy's mouth as he sleeps (heh heh...). It's easier said than done though, because as I said, it can be hard to time the shot.
EDIT: The more I play it and other machines, the far less impressed I am by this one. I just don't see all the appeal at this point. It's not a bad machine by any means, but it feels... "sluggish" somehow? Like the games seem to drag on? I don't know. I can do without it, really.
This is a somewhat difficult table for a couple reasons. One being that the ball seems to like to slip out of play quite easily, and that it takes awhile to build a nice score on it. What you really want to do to score big points is to light up "ELVIRA", and of course, trigger multiballs. Consistently hitting the loops is probably the most effective way of racking up a high score on this table. Probably my favorite thing about Elvira and the Party Monsters is the look of the table and the sound -- one of the more memorable tables to play in the first Season Pass. I like this table because it not only appeals to amateurs, but more hardcore pinballers as well, which probably explains its ranking well within the Top 50 on Pinside.com (currently #43). Elvira is a "funstrating" game, meaning that even though it'll frustrate you time-to-time, it's a blast to play. I had no previous interest in Elvira or anything like that, but I wound up really enjoying this table.
There are a lot of great tables in the first season of Pinball Arcade, but this is at or near the top for me, as it has a great balance of difficulty. While I can get some decent scores on this table, for whatever reason, I find the "CREATURE" mission dealie to be strangely difficult, despite being what should be a simple two-ball mission. What makes this table a bit on the simple side is how easy it is to shoot up the left ramp to build your combo, and cashing in on that combo by hitting the left-center ramp... it becomes quite easy to get 16 million points over and over this way, and increasing your bumper multiplier as well. I can honestly say that I still haven't found out how to score the jackpot on this table or anything like that, despite playing it a number of times... of course, this likely has to do with my failure to be successful in the "CREATURE" mode. Although the table plays well, what really pulls me in are the sounds and the aesthetic of the table, as it revolves around a late '50s drive-in movie theater. Sure it has a cliche sort of feel to it, but that's what I really enjoy about it. Creature from the Black Lagoon is a must-play for any pinball fan of any skill level, of any age.
This table is pretty easy to learn how to play. On this table, you need to complete a bunch of little missions to eventually join the circus. This is a very newbie friendly table as seemingly every shot finds a ramp or loop, and there are a few different multiball opportunities. Cirqus Voltaire really has it all for any fan of pinball... a fantastic light show, great sound, and interesting missions. The key to getting a high score on this table is to activate one of many multiballs as often as possible, and complete all of the missions. As said, once you complete the six (?) individual tasks, you must finish three steps to successfully join the circus, score a ton of points, and then essentially start all over from the beginning. This table has a lot going on, especially in terms of the lights -- honestly, there are always so many lights flashing that it can sometimes be difficult to see where your ball is at. But also, there's a lot going on gameplay wise as well. The key feature of this table is likely the Ringmaster, who is easily triggered, and is fairly easy to beat. Naturally, there come timed jackpots and the like that only the better pinball players will be able to hit. Cirqus Voltaire is one of the most critically acclaimed pinball tables ever for a reason... it caters to players of all skill levels, has a great aesthetic, and pretty much has it all.
I feel like this is supposed to be a very amateur-friendly table, and at times I feel like it is, but for some reason I personally struggle sometimes with consistently getting the balls to go up the ramp. Anyway, Bride of Pinbot is one of the very best tables in the first season pass. What you want to do on this table is get the balls up the left ramp to morph Pinbot's wife into a human. Once you do this, a wheel spins and you have a chance at a massive 1 billion point shot. It took me half a dozen games or so, but I finally accomplished this feat. Really, if you don't get several 1 billion point shots in your game, you have no shot of getting high on the leader board at all, as even getting 500 million without the shot would take quite a long time. The sounds and look of this table are both pretty excellent, and as I said, the table is pretty newbie friendly, thanks to mostly easy to hit ramps, which eventually make for relatively easy-to-get extra balls. Since the goal of the table is really just getting the ball continuously up the left ramp (and center loop when the billion point shot lights up), it can become rather redundant and one-note. At the same time, it can become addicting like most any table can be when you're in a groove and keep nailing shots up that ramp and morphing Pinbot's wife into a human over and over again.
My dear Lord, Black Knight. I don't know what it is, and I don't know if I'm the only one, but this table is wickedly difficult to try and get a feel for. My advice for this table is... well, I don't have any good advice. The two keys for this table, as with most, is to get the multiplier as high as possible, and activate multi-ball. The thing about the multiplier on this table is that it's pretty difficult to hit at first. It took a number of plays on this table before I got a feel for how to hit it, and even still I can't get them consistently. Another thing that makes this table difficult is that it's hard to gauge where the ball's coming down to the bottom flippers when coming from the top -- it happens so fast, it's really hard to tell where the ball's going. It took me several games (albeit with a bunch of restarts) to even score a million on this table, though my last was roughly 2.3 million. Of all the tables in Pinball Arcade Season 1, this is one that will take me some of the most time to feel comfortable with. As for the other aspects of the table, it's not all that impressive, though it was responsible for a lot of "firsts" for pinball. The sounds are droning and repetitive, and the table itself doesn't look very spectacular. It's a decent table, but it's mostly only memorable -- for me at least -- because it's unrelenting. I've left the sound scores out of this review, as it dragged the rating way down.
Another difficult table, I nearly scored this one a little higher. Black Hole is a table that was a first for many things, including being the first fifty cent pinball machine, and the first with an inverted table within the table. With Black Hole, like many older machines, there isn't any type of story line. This table has a lot going on. Not only because it has a second table that can be played on (and, needs to be played on), but because it's just a very, very fast table. When you get the ball shot up and bouncing off the side panels and bumpers, the ball moves really fast, and you really need to be alert to prevent the ball from shooting itself right out of play. This table took me a little while to get used to, and I'm still not completely comfortable with it, as it's a bit intimidating. Your best bet at getting a high score is to, simply and probably stupidly put, fling the ball towards the top of the table and let it bounce around to trigger multipliers and the like. After that, it'd be wise to try locking balls, and taking the ball to the second table to work on what ends up being your bonus, as there's no other bonus applied after your ball's lost. Black Hole is an intriguing table due to the added inverted playing field, and super fast game play, both of which also make the table more difficult and more fun to play.
Here's a table that looks super innocent and simple, but it's actually quite a difficult and unforgiving table. One of the oldest tables in the game, Big Shot has no ramps or loops to give you any sort of break. Big Shot is a billiards theme table where the gist is to hit all of the solid and stripe ball targets, as well as lighting up the 8 ball. When this is done, a jackpot can eventually be won. It is a very simple premise, but the game has a definite learning curve. There is very little saving you from losing a ball on this table, so you'll have to do some table bumps pretty often to try and keep the ball from going bye-bye. Big Shot lacks any sort of soundtrack (due to the age of the machine), and I like it and its vintage feel. The lack of sounds outside of the ball pinging around off targets and bumpers is strangely... soothing, and will also likely keep you focused on trying to hit all of the targets on the board. Big Shot is one of the more frustrating tables I've played, so expect a few fits -- especially when you score a ton of points on one ball, and quickly lose your next two or three (that's right, there are five balls on this table). Pinball as a whole is pretty diabolical at times, but this is surprisingly one of the more sneaky-hard ones.
This is one of the easiest tables that I think I've ever played, and it is also a very fun one. The idea here is that you want to blow up martians' spaceships that are in specific countries. Once you blow up spaceships in six (or is it five...?) different locations around the globe, you then attempt to destroy Mars to essentially win the game. Of course, the game doesn't end there, as you can keep playing so long as you have balls. The main story of this table is very simple to follow, and the layout of the table is also very amateur friendly, with ramps and loops all over, and with an easy-to-shoot UFO in the middle of the table. There is also a UFO shooting minigame that you play on a screen: this is the most difficult part about this table for me by quite a margin. There's a Wizard Goal for winning this game on Pinball Arcade, but I've yet to have gotten close. All-in-all, Attack from Mars is a table accessible to beginners, but likely still an attractive one to seasoned pinballers, and one that has very nice sound and some pretty funny lines (mostly stereotypes) as well.
Can't say this was love at first sight, as my example of this machine was a basket case when I bought it and I had never played the game before. At that time (2013), I had just seen the Classic Game Room review of the game on Youtube. The game was offered to me for €200,-, so I figured eh, what the heck.
Now it's 2015 and my TX-Sector shines again. With that, I've got myself a new favorite. This game does just about everything right. Talk about an immersive gaming experience. Great ruleset, beautiful lighting effects and a beautiful soundtrack. The way the lights, sounds, speech and gameplay blend together on this game is almost like a work of art. Ironically, the art department is really the only part of the game that could have been better.
If you can find this game, play it. Or better: buy it! And when you do, make sure that you put leds in it. Naturally, colour changers in the pops. But especially the flashers scream for coloured leds. The transporter effect is pretty damn good by itself, but with leds it's just a sight to behold. Also, TNT Amusements has got a nice video on Youtube with great tips to enhance the GI on this game. Including a great mod on the drop target in front of the ramp.
I've set mine to give 500.000 points instead of Extra Balls and Specials. For 2 reasons: 1. Now there's an actual jackpot to go for during multiball. 2. It makes the drop targets much more interesting to go for.
TX tx tx...
One of the best parts of Top Card is that you can get long play-times from each ball. Now at first you may say "well that means it's easy." I didn't say that. Top Card keeps you on your toes and the ability to effectively cradle, hand-off and complete skill-shots at the 13 stand-up targets (not to mention the 1,000 point Pop Bumpers when lit), is challenging for sure.
The game has classic "Card" themed artwork, fantastic chimes, and GREAT ball movement, thanks in part to FOUR slingshots.
The lone downside in my mind is that there's not alot of diversity when it comes to target-types. The game has 13 stand-up targets, 5 star rollovers (these advance from 10, to 100, to 1000 and back again throughout the game), and four rollovers at the bottom. A kickout hole or drop target (or several!) would have made this game even better.
Still, I find myself coming back to this game again and again. It's a very fun 3" flipper wedgehead!
I want to like this game. I'm a huge Star Trek fan. This machine however, does nothing for me.
The theme is completely flat, they could have done so much more.
The machine is a bear to maintain and work on plus, it in no way is worth the going price on here. There were over 11 thousand made, hardly a rare gem.
This is a FUN game.
Full disclosure, I'm a big Star Trek fan. I think this is the best of the lot.
I'm not a fan of STTNG as a pin, I think that machine lacks a lot in terms of theme and is in no way worth the money it's going for, the new Stern one is Meh, this is a hidden classic.
The transporter back glass is killer.
You too can participate in Pinside pinball ratings! Find a game you have played and add your rating + comment.