Grimm Tales
First Released February 16, 2023
Main Platform: Pinball FX
Switch Platform: NOT RELEASED ON SWITCH
Designed by Zoltan ’Pazo’ Pataki
Stand Alone Release ($4.99)

Think of Grimm as being the unholy offspring of Medieval Madness and Tales of the Arabian Nights. The layout borrows heavily from Medieval Madness, maybe a little too closely. Oscar really thought it was just a touch too derivative, and not just because of the castle. Both the left and right long orbits feel very close to MM’s side shots and are such a cinch to shoot and spoon-feed the bumpers that tying a multiball just to them he thinks might have been foolish. I don’t disagree with him about the layout, either, but there’s plenty of effort to make it feel different as well. The ultra-steep damsel ramp has no evil twin in Grimm Tales. Instead, the game utilizes two very tough but fairly well-done toe shots for the gingerbread house (which lights modes) and Magic Mirror. The castle includes new angles as well, including a deceptively tricky “sneak around the back” shot that’s actually the REAL driver of the table, acting as both the mode start and extra ball shot. This is a table that has a lot of very fun shots, and while the ramps share similar placement as Madness, they don’t feel like the ramps on that table. The flow load is completely different.


The Tales of the Arabian Nights DNA is in the modes. Each mode is based on a fairy tale instead of an Arabian Night, but they’re all relatively short. So short that it’s kind of surprising for a Zen table. Plus, most of the modes are actually a lot of fun. The problem is not every angle is. The “grandmother’s house” bat flipper pathways are maddening to shoot (see the caption below), and the Snow White mode uses the bumpers, which are overvalued in a table with THIS easy of access to them. The easiest extra ball to light is done by juicing the end of ball bonus to past 10x. In our duel, not a single Vice missed that EB in any game. Otherwise, the modes are punchy and rewarding, along with a pair of multiballs that are quick to activate and can be used to finish the modes. I also like the concept of being able to charge-up the table’s score via T-A-L-E lights, which could potentially multiply your score by 2.4x the playfield values. Not after the ball, mind you. DURING PLAY! That’s bold.

VUKs that aim for the tip of the flippers? Not so much bold as it is annoying, but at least the physics are good enough to be able to clock the throw and take control of the ball. Actually, this is one of the rare Pinball FX tables that doesn’t feel like it’s specifically trying to prevent ball control, which is why I think the Vices all liked it so much. I’d even say Grimm would make a great trainer table, except one thing: the table seemingly randomly enters “Angry Mode” that screws with the physics or visibility of the ball. One of the “curses” is having a very strong wind push the ball to the left. I’m almost never a fan of screwing with live balls using video game physics. There’s also a witch who flies over the playfield during multiball modes and it’s so distracting. Don’t let any of that turn you off of trying Grimm, though. It’s one of the best stand alone pins you can get for FX and easily worth the $4.99 asking price. There’s a LOT to like about this table, and for some of us, it does enough to reach elite status.
For me, it’s GREAT but just short of the upper echelon. Jordi and Dash were frustrated by the stop-and-go nature of the table and the distracting ANGRY MODE and photo-bombing witch, which are also the reasons I didn’t vote MASTERPIECE. Oscar didn’t because he thought it didn’t have any stand-out shots. It was two kids who really loved it, (but don’t mistake this for a kids table, as both Angela and Sasha are highly skilled pinballers). Sasha was just barely MASTERPIECE, almost agreeing with Oscar that the lack of transcendent shots hurt, but the shot selection and heavy emphasis on flexible strategy won her over. Meanwhile, Angela said Grimm Tales was second only to Battle of Mimban as her favorite Zen original. “Maybe there’s more balanced tables or tables with better shots, but Grimm is just fun. It’s everything I love about pinball and isn’t afraid to be silly. Originally I felt bad giving it MASTERPIECE, but if I had more fun with it than some tables where I did vote that way, why can’t I? It does offer everything pros love, too. Maybe not as well as other top tier pins, fine, so don’t play it for flow. Don’t play it as a test of your skills either, even though it offers that as well. Play it to remind you that pinball is a game and games are supposed to be fun!”
Cathy: GREAT (4 out of 5)
Sasha the Kid: MASTERPIECE (5 out of 5)
Angela: MASTERPIECE
Oscar: GREAT
Jordi: GOOD (3 out of 5)
Dash: GOOD
Scoring Average: 4.0 📜CERTIFIED EXCELLENT📜
Dr. Dude and His Excellent Ray

Cathy:
The solid state version of Primal Carnage shoots well enough, we suppose. What limited targets are here work. So, why were we so bored playing it? We were all sort of taken back by how subdued PCSS is. It’s not exactly a dynamic table. Honestly, we didn’t expect Magic Pixel would ever make anything this rudimentary again. The Taito tables kind of felt like the last hurrah for that. Guess we were wrong. This has no modes. It has no multiball. It gives the appearance of two distinct forms of gameplay: humans or dinosaurs. You pick one or the other at the start of each ball. Dinosaurs have to kill 100 humans, while humans have to inflict 10,00 hit points on dinosaurs. In reality, both have the same targets and the same requirements.



Set:
DELISTED

DELISTED

DELISTED

Stand Alone Release

BEAST MASTER
BATTLE
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