Special Note: Originally all Pinball FX tables were going to be posted to a single review guide, but there would have been loading issues. I’m splitting the guide into individual table posts.
A-Force aka Marvel’s Women of Power: A-Force
First Released September 27, 2016 Main Platform: Pinball FX Switch Platform: Not Yet Released Designed by Thomas Crofts Set: Marvel Pinball Collection 2 ($29.99)
Links: Strategy Guide – Pinball FX Wiki
Kickback – Angela: I’m in disagreement over how well four out of five modes in A-Force are. They’re modes! You aim at the targets it tells you to shoot and you shoot, no different from any other table. Yes, the lights are badly done and too many that aren’t tied to modes blink at once, but that just slows down how fast you learn a table. It doesn’t affect the quality of those shots. Plus, you don’t even have to win the modes to make progress, which is something my family claims they want from Zen. Frankly, I don’t know what more they could have done that would win everyone over short of removing the timer for them. They even stack with mini-modes to add additional excitement. Maybe they’re a little repetitive, but the shot selection is different for each and they don’t feel much alike. I think A-Force is one of Zen’s best pins, Marvel or otherwise.
The smooth-shooting A-Force is one of the most underrated Zen original creations, and in Pinball FX, it seems the difficulty has even been slightly scaled back. Maybe it’s the placebo effect since it’s subtle, but the rails no longer feel like they spoon-feed the outlanes. The result is a table up for players of all skill levels. What I really love about A-Force is that the act of learning the table’s flow and which shots work in combination with each-other is as exciting as making the shots too. It’s a complicated layout, but not in an overwhelming way, and that “ta-da” moment when you put it together is so satisfying. Awesome shot selection too, and oddly enough, the gigantic Titanium Man head that sticks out in the most smackable way isn’t the key to it all, but let’s talk about him. He’s tied to a multiball mode, his own mode (the 5th mode, specifically) which is also a multiball mode, and to a hurry-up that yields a lot of points. Clearly Thomas Crofts understood how fun this target was.
Signature Mode – Restore the Reality: A-Force’s wizard mode is a timed multiball rush with a twist: instead of flipping flippers, you create a series of explosions at the flippers that launch the pulsating red balls at the orbits. It’s silly but a lot of fun.
What ultimately keeps A-Force out of the Pantheon are the modes. Only the two-ball battle against Titanium Man stands out, and maybe a mode where a helicopter drops bombs on the city that you have to shoot to collect. The remaining three are somewhat bland and uninspired, but at least you don’t need to shoot perfectly or even win in order to get the checkmark for them. This is the way Zen should do every table: if you fail, the mode is still checked-off, and then after you’ve played the wizard mode, the second cycle changes the rules and you must win a mode in order to check it off. I love that. Zen could probably bump the ratings of 20% of their pins by updating their rules for that. With that said, although the final Wizard Mode succeeds in being a visually-striking tribute to late Williams arcade-era final multiball showdowns, getting there is a bit underwhelming. I don’t agree with Angela’s “modes are modes” belief, because I think it matters that it’s often not clear what shots are for what mode. It doesn’t do a good enough job of directing you towards the prudent shots. And while I’m on the subject, I can’t imagine playing this without the vertical table-view, since the playfield is massive but obstructive. I really wanted to make the leap and declare A-Force a masterpiece, because I think it has to be in the discussion for best layout in the entire Marvel brand, but I couldn’t quite work myself up enough to do it. The layout was worthy, but I don’t feel they used it to its fullest potential. Cathy: GREAT (4 out of 5) Angela: MASTERPIECE (5 out of 5) Oscar: GREAT Jordi: GREAT
Sasha: GREAT
Overall Scoring Average: 4.2📜CERTIFIED EXCELLENT📜
Some review copies were provided in this review, others were paid for.
A Charlie Brown Christmas
aka Charlie Brown
Pinball FX Debuting Pin
First Released December 7, 2023 Main Platform: Pinball FX Switch Platform: Pinball FX Designed by Zoltan “Pazo” Pataki Stand Alone Release ($5.49)
The second floor you get to via a jump ramp that you activate by smacking Lucy’s booth. Making the ramp shot is SO satisfying. It also activates during the “collect snowflakes” mode.
I nearly had a cow when I found out Charlie Brown’s pitiful Christmas tree wasn’t a target you shoot. My father gave me one of those “I’m not mad, just disappointed” glares as he asked if I really wanted to shoot a sickly tree that nearly died from having a single bulb hung on it. Well, yea, Pops. It’s pinball! Hell, the ball itself should have been the bulb that killed the tree (maybe a magnetic target?), and then after you do that, have the table light various other targets representing the rest of the Peanuts Gang to perform their magic hand wave that heals the tree and turns it into a beautiful, fully-decorated Christmas tree. It’s so obvious and such a missed opportunity. You do decorate the tree in the wizard mode but, frankly, we couldn’t reach it even after twenty-five combined hours of playtime. It’s too much work for what is a fairly tough-shooting table. Charlie Brown is a very good table that comes just short of legendary, with fun angles and excellent scoring that make-up for relatively basic targets, some ho-hum modes, and some eye-popping shot requirements. The lack of pizazz I suppose is befitting of the Peanuts franchise, as is the hidden skillshot: the ball going straight from the plunger to the left outlane. That’s genuinely funny.
Signature Element – False Outlane: It seems like such a small thing, but the way Pazo implemented the right side of Charlie Brown’s rails is probably the most exciting aspect of the table. The O is the inlane that feeds the flippers. No explanation needed. The P is the outlane. You lose the ball, and there’s no kickbacks to be had for it. The twist is in the Y lane: a no-work-needed return to the plunger lane, at which point the ball is auto-plunged back onto the table. That’s right: you don’t even even have to light it. It’s always active, and it’s awesome. It makes the table’s defensive game every bit as thrilling as the offensive side. The only downer is that it’s an auto-plunge instead of a Bride of Pin⋅Bot-like multiple-skillshot generator. I think they probably intended that and cut it, possibly because it was too easy and threw the balance and pace off. I love the element in general so I can’t really complain that there isn’t more to it. I’d love to see Zen do more of this.
Be warned: this is actually one of the hardest shooters among new tables. The director saucer is one of Zen’s most deceptively difficult shots. Lucy’s booth is situated in a way that the ball will just barely clip the corner of it. Thus, what should be the simplest angle in the game is rendered the most challenging. Even more frustrating is that the ball must pass through a gate before reaching the saucer, and if it loses too much momentum it’ll roll-out to the mailbox orbit. This caused some major problems on Nintendo Switch (see below). It’s worth the challenge because the table has such a unique flow, but it’s also a shockingly hard table to clock. The bat flipper is especially difficult, as there’s two possible lanes to hit with it, but aiming at them is quite hard since you can’t really see what you’re shooting. None of us got a feel for it. It’s pretty clunky and likely the main reason why this is the rare table that mostly scored GREATratings without anyone even thinking about going MASTERPIECEon it. With that said, we all had a good time and, yea, I could see where people might consider pulling this pin out during the holiday season.
Persistent Problem – Shot Requirements: When you read our Pinball FX reviews, you’re going to hear us complain a lot about grinding and ridiculous shot requirements. I imagine Zen’s designers will tune out really quick, so I wanted to put this in the first review alphabetically. To reach the wizard mode in A Charlie Brown Christmas, you have to play every mode once (win or lose), activate Lucy’s multiball, start all three “design and play” modes, and start the two ball “decorate Snoopy’s house” multiball, which specifically requires you to score five different jackpots to earn its check mark. Activating that mode by itself requires you to repeatedly shoot the target pictured here, which is far and away the most high-risk target on the table. One of the main modes is also shooting the dog dish about four or five shots too many than reasonable. The amount of work your tables expect, WITHOUT failing is so beyond reasonable that I wouldn’t be shocked if only a couple dozen people ever reach the wizard outside of the practice. The problem is, seemingly no consideration is made for how high risk the targets are. Designers just place a target wherever there’s room, bump up the requirement on it until it becomes boring, and then move on to the next table. Another example of bonkers requirement: a twenty-five hit combo is what earns you an extra ball. Twenty-five. WHAT THE ACTUAL F*CK IS WRONG WITH YOU DESIGNERS? It’s Charlie Brown, for Christ’s sake! You can’t even drop this batsh*t mind-numbing grind for a Charlie Brown Christmas-themed table? You have all the talent in the world, and you squander it by turning your fun designs into mind-numbing slogs. There are multiple Pinball FX and Pinball M tables we should be holding up as triumphs of modern pinball, and instead we hold up only a fraction of that because of the rules, not the tables themselves. You are the one who is both building the Porsche and puncturing the tires. I don’t think any of you suck at designing pinball. That’s why it hurts that the tables aren’t as good as they can be. Because you’re so much better at this than the actual final product suggests.
Special Consideration – Nintendo Switch: On the Switch build of Charlie Brown, the Grinch is the director’s chair shot, and it steals Christmas. Even high-speed direct shots right down the middle of the director’s chair target stop and miss after passing under the metal gate. There’s just too much resistance on that gate, as if it’s grabbing the ball by a tail and yoinking it away from the target. It’s weird. Since that shot is the mode start, it’s pretty ruinous. This culminated in a game where Oscar hit the director’s chair shot over a dozen times before it finally registered and started a mode. For this reason, and this reason only, we have to consider A Charlie Brown Christmas on Switch to be ⚠OUT OF ORDER⚠ for the time being, but if they fix this one thing, it should easily cruise to a Certificate of Excellence. Cathy: GREAT (4 out of 5) Angela: GREAT Oscar: GREAT
Jordi: GREAT
Dash: GREAT
Sasha: GREAT
Dave: Projected to be GREAT on Switch after fix.
Elias: Projected to be GOOD (3 out of 5) on Switch after fix.
Primary Pinball FX Scoring Average: 4.0📜CERTIFIED EXCELLENT📜 Switch Scoring Average: ⚠OUT OF ORDER⚠
Some review copies were provided in this review, others were paid for.
Our Pinball FX and Pinball M reviews took a lot of playtime and revisions. If you enjoy what you read, or even if you hate it, please consider making a donation to your local food bank. For my American readers, you can find your closest one by using the search tool at Feeding America. A cash donation to your local food bank buys exponentially more food than donating canned goods. I also support Direct Relief, and in the aftermath of Hurricanes Helene and Milton, they could use some help. They have a page up just to explain their hurricane response. They’re worth it. Thank you, and enjoy the review. Or hate it.
PLEASE NOTE THAT NINTENDO SWITCH’S VERSION OF PINBALL M ISN’T SPECIFICALLY INCLUDED IN THIS FEATURE YET. WE WILL UPDATE BEFORE 2024 IS UP WITH ANY IMPORTANT NOTES ABOUT PINBALL M ON NINTENDO SWITCH. THIS FEATURE WILL BE UPDATED AS MORE MEMBERS OF MY TEAM SUBMIT THEIR RATINGS. THANK YOU FOR YOUR PATIENCE AND ENJOY THIS FULL REVIEW GUIDE TO PINBALL M!
LAST UPDATED – November 5, 2024
Camp Bloodbrook’s review is up!
Jordi’s rating for The Thing and Camp Bloodbrook are in.
A NEW GOLDEN AGE
For all the bitching and whining I’m about to do, we’re sort of in a new golden age of pinball. Pinball tables are probably second only to pool tables in terms of the most desirable high-end furniture-like gaming devices for family rec rooms or man caves. The problem is real pinball tables cost a LOT of money. Thousands and thousands of dollars for a noisy, heavy gaming device that plays one game, and one game only, forever. And that’s before you get to the hidden costs of owning a pinball table. They require maintenance. Waxing. Replacement of the rubber rings. And if something breaks down and you don’t know how to fix it yourself, it could cost quite a lot. They wear out too, and if something happens and the playfield is damaged, you either have to live with the damage or replace it entirely. That’s what our very own Dash had to do with his Swords of Fury table. He picked it up for $3,500, then needed to put an additional $1,500 to restore it. Pinball is a very expensive hobby.
Average cost of repairs for an old table, give or take.
With digital pinball, anyone can afford the fun of pinball without the cost or hassle. You can spend $7,000 to $12,000 to score a mint condition real life Addams Family table, or you can buy the digital version in Pinball FX for $9.99 that has the same playfield, same targets, same call-outs, and same ROM, and the physics are 85% to 90% there, and hopefully climbing (no Christopher Lloyd though, much like Pinball Arcade). To put this in perspective, a rubber ring replacement kit for a real life Addams Family will cost you over three times the cost of Addams Family on Pinball FX by itself. So, how much is that final 10% to 15% difference in realism worth to you? And I’ll sweeten the deal for you. In Pinball FX3, you could only play with true-to-life table dimensions on PC or Nintendo Switch. With Pinball FX and Pinball M, no matter what platform you’re on, vertical screen options are available and so easy to set up. So your $9.99 game of Addams Family goes from looking like this:
To looking like this:
Those screenshots both come from the same copy of Pinball FX on an Xbox Series X. Wow! As of this writing, there’s over 135 tables in Pinball FX and Pinball M, and while we rate five of Pinball FX’s tables OUT OF ORDER (none for Pinball M), every table can be played vertically. You can absolutely feel the difference, especially in shooting accuracy and timing. You don’t need an expensive digital table to do this, either. Just turn any TV or Computer monitor on its side and use any game controller. It works with Steam, Epic, PlayStation, Xbox, and Nintendo Switch and every table can feel like you’re viewing a real pinball table. And, if you want the full DIY digital table with arcade flipper buttons, Pinball FX and Pinball M are excellent starting points. There’s a LOT of problems with Pinball FX and Pinball M, but the addition of universal vertical access overrides all of them and makes Zen’s output our favorite digital pinball experience. I’ll talk more about the problems with Zen’s adaptations of real life tables in the Pinball FX review, but all you need to know is by turning your monitor on its side, this:
Becomes this:
And you don’t have to spend a penny more to do it. Very cool.
WHY PINBALL M?
Zen Studios wanted blood, guts, and swearing in pinball. I mean, those things are already part of pinball when I play.. one way or another. But, adding those things to Pinball FX not only bumps that to an M rating, which I’m guessing almost certainly violates contracts they have with Disney regarding the Marvel/Star Wars licenses, but it would outright prevent release in some countries due to censorship laws. You’ll note that many of Pinball FX3/Pinball FX’s Williams pins have had superficial alterations to the artwork to remove anything risque. If I have to choose between them making changes so minuscule that neither Dad nor Angela could spot changes without being told what they were or not having the Star Wars/Marvel pins, I’ll take the Star Wars/Marvel pins and the “censored” artwork every time. But, making new pins that would potentially breach existing contracts they have AND cut off their ability to sell family-safe tables in some markets wasn’t an option until now. Zen’s solution is an entirely different pinball platform. The advertising and table selection suggests that this is really a horror-themed pinball program. As of this writing, 6 of the 8 available tables are themed around horror, with only Duke Nukem’s Big Shot Pinball and System Shock representing traditional M-rated games (and System Shock is pretty much horror too).
Is this necessary? Probably not, and weirdly enough, it’s Zen that proved that. A sanitized version of Pinball M’s best table, System Shock, is also on Pinball FX and plays identically. Wrath of the Elder Gods is also on both platforms, but.. well, one works and one doesn’t. We’ll get to that. But really, it’s just tables with cussing, boozing, and red paint smeared all around. In the case of a table like The Thing, it isn’t even all that gory and wouldn’t have taken that much modifying to earn a T rating or even E rating on Pinball FX. Just change the B-O-O-Z-E name to T-H-I-N-G, remove the red, beep the cussing, and it’s the same table. Even the Duke Nukem table isn’t that risque. We’re comfortable letting my 9 year old niece Sasha, heir apparent to this very blog, play everything on Pinball M so far. There’s nothing that isn’t too intense for a child to play while supervised by a grown-up. It’s pinball, for god’s sake. So, what other differences make Pinball M worth the download?
SPRUCE-UP YOUR COLLECTION
As you play and make progress, you earn in-game currency that can be used to buy custom upgrades to tables that have no effect on gameplay. You can change some of the sound effects, the look of the ball, the appearance of the motion trail that follows the ball, the room lighting, and the look of the cabinet housing the table (which only matters in the menu). I was slowly making progress on these until I posted a seventeen-trillion point game of Texas Chainsaw Massacre, which gave me enough currency to buy everything (and level up my profile to the max level of 120) with 1,015 currency points to spare for Camp Bloodbrook later this month. If you’re into customizing pins, you’ll dig this a lot more than me. The only knock I have is that there’s no option to randomize the balls or sound effects. That would be nice.
There’s also power-ups for the arcade and campaign modes that, in a return to how they worked in Pinball FX3, require leveling-up. That means grinding. My family and I agree that we prefer Pinball FX’s way of doing it, where power-ups have a fixed value that doesn’t slowly upgrade as you accomplish menial tasks in the tables. It means we can compete on a fully level playfield right out of the hypothetical box without having to spend what could take over an hour to build up the boosts we want to use. This is one of those things that feels like it’s done to boost “engagement” without thinking of the ramifications that 99.999% of all owners will never bother and some might feel the work required isn’t worth the time or effort and give up on Pinball M altogether. The customization stuff is a good idea, but leveling-up boosts is forcing players to do busy work in order to be competitive on some leaderboards.
Five new challenges, three of which are fine, one of which is silly, and one of which is dumb.
NEW CHALLENGES/FEATURES
In addition to the usual rigmarole of 200 flip challenges or five minute challenges, Pinball M adds a whopping five new challenges to compete on. In Dread, you have one minute to score a benchmark of points. Reaching the benchmark adds a minute to the time and sets a new benchmark. This goes on until you run out of time. This is one of the good ones. So is Rescue, which is a race to see how fast you can reach a lone benchmark. Times, not scores, are posted to the leaderboard. The same goes for Survival, but that’s the worst of the five challenges, easily. In it, you have so much time to start building up your score before you start “bleeding points.” IE your score begins trickling away at an increasingly faster rate. Eventually, you’re bleeding points by the millions and games end in seconds. It’s just not fun. Madness has more going for it. It’s a unique multiball challenge that utilizes whatever the table’s max is, but it’s NOT a quick pass to the wizard mode. Instead, the more lights you shoot, the faster the values of jackpots increase. This is insane, chaotic, and everyone’s favorite new challenge. Yes, even me. And then there’s Shiver, which is “pinball in the dark. Practically blind!” Here’s what it looks like:
Pretty lame, Millhouse. Now, your mileage may vary depending on how bright your settings are, but since the table’s lights still work, come on, you’re not going to miss much. But hey, three-for-five ain’t bad. The challenges are also part of the new campaign mode. The campaign missions are mostly easy (some can be finished in literally under one second), and they’re not that hard to complete. In fact, we’ve only missed getting one completed on the high level. It’s a Survival challenge for Texas Chainsaw Massacre that requires you to stay alive for four minutes. By time you reach 3:30 – 3:50, you’re bleeding MILLIONS of points every second. I shot the lights out one game and still came four seconds short. Dad and Sasha both put up similar numbers when THEY shot the lights out. Under 20 people in the world have cleared this, according to the leaderboard. We will. We just have to wait for Angela. Anyway, it’s all about the tables.
TABLE REVIEWS
Our system is simple. MASTERPIECE– Our best score. 5 out of 5. GREAT– Better than GOOD, not quite a MASTERPIECE. GOOD– Even though this is the lowest passing grade, it’s still a passing grade. BAD– A table that particular rater thought wasn’t deserving of an overall positive rating. THE PITS – The reviewer felt the table has little to no redeeming qualities.
I then average the scores, and if the average is 3.6 to 4.5, the table is awarded a Certificate of Excellence. My team has agreed a Certificate of Excellencewinner is worth the price of a $14.99 set by itself. If it’s a stand alone table that costs $14.99, get it, because it’s a very, VERY fun table. A table that scores higher than 4.5 enters the Pantheon of Digital Pinball. These are the cream of the crop. The elite. Very few tables make it in. As of this writing, Zen has only made four non-Williams tables that entered the Pantheon. They are Star Wars: Battle of Mimban, Star Wars: Clone Wars, Epic Quest, and Fear Itself, with Mimban being our near-unanimous choice for Zen’s best table ever. Their versions of Attack from Mars, Medieval Madness, Getaway: High Speed II and the Pinball FX3 build of Monster Bash are also Pantheon Inductees. But, one more Zen creation might enter the Pantheon today, hint hint. A table that receives all positive scores but isn’t good enough to be certified excellent is still awarded a Clean Scorecard, which is pretty hard to get. A Clean Scorecard means we think it’s a safe bet the average player will enjoy the table more than dislike it. And finally, a table that scores an average of under 1.5 is declared a Certified Turd, but as of this writing, no Pinball M table is even that close to it.
Camp Bloodbrook Coming October 24, 2024 Designed by Daniel “Dolby” Vigh Stand Alone Release ($4.99)
They should have armed the killer with a nail file because this sucker can file off serial numbers like no other.
I assume that Zen Studios started preliminary work on a Friday the 13th table only to find out they weren’t getting the license. Instead of repurposing it, Police Force style, they just made a generic masked slasher table set at a lake. I’m all for it, and my only question is why didn’t you do that with Jaws? Without the music, hell, it could be ANY shark attack table, right? Anyway, Bloodbrook is Dolby Vigh’s best table yet and one of Pinball M’s best tables. While we currently consider the Pinball FX build to be so busted that we classify it OUT OF ORDER, the Pinball M version works great. The difference is in the mode start locker.
Signature Shot – Mode Start Locker: In Pinball FX, in “realistic physics” mode, this locker will drop the ball straight down the middle, right between the flippers, with alarming consistency. That doesn’t happen in Pinball M. In fact, this is a good shot in Pinball M.
Ignore the name. This IS the Friday the 13th table everyone has expected since Pinball M was announced, and it does a much better job with theme integration than anything in the Death Save Bundle. In fact, as far as horror goes, only Texas Chainsaw Massacre is better at matching a pinball layout to movie theme. The use of two dead end lanes on a single table, one for starting modes and one themed as a lake (it’s so small it looks more like a kiddie pool) adds to a sense of claustrophobia, but in a good way. This layout slaps, as the kids say. A multitude of good to great shots, but the fun stops there. Camp Bloodbrook speaks volumes about how far you can get simply by having a mistake-free layout. Pretty dang far. As if it’s channeling the spirit of 90s Gottlieb, it’s the ROM and the scoring system that nearly takes a machete to Camp Bloodbrook.
Signature Shot – The Lake: I get that the lake shot has to be round for the canoe spinner to work, but how many lakes are perfectly round? Immersion BROKEN. I kid. Actually, it IS satisfying to spin the canoe, though like so many aspects of Camp Bloodbrook, it’s underutilized. It’s just a glorified ball lock that doubles as a lane shot for the various modes. If you’re going to have water on a table, you need a satisfying splash down, or what’s the point? Zen has done it well before, or at least I think so. I personally find Pacific Rim’s splash down satisfying, something my family vehemently disagrees about. We’re all in agreement that Camp Bloodbrook’s water is missing something. Having Not-Jason snatch the ball would be nice for a third ball lock, but I don’t think it works for the first and second. It would be neat if each of the three ball locks did something different. Also, the release for Lake Multiball is lame too, but the actual shot itself is nice. One of the few Zen Studios shots where a backhand is consistently effective.
Bloodbrook’s modes are pretty average and underwhelming overall. This table reminded me a LOT of Chucky’s Killer Pinball. It’s so close that, if it were a cookie, it feels like it was made out of the same batter. It even has the mode where the antagonist walks onto the table and you have to shoot lanes without accidentally shooting him, only it’s a poorer version of it. Unlike Chucky, “the killer” of Camp Bloodbrook takes quite a while to lumber into place before the shot becomes lit. It’s annoying. This happens in the wizard mode too, where the instructions specifically tell you the object is to shoot him, but he’s not, for lack of a better term “lit”, until he waddles to his designated spot. There’s four main modes, one of which is shooting the bad guy, followed by a final mode where you once again shoot the bad guy, followed by a wizard multiball. The modes are NOT balanced, so they probably should have been forced to be played in sequential order. In fact, the fourth mode, Escape Plan, pays off so much and has so many lit shots (where even the false lights are worth a million points) that all four Vices play it first.
Signature Targets – STORM! Targets: Angela said the placement of the live multiplier targets and the ease of use makes these shots “like rewarding bricks.” It’s absolutely true that you can light these mostly via missing the actual lanes themselves. BUT, I like that for a reason. Sometimes I’ll find myself at the end of a mode and I’ll notice that I’m only one or two of the S-T-O-R-M-! targets away from activating the 3x scoring multiplier. It becomes mighty tempting to try and activate the multiplier before completing the mode for a windfall of points. Dolby’s Thing table has a similar set-up, but the table doesn’t blow wind that messes with the ball in Camp Bloodbrook. Also, it’s much easier to activate this multiplier because the lights don’t turn off if you shoot them a second time. We were split on if this was a good choice, or if it’s TOO powerful. Oscar really thinks x3 was too much and a progressive that starts at 1.1 to 1.5 and grows with each new STORM! activated would have been preferable. I agree that x3 throws the balance off too much, especially since the modes themselves aren’t even close to balanced, and would have been fine with it being x2 scoring. But, x3 it is, and I enjoyed the targets more than I disliked them.
The live multiplier is pretty much it for high scoring. There’s no progressive scoring for completing the modes, and doing well in the modes doesn’t enhance scoring in the wizard. In Angela’s Xbox world record-setting game (2,311,291,577), she completed multiple full mode cycles, and was scoring the same throughout, and part of the reason why she started playing recklessly (she had earned four extra balls on her third ball), was she just got bored. The shame is, this is probably the least difficult of any of Dolby’s pins too, but without dynamic scoring mechanics, it gets old. Even x3 scoring gets boring if the modes pay off the same whether you’re on your first cycle or seventh. The only progressive-scoring mode seems to be Lake Multiball. And that mode only consists of two shots: the lake and the ramp directly left of the lake. They probably kept the overall scoring low and non-progressive because the STORM! x3 buff isn’t very hard to trigger. By the way, for all my complaints, we all REALLY liked Camp Bloodbrook. While I didn’t love the rule sheet, there’s no grinding and it doesn’t fundamentally feel like it takes forever to do anything. All the side-modes go super fast. The pace works, if not the scoring itself. I might not consider Bloodbrook to be Dolby’s best, but by scoring average, it easily is. Cathy: GREAT (4 out of 5) Angela: GREAT Oscar: GREAT Sasha: GREAT Jordi: MASTERPIECE (5 out of 5) Scoring Average: 4.2 – CERTIFIED EXCELLENT
Chucky’s Killer Pinball Released November 30, 2023 Designed by Zoltan Vari Set: Death Save Bundle ($19.99)
Links: Pinball FX Wiki
Kickback – Jordi: As Chucky says: “If they don’t let us play, they all go away.” This table doesn’t let me play. The skill shot makes no sense since it’s undervalued and overly risky, but it’s only the first of many killer issues on this table, and I don’t mean that in the “killer, dude! Radical!” way. The central Voodoo targets are designed to return the ball straight down the middle, and the right orbit is absolutely lethal if the ball doesn’t make it all the way up there. So many balls go just over the right flipper and down the drain, and with how unreliable nudging is with the new engines (shared by both Pinball FX and Pinball M) defense is nearly impossible. I really wanted to like this table. When a mode works well, it is not a grind unlike in most of Zen’s new tables, the theming is spot on, and there are so many references here that just work. Sadly, Chucky is let down by a table that refuses to let me play even a single session without stealing a ball or two. “Are we having fun now?” No.
Despite the blood, swearing, and innuendos, Chucky’s Killer Pinball feels like it could have been an ideal trainer table. Chucky is a smooth shooter with multiple satisfying shots, the greatest of which SHOULD have been a humped ramp themed like a roller coaster that’s always a thrill to complete. The problem is it doesn’t always complete, and there’s no rhyme or reason why sometimes it doesn’t make it over the second hump or not. Since it’s the finale of the Tiffany mode, and completing the full circuit is the first jackpot in multiball, it’s kind of important that you can’t count on a shot working every time. The weird thing is, we weren’t 100% sure whether or not the point was to create a ramp circuit that could only be completed off a batted shot or not. If it was deliberate, it’s a very bad idea. If the intent was that the ball should finish the circuit every time, it’s just a run of a mill fail. What a shame. That should have been a historically awesome shot. To make up for it, the sequence shot used to lock balls is one of Zen’s finest ideas. You have to shoot the left side’s locker, which triggers a razor blade flipper that then bats the ball up into the lock. SO satisfying to hit, except it goes back to that circuit that doesn’t always complete. PLEASE fix that, Zen. It needs it!
Signature Mode – Marble Prank: I don’t know what to make of this multiball mode. The concept is unique: after so many bangs of the bumpers, a jar full of marbles rises onto the playfield near the Voodoo targets. When you break the jar, it releases five glass marbles onto the playfield that behave like faster mini-balls. If you can hit the marbles hard enough with the pinball, it breaks them for a million points each plus a million for each marble broken so far. The other extermination method is to use the razor flipper to fling them at the multiball lock, which is 10M + 10M instead. It sounds great, but the problem is the jar hangs directly over the drain, and it’s not rare for several of the marbles to immediately drain. While the pinball has ball save the entire time the mode is going, the marbles don’t. A neat mode but not worth the effort, really.
Originally, the Vices all had Chucky’s Killer Pinball rated at GREAT, but the more we played it, the less we liked it. While the roller coaster not working every time is what sealed Chucky’s fate, all it really did was make all the little annoyances stand out that much more. Like the VOO-DOO targets resetting if you accidentally start another mode. I already hated them anyway. Vari-targets are my least favorite type of pinball shot, and this has not one, not two, but THREE that act as the mode start and hang right over the drain. Yes, there’s a ball save that protects you, but only if you push one in all the way. There’s repetitive callouts galore (we adore Brad Dourif and Jennifer Tilly, but even they become annoying after saying the same stuff over and over) or blood splatter blocks your view during the Marble Prank. Most of all, Chucky’s Killer Pinball features scoring so imbalanced that it assured Oscar cement his rating to GOOD even if they fix the coaster. Jordi was right about the skillshot leaving a lot to be desired. Going off his body of work, I suspect Zoltan Vari isn’t a big fan of skillshots in general. Chucky’s is a difficult to clock, super high-risk skillshot, and when we actually got it, we were stunned by how little value it is for the challenge and risk it involves. It certainly tracks with the rest of the table’s poor factoring-in of risk and reward. Dad ain’t wrong about that.
Signature Mode – Olly Olly Oxen Free: Of the three main modes, this is the worst, easily. In it, Chucky jumps onto the playfield and you have to avoid hitting him. A single hit ends the mode. This is potentially problematic because the game doesn’t just give you the ball to start. It kind of sideswipes it towards players, so that it reaches the flippers as chaotically as possible. Because, say it with me, “Zen Studios’ designers are hostile towards ball control.” Well, sometimes the ball might hit the slingshots and violently fling around the table until the ball pops up and hits Chucky, ending the mode before you even get your first shot. Yea, getting hit by the slingshots counts as “shooting him.” To the game’s credit, this is extremely rare, but it’s a completely unnecessary thing to happen in the first place. Just give players the ball! I’d say half the time the ball ends up in the drain before your first shot, though it doesn’t instantly kill-off the ball save. I have a feeling they realized how badly some aspects of Chucky handle and used ball save as a band aid instead of a feature. System Shock is like that too.
Other than the mode in the caption above, Chucky’s modes are pretty well done. No grinding. They make use of the full table. If there’s a downside, it’s that each of the three main modes is a “tour the table” type of mode, only done slightly differently. “Chucky Says” is just “hit the lit shot” and nothing more. It’s not timed differently. It doesn’t play differently. It’s too simple. I would have preferred the modes play out sequentially like Getaway: High Speed II, but I’m not going to complain too much about a table that does what we want: have fun, non-grindy modes. And the wizard mode is a ton of fun. Spoiler: you hack Chucky up bit by bit, and it’s awesome. Chucky’s table is really well done in many aspects, so we REALLY want to give this table higher scores. But, until the coaster’s fix is in, we really can’t. If it was intentional, GOODis Chucky’s ceiling (unless you’re Angela. She LOVES that it’s hard to complete the circuit. She insists it makes it more exciting). Also, yea, I’m pretty peeved that this is one of the few tables I put a MAJOR marathon into with a world record pace only to have the game glitch out and start taking away points from me instead of adding them. I wouldn’t have reconsidered my score, but my GOOD would be a very enthusiastic one. Even though this wasn’t our highest-rated pin, we want to make it clear: the lack of grinding and quick modes are a very positive thing. More of THAT please, Zen! The best thing I can say about Chucky’s Killer Pinball is it feels like the prototype that gave us System Shock. Worth it! Cathy: GOOD Angela: GREAT Oscar: GOOD Jordi: BAD Dash: GOOD
Sasha: GOOD
Elias: BAD* (Nintendo Switch) Overall Scoring Average: 3.0 – GOOD
*Nintendo Switch Scores not factored into average. This will be updated at a later time.
Dead by Daylight Released November 30, 2023 Designed by Gergely “Gary” Vadocz Set: Death Save Bundle ($19.99)
Is it ironic that this is a pinball table licensed on one of the most license-heavy video games ever made?
Dull by Daylight, according to Angela and Oscar, is the worst Pinball M table so far. Hell, it’s the only table among the original five launch tables that doesn’t have its own Pinball FX Wiki page as of this writing. It’s second-to-last for me. A slog of a pin in desperate need of some spit shine. On literally our first shot ever taken on this table, Angela valleyed the skillshot, and no amount of nudging could free it. Even after patchwork, in the final sweep of tables before we published this feature, we valleyed balls on it, and the only difference seemed to be a gentle nudge dislodges the ball now. While it might not break the table, it speaks volumes to how unpolished this one is. Plus it has some of the most frustrating rails and outlanes around. Even when the ball seems like it doesn’t have the energy to carry on, it still manages to crawl across the rails and slither down the outlane. This on a pin where nudging feels especially ineffective. But, none of that matters, because Dead by Daylight has a much, much bigger problem: it’s just a boring table. One of those instances where the shot selection is less than the sum of its parts.
Signature Feature – Survivor/Killer Loadouts: Dead by Daylight is one of those tables where you choose a buff before the game starts, just like the video game it’s based on. Survivor mode has four, while Killer has three. Oscar is a big fan of the concept of loadout buffs, provided they’re balanced enough that there’s not one logical choice. The loadouts you can choose for every Pinball M’s arcade mode (IE enhanced multiball, bumpers, ball save, etc.) have this problem. According to Dad’s theory, if you had a 100 different buffs and 98 were weak and only two were beneficial but equally balanced, it’d still be worth it because it means players have a legitimate choice with pros and cons that can be tailored to the player. On the flip side, if you have seven choices, six of which are equally balanced with each-other while one stands out as the no-brainer choice for all players of all skill sets, it wrecks the whole concept. With that in mind, myself, Oscar, and Sasha decided to play a bunch of games with every load out, and all three of us consistently had our best standard games (Classic/Arcade) using KILLER – EASY SACRIFICE as our buff. I should note the one exception to this was I put up the #6 all-time arcade score with SURVIVOR- EASY SKILL CHECKS. This feels like a one-off fluke as my other games were all on the lower side with it. The other exception is the special challenges, where putting up points fast matters, in which case we all scored higher using SURVIVOR – FAST GENERATORS.
Dead by Daylight’s biggest problem is there’s just no good shots on the table and no sense of flow. Maybe that makes sense since the shots mostly represent distance closed in a cat and mouse chase regardless of which side you pick. This is what we call a “pick ‘n flick” because, despite the heavy use of hurry-ups, this is a game where you’ll want to trap the ball and aim carefully, because accuracy and not volume of shots will win the day. But, a pick ‘n flick table absolutely needs thrilling shots to succeed, and that’s not here. The closest it comes is smacking crates to increase your distance if you’re playing as a survivor, while the killer has a giant bear trap that you want to shoot before you start shooting orbits, since it leads to a faster capture. But even the bear trap is a massive let down. It’d be more fun to build a two ball multiball around it where it captures the first ball and then you have to smack it several times to open it back up. Oddly enough, the limited shot selection would make for a better multiball table if not for the aforementioned outlanes and rails. Oh and you have to shoot very bland drop targets that appear in the center of the table to score a capture.
Signature Mode- Survivors: It seems fairly unanimous in my house that playing as the Survivors instead of the Killer turns Dead by Daylight into a more well-rounded pinball game. There’s five generators that require a full table tour. They are (1) the spinner (2) flashing lanes (3) the marked sinkhole (4) the flashing lanes, again (5) the bumpers. What becomes annoying is the video mode “Skill Check” pauses a live ball. The video mode itself is quick. You just have to stop a meter in time, with a zone close to the edge scoring more points. But, the mode can interrupt play, and it’s even happened to us when the ball is on a flipper. When this happens, it can screw with your timing when the mode ends and play resumes. We’re honestly not sure if this was a deliberate choice or something that needs to be patched out, but assuming it’s a bug, it wouldn’t change any of our ratings.
The center loop that acts as the skillshot, the multiplier increase, and sometimes the key shot for modes is just too clunky to be satisfying. We split on whether the tall ramp in the center was too rejection-heavy or not. Actually, the argument was more about whether the rejections were based in reality or if it was just Unreal Engine living up to its name and throwing back shots that had the angle and velocity to complete the ramp. Unlike some faulty ramps in Pinball M or Pinball FX (the teardrop from Texas Chainsaw for example), I didn’t feel it was clear one way or another. I’m open to the possibility that the design is inherently flawed. Either way, this became one of Angela’s least favorite pins and she can’t believe we don’t consider Dead by Daylight to be Han Solo/Safe Cracker levels of bad.
Signature Shot – Bear Trap: Talk about a letdown. When we saw the bear trap for the first time, we were imagining the possibilities of how this could be used as a sick M-rated ball lock. Nope. You just clank it a few times until it opens, then you shoot lanes before it closes. That’s it. It’s not a ball catch. It’s not a decorated cellar. It’s a bland digital target, and nothing more.
The lack of targets and poor flow from shot to shot means that Dead by Daylight was fated to grow old quickly. Our suspicion is the limited shot selection was done to make the differences between Killer and Survivor more pronounced, and to Gary’s credit, the two modes do feel different enough, but Killer offers a lot less flexibility since it makes logical sense to arm the bear trap before shooting any other target. Individual strategy for that side of the equation begins and ends with what loadout you want. We spent the better part of two days playing this and trying to find the fun. Sasha liked it, as she felt the chase aspect worked well regardless of what side you choose, plus she liked the shot selection more than we did. The rest of us were just really bored. Dead by Daylight probably does an admirable job of feeling like the video game, but as a pinball table, it was dead on arrival. Cathy: BAD Angela: THE PITS Oscar: BAD
Jordi: BAD
Sasha: GOOD Elias: GOOD* (Nintendo Switch) Scoring Average: 2.0 – BAD
*Nintendo Switch Scores not factored into average. This will be updated at a later time.
Angela has dubbed this “Duke of Whirl” because of the merry-go-round. She’s a fan of rotating targets in general and thinks it’s one of the most underused concepts by Zen Studios. I pointed out that it wouldn’t be a big deal if it showed up regularly as a featured target. She said “why would the best type of target stop being fun?” We dueled to settle who was right. She won 4 to 0. She always wins.
Duke was a sort of breaking point for me, where I’d had all I could stand and I could stands no more. Zen has a tendency to go overboard with shot requirements, and they finally crossed the line of reason with Duke Nukem’s Big Shot Pinball. It’s as if someone at Zen is saying “why have a mode require five shots when it could instead require ten? Or hell, why not twenty?” And the answer is “because you also want to have hyperactive slingshots that are aimed right at the outlane and it’s not reasonable to expect someone to keep the ball alive during this.” I think Duke Nukem is a terrible table. Serial killer slingshots with hair triggers aimed right at the outlanes combined with modes that need their shot requirement clipped by 80% at least. A typical game consists of the ball hitting the slingshot and going into the outlane about six times, or possibly ricocheting off one of the many cardboard targets, skipping across the rails and going down the outlane. It’s all defense, all the time and it’s SO exhausting and boring. Every mode is that way.
Signature Mode – Kick Ass and Chew Bubblegum: In this video mode, you have to alternate between four channels and press the launch button three times when a target pops up. Do this twenty times. It’s not exactly a first person shooter, and the novelty of it looking like Duke Nukem 3D wears off pretty quickly. There’s no tension at all. Even when we’ve played it poorly, we’ve never fallen under 60% health. I imagine if someone had a stroke while they were playing this, or if they were attacked by swarms of murder hornets in the middle of a game, they might lose it. Maybe. Some of Zen’s video modes aren’t so bad. This thing is such an unfathomable slog to get through, and it has nothing at all to do with pinball. You know, that thing we’re here to play. I wouldn’t mind this if it lasted only a few seconds and involved shooting one enemy and maybe avoiding its fire, but it’s nothing like that. It’s just a shooting gallery with a generous amount of wiggle room.
By reputation, Duke Nukem is one of the hardest tables Zen has ever made. I have no problem with a hard table if it’s fun, but Duke Nukem also requires a massive grind to accomplish anything. Want to get an extra ball? Hit the NEST targets 100 times, which can only be shot off a toe shot right next to the drain and in which case the ball is likely to go off a slingshot and die, or get into the secret room ten times. How do you get into the secret room? Well, first you need a pipe bomb. How do you get a pipe bomb? You have to complete one of the three side modes. Oh, side modes? That sounds quick. What do you do? Well, for “I’m The Cure” you have to score 6 sinkholes in the merry go around, which has six slots, half of which don’t feed the sinkhole. You then enter an “alien nest” where you have to get 60 spins of the spinner. Then you get the pipe bomb? No, 60 spins spawns four more targets which raise up and down. THEN do you get the pipe bomb? Well, maybe. It’s a random award. Could be the pipe bomb. Could be something else. Doesn’t that sound like boring ass busy work? Uh, yea? And if you want that extra ball from the secret room, you only have to get lucky with the random award for all that work ten times over. You won’t be able to. See, the designer thought it would be hilarious if he aimed the slingshots at the outlanes and gave them a hair trigger. And also have the ball return sometimes come in from the side at a sharp, sideswiping angle that could go down the outlane or onto the slingshots which can also send the ball into the outlane. Having fun for your $19.99 for the Death Save Bundle yet?
Signature Shots – Cardboard Targets: The soldiers in front of the boss targets take multiple shots to kill, then the boss takes a ton of shots to kill. Hypothetical future bosses past the first one are even spongier AND and they have more minions in front of them AND those minions require more shots. Let’s pretend that Duke Nukem doesn’t have extremely lethal slingshots and kickbacks that require five shots each to light. Let’s pretend that you have a ball save lit the entire fight and instead the only factor during the boss fights is your health. That’s a thing that exists on this table, by the way, but don’t worry because you’ll die long before your health runs out anyway. But, pretend that health was the only factor and not the drain or outlanes. Wouldn’t shooting these static cardboard targets get boring anyway? It’s not like it’s two or three hits on each. The bosses can take as many as 18 shots to kill, and that’s after you get through the spongy minions in front of them. No shot on a boss counts until the minions are clear. Didn’t anyone stop and say “wait.. is this fun?” Because it’s not! It’s such a mindless chore that it’s practically a holistic lobotomy.
I’m sure that someone has gotten in the ear of Zen’s design team lineup and told them “making tables harder is good! Making it take as many shots as possible to get anything going is good! It increases engagement!” It actually doesn’t. At all. It just makes your table boring, so that people who aren’t in the pinball bubble like me, my family, and my friends won’t want to spend their time with it. So, how’s Duke Nukem’s ruthless difficulty working out for it? Well, a few minutes ago, I had a game of Duke Nukem’s Big Shot Pinball where I beat the first boss. So basically I finished a single mode. I completed zero side modes and made only one skill shot. That game, where I barely accomplished anything, is the 17th highest score on the Duke Nukem arcade mode leaderboard right now. Not for the week. It’s #1 for the week. It’s #17 all-time. One boss alone got me a top 20 all-time score. That’s engagement? Because to me, that sounds like Duke Nukem is a barren wasteland of non-engagement. BAD was too generous for a table that I’ve honestly never had even a tiny bit of fun on. I can’t rate a table based on the fun I could have had if its designer hadn’t made it such a slog to make anything happen. I can only rate the table as it exists, and I think Duke Nukem is currently the worst Pinball M table. I stand alone in my group on that opinion, but hey, I’m used to it. Just wait until you see the Knight Rider review. Cathy: THE PITS Angela: GOOD Oscar: GREAT Jordi: GOOD Dash: GREAT Sasha: GOOD Elias: GOOD* (Nintendo Switch) Scoring Average: 3.0 – GOOD *Nintendo Switch Scores not factored into average. This will be updated at a later time.
System Shock First Released February 15, 2024 Designed by Zoltan Vari Stand Alone Release ($5.49)
Links: Pinball FX Wiki
If the mark of a truly magnificent licensed pinball table is one that makes non-fans of the featured property interested in finding out more about it, System Shock must be one of the very best digital pins ever. My father, now in his mid 70s, purchased the recent remake based on his experience playing Zen’s tribute to it. Fans will appreciate that they nailed the creepy menace of SHODAN and the sense of isolation, but you absolutely don’t need to be a fan of 1994 PC classic to enjoy the thrilling shots of what is easily Zoltan Vari’s greatest triumph (sorry Fear Itself). While the build we played had that expected launch-window Zen clunkiness, we still couldn’t put down our copies of Pinball FX and Pinball M, playing nearly a full week of duels. Eight months after its release, in October of 2024, we again couldn’t put it down. Few tables from Pinball FX or Pinball M are easily classified as a modern pinball triumph. System Shock is. In fact, there’s only one thing that takes it out of the conversation for best Zen Studios pin ever. So, let’s do a caption and get that out of the way.
Signature Brain Fart – Laser Mode & SHODAN Battle: In the annals of “what were they thinking?” this one is the most peculiar, because it’s so silly that I literally laughed. First off, let’s talk about Laser Mode. It’s one of four checkmarks players must knock out before the final battle with SHODAN. Getting to Laser involves completing the harrowing three-shot journey up the spiral tower (maybe add a fourth shot if you haven’t hit the Serv-Bot yet), at which point you play a brick breaker style video mode. That’s fine. It’s a fun mode. Well, it’s also the wizard mode and the final battle with video game icon SHODAN. The only difference is instead of killing two enemies, you have to hit SHODAN twenty times with the puck before you drop the puck twenty times. Yep, really. That’s the wizard mode. Presumably Zoltan Vari won a bet.
Oof. On a table where every angle, orbit, and ramp is fun to shoot, not having a tour-the-table wizard is almost beyond belief. Zen has a history of bad mini-tables, but given how amazing the layout and the shot selection is for System Shock, it’s a safe bet that ZV was on a roll and he could have pulled off a sick boss fight mini-table for this one. And yea, SHODAN’s value is potentially so high if you hit all nine targets (“collecting items”) on the roto target that it negates the rest of the table. BUT, since the Wizard is easy to get, we’re cool with it. Oddly enough, this might be the most generous Zen table ever. Not only are extra balls plentiful, but so are ball saves. The tower is the obvious center piece, but get this: there’s a target behind the entrance to the tower that activates a magnet that assists in teeing-up the ball for the bat flipper that shoots the tower AND gives you a split-second ball save if you drain within the next second and a half. That feature was hotly debated in the Vice Household regarding whether or not it nerfed the table too much. Oscar was THIS CLOSE to dropping his vote to GREAT. The fact that every Vice ultimately rated System Shock a MASTERPIECE should make it clear it wasn’t a deal breaker even for the challenge-frothing Oscar or Angela.
Signature Shots – The Tower: Actually, every Vice had their own “I almost dropped this from MASTERPIECE” feature. This was mine. Specifically, the second level of the tower. This both doubles as the super jackpot in multiball while also functioning as a crank which rotates the base of the tower. The base features stand-up targets that function as the tools you collect to increase the value of multiball and the final battle with SHODAN. There’s 9 total targets and 3 cellars that are the ball lock. The reason I almost dropped the score from MASTERPIECE is the crank has a tendency to go nuts. In theory, it should only do one quarter rotation when you hit it. But, it frequently goes more than one crank, or sometimes it’ll crank forward and then backwards. When you create experimental targets, things go wrong. It wasn’t a deal breaker by any means, and the more I thought about it, the more I questioned whether I was even frustrated by it. So, while it didn’t factor into my rating, I wouldn’t shed a tear if they fixed it so it was always a quarter-turn of the base. Also, and this is very nit-picky but I wish there was better representation of the nine tools you collect. Better use of lights that tells you which targets you haven’t hit, because you do have to hit all nine specific stand-ups on the roto-target, whereas any of the three sinkholes count towards a ball lock.
System Shock is that rare table where nearly every shot is thrilling. This is further enhanced by the fact that the four “modes” you must complete to open the SHODAN fight require minimum grinding. The one that requires the most work is probably “COMBO” where you have to shoot the front-right ramp several times, which places three unique balls as targets just above the flipper zone. Two are fakes that explode on contact while one is a real “rubber ball” with its own unique physics that must be sunk in the sinkhole above the right flipper. This lights the two front ramps, at which point a single crisscross combo gives you the COMBO light. It’s a lot of work and probably the toughest light to get, but it’s also a light you can get through natural progression instead of grinding. Oddly, after you’ve finished the wizard, you can skip all the steps I listed above except the single crisscross combo to relight it. The second wizard takes a LOT less time to reach. There’s a small but very annoying (not to mention potentially game ruining) glitch attached to it if you’re playing one of the modes that allows you to use the Ball Save buff. If you screw up hitting the real ball before time runs out and you have a maxed-out Ball Save buff, it could take five or more minutes before you get another shot. Another annoyance is sometimes, when shooting the final shot that earns you to the “REACTOR” light, the ball begins slowing down as it starts to “complete the shot” only for it to fall back down. In theory, you should be home free once it reaches the point where it slows down since it seems to be something that the game does and not the physics of your hit.
Signature Mode – Cyborg Attack: I have a gut feeling that it didn’t used to be four checkmarks before fighting SHODAN. My hunch tells me it started as five, and this was the fifth. In it, you have to just shoot the same front-left ramp you’ve shot multiple times to activate it. This also happens to be the hardest mode in System Shock. Nothing else is even close. Oscar calls this a Fastest Gun in the West type of mode because you don’t really have time to set-up shots. You have to ready and aim yourself in a split second, because when the cyborg locks onto your ball, it fires a laser at the ball which sends it flying. Try trapping and even if you begin the shot by letting go of the flipper, the Cyborg will hit the ball, which is a big outlane risk at that point, and it also halts all other modes while the attack is going. Cyborg Attack only awards a nominal amount of points. but the real reward for it is it lights valuable magna saves. This is a prime example of well thought out risk/reward. It was wise to have this be separate from the main modes thanks to the difficulty spike, as was attaching a genuinely desirable award to it. You can even earn the right to stack additional magna saves if you complete mode. Fantastic. More of this type of thoughtfulness with side modes, please.
The worst thing most of us accuse System Shock of is being a flawed MASTERPIECE. That still makes it a MASTERPIECEand, statistically speaking, the best table in Pinball M so far. The only other table in Pinball M that has even a MASTERPIECE vote from anyone on my team is Texas Chainsaw Massacre (two of them, in fact). Only System Shock stands tall as a table entering the Pantheon of Digital Pinball. Oscar said that System Shock reminded him of the pace Getaway: High Speed II has, only if the modes were non-linear. He’s not wrong. Not that System Shock shoots as well as Getaway, but what does? I want to stress once more that you certainly don’t have to be a fan of the original game to enjoy this pin. My father had never played System Shock and Angela and Sasha had never even heard of it. If you feel old now, you’re having the right reaction. But, this is exactly the type of licensed table Zen should be doing. Non-punishing. Easy to understand objectives. No grinding. A table even an average player should be able to finish. But also a table with strategic flexibility and options that measure risk and reward. Sure, you can postpone getting multiball until you collect all nine tools, but if you drain, game over. System Shock offers that constantly. It’s Zoltan Vari’s best table and, indeed, the best Pinball M has offered yet. So naturally it’s also on Pinball FX as well. Go figure. Cathy: MASTERPIECE Angela: MASTERPIECE Oscar: MASTERPIECE Jordi: MASTERPIECE Dash: GOOD* Sasha: MASTERPIECE Elias: MASTERPIECE** (Nintendo Switch) Scoring Average: 4.71 🏛️PANTHEON INDUCTEE🏛️ *This feature will be updated as soon as Dash gets time to explain his GOOD rating. He’s been swamped with work stuff. **Nintendo Switch Scores not factored into average. This will be updated at a later time.
John Larroquette’s opening narration from the original movie is here. They got that, so how come they couldn’t get him to do the callouts, too? Just call his cell and ask “hey, can you say MULTIBALL into the phone and maybe MULTIPLIERS INCREASED? What’s this for? We’re doing a pinball table based on Night Court and you’re the only cast member still alive. No, we’re not counting Karen Austin. Hello? Helllllo?”
Texas Chainsaw is currently the #2 ranked Pinball M table, and it’s certainly worth the $5.49 asking price because it’s not possible to get bored with it. The longest single game of pinball I’ve ever played in my entire life was on Texas Chainsaw Massacre’s arcade mode. I gamed the boost level-up system by maxing-out BALL SAVE, then I reached the wizard mode. With the fully-charged ball save boost, I only needed to convert one shot every ninety seconds or so to keep the ball save lit. After a ten hour long wizard mode (including all the breaks I took to ice my hands, and I’m not even kidding), I was the world champion, and then I laid down the next four balls instead of risking Pinball M crashing. There’s not a lot of tables I would play for ten hours straight. It’d be boring, even if I was on a world record pace. That alone speaks volumes to how amazing Chainsaw’s shot selection is. We were rough on newcomer Hezol’s first table, A Samurai Vengeance, but you could see this guy was going to be legit too. Chainsaw proves it.
Persistent Problem – Physics: When ramps in Pinball M or Pinball FX go bad, it’s usually very bad. For example, the teardrop ramp, which is a pretty big shot on this table. It opens a mode and it’s the skillshot. But, the ramp doesn’t work sometimes. I don’t know if it’s too steep or too tight a curve, but we’ve broken it more than once, and thankfully we got a clip of it. Not only did the ball get stuck when it should have had the speed to clear the ramp, but the ball began wiggling. How does a ball wiggle on an incline? It never stopped, either. The clip doesn’t show it but the ball was stuck wiggling at roughly the same speed for quite a while. The wiggle prevented the ball from resetting, and it was jammed so badly that nudging wouldn’t knock it loose. I almost tilted trying to. In fairness, this happened during a silly challenge in the game’s campaign mode. Had this happened during the (former) world record game, I’m not even sure I would have remembered it.
Besides the teardrop ramp, every shot is well-placed and properly satisfying. The highlight is the subtle but sweet chainsaw ramp. It’s one of the shorter ramps in Pinball FX or Pinball M, but it’s also brilliantly angled and works as both a traditional shot and as a toy. The severed head moves along a diagonal track but never feels like it’s angled in a trollish way. The “set ’em up, knock ’em down” modes where you bank points that you then earn via a “massacre” jackpot is an inspired concept, and the only downside is that they don’t pay off enough. Oscar wasn’t a fan of the score imbalance, as he feels the modes were a little more than checklists to get you to the high scoring multiball and wizard modes. When I countered “so does every table, including System Shock” he said fired back with “the shots aren’t as good as System Shock.” They’re really not, but it’s a safe bet that some people will find the shots too conservative and bland. Thankfully there’s minimal grinding and Chainsaw has one of the easier-to-reach wizards Zen has done. That was very wise, given the lack of value for standard modes. Had the scoring been more balanced, this would be a contender for the Pantheon. I think that Hezol is going to work out just fine. Cathy: GREAT Angela: GREAT Oscar: GOOD Jordi: GREAT Sasha: MASTERPIECE Elias: MASTERPIECE* (Nintendo Switch) Scoring Average: 4.16 CERTIFIED EXCELLENT
*Nintendo Switch Scores not factored into average. This will be updated at a later time.
The Thing First Released November 30, 2023 Designed by Daniel “Dolby” Vigh Set: Death Save Bundle ($19.99)
Links: Pinball FX Wiki
The weirdest thing is that Zen’s Godzilla table looks colder than this table that’s literally surrounded by ice. Oh and please note that, right now, only the ratings for the main version of Thing are from the four Vices. This review will be updated in late October, 2024 when the review for Camp Bloodbrook is added.
The consensus seems to be that either Thing or Dead by Daylight was the worst table of Pinball M’s launch. Personally, I’d rather play either of those over Duke Nukem, but to each their own. I don’t think Thing is that bad. It’s a very frustrating table, and one I’m not enthused enough with to argue too passionately in favor of, but bad? Nah. My pops and I are in total agreement: Thing has something going for it, though it’s hard to pinpoint exactly what that is. One thing about THE Thing that we all agreed on was the layout didn’t do the movie justice. A traditional Japanese fan layout probably wasn’t the right way to go for a pin based on this specific flick. The 1982 John Carpenter film is one of the most imaginative horror movies of all time. How does it do it? Claustrophobia. What is the Thing pinball table? A vast, wide open playfield where every made shot can be followed-up by almost any other orbit. In pinball terms, that’s the literal opposite of claustrophobia. Hell, the Dead by Daylight table would have been a more accurate representation of The Thing’s tone than this. I get a lot of guff from my friends, family, and readers for not putting more stock into theme integration. I think it’s rarely notable unless a table does exceptionally good or exceptionally bad. Thing is exceptionally bad, at least in terms of replicating the emotions of the film, and I say that while noting that I think it’s an okay pinball table.
Persistent Problem – Bad Mini-Tables: Zen Studios has a mini-table problem, and the only good thing I can say about Thing’s mini is that at least it’s not another bland-ass circular table. I get that Dolby was probably aiming to replicate the tight, claustrophobic vibe of the movie with this mini’s shots, but it’s too tight, too limited, and over too fast. If Zen is going to keep insisting on having mini-tables, they should allow players to practice them off the menu instead of having to play a practice game and grind your way to them. Actually, I wish they overhauled their practice mode altogether. Basketball players looking to improve their free throw shooting don’t have to play entire games for the opportunity. They just go up to the line and shoot during practice. Let us do that for all your modes and shots. Do that and you’ll see scores increase across the board.
The real problem with Thing is basically the same problem all tables by Daniel “Dolby” Vigh have, to the point that I could probably cut and paste this review from any other review of his tables: punishing difficulty to the point that it becomes exhausting instead of exciting. Slingshots with hair triggers that only need a single pop to send the ball flying into outlanes faster than you can nudge to defend against it, not that the nudge is all that effective. A ramp’s wall hover directly over the drain in a way designed to funnel balls from the bumper zone straight down the drain, and since it’s right over the middle, often a nudge can’t save you anyway. Sharp toe shots being too essential to the gameplay. Rails where the ball constantly gets cruel bounces instead of kind ones. Modes that take far too many shots to complete given the extreme difficulty. I’m talking about The Thing, but that could apply to Snoopy, Kong, World War Z, Terraforming Mars, and Princess Pride. All middling tables at best, but in six tables he’s not yet gotten his first Certificate of Excellence, and World War Z we consider one of the worst tables in Pinball FX, and I think Princess Bride is just a boring slog. The shame about all this is I think Dolby has the chops to craft great shots. I think Terraforming Mars is far and away his best pin, but I’m not finishing modes on that either. Going off the leaderboards, not many people are. If players are quitting before accomplishing anything in your pin, that shouldn’t be a badge of honor. They’re not giving up because of the difficulty. It’s because it’s boring.
Persistent Problem – Blocked Shots: The physics engine of Pinball FX and Pinball M is far from perfect. The bounce you get off objects never feels quite natural. Often the ball just goes limp, as if the target was heavily padded. Consequently, it’s unpredictable what even an aimed shot will do. This becomes a problem when any Zen designer creates a table that’s ultra-punishing of missed shots, then has modes where targets block the orbits. When you really think about it, it’s a rejection that counts as make, isn’t it? But, logically wouldn’t the ball be likely to react the same way as the average miss or rejection? Uh, yea! If a table has angles and shot placement designed to increase the likelihood of a near-miss draining or outlaning, it feels like digital targets are artificial difficulty taken to an extreme degree.
The thing with Dolby’s pins is that high scores feel lucky instead of skillful. Like after dozens of games, I finally had one where the bounces fell my way. Maybe if the physics were completely overhauled, this wouldn’t be so bad. But Thing even has a mode where wind pushes the ball left and right. A table like Zen’s own Jaws can get away with that, but not a table like Thing that’s specifically meant to be as punishing as humanly possible. I don’t think Dolby is completely misguided in this stuff. For all the sh*t I’ve given him over this mentality, he’s only made one table that’s unambiguously a trash fire: World War Z (and likely Princess Bride too, but we’re waiting for patches before writing-up the final review). My team has awarded CLEAN SCORECARDS to Kong, Snoopy, and Terraforming Mars, meaning those pins didn’t get a single negative rating. I even gave TM a rating of GREAT, and so did Angela. He’s not a hack. But he has to decide if he wants to be the guy that makes tables so difficult the ceiling of enjoyment is low or if he wants to be elite. Nobody accuses Steve Ritchie of making soft tables, but they didn’t feel like they only exist to ice players right out of the starting gate.
Persistent Problem – Out of Reach Wizards: It’s not hard to figure out how many players have reached the wizard mode in any given pin. You just reach the wizard in the Practice Mode, look at your score, and see how many players are in the ballpark of that score on the leaderboard. The above screenshot is Thing’s Wizard, and you can see I have about 136M, so if you give me 30M to account for extra stuff I did, we’ll say 100M is the “range.” For The Thing exactly 20 players EVER have scored over 100,000,000 points in Classic Mode, and not all of them presumably reached the Wizard unless they both somehow shot VERY efficiently while also losing their balls immediately after completing modes. If I had to guess, I’d say it’s 12 to 15 wizards and 5 more who were close. Out of everyone who has bought the original bundle of table. That shouldn’t be a positive thing for designers. Oh, and you can’t use the achievements as a barometer because they were broken for a long time and didn’t work, but for what it’s worth, 0.02% of all players on Xbox have the achievement for the wizard mode in Thing. We don’t have it. Comparatively, that’s exactly the same percentage for Pinball FX’s Xena: Warrior Princess, Battlestar Galactica, and Knight Rider, all of which we have earned. This should be alarming. Again, I assume their designers had it pounded into their skulls “extreme difficulty and mind-numbing grinding is good for engagement” when all evidence says that’s just not the case and you’re boring players away, and when they’re bored away, they probably ain’t coming back for non-Williams pins no matter what license you guys score. I want Pinball FX and Pinball M to stick around, but stuff like this worries me.
The main modes last so long they become boring, and if you fail them, they don’t stay lit. On a table with so many drain angles, that’s a recipe for a middling pinball experience. The side modes aren’t much better. Like there’s a mode where a fire spreads from lane to lane and hitting shots puts the fire out. Only it might relight less than a second later. I can’t imagine why people are frustrated with Zen Studios pins lately. People like challenges, myself included, but after a while it just becomes demoralizing and a downer to play. I was sure I’d be giving this a score of BAD, but once I moved off the standard CLASSIC mode and onto ARCADE, the table had a lot less lethal angles and the outlanes weren’t so murderous. Was it actually fun? It was okay, and I’ll take okay. Now if Zen Studios is happy with okay, that’s troubling. Also, while stringing together the orbits was satisfying, that’s always satisfying regardless of the pin. Modes are what makes each table unique, and Thing’s modes are just alright. Dolby, you have got it in you to go down in history as one of the best pinball designers of the 21st century. You don’t suck, but some of your tables do, and they didn’t have to. It speaks volumes that a table as unlikable as Thing still won me over because it shoots pretty good. I think you have a gift, Daniel. And if you squander it, it’s on you, because everyone is waiting for you to make a table that cares more about being fun than it does being hard. Cathy: GOOD Angela: BAD Oscar: GOOD Sasha: BAD Jordi: GOOD Elias: BAD* (Nintendo Switch) Primary Scoring Average: 2.6 – OKAY AT BEST *Nintendo Switch Scores not factored into average. This will be updated at a later time.
Wrath of the Elder Gods: Director’s Cut First Released November 30, 2023 Designed by Gary Vadócz
Links: Pinball FX Wiki Free to Play with Pinball M Installation
Kickback – Angela: Elder Gods just edges out Chucky to earn my vote for the second best Pinball FX table so far. And it’s free! What’s unique about this pin is that Wrath of the Elder Gods feels much more like a modern Stern-era arcade release in terms of the pace of the modes. Nothing lasts too long, and the table is equal parts offense and defense. Although the left outlane is a touch on the gnarly side, Elder Gods has an effective nudge and kickbacks that aren’t a chore to light, so playing defense isn’t fighting windmills. I really don’t get everyone’s problem with the multiball. So what if it’s a snap-shooter? It’s a shooter’s table! How else would you wizard it? Wrath of the Elder Gods proves Zen can still make fun-for-everyone pinball tables when they don’t go overboard with grinding or shot requirements. It might not be the best table in Pinball M right now, but I think it better represents their potential than System Shock.
The paid version of Wrath of the Elder Gods on Pinball FX has physics and orbits so busted that it’s one of only five tables on Pinball FX we’ve declared to be OUT OF ORDER. Thankfully, the free-to-play, M-rated version of Wrath of the Elder Gods mostly works. And it’s, you know, fine. I think they were aiming for “eerie” and did a good enough job with it. Oddly, you’d expect a Lovecraft-themed table to be a little slower and more deliberate, but the opposite is true. This could have just as easily been themed around the Road Runner because the ball runs so fast. It’s what we call a “Kinetic” pin because the speed and the angles are designed specifically to make snap shots instead of trapping and shooting. In recent years, Zen Studios’ design mandate seems to be that ball control is the absolute worst thing a designer can allow. It’s frustrating as all hell, but in the case of Wrath of the Elder Gods, at least the table makes sense to be anti-ball control.
Signature Shot – Strange Structure: Doesn’t this look like a fun front-and-center target along the lines of something you would expect from Brian Eddy? This COULD have been an all-time great toy target, but it’s too conservative in its design. There’s little to no feedback when you hit it. A moan. A weird chant in an alien language. Something. ANYTHING. Occasionally, it opens up, but even hitting it doesn’t do anything. The eye creepily follows the ball, and that’s fine, but it’s not enough. This table needed its own version of Raul Julia’s callouts from Addams Family. It should have been wickedly over the top. For what it’s worth, the u-turn surrounding the Strange Structure is fine. I like u-turns in pinball. Always fun to shoot.
The biggest problem with Wrath of the Elder Gods is that it wants to both be a multiball-heavy table while also making multiball as difficult to enjoy as humanly possible. In the wizard mode, balls fly onto the playfield at the speed of light, and there’s just so many balls that you can’t possibly hope to juggle them since the auto plunge is tailored specifically to interfere with shooting. The balls are likely to bounce back in the direction they came too, making shots on the left side of the table especially difficult. Five balls total, on a table that runs fast and has fairly dangerous outlanes. Oh, and what lane is one of two lit during the first part of this insane five-ball multiball? The one that the balls are auto-plunged onto, on the left side, which of course prevents the shot from being made if you’re not in complete control of all five balls at once. God, I really hope the giggles Gary had in Zen’s offices when he came up with that outright trollish crap was worth it. I’m sure the excuse was this would come across as chaotic madness in line with the Lovecraft theme. Instead, it’s the total opposite, because when you can’t get a shot off in pinball, the table becomes really boring. Wrath of the Elder God’s wizard mode is basically like a five year old child trying to shoot a basketball, only to have Shaquille O’Neal slap down every attempt and then taunt the child to “git gud.” Well, at least while the ball save is lit. Oddly enough, the best strategy is just flick away while ball save is going, but then settle it down to a two-ball multiball after the protection fades. I should note that Angela LOVES this style of multiball. She’s adopted, in case you couldn’t tell.
Thanks everyone for reading the Pinball M feature here at Indie Gamer Chick or The Pinball Chick. Whichever you’re using!
Wrath of the Elder Gods has the theme, layout and modes to be an all-timer. It’s the mechanics that ruin all the fun. The slingshots are SO violent. The kickbacks are SO violent. The auto-plunge is SO violent. Anytime the table itself takes over the ball movement, the fun stops and the recovery process begins. The end result is a table that’s both fun and a trash fire. Despite what Angela insists, there’s too much defense on Wrath thanks to the fast speed, violent slingshots, and bouncy rails. Balls are so drawn to that area around the left flipper’s lane rails that you’d swear there’s a vortex there from another dimension. I guess I can’t rule out that’s actually the case with this table, but the table isn’t better for it. I’d also like to note that any goodwill this table built up by being the freebie of Pinball M is burned away as long as the paid version on Pinball FX is unplayable. It literally just drops the ball right between the flippers. This does NOT happen on Pinball M’s free to play version. This is weird, Zen! You know, it’s been almost 600 days since Sky Pirates came out and it still hasn’t been patched. Do you really think fans are still angry over Pinball Pass or not getting legacy tables they already paid for once for free on the new platform? Maybe the anger is more about the feeling that you’re giving us a giant middle finger with the lack of urgency to fix stuff people already paid for, or the overall direction your original pins have taken. You recently re-released Super League Football, and it got everyone excited. Maybe it’s because that table comes from an era where your designers weren’t obsessed with trolling players and just wanted to make fun shooting tables. You need to call a meeting of your designers and remind them that you’re making pinball, not Dark Souls. Cathy: GOOD Angela: GREAT Oscar: GOOD Sasha: GOOD Elias: BAD* (Nintendo Switch) Primary Scoring Average: 3.25🧹CLEAN SCORECARD🧹 *Nintendo Switch Scores not factored into average. This will be updated at a later time.
REVIEW COPIES WERE SUPPLIED FOR SOME MEMBERS OF THE PINBALL CHICK TEAM WHILE SOME TABLES WERE PAID FOR OUT OF POCKET BY THEM OR BY A MEMBER OF THE VICE FAMILY. PINBALL M TABLES PLAYED BY MY FAMILY WERE PAID FOR BY OSCAR, WHO IS VERY CROSS WITH ME FOR MEMORIZING HIS CREDIT CARD NUMBER. FOR BOTH PINBALL FX AND PINBALL M, WE LIKELY PURCHASED BETWEEN 2 TO 3 VERSIONS OF EACH TABLE, IF NOT MORE. WE ALSO PURCHASED A FULL YEAR MEMBERSHIP OF PINBALL PASS. IT TURNS OUT WE SHOULD HAVE SPENT THAT MONEY ON TABLES INSTEAD.
World Cup Soccer First Released February, 1994 Zen Build Released October 20, 2022 Main Platform: Pinball FX Switch Platform: Pinball FX Designed by John Popadiuk Conversion by Zoltan ’Pazo’ Pataki Stand Alone Release ($9.99) Link to Strategy Guide
A lot of tables use sports themes, but few are as good at creating a real tie to athletic competition quite like World Cup.
UPDATE: The Nintendo Switch has been patched and tables are working the way they’re supposed to. Well, except this one. Read below.
World Cup’s inclusion in Pinball FX was a revelation for me. No filing the serial numbers off and calling it “World Champion Soccer” for Zen Studios. They went out and got the World Cup deal signed. It’s a sign that no license is out of bounds. At this point, there’s only one Williams/Bally pin I’d be stunned for Zen to actually get a deal made for, and that’s for 1997’s NBA Fastbreak. I don’t even necessarily think you NEED the license for a table like World Cup. Farsight turned it into a generic soccer theme and it was fine, and Zen already outdid them in the way that matters a lot more: their conversion is just plain better. Pinball Arcade’s take on this classic had an especially brutal left ramp. As a late-stage release, they never got around to fixing it. Zen got it right from the start. A slapshot that enters the ramp cleanly will not result in a rejection, which could happen in Pinball Arcade. When a rejection does happen, it feels intuitive. Like “yep, that one wasn’t good.” That by itself makes a BIG difference and turns a middling digital pin into a very fun one.
“What are we going to do for the ‘enhanced graphics’ on World Cup? What do you mean you don’t have any ideas? Okay, screw it. Do we have any unused graphics from other tables? Whirlwind does? Use it!”
The big news is my father, who is NOT a fan of John Popadiuk, has awarded World Cup Soccer MASTERPIECEstatus. Most of us don’t agree. Dad’s argument is the following four points. (1) World Cup is focused on ball control that rewards carefully setting up your shots and (2) instead of the entire scoresheet offering strategic flexibility, World Cup offers shot selection flexibility. In other words, modes and goals come out in a specific order, but most of the modes can be done via different shots. Take multiball for example. While making a goal is the jackpot, you can shoot either ramp or the saucer in front of the goal to re-light the jackpot. (3) This is the most balanced-scoring Popadiuk table. (4) Every shot is fun.
The goal is one of the all-time great pinball shots. Adding shots that target the goalie was a stroke of genius.
On point #1, while I agree that “ball control” is the primary gameplay theme of World Cup, I don’t think you necessarily need to slow down the pace to play World Cup well. I think that this is a table where converting rebounds to quick shots matters a great deal. There’s plenty of time-sensitive scoring opportunities where you can’t always just grab a trap and wait for the perfect shot. Oscar had a chance to prove his way was right and he only won 2 out of 14 match-ups against us. The shooting area between the flippers and the goal is tight, which makes it hard to juggle a multiball. I think quick, efficient shots matter, or in my case, just shooting for volume and hoping for the best. He’s probably right on his other three points, depending on how you feel about Cirqus Voltaire’s scoring. While World Cup heavily back-ends points via end of ball bonuses, you do actually have to work for those bonuses. Hell, you have to activate them by scoring goals, which is AWESOME. This might be my favorite way of doing end-of-ball scoring. More importantly, the four bonuses require you to tour the table since one is tied to the ramps, one to the spinner, one to the bumpers, and one to the goalie.
The magna-save is particularly worthless. It doesn’t catch anything, at least in Pinball FX.
World Cup Soccer IS a ton of fun, but it’s not perfect. This is where my lack of familiarity with real life World Cup Soccer pins comes into play, because I’m not entirely sure how powerful the magna-save is in real life. On Pinball FX, it isn’t strong enough to stop any ball you know is going to go straight down the drain. In fact, I don’t think I ever once used it to affect. On the other hand, the outlanes were well handled. I don’t think the right one was particularly lethal, as I was able to use a slight nudge to defend it. My biggest problem is so nit-picky I feel guilty for saying it: it takes too long for World Cup to spit out the third ball during multiball. I’ve had instances where I made a jackpot, relit the jackpot, and was shooting the second jackpot before the third ball came out. Usually, it released at the least opportune time. For a table that leans so heavily into multiball, this sure ain’t a very good multiball table. I didn’t REALLY start to do well until I stole my father’s “use only two balls during the wizard” tactic. Which eventually led to me hitting the buzzer beater to end all buzzer beaters and claiming the distance challenge record on Xbox (and #3 overall). Otherwise, this is a table where the #1 challenge is trying to prevent the frequent multiballs from clearing each-other out.
I just found out the dog’s name is “Striker.”
For me, I think World Cup is the definitive “amazing, but something just doesn’t work for me” pin. I might not be super familiar with real life World Cup pins, but I do remember the ball reacting more violently to the giant spinning ball. In this adaptation, it rarely factors into the gameplay in a meaningful way, except maybe preventing the occasional straight-down-the-middle plunge. Maybe. Angela doesn’t think it spins fast enough. Either way, I think it’s just a big waste of real estate that shrinks the playfield in a way that doesn’t feel true to the sport. Soccer fields are big and wide. This sucker is downright cramped. Because it’s a defensive-oriented pin that puts a high premium on rebounding, World Cup feels more sporty than most pins. It just doesn’t necessarily feel like the right sport. (Sasha made a good point: while a soccer field is wide and vast, the ACTION itself is usually packed into a tiny space and the main defensive strategy of soccer is to give your opponent as little room to maneuver as possible, thus making World Cup Soccer true to the sport. I admit, she has a point!) Oh, I still enjoy it. The goal is an all-timer in the annals of pinball. It’s NEVER not a joy to hit that shot, but World Cup has a few other great shots. Both ramps are satisfying to shoot, and it has one of the better uses of a spinner out there. This is a GREATtable. I just wish it didn’t feel so suffocating with its narrowness.
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UPDATE – Nintendo Switch: Following the big update, we’re now ready to say that World Cup on Nintendo Switch is probably Zen’s worst translation of a real life pin, well, ever. The angles are all wrong. Compare shooting the goal on any of Zen’s other versions of World Cup Soccer to their Nintendo Switch version and you can immediately feel the difference. It’s just all wrong. You actually can’t really aim at the goal. Popping a straight-up shot is not THAT difficult of a shot, but it’s nearly impossible to make it on Switch, and that’s just the start of the problems. The saucer above the left flipper constantly throws the ball straight down the drain. We really hoped these things would be fixed following the update. Honestly, I think the saucer is more lethal now than ever. It shouldn’t be lethal at all. Meanwhile, the flippers feel like they don’t have enough strength. There’s no punch off of them. This is a really horrible effort. Honestly, a rating of BAD is being VERY generous.
Cathy: GREAT (4/5) – BAD on SWITCH (2/5) Angela: GREAT – BAD on SWITCH Oscar: MASTERPIECE – BAD on SWITCH Jordi: GREAT (4/5) Dash: GREAT (4/5) Sasha: MASTERPIECE (5/5) – GOOD on SWITCH (3/5) Dave: GOOD on SWITCH Scoring Average: 4.14 – GREAT Nintendo Switch Scoring Average: 2.4 – BAD 📜Awarded a Certificate of Excellence📜 N00b Factor: Even though it has fewer shots than some pins, what shots are here use simple, easy to learn angles. World Cup can be a pretty difficult pin to get used to, but it’s excellent for training rebounding and ball control skills. When you miss the goalie, the ball is going to come back down at an unpredictable angle, and learning to catch a ball and bring it under your control is just about the most valuable skill you can have in pinball. This is also a game that’s VERY generous with extra ball opportunities. Verdict: An excellent “difficult shooter” starter pin.
VICE VERSUS
You know, for a table themed around sports, World Cup Soccer sure isn’t very good as a versus table. The #1 requirement of such a table is that it’s fun to watch someone else play, and World Cup really isn’t outside of multiball or the wizard. The way the wizard is handled is pretty much tailor-made for excitement and cheers. Only one time did any of us “blowout” Germany during the wizard, and that was when Oscar won 7 to 4. Otherwise, it’s always fun to see someone get hot during a multiball, so having a particularly exciting-to-play multiball doesn’t help World Cup much. You’ll note that, for most games, three of us had similar scores and one player broke out for the win. That’s just not fun to watch. World Cup is a strong table, but it doesn’t make for a good competitive table. My family has been really sick for the last couple weeks, so our World Cup gameplay was spread over multiple days. It didn’t matter. It was me versus Angela, with Dad taking two games (and one world record). Sasha’s lone victory gave her the arcade world record on Switch, her first main-mode world record for a Williams pin.
GAME NINE: SWITCH PRO MODE Sasha: 713,466,110 Cathy: 606,795,950 Angela: 1,019,079,600 Oscar: 3,007,901,030 (World Record) WINNER – NEW SWITCH WORLD CHAMPION: Oscar (1)
GAME TEN: PRO MODE Cathy: 1,364,682,400 Angela: 1,790,686,930 Oscar: 1,230,330,210 Sasha: 782,564,250 WINNER: Angela (4)
GAME TWELVE: ONE BALL CHALLENGE – BEST BALL OF THREE Oscar: 623,092,420, 407,435,420, 3,508,341,570 (#7 All-Time) Sasha: 48,519,030, 237,049,790, 609,014,890 Cathy: 377,549,280, 293,339,700, 38,386,550 Angela: 303,125,040, 359,189,210, 950,877,070 WINNER: Oscar (2)
GAME THIRTEEN: FIVE MINUTE CHALLENGE Sasha: 727,707,100 Cathy: 527,355,070 Angela: 764,002,200 Oscar: 522,742,150 WINNER: Angela (5)
GAME FOURTEEN DISTANCE CHALLENGE Cathy: 2,045,656,630 (#3 All-Time, Xbox Record) Angela: 753,172,320 Oscar: 792,318,610 Sasha: 1,048,502,620 WINNER – NEW XBOX WORLD CHAMPION: Cathy (6)
Tales of the Arabian Nights First Released May, 1996 Zen Build Released December 10, 2019 Main Platform: Pinball FX Switch Platform: Pinball FX 3 Designed by John Popadiuk Conversion by Zoltan Vari Set: Williams Pinball Collection 2 ($23.99) Link to Strategy Guide
Tales of the Arabian Nights might be the most beautiful 90s pin. Maybe it’s the Golden State Warriors fan in me, but I love the gold and blue, along with the clashing red. The genie design is great too. It could have looked dangerously close to the Genie design from Aladdin, but it looks nothing like it despite being blue and having similar facial hair. I hope fans of TOTAN (one of the great pinball acronyms) remember that I love the look of this and I’m giving it a GOODscore after I say lots of mean things about it.
We came pretty close to saddling Zen’s version of the unfathomably popular Tales of the Arabian Nights with a rating of BROKEN. Angela, our undisputed best pinball player, was the main advocate for the rating. Among other hiccups that haven’t been addressed in all the revisions and patches Pinball FX has had so far:
The most common glitches are tied to the skill shot. While we’ve never had any instance of a made skill shot being called a miss, we’ve had PLENTY of instances where it simply didn’t register anything at all. Even if the ball cleanly falls through the correct hole, it’s not uncommon for nothing to happen except the ball entering the playfield while the scoreboard is still anticipating your plunge. The Vice Family couldn’t agree if it was more common for the failure to happen when the skill shot was the middle or bottom hole, which probably says a lot about how bad the entire mechanism is. Meanwhile, if the top hole is lit as the skill shot, the game almost always awards you for a made shot from any full-force plunge, regardless of what hole the ball ultimately falls through. This whole mechanism DOES NOT WORK and needs a full rebuild from Zen’s side.
The magnet can cause unpredictable behavior well away from the magnet section of the table. We’ve had instances where it causes strange ball behavior as far down as around the left flipper and slingshot, which should be impossible unless it’s one of those Wile E. Coyote magnets (and those NEVER work). We’ve even had it happen when there’s no logical reason for the magnet to activate, meaning the ball isn’t close to where it should be affected by the genie, but also the genie hasn’t been hit for a while anyway. This is a lot rarer than the skill shot issues, but it happens enough that I had to mention it. It’s quite peculiar.
Like with so many other Williams pins in Pinball FX, we’re comfortable rating TOTAN’s PRO mode as BROKENin multiple ways. We’ve had instances where multiball should have started but didn’t and instead keeps cycling between Ball Lock #1 and #2. In PRO mode, starting multiball requires you to lock all three balls in a single ball. If you lock one or two and then die, it seems to have trouble counting to “three” in each subsequent ball. When this happens, we’ve also had instances where all three balls are launched but multiball mode doesn’t start. Also, the ball frequently valleys on the right ramp in PRO mode, something that rarely occurs in any other mode. When it happens, instead of the game performing a soft reset to the plunger, the ball is magically pushed upward and drops down into the bumpers. We’ve never lost a ball by this means, but it’s immersion-breaking. Finally, the skill shot glitches mentioned above are most likely to happen on PRO.
Sasha on Genie Shot: I wish Popadiuk had instead used a traditional cellar instead of a magnetic element for the genie. I get that it’s supposed to be the antagonist of the table, but the magnet and its house balls (and glitches in Pinball FX) is why I’m giving a rating of GOODfor TOTAN instead of GREAT. It looks cool when it works, but it just as often wrecks a game.
Tales of the Arabian Nights is one of the most popular pins of the 90s. A mainstay in the Internet Pinball Database top 10 until Godzilla came along and finally bumped it down to #11, where it remains. Of the tables that I disagree with the high IPDB standing, which also includes White Water and Scared Stiff, I probably like TOTAN the most. So, it kind of feels like a table that Zen Studios needs to do a better job with, because it’s one of their most unstable Williams/Bally pins, if not THE most unstable. And yet, it ran away with ratings of GOODfrom all eight members of The Pinball Chick team. Tales of the Arabian Nights is one of those pins nearly everyone wants to like, even in the face of multiple problems. There’s no denying the lamp is one of the best shots of the 90s. The genius use of two targets on it that change position depending on where the spin stops makes for some exciting wood chopping. That’s before you even consider the fact that every single spin matters to your overall score, with various associated bonuses and perks tied to the spins. It really is special.
I easily prefer Zen’s version of the lamp to Farsight’s, as it doesn’t feel as weightless.
Very few pins offer the levels of flexibility and sheer volume of risk/reward choices as it does. Put all your muscle into spinning the lamp and increasing the value of the lightning lamp. That’s Angela and Sasha’s strategy, with Angela throwing in “build-up extra balls ASAP” on top of that. Totally doable. Totally viable. Both have set Xbox records using that specific strategy. Dad prefers to go for the wizard as fast as possible by shoring up the jewels. Totally doable. Totally viable. I prefer to dance between those two strategies but with a focus on building-up the multiplier for the massive end-ball bonuses (I smile EVERY TIME I get a “hold bonus” random award). Totally doable. Totally viable.
Sometimes the “enhanced graphics” aren’t bad. In TOTAN’s case, this is Star Wars Special Editions of needlessly gaudy to the point of distraction.
And that’s not even factoring in MAKE A WISH (lit every seven-and-a-half lamp spins) and the choices it puts to players. You have two jewels left to complete the modes and have a hot ball with a high multiplier and lots of lamp spins. You light and convert MAKE A WISH and it gives you the option of COLLECT TWO JEWELS or COLLECT BONUS, and then you stare at the screen like “jeez.” It happens all the time in TOTAN, and since games can turn on a dime thanks to brutal outlanes and the possibility of the genie’s magnet having about a 1 in 10 chance of dunking the ball straight down the middle, the MAKE A WISH choices aren’t really easy to make. I’m someone who puts the highest premium in tables that give you the ability to create your own strategy, and in the case of TOTAN, that alone carries it over the finish line. If not for that, I’d probably be inclined to give this a BADrating. Those outlanes ARE brutal, and the shallow angles assure that every ball has a chance of dancing right over the slings and rails and down the poop chutes. And while I’m whining, good lord, does this have the worst type of “kickback” ever. They’re more like the world’s most paranoid magna-saves. The “shooting stars” only last ten seconds, and the f*cking things goes off even when the ball doesn’t need saving. Thankfully, if the ball dies anyway, you get it back.
Even with easy-to-light pseudo-magna-saves, this is one of the most intense 90s in. You can’t relax, for any shot or mode.
The rest of the table is surprisingly kind hearted. Every mode can be skipped by lighting MAKE A WISH and choosing the jewel. But, I’m not a fan of the Wizard mode thanks to the need to manually launch the balls, and this is frankly a terrible multiball table. But, I loved the seemingly limitless strategy variations, even if the outlanes can kiss my butt. So, what gives? My dad pointed out to me the risk/reward wouldn’t be as good without the brutal outlanes, since the scoring isn’t really that balanced. And he’s right. Tales of the Arabian Nights’ brutality enhances the very thing I value most about a 90s-era pinball table. Yes, every shot is risky because of the outlanes and a weirdly hard-to-defend drain, making this a table that always feels like a series of bad breaks. It’s a MADDENING pin. But without that, the temptations of the random awards, multipliers, and MAKE A WISH choices would vanish and a lone self-evident strategy would emerge: grind high-yielding lighting lamps. At their max, they yield 600K per spin, and it’s only because of its unpredictable angles that it doesn’t break the entire table. Whoa. That means the flexibility I cherish so much would be non-existent. I’m calling it the TOTAN Paradox, and the TOTAN Paradox states “the more strategic options you give players, the harder the table MUST BE in order to precisely balance all of them, which in turn limits how enjoyable the table will ultimately be.” Tales of the Arabian Nights offers so much more flexibility than my favorite pins often do, but it’s not even close to being one of my favorite pins. Apparently I want flexibility, but not too much flexibility. Cathy: GOOD (3/5) Angela: GOOD Oscar: GOOD Jordi: GOOD Dash: GOOD Dave: GOOD Elias: GOOD Sasha: GOOD Scoring Average: 3.0 – OKAY
🧹Awarded a Clean Scorecard🧹 N00b Factor: Because of the house balls and hungry outlanes, Tales of the Arabian Nights might not be the best pin for brand new pinballers or casual fans who aren’t looking for a challenge. But, it’s not a total wash, either. The lamp is one of the all-time great toy elements in pinball history. Truly the fidget spinner of the sport, and it’s SO rewarding to get good at shooting it. TOTAN is also an excellent table for learning to anticipate rebounds, especially when aiming at the lamp. The genie makes for a less impressive target. It’s just not as satisfying to hit as it should be given the amount of real estate it takes up, which is to say nothing of the insanity that the magnet leads to. Oddly enough, if you ignore the outlane factors, this is one of the easiest wizards to get in Pinball FX. You literally can finish zero modes and get it. Verdict: Newcomers should approach with caution, but if you’re struggling to learn how to grab rebounds, this might be a good choice to hone your skills in that field. But overall, we don’t think this is a good choice for newbies.
VICE VERSUS
TOTAN is one of the better tables to challenge your friends at. The spectator factor is high, and in fact, this was what convinced Angela to rate it GOODand not bust the table’s Clean Scorecard award. For all its many problems, it’s genuinely entertaining to watch a match-up against your friends or family in a game of Tales of the Arabian Nights. Part of that is the nature of the table means there’s tons of near-deaths and close calls with the outlanes offer plenty of cheer out-loud moments. Of course, that also means there’s plenty of groans when those close calls go the other way. At one point, I scored only 30,230 in a game of one-ball. You read that right: 30,230, which led to my father saying “that’s not a score. That’s a zip code!” Not my proudest moment, though a victory for the good people of Hogansville, Georgia, since my father was right about it being a zip code. On the bright side, my family set four Xbox world records between us, and hey, I did win the duel! Tales of the Arabian Nights is far from perfect, but it’s one of the top versus pins in Pinball FX.
GAME TWO: PRO MODE
Cathy: 18,910,090
Angela: 16,354,010
Oscar: 19,241,060 (#20 All-Time, #2 Xbox)
Sasha: 13,571,990 WINNER: Oscar (1)
GAME THREE: PRO MODE
Angela: 9,703,570
Oscar: 19,657,040
Sasha: 12,670,130
Cathy: 26,673,100 (#14 All-Time) WINNER: Cathy (2)
GAME FOUR: PRO MODE
Oscar: 14,293,800
Sasha: 15,080,350
Cathy: 21,527,240
Angela: 34,930,820 (#10 All-Time, Xbox Record) WINNER – NEW XBOX WORLD CHAMPION: Angela (1)
GAME FIVE: ARCADE MODE
Sasha: 77,624,990
Cathy: 151,129,850 (#3 All-Time, Xbox Record)
Angela: 103,394,650
Oscar: 88,635,220 WINNER – NEW XBOX WORLD CHAMPION: Cathy (3)
GAME SEVEN ONE BALL CHALLENGE – BEST OF TWO
Angela: 3,321,880, 2,176,550
Oscar: 8,824,390, 7,358,970
Sasha: 3,087,610, 16,054,010 (#13 All-Time)
Cathy: 5,182,020, 30,230 WINNER: Sasha (1)
GAME EIGHT: FIVE MINUTE CHALLENGE
Oscar: 8,993,310
Sasha: 24,932,040
Cathy: 33,809,490
Angela: 37,838,590 (#8 All-Time, #2 on Xbox) Winner: Angela (2)
GAME NINE: FIVE MINUTE CHALLENGE
Sasha: 39,414,430
Cathy: 30,397,880
Angela: 47,268,830 (#6 All-Time, Xbox Record)
Oscar: 30,370,620 WINNER – NEW XBOX WORLD CHAMPION: Sasha (2)
GAME TEN: DISTANCE CHALLENGE
Cathy: 108,170,620
Angela: 75,770,880
Oscar: 101,935,010
Sasha: 142,576,870 (#2 All-Time, Xbox Record) WINNER – NEW XBOX WORLD CHAMPION: Sasha (3)
Monster Bash First Released July, 1998 Zen Build Released October 29, 2019 Main Platform: Pinball FX Switch Platform: Pinball FX 3 Designed by George Gomez Conversion by Peter “Deep” Grafl Set: Universal Monsters Pack ($6.99)
Like so many Pinball FX builds, what’s here is fine, but there’s always room for improvement.
Monster Bash was created to be a table simple enough anyone could get into it but deep enough that anyone could get REALLY into it. So, it’s arguable that this table’s journey from conception to reality is one of the most successful the medium has ever seen, because it accomplished every goal George Gomez set out to complete. If you want to learn more, I interviewed George here. Monster Bash is so instantly charming that you forget that it’s actually one of the tougher shooters Williams had in the DMD era. I imagine this must have been popular with what few operators were still installing pins in their arcades in 1998. We’ve had games that ended shockingly quickly, given our skill levels.
Normally we dislike the “enhanced graphics” of Pinball FX’s Williams/Bally pins. In the case of Monster Bash, whoever came up with the concept nailed it. They kept the plastic toy look of the elements and just, you know, animated them. I like that.
Most problematic is right orbit, where a rolling ball sometimes lightly grazes the inactive Dracula toy, giving it enough bounce to give you a house ball right down the middle of the drain. This happened so much that a house ball is all but guaranteed over the course of a normal three ball game, which is why Dad and Angela dropped their scores to GREATand refused to budge until Zen fixes this. It became quite the argument, especially since this can happen in real Monster Bash tables. In fact, people have been known to cut the toes off the Dracula toy to prevent it. Angela took the “Spirit of the Table” argument: this should not happen in any video version, because this phenomena was never George Gomez’s intention, and that the infamous “toe clip” is a byproduct of the mechanism not working as intended, so Zen’s conversion should have no collision with the toes. My argument is the “reality of a real table” argument: whether intended or not, it happens in real life and game designers don’t intend all kinds of things that ultimately factor into gameplay. While I’m all for fixing old games, in the case of Monster Bash, Dracula’s toes are one of those bugs that have risen to the level of becoming legitimately part of the table’s lore.
We did our best to try to find a correlation with how much bumper activity there was versus house balls off the Drac toes. The result was the opposite of what we expected. In fact, the more lively the bumpers were on the ball, the less likely it was that a house ball would result. Instead, the more slowly and smoothly a ball rolled in the orbit, regardless of what the ball had been doing before that (IE bumpers or a rejection), the more likely it is to clip the Drac toy and dive down the center of the table. For example, a full Wolfman orbit, left to right “around the world” circuit NEVER ONCE was aimed at the drain, but a slow moving drop off the lanes above the bumpers became very high risk.
Since I guess I’m starting with the negatives, what is up with those ramps? My father compared that left ramp to Wile E. Coyote’s giant slingshot contraption, where the coyote catches himself in the sling and he always has enough time to look into the camera with that wide-eyed “uh-oh” look before being launched backwards to his doom. Again, it’s hard to complain because this happens on real Monster Bash tables, but in the wacky world of video game adaptations of real tables, sometimes those rejections sure feel like they were hit cleanly enough and with enough force to clear the ramp and it still rejects. Since Zen’s physics have so much side-spin (I lost count of how many times we’ve said “didn’t you think video pinball physics would be better by 2024?” playing this table), sometimes it feels like a made-shot gets cancelled by physics engine quirks. The right ramp, on the other hand, is much easier to clear even when you shank a shot and it seems like it should be a rejection. You’d swear the two ramps each had their own unique physics engine.
Dracula shoots great. One thing about Pinball FX over Pinball FX 3 is we all think toy targets shoot better.
And, that’s pretty much everything we can complain about, except we all note that this table is bad for blood pressure because there’s just so many house balls, rejections, or bad breaks that scores feel capped by the ball doing something weird. Oh, and timing never feels consistent. When we were dueling for high scores, sometimes it feels like the “overtime” for a mode ends instantly, and other times we’d scream bloody murder when someone scored a final hit well after time felt like time should have expired. So, why the hell do the rest of us have this as a MASTERPIECE? It sure seems like we have a lot to complain about, right? Well, I think Monster Bash is a MASTERPIECE because how many tables can say that nearly every single shot, and every single angle, is a joy to shoot?
Do you know what’s weird about the giant CD called “Monsters of Rock” in the center of the playfield? There really was a famous CD called Monsters of Rock, that was released in June of 1998. Anyone who watched TV in the United States around this time, no matter WHAT you watched, surely remembers the onslaught of ads for it. They were EVERYWHERE, but I mostly remember the CD because my mother listened to it while dancing and singing around the house all day long with the biggest, most joyous smile on her face while holding the TV remote like it was a microphone. Over twenty-five years later and she can still recite the tracks in order. The pinball machine called Monster Bash came out in July of 1998, one month AFTER the CD. This seems to be a monster-sized coincidence, and it took my mother a single glance at the CD on the playfield to confirm that wasn’t the font on her CD. This is a cosmic fluke right up there with Dennis Menace being created by two people at roughly the same time on separate continents. The famous barrage of TV ads for the CD wouldn’t have been airing by time the “Monsters of Rock” CD design on the pinball table was finalized and being manufactured. Did this cause any problems? I dunno, but I wish I had thought to ask George Gomez about it. And yes, Mom had ALL the CDs, including Monster Ballads and Monster Mayhem.
Since the modes stack and any active mode stays active during multiball, Monster Bash is relatively grind-free. Best of all is the scoring is so finely-tuned that it feels scientific, at least before you factor in how overvalued just activating Monsters of Rock is. The truly great and deeply missed Lyman Sheats Jr. did the scoresheet, and along with the rules for Attack From Mars and Medieval Madness, Monster Bash’s scoresheet is Sheats’ masterwork. The two tiers of Wizard Modes and how those modes work is particularly genius. Fully completing any one mode lights that monster’s instrument. Light EVERY instrument and you get “Monsters of Rock” with massive payouts. So massive that I question the wisdom of having such a large point bonus just for starting the mode. On the plus side, the journey to getting to Monsters of Rock is so open to variation that it lends itself PERFECTLY towards creating your own strategy. I’m a fan of just trying to get as many normal Monster Bash wizards and extra balls as possible. Angela preferred to get as many monsters as possible to the VERGE of their mode starting, then lightning either Frankenstein OR Monster Bash itself and using the multiball to light instruments. She was the only one of us who could consistently get Monsters of Rock, so hey, maybe she’s onto something.
The only shot in Monster Bash that we didn’t universally agree was “satisfying” was the Creech locker. Angela and Elias are not fans of it. And since I couldn’t find another space for it, I’d like to say that the Monster Bombs are a clever idea. Each creature has its own unique “bomb” that can be activated to score a jackpot during its mode and tick off one of the required hits. Again, it lends itself to risk/reward gameplay and multiple possible strategies.
The other big reason to put Monster Bash in the elite category is because it’s a table that builds your confidence like no other pinball machine does. It mostly does this via being surprisingly generous with its extra balls. One is gotten just by lightning half the modes, which takes maybe a minute. This even works on your second cycle of modes, after you’ve already done a Monster Bash. Wha? Really? That’s awesome! Also, the replay extra ball is set to a fairly low 60,000,000 points, cherry bombing twelve shots up the middle channel lights an extra ball (thirty will too, but I’ve never done THAT good) and lighting four out of six instruments lights the special. Hell, if your first ball dies quickly, or especially your first two, it’s likely the mystery hole will award an extra ball. Sometimes the mystery hole just gives you an extra ball even if you’re putting up a massive score. Angela was given so many bullsh*t extra balls that there was nearly a riot in my home. There’s no point in doing a Vice Versus section for Monster Bash. We dueled 31 games. She won 29 of them. The best thing I can say about Monster Bash is, even getting dominated during the dueling, I don’t remember my family having as much fun as we’ve had playing Monster Bash the last couple weeks. If the ramps were just a teeny tiny bit less rejection heavy, or if the right orbit didn’t just randomly feed the drain, or especially if Monsters of Rock didn’t have such an absurdly high auto-payout before you even start shooting for scores, I’d call Monster Bash the best pin ever. Few tables personify “fun for all ages” quite like it. Cathy: MASTERPIECE (5/5) Angela: GREAT (4/5) Oscar: GREAT Jordi: MASTERPIECE Dash: MASTERPIECE Dave: MASTERPIECE (Pinball FX 3)
Elias: MASTERPIECE (Pinball FX3) Sasha: MASTERPIECE Scoring Average: 4.75 – MASTERPIECE
🏛️THE PINBALL CHICK PANTHEON OF DIGITAL PINBALL INDUCTEE🏛️ N00b Factor: The frequent houseballs might frustrate newcomers, but Monster Bash was also created specifically to appeal to players of all skill sets with simple angles and rules. It largely succeeds in this and is one of THE great casual tables that can also remain fun as players gain skill. Verdict: At only $6.99, the Universal Monster Pack is a must-buy Pinball FX pack for newcomers interested in learning pinball. Creature of the Black Lagoon makes for a decent if unspectacular throw-in bonus with it.
Creature From the Black Lagoon aka Creech First Released December, 1992 Zen Build Released October 29, 2019 Main Platform: Pinball FX Switch Platform: Pinball FX 3 Designed by a different sort of creature. Conversion by Zoltan Vari Set: Universal Monster Pack ($6.99) Link to Strategy Guide
Angela on Color: While I don’t like Creech’s layout or scoring, I think it’s one of the prettiest tables out there. Lagoon stands out among its 80s and 90s brethren thanks to its use of pastels. You might see the odd teal or light pink here and there, but Creech is fully committed to the faded look. There’s a thematic reason for it: I’m guessing it’s trying to replicate the look of Technicolor film posters that one would expect to see if going to the movies in 1959. Ironically, Creature from the Black Lagoon is a black-and-white film, albeit one shot in 3D. The hologram is a tribute to that aspect of the film.
When I think of Creature From the Black Lagoon, I think of two things. I think of the 50s drive-in theme, one of THE great themes of the DMD era. I also think “the table where the ball flies around like a hockey puck.” It’s one of the era’s most popular tables, though our ratings don’t reflect that at all. With the exception of my father, who really likes Creech, we all agree that it’s a middle-of-the-pack table. So why is this such a famous pin? It can’t just be a cheap hologram sticker, can it? Nah. I think the theme plays the largest role in the table’s legacy. It’s so unexpected, too. You hear the name “Creature from The Black Lagoon” and you perhaps imagine a macabre Addams-like “chaotic wickedness” affair. Instead, the theme is date night in 1959, watching the Universal classic Creature from the Black Lagoon at a drive-in. Presumably this table would have happened even if they hadn’t gotten the license from Universal under a generic name like “Drive-In” or “Silver Screen” or something along those lines. The movie is completely arbitrary. It could have been any film, because the film isn’t the point. It’s everything around the viewing of that film, and it’s a wonderful premise. I just wish the gameplay was better.
Creech’s bumpers are the stuff of nightmares. Some of the most violent and time-consuming bumpers in all of Pinball FX. When we competed in the distance challenge, Sasha got what would, in normal circumstances, be a lucky break: the ball got stuck in the bumpers for nearly a full minute. The problem is this ate-up a whopping 60 of her 200 distance points. It was surreal to watch, and the look on her face was pure agony, because she had just relit the multiball, but the bumpers ate up the distance points she would have needed to score one final, game-winning jackpot. Not even a super jackpot. A normal jackpot would have been enough. Alas.
Creature’s shot selection, at least individually, is well done. There’s really only five main shots, but each is satisfying enough. The most notable, and perhaps the most famous cherry bomb shot of the era, is the straight-up-the-middle lane known as the MOVE YOUR CAR shot. Cleanly accessible with either flipper and essential to both the 80M-max MOVE YOUR CAR hurry-up and for charging-up the high-paying super jackpot, it’s one of the better switch-hitters in pinball. It even has the table’s extra ball light mapped to it. Both ramps are well-placed, but it’s the left ramp especially that’s deceptively challenging. It was the perfect shot to attach the oh so tempting multiball scoring multiplier to. Trust me, it needed it, because the good stuff is already over.
The most difficult and highest-risk shot in the game is one you don’t have to worry about until after your first jackpot. The snackbar lights are off-angle and hard to access directly via the flippers. All four also hang precariously over the drain. BUT, these must be lit in order to gain the “I” light in F-I-L-M in order to start multiball. Before your first multiball jackpot, shooting the unlit Snack Bar cellar will give you a light every time. Unlike the targets that light the shot, the Snack Bar is low-risk and hangs over the left flipper. It’s also a shot that lights AND collects the jackpot, and later collects the lit super jackpot. We all have a shooting average of around 90% to 95% for the snack bar, so it’s a cinchy shot. After the jackpot? None of us have found a comfortable angle for the upper Snack Bar lights. Oh, and in Pro-mode, the Snack Bar trick doesn’t work. Have fun!
Creech’s most important shot, the aforementioned MOVE YOUR CAR shot, will reliably feed the right flipper every single time. When the ball finally clears the bumpers, it has plenty of run-off to lose whatever momentum it has before falling gently to the right flipper. That flipper just so happens to have clean access to both the Snack Bar and to MOVE YOUR CAR. The second is the most important, because it creates the safest, lowest-risk complete circuit in DMD pinball. If one were to play at VERY conservative pace and had the luck of the Creature hiding in the Snack Bar shot during the two-ball multiball, you can grind-out a respectable score without ever slapping a single high risk shot. I put a 5.7 billion point game in the One Ball challenge. 5.6 billion of that was shooting just those two shots, all while trapping the second ball with the left flipper.
The hologram uses up real estate that could have been used for lights for additional modes. It’s a neat gimmick in real life and I’m sure it was an attraction in 1993 (even though it’s essentially just one of those hologram stickers grocery store vending machines sell for $0.50 – $1.00 in quarters), but the charm is lost in translation. So, we weren’t sure if this is supposed to represent the drive-in screen or not. If that’s not the case, how the hell did they do a drive-in theater theme without a screen as a target? It’s not shaped like a movie screen! No projector either except as the REPLAY animation in the DMD. They didn’t take the concept as far as they could have.
That two-shot circuit is sort of indicative of a much broader problem: all the shots are good by themselves, but they just never flow harmoniously together. There’s absolutely no rhythm to Creech, and if you feel that’s important to pinball, chances are you’ll quickly lose interest in it. That happened with Sasha. My niece thought the table was okay at first, but the more she played it, the more she grew bored with its repetitive modes and a pace that can be described as leisurely. Our resident expert, professional designer Dave Sanders, calls Creature from the Black Lagoon “boring.” Even though I’m voting GOOD, I can also see how someone might not like it. Creech is a table that’s less than the sum of its parts, even if a couple of those shots are very well done. I normally don’t like toe shots, and Creech has two of them. I should hate that, but the attached stakes and relatively sparse required usage make them worth shooting. And yet, all shots exist as an island unto themselves, with little to no flow to any other shot. That’s probably why the ramp modes are based on repeating one shot, not consecutive shots. The table was built to accommodate a set-shot style, and not quick combo shooting.
Sasha on the Creech Cup: My least favorite element of Creature from the Black Lagoon, besides the bumpers, is the cup that hangs over the right flipper lanes. I don’t understand why this is even here. Why would a designer trade so much visibility for such a little-used element that isn’t all that satisfying to begin with? I could understand if the Cup tied to other modes and got more usage. But that’s not the case. The Creech Cup is a fully optional shot tied to a high-risk ramp. Shooting the ramp adds too much chaos to the area over the drain during multiball. I’d rather have had a standard spinner charge the multiplier. Actually, I’d rather had no scoring multiplier at all, as it wrecks the already messy scoring balance.
And yet, it’s popular. Really popular. I think it’s the simplicity of the game design combined with an all-time great theme. People LIKE Creech. People you wouldn’t expect. It’s especially weird that Oscar gave Black Lagoon the highest score of all of us. He claims to cherish scoring balance and famously hates Theatre of Magic on the grounds of its scoresheet. Oh, delicious irony, because Theatre’s scoresheet was drafted by none other than Jeff Johnson, whose first table was.. Creature from the Black Lagoon. ♫ IT’S THE CIRCLE OF LIFE!! ♫ Dad justifies his rating of GREATfor Creech because of the shot selection. “How are we rating a table we all agree is made mostly of enjoyable shots so low?” Well, because we actually don’t agree on it. Jordi and I are sort of on the same page as Dad in terms of enjoying the shots themselves, and I personally like the strange glide the ball has.
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Meanwhile, Angela is in total disagreement on the shots being good at all, even on their own. Dave agrees with her, and neither are entirely sure what we, or anyone, sees in Black Lagoon. Both think it’s a fundamentally unexciting pin. And you know what? They’re not wrong even if I still find it to be okay. What EVERYONE agreed on is that the wide flipper gap is cruelty for cruelty’s sake and that the scoring balance is just awful. The jackpots and super jackpots are so overvalued that they almost negate everything else, including a fully-charged MOVE YOUR CAR. Since the sequence that gets you the jackpots has a random one in three chance of being made entirely out of low-risk shots, that’s not cool. And, we all agree that Creech has no cadence to it. We’ve forgotten who coined the phrase “Anti-Flow” to describe Creature, but it still fits. The highlight of this review was the debate we had amongst ourselves over its value and quality. Say what you will about Creature from the Black Lagoon, but few tables invoke a more lively discussion among pinball fans quite like it does. Perhaps that’s why it’s become the legend that it is! Cathy: GOOD (3 out of 5) Angela: BAD (2 out of 5) Oscar: GREAT (4 out of 5) Jordi: GOOD (3 out of 5)
Dash: BAD (2 out of 5)
Elias: GOOD (3 out of 5) Dave: BAD (2 out of 5)
SASHA: BAD (2 out of 5)
Scoring Average: 2.65 – OKAY AT BEST ❄️POLARIZING TABLE❄️ N00b Factor: Creech has easy to learn shots with modes that typically require only one shot be repeated until time runs out. The most difficult aspect comes from its wide flipper gap, but because the shots are simple and easy to master, this might be more ideal for learning how to work with a bigger flipper gap than, say, Fish Tales. Creech’s multiball requires a relatively complex sequence of shots to build towards the super jackpot. Verdict: A solid next-step-up for n00bs ready to learn set-shooting and working with a larger drain.
VICE VERSUS
The added VFX to this build are some of Zen’s best. Subtle. Non-evasive.
Like our main review, Creech’s dueling status is polarizing. One aspect we disagreed on was how fun it is to watch others when it’s not your turn, which might be the most important element of a good competitive table. Angela and Sasha both agreed the low-risk shots make this a snooze to watch. Well, unless their sister/aunt can’t hit a single shot to save her life, since they were cackling their malicious little heads off while I missed every toe shot for an extended run of three long balls. On the other hand, I enjoy watching Creech because this is a table that really puts modern pinball fundamentals to the test, and the rejection-heavy left ramp generates plenty of OOOHs and AHHHs from on-lookers. It’s certainly not the best game for exciting close matches. Creech is a streaky table where you tend to be either on or off, and so most games end in blowouts. We had plenty of those during this duel, including two world records that my father wasn’t here to see.
GAME ONE – CLASSIC
Cathy: 547,147,700
Angela: 1,681,814,880
Sasha: 395,425,380 WINNER: Angela (1)
GAME TWO – PRO
Angela: 134,290,960
Sasha: 87,350,780
Cathy: 78,466,790 WINNER: Angela (2)
GAME THREE – ARCADE
Sasha: 442,814,210
Cathy: 3,926,036,350 (#7 All-Time)
Angela: 702,142,860 WINNER: Cathy (1)
GAME FOUR – 200 FLIPS CHALLENGE
Cathy: 328,707,690
Angela: 455,397,650
Sasha: 1,882,396,590 (New Xbox World Record) WINNER – NEW XBOX WORLD CHAMPION: Sasha (1)
GAME FIVE – ONE BALL – BEST OF THREE BALLS
Angela: 137,592,770, 108,977,340, 173,283,090
Sasha: 276,353,560, 27,465,320, 150,357,610
Cathy: 166,985,020, 150,850,460, 5,758,931,220 (New Xbox World Record) WINNER – NEW XBOX WORLD CHAMPION: Cathy (2)
GAME SIX – FIVE MINUTE CHALLENGE
Sasha: 183,527,470
Cathy: 261,724,380
Angela: 351,738,530 (#25 All-Time) WINNER: Angela (3)
The Addams Family
First Released March, 1992
Zen Build Released February 16, 2023 Main Platform: Pinball FX Switch Platform: Pinball FX Coin-Op Designed by Pat Lawlor Conversion by Zoltan ’Pazo’ Pataki Stand Alone Release ($9.99)
Make sure to read the entire review for a special note on the Nintendo Switch port.
I’ve almost run out of things to say about Addams Family. It’s the biggest seller of all-time and the dream table of most novice pinball collectors. What I find fascinating is all of these accolades and achievements are earned despite Addams Family being, frankly, one of the most unfair pinball machines of the 1990s. There are so many ways where the table’s mechanics can override perfect play and still kill you, and this on a table already crowded in a way that’s tailor-made to punish you for bricks. Specifically, it’s those damn magnets that push the ball down the drain or an outlane. We’ve all experienced the pleasure of starting the Seance and having the magnet immediately guide the ball straight down the drain a half-second into the mode. Seriously, Seance is the most maddening mode in the history of pinball. Pat Lawlor could have built a compressed airbag that blows up in the player’s face, and that act wouldn’t make him as big a jerk as Seance does.
Addams has two historically amazing ramps. So satisfying to hit, especially the side one. The little twist it does at the end is so delightful.
And of course, when the Thing Flip bricks so badly you die from it? That’s one of those moments where taking a sledgehammer to a $10,000 pinball machine becomes oddly tempting. So, why is this table beloved? Perhaps it’s because Addams Family integrates its theme better than any pinball table of the arcade era, producing exactly the type of pinball-based gameplay that celebrates a macabre family who doesn’t follow society’s rules. It’s not fair, but it doesn’t pretend to be, either. It revels its unfairness with a wink and a hug that’s endearing, even if the table is plunging a knife in your back as you embrace it. I can’t say enough about Raul Julia’s historically amazing call-outs. Sometimes real life movie stars phone-in their pinball voice work. Not Julia. He belts his call-outs with gusto. Cheers to the great Raul Julia, performer of the greatest pinball voice over in history! 🍻
How fun it must be to get the “remove Christopher Lloyd from the art” assignment.
Zen’s take on Addams is an imperfect port. Yes, Thing Flips misses on a real table, but, it’s a woefully bad shot in Pinball FX. Oddly, the first few builds of Addams on PRO difficulty had the ball moving so fast that Thing Flips didn’t even work in that setting. Now, it not only works, but the PRO difficulty is the best-shooting Thing Flips in all of Zen’s builds. All other variations? If this were the NBA, Zen’s Addams is the table you want to foul in a close game with only seconds on the clock, because that auto-shot is a bricklayer. The magnets for the start of the Seance or when you’ve lit multiball are also much more lethal on Pinball FX than they are in real life, with about a quarter of our games being an instant kill when the magnets carry the ball from the VUK to the drain in literally less than a second. Many purists would have it no other way, but part of me wishes Zen would create a second, idealized version of Addams that isn’t engineered like a cabinet that has to earn a living two quarters at a time.
No judgment if you want to play with the enhanced graphics on. But, you should know that you have to wait for the graphics to tee-up the pinball, which actually makes a difference in the five minute mode.
One last note on the Thing Flips shot: in a real life table, when you or the auto-shot misses the cross-table Swamp shot, it’s fairly common for the ball to ricochet in a way where you get a second chance to convert the shot. That almost never happens in the Zen Studios build. In my opinion, Pinball FX in general doesn’t have enough PING off solid surfaces. You can tell that their engine is built for their original works more than for the Williams/Bally pins because ricochets and rebounding matter a lot less in their newly-created tables, most of which aren’t defensive-minded. Coin-op pinball during the 80s and 90s, by its very “earning quarters, one player at a time” nature, requires pinball to be played defensively, with a heavy emphasis on rebounding and conversion shots. It speaks volumes to how strong Addams Family is as a table that I’m still going MASTERPIECE, even though I prefer the Arcooda build.
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The gap is closer than ever before, and if Zen Studios can improve their physics, especially their problems with balls going limp when they should be ricocheting, they move head-and-shoulders above Arcooda. For now, Arcooda’s Addams is #1, by a slim margin. Of course, that’s a minimum $150 buy AND you must already own the tables on Pinball Arcade. Otherwise, it’s a $500 buy-in (and it requires two monitors) for a marginal upgrade. Or, maybe it’s not so small of a margin. One thing that bugs the hell out of me about Zen Studios is their refusal to include the options real tables have. I’ll get into that more in Vice Versus underneath the body of this review, but I’ll take this moment to note that Williams/Bally tables were loaded with fun options, and Pinball FX offers exactly none of it outside the “pro” difficulty, where the slope of the table is increased, the outlanes are widened, and the table’s internal toggles are set to “extra hard.” That isn’t very fun because of the steeper slope. I wouldn’t even mention this stuff except I know these guys making these tables and I know they’re better than no options at all.
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On Nintendo Switch Addams has a fairly significant problem, albeit one that I am HOPING to delete (along with this entire section) later this Summer. If you take a dead flip from the Electric Chair, the ball will bounce across from the left flipper to the right flipper, then roll-up the right inlane’s switch, activating the temporary light of the electric chair, which you can then reshoot. This almost never happens on the coin-op. If your aim is true, you can use this to quickly run through the different modes and reach TOUR THE MANSION in record time. Now granted, you won’t be scoring as many points as you’d think if you begin this cycle right off the bat, since if you cheese the game, you’re not scoring points on Cousin It, Raise the Dead, Thing Multiball, and the Mamushka. But you can start cheesing the table at any time, making the final push towards TOUR THE MANSION trivial. For this reason, everyone but Elias discussed this and we decided to drop our ratings by one rank on Switch until this is fixed.
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NINTENDO SWITCH UPDATE: The Big Update everyone’s been waiting for has dropped on Nintendo Switch, and with that, an improved Addams experience. Thing Flips are much more accurate, and manually shooting is much easier. Since Angela’s strategy is to charge-up the value of the Swamp Shot and tee it up till her heart’s content, she appreciates the much more true-to-life angles. The magnets are also much more accurate than they were before. Unfortunately, it’s still too easy to use the electric chair exploit mentioned above. For that reason, Angela, Oscar, and Dave have decided to keep their Switch scores in place. I’m not. I think that if a person wants to burn through the doors without utilizing their value, that’s on them. It’s a risk/reward calculation that makes sense. True to life? Not in the case of the electric chair’s drop. Everything else? This is a much improved experience. Make sure to read our Addams Family on Switch feature, which also includes a look at the ultra-rare (delisted in under two hours) Pinball Arcade version of Addams on Switch! Cathy: MASTERPIECE Angela: MASTERPIECE – GREAT on Nintendo Switch Oscar: GREAT – GOOD on Nintendo Switch Jordi: MASTERPIECE Dash: GOOD
Dave: MASTERPIECE – GREAT on Nintendo Switch
Elias: GREAT – Played on Nintendo Switch
Sasha: MASTERPIECE – GREAT on Nintendo Switch
Standard Pinball FX Scoring Average: 4.5 – GREAT
Nintendo Switch Scoring Average: 4.0 – GREAT 📜Awarded a Certificate of Excellence📜
VICE VERSUS
The electric chair is one of pinball’s all-time great drivers.
Addams Family makes for a great competitive table, which is why we’re so disheartened that hot seat’s modes don’t allow for scores to the online leaderboard, when there’s no real competitive advantage for using hot seat mode. It’s also frustrating that there’s no options beyond the seven main gameplay modes. We like to play “Galactic Rules” which is 10 Balls + 10 Potential Extra Balls, or “Iron Ball” which is 10 Balls, no Extra Balls, and we’ll tinker with the rules like extending the hurry-up time, or the ball save time, etc. We’re certainly not arguing those should count towards online leaderboards, but we’d have a LOT more fun with Pinball FX if not for the lack of options. This ability was up-sold on Pinball Arcade as the “Pro Mode” which, if Zen were to do that, yea, we’d pay for the upgrade. Zen wastes too much time on fancy “enhanced” graphics when the best upgrades are right there, built into the pinball’s software itself. Still, Addams is one table we never get sick of competing against each-other in my house.
GAME ONE – CLASSIC
Sasha: 157,922,100
Cathy: 217,160,880 – Toured
Angela: 169,511,430
Oscar: 208,727,270 WINNER: Cathy (1)
GAME TWO – PRO
Cathy: 60,519,390
Angela: 114,712,130 (24th All-Time)
Oscar: 50,239,100
Sasha: 56,579,540 WINNER: Angela (1)
GAME THREE – ARCADE
Angela: 236,139,300 – Toured
Oscar: 242,113,290 – Toured
Sasha: 190,444,270
Cathy: 162,871,540 WINNER: Oscar (1)
GAME FIVE – ONE BALL CHALLENGE
Sasha: 50,543,940
Cathy: 87,197,950 (#22 All-Time)
Angela: 87,779,430 (#21 All-Time)
Oscar: 41,610,620 WINNER: Angela (2)
GAME SIX – FIVE MINUTE TIME CHALLENGE
Cathy: 115,861,870
Angela: 102,849,350
Oscar: 146,568,420 – Toured (#15 All-Time)
Sasha: 112,528,890 WINNER: Oscar (2)
The Texas Chainsaw Massacre First Released June 6, 2024 Main Platform: Pinball M Switch Platform: Pinball M Designed by Zoltan “Hezol” Hegyi Stand Alone Release ($5.49) Awarded a Certificate of Excellence
I spy with my little eye.. a Power Ranger.
As of this writing, I’m Texas Chainsaw Massacre’s Arcade Mode World Champion. The game that set that record took ten hours. Did I say game? I meant one single wizard multiball. Specifically, it was my second ball of the game, and I had three extra balls banked plus ball #3. Now that time isn’t exact because I had to pause frequently to ice my wrists and cry, but I started the game after 10PM and finished it around 8AM. And in order to finish it, I tilted the game, then laid down the next four balls. My final score: 17,283,870,827,459. Yes, seventeen TRILLION points.
My wrists and hands have been killing me all day. I’m never doing anything like this again.
Did I cheat? Did I glitch the game? Nope. I simply gamed the boost system. Pinball M uses Pinball FX 3’s level-up system for arcade mode. There’s a variety of boosts that do things like increase the values of bumpers, multiball shots, etc. For this world record, I had a maxed-out Ball Save, and then I reached the table’s wizard mode. In it, the game cycles between two modes. In the first, ball save activates and you have to make one of two shots within thirty seconds, or another thirty seconds loads. Each lit shot you make charges up the jackpot for the next part. In it, you shoot the chainsaw ramp for super jackpots. When time runs out on the chainsaw part, the first cycle starts again, including the ball save. By maxing out the ball save, all I had to do was convert ONE SHOT within 90 seconds. And I did, all while building up the value of the jackpots. By the end, I was getting over two billion points for every jackpot and three-hundred billion points for hurry-ups. I would have kept going, but I’ve crashed Pinball M multiple times before. I would have been heartbroken if the game had been lost, so I laid it down.
I love the chainsaw ramp. Instead of going crazy with it, the shot is a simple gentle slope that’s along a fairly average angle. It’s nice to see a focal shot in a Zen Studios pin be so basic and clean. Guess what? It’s very satisfying to shoot. You don’t have to go crazy with these big shots. It’s pinball! Less is more.
Probably the best thing I can say about Texas Chainsaw Massacre Pinball is that I never got bored with the shots during that session, or the 1.5 trillion point game I had the night before without maxed-boosts. Chainsaw’s shot selection is well-rounded. Designer Zoltan Hegyi’s previous effort, A Samurai’s Vengeance, felt too right-side heavy. Chainsaw is only his second table, but the improvement is dramatic and awesome. The shots feel truly balanced, with no one target dominating all others. Every shot is a nice one, too. Notably, the far-left ramp spans the full width of the table, but it’s not as rejection-heavy as you would think. Lighting the table’s hurry-up is tied to repeating this shot, then hitting the severed head for the conversion. When you light the hurry-up, it makes for an awesome one-two punch. The left ramp also feeds the upper-right flipper, which itself shoots both the cellar and the table’s teardrop ramp.
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The teardrop might be slightly too sharp at an angle, as it was the most rejection-heavy shot on TCM. But it’s very satisfying to complete. It also directly feeds the right flipper, which allows for a two-shot combo cycle. Since the modes are all timed and require quick shooting, and since passing feels very natural on Chainsaw, this combo allows for a nice, smooth flow. Surprisingly, the teardrop isn’t even the toughest shot on the table. It’s the skateboard ramp, which requires a full-power shot to convert. It’s tougher than it looks. There’s also a decapitated head on a meat hook that acts as a jackpot during the three-ball multiball, the target of the hurry-up, and has an entire mode built around it. During its mode, it changes its location, something I wish it did outside of its mode just for the sake of variety. On its own, it’s the second toughest shot as you have to hit it with force directly. Weirdly, while we grazed it several times and never got credit for hitting it, there were multiple instances where balls around the bumpers cleared each other out so fast that they triggered jackpots off of it from behind. All the modes are two-part, with a set-up that builds a jackpot and then a “massacre” that pays it off. This sounds great, and it can be, except the modes just aren’t worth enough.
We actually thought the severed head was a heart at first. We still refer to it as “shooting the heart.” I should note that for my father, he’s RIGHT on the edge of giving Texas Chainsaw Massacre a GREAT rating. This would be at the top of his GOOD list, but the scoring balance was a deal breaker for him.
The biggest problem with Texas Chainsaw Massacre is the primary modes are basically worthless checkmarks compared to the multiball and wizard modes. Thankfully, Texas Chainsaw Massacre has none of the grinding that’s common to Zen pins. It’s one of Zen’s most easy wizards in recent years, since you only have to complete a single “massacre” for each mode. A more minor annoyance is that modes could “block” locking balls for multiball, or even activating the lock. It’s probably never a good thing that lighting a mode is aggravating, but since the main modes earn very little points compared to multiball, yea, we wish that the locks couldn’t be blocked by an active mode. We have no objection to blocking the activation of multiball during a mode, but TCM would have a much faster pace if you could make progress towards it while a mode is going. Mode stacking in general would have put this over the top as an all-timer, as it would have added stakes to the modes and made the variety of shots that much more thrilling. But, what here is a damn good table and easily worth the $5.49 buy-in. Another winner for Pinball M, made even better because Hezol proved here he has the chops as a pinball designer here. Outstanding! Cathy: GREAT (4/5) Angela: GREAT (4/5) Oscar: GOOD (3/5) Jordi: GREAT (4/5) Elias: MASTERPIECE (5/5) *Played on Nintendo Switch Sasha: MASTERPIECE (5/5)
Texas Chainsaw Massacre is Certified Excellent by The Pinball Chick Team
Duke Nukem’s Big Shot Pinball
Platform: Pinball M
Set: Death Save Bundle ($19.99)
Individual Price: $5.49
Designed by Grego “Rockger” Ezsias
Originally Released November 30, 2023
❄️🔥POLARIZING TABLE🔥❄️
Insert any Duke Nukem quip HERE. I’ll do it: “I’m an equal opportunity ass kicker.” Now just repeat that every time the ball touches something.
Right off the bat, I need to inform you, my beloved reader, that none of the Vice Family are Duke Nukem fans. That doesn’t mean we’re against the franchise. It just doesn’t interest us. Taking it further, Oscar and Angela have no experience at all with the games (Dad might have played 3D at some point but only briefly). Having been squirted into the world in 1989, I was born at the wrong time to really care about the IP. So, we all deferred to Dash, our resident Duke Nukem fanboy. He both enjoyed the pinball layout Grego Ezsias and the team at Zen Studios created AND he also believes that Duke Nukem’s Big Shot Pinball canonically fits alongside the rest of the franchise. In other words, he could believe that this was an official release by Duke’s creators. Jordi, also familiar with Duke Nukem, agreed. From the theme integration to the call outs to the modes: this could be a legitimate stand-alone Duke Nukem release and it’s unlikely any fan of the series wouldn’t believe it. It’s a fitting tribute to Duke Nukem 3D and if you’re a big fan, what’s here should be authentic enough that you’ll feel at home. So, I’m just going to focus on the pinball stuff.
Unique among Zen’s pins is that Duke Nukem has no traditional driver. The Cinema shot is low-yielding as its own thing and has a mini-mode attached, but we were mostly using it as a dumper to safely gain control of wild balls. Lighting the D-A-M-N letters off the right ramp and shooting the toilet scoop starts modes, but you’re given so much freedom to explore the layout that it never really feels as if you’re being queued into the modes. Odd.
With the exception of Dash, the main issue we all took with Duke was the ball return. Whenever the ball transfers from the bumpers to the main playfield, it goes through a hidden habitrail before exiting out underneath the DAMN ramp. And it returns at an angle where the ball sort of lobbed carelessly. It’s so off-putting. It’s treating a pinball return the same way a slob wads up trash like hamburger wrappers and casually throws them in the general vicinity of a garbage can, unbothered by whether or not they actually go in the can. It never comes out at the same speed or trajectory, and since the ball inevitably hits the slingshot, the probability that any returned ball could become unplayable is higher than any made shot should be. The fact that the design specifically drops the ball into the highly lethal left slingshot is incredibly frustrating. There was no rational or logical benefit from any design perspective for having it do this besides punishing players for wanting to play the table in the first place. Hey, if Zen wants pins to be less fun than they can be, I suppose that’s their god given right, even if I don’t get it.
One of the three main modes (Kick Ass and Chew Bubble Gum) is a glorified video mode that pays homage to the Duke Nukem franchise. Aliens will pop-up in one of four stations, and you have to use the flippers to aim and the action button to fire three shots into each. In the main mode, you have to kill twenty aliens (8 in the first phase, 12 in the other). Not only does it take forever, but none of the Vices EVER failed at it. Not once. In fact, all three of us quickly reached the point where we didn’t even take damage. I should note that Oscar, normally the member of The Pinball Chick Team who whines about video modes, actually enjoyed Bubble Gum the most. Taking it further, he declared that this is what solidified his GREAT rating. Whatever floats your boat, Pops. But again, it’s a video mode that takes 60 total shots to finish. SIXTY. Holy crap. What is wrong with Zen’s new crop of designers? Did they not get enough attention as children? Did the cool kids dunk their heads in toilets and this is revenge?
The sad thing about the sloven ball return is that Duke Nukem would be a difficult enough table without it. Killer slingshots that spoon-feed the brutal outlanes are just the start of it. Duke Nukem is a brick-layer with high risk angles and cardboard targets that crowd the drain. Now granted: if any video game franchise’s theme lends itself to a design that feels like it’s trolling players, it’s Duke Nukem. But we put more time into this pin than any pin we’ve ever reviewed, and we still couldn’t really make any progress. Even after 50 combined hours and multiple world records set by the three of us, the amount of things we didn’t experience with Duke Nukem is staggering. As of this writing, I’m the arcade mode World Champion and we have three other first place standings on challenge leaderboards, but we were never able to complete all three modes in a single game. In fact, none of us defeated the second boss. We never opened Ready For Action multiball. My father and I never once earned a single extra ball (Angela earned two EBs over the course of 100 or so games). FIFTY HOURS. WORLD RECORDS. How is it even possible we didn’t come halfway to finishing the three main modes in a single game? Well, it’s because even if you clock the difficult angles and drill the shots into muscle memory, eventually the ball return WILL kill you. You can only get lucky so many times. When you reduce your table to dumb luck, it becomes impossible to finish or even come close. Duke is a table where random chance will ALWAYS supersede skill.
The radioactive symbol’s spin disc is the highlight of the table, in my opinion. It’s a clever idea. Balls that land in the black zones will be fed to VUK and count towards a random award. Balls that land in the yellow zones will instead be released into the bumper area of the table. Good idea. I sure wish it didn’t require six spins on the right zones to do anything.
The Vice Family is probably Zen Studios’ best case scenario for players. A family that shares a love of the sport and competes with each-other, all three of whom are capable of challenging for world records. We’re far removed from the best players, but we ain’t slouches. If we couldn’t do these things, who exactly are these tables designed for? Zen’s original tables these days rely on mind-numbing grinding combined with made shots still having the potential to kill you because the ball return is done in a way where it might be unplayable. Presumably their design team thinks this is the key to engagement, since mobile games are about mindless grinding and random odds. But, like.. it’s pinball, gang. I know I sound like a broken record, but your best sellers are adaptations of old Williams/Bally pins that might be hard (nobody can accuse Indiana Jones, Twilight Zone, or Addams Family of being too easy) but they don’t require players to practically earn a bachelor’s degree in that table just to experience everything.
After completing each mode, you have to charge up the left spinner and then shoot the toilet scoop to activate “boss fights” which feature cardboard targets, the big one of which takes roughly fifty billion hits to kill, give or take. It’s actually over a dozen hits combined for the minions and big boss. While it does have a ball save attached to it, the ball save is going to come out under the damned DAMN ramp, again reducing your survival to random chance. If Duke Nukem has a feature that COULD have been fun, you can bet your sweet ass the designer made it require so many hits that it becomes a joyless slog. You can also shoot the toilet scoop to use a gun, but this feature is incredibly confusing and frankly underwhelming. The targets are there, but we’re encouraged to shoot elsewhere? Huh?
I originally had Duke Nukem as GOOD, agreeing with everyone else that Duke has a fun, downright frisky layout with nice ramp placement, a unique and memorable skillshot, and genuinely thrilling side-targets. It’s a damn fine layout, besides the way the ball return is handled. It even incorporates zone-style design by having the bumpers being completely segregated from the rest of the table. Even more striking is that Duke Nukem doesn’t feel like it’s aping Williams or Stern. It’s the rare Zen original pin that feels genuinely original. Even though the flow is left-side heavy, it avoids having the feel of a table that’s been cut in half, like A Samurai’s Vengeance suffered from. And Oscar would disown me if I didn’t single-out the fine-tuned scoring balance, which my daddio was positively swooning over. It’s so precisely balanced that it would have made the late, great Lyman Sheats proud. Don’t take my rating to imply any lack of talent. They DO have talent. So much that the problems Zen has with forced grinding and dickhead ball returns are much more frustrating than they should be. If they had no clue what they were doing, it’d be excusable. They’re so good at making pins that the faults are inexcusable.
Yet another continuing problem with Zen’s originals is that they include mini-fields with gaps so wide you could drive a steamship through them. Seriously, it’s remarkable how they’ve gotten into these company-wide bad habits. Grindy modes. Harbor-sized flipper gaps. By the way, Zen, a drain pin doesn’t help when the physics of the mini-table make the ball feel limp. Duke being accused of having limp balls seems like the type of thing that would make him fly into a rage, but I’ll take my chances.
Saying that I know Zen is capable of better than this is an understatement. Duke Nukem’s Big Shot Pinball has a layout so awesome that it should have been a cinch for a GREATrating from me, and really, MASTERPIECEshould have been in play. It has everything I like in a layout. It’s telling that none of us even considered MASTERPIECE. That was ruled out really early. I don’t know why anyone would make such a great creation and then destroy it by discouraging table exploration like Duke does. The multiball modes seem fun. I wish I could justify going for them, but activating them takes so many hits and requires you hold your breath and hope the ball return doesn’t screw you over that it’s not worth attempting. Grind. Grind. Grind. Why on Earth do you want people to have to shoot targets so many times to accomplish ANYTHING? I don’t get it. Imagine you were golfing and you sank a long putt, but instead of that being a good thing by itself, you then had to spin a wheel where there’s a 20% chance the hole would fire the ball into the closest water hazard and force you to start over. That’s how Zen’s original tables have been lately, and I’m sick of it.
Duke Nukem is left-side dominant. In 50+ hours of playing, to the best of my knowledge, none of us got the random award from hitting the targets behind the spinner 100 times. Yes, ONE HUNDRED HITS. The bumpers were equally bad. They’re laid out in a way where the ball just goes dead and rolls lifelessly to the lethal ball return hole under the DAMN ramp. Zen, seriously, it would be so easy to salvage this. Sure, the ball return is busted and you can’t fix that, but just cut the requirements for modes and hits the bosses need by at least half. Don’t want ANYONE to finish this shit? One or two players in the entire world see the wizard modes on any given Zen original, and you think that’s a good thing? Because it seems to me average or casual players would consider it so far out of reach that it’s not even worth exploring. How likely do you think they are to recommend your pinball games to other people? Probably not very likely.
I’m done rewarding these grindy tables with positive reviews. Enough with modes requiring so many shots to finish that it’s practically sarcastic. Enough with requiring an entire lifetime of devotion just to see everything a table has to offer. Do you want to unlock one of the multiballs? Well you have to shoot the spinners a couple dozen or so times AND light the C-O-O-L targets and.. oh you already drained out? Too bad. Want a random reward? Well you have to shoot the toilet scoop ten times (without starting any other modes) and then shoot the.. oh, you already drained out? Too bad. Want to start “I’m the Cure” mini mode? Well you have to shoot the black colors on the spin disk 6 times then hope the wall randomly wiggles enough to get 60 hits on the NEST targets to light the.. oh you already drained out? Too bad. Enough is enough. Look at the leaderboards. Those scores are pretty low. Clearly you didn’t want anyone unlocking much, so hey, you didn’t unlock a positive score from me. I’m rating it BAD.
As of this writing, this is the highest score ever recorded for Arcade mode, one of two primary play modes. The previous high was Angela, using an entirely different strategy. That’s reassuring. The best thing I can say about Duke Nukem is it offers enough flexibility that multiple different strategies are viable. Angela chose to charge-up the two-ball multiball and just repeat it over and over. Of course, the score Angela put up that I beat required an absurd amount of grinding that, by her own admission, was the least fun way to play. “Hey, I’m the world champion though so HAH.” She’s going to wake up to find that’s not even the case anymore, as I literally just put this up before publication.
Again, I’m the lone hold-out here. Everyone else, despite their frustration with the same stuff I’m whining about, had fun. A really good theme, excellent layout, satisfying shots, and fine-tuned balance really do make Duke stand out in a crowded field. For all the bitching you just sat through, even I had fun. I mean, up to a point, but every time I started really enjoying the table, Duke went back to obnoxious grinding and random chance deaths. I just had one of my best games. I was hitting my shots. I couldn’t miss, really. I set a new world record. But all three balls drained from the ball return hitting the left slingshot, which sent the ball into the right slingshot, which sent the ball directly down the left outlane. It wasn’t just three times, either. IT WAS FIVE TIMES. Twice I had protected the left out lane with a kickback. It didn’t matter, because eventually you have to give up skill and simply cross your fingers. When I did, the result was predictable: ball return, left slingshot, right slingshot, left outlane, dead ball. I’m done. Five outlanes in one game where I couldn’t have shot better. Duke Nukem pinball doesn’t want to be fun. It wants to be a troll. One of the best layouts Zen has ever done and the final product is more obsessed with being a prick than it is being fun. Zen, if you want your original pins to require a marathon of shots to make anything happen, that’s your prerogative, and I’ll never understand it. This isn’t pinball. It’s a war of attrition. Cathy: BAD (2/5) Angela: GOOD (3/5) Oscar: GREAT (4/5) Jordi: GOOD (3/5) Dash: GREAT (4/5)
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