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

The math for each option appears different, but each requires the same amount of shots on the same targets. The object is just to repetitively grind shots until a counter reaches zero, then do it again with the opposite characters. Completing a cycle earns you an extra ball, and if you can do it twice (and we were never able to) it scores 50,000 points. This type of pick ‘n flick gameplay can work, but not with shots this boring or haphazardly laid out. The locker is particularly annoying, as it’s too easy to drain a ball in the locker’s sinkhole without actually lighting it, which requires all three drop targets to fall. The table’s signature, three different swinging targets, are too risky without proper value to be worthwhile. Primal Carnage SS’ gameplay is fossilized.
Stand Alone Table ($6 for HD, $7 for 4K)
Type: Zaccaria Solid State Model
Vice Family High: Angela “ADV” 71,130 (Top 20)
Sasha the Kid: BAD (2 out of 5)
Cathy: BAD
Angela: BAD
Oscar: BAD
Scoring Average: 2.0 – BAD
ARKANOID
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