KICKBACK – Matt: The original Farfalla is one of my favorites in Zaccaria Pinball. Knocking down all of the sets of targets is addicting. This Farfalla kept none of that appeal, and it only has two flippers. I like rollover targets as a feature, but the flowers here are so boring in three nice lines, and trying to shoot up the center is far more valuable than not doing so. The changing lane values from 10 to 1000 makes this table feel like a luck box for high scores as the only lanes away from the bumpers are the three drains (which are hungry). Why not take the backwards flippers from the original and create two “butterflies” with the flippers? Then you can trap the ball using back-to-back flippers. Then add some targets and change the scoring.
Awww. Doesn’t it look sweet? So tranquil. So serene. Oh, it’s totally not. Farfalla Retro is a brutal, punishing table that also is one of the better tables in the Zaccaria Retro pack. Two open outlanes are guarded by slingshots angled right at the outlanes. If the ball catches the sling too low, the slings don’t activate and the ball could roll right down the drain. If it triggers the sling, it could be launched right into the opposite outlane. This is a table of pure, unadulterated hatred. It’s also one of the few tables in the retro pack to offer burst scoring. It’s not entirely done like a modern table. Those flowers you see are each roll-over targets that score between 10 and 500 points and it’s possible to score big, record setting points with just a few slap shots. Okay, so defense in the modern sense is basically impossible. But in terms of satisfying shooting? Farfalla Retro stands out among its peers. Oscar and Angela would have gone higher if not for the value of the rollovers and spot targets changing with every bang off every sling and bumper. They thought it was too much randomness in an already chaotic pin. Sasha the Kid apparently agrees. “I would have thought of going MASTERPIECEon it if not for that. I probably still wouldn’t have gone that far, but I would have thought about it.” Set: Zaccaria – 40 Retro Tables
Model: Zaccaria EM
Table Type: Woodrail Cathy: GOOD (3 out of 5) Sasha The Kid: GREAT– (4 out of 5) Angela: GOOD Oscar: GOOD Jordi: GOOD Dave: GOOD
Matt: BAD (2 out of 5)
Dash: THE PITS (1 out of 5) Scoring Average: 2.75 – GOOD
Final Average: 2.83 – GOOD Sasha the Kid ranks #10 in 3 Ball Arcade – Post Update Highest Score Sasha the Kid ranks #11 in 5 Ball Arcade – Post Update Highest Score
Sasha on Devil Riders: I think that a rating of THE PITS should be reserved for a table that’s either unplayable due to poor mechanical design or one where no amount of skill can overcome luck. Everyone might not like Devil Riders’ scoring system, but you can rebound on it, and you can defend against the gobble holes with the nudge. Both those facts are true whether you’re playing with Zaccaria’s arcade or simulation engines. I don’t happen to like Devil Riders and I’m guessing I won’t like gobble holes going forward, but THIS as one of the worst tables ever? Please. Readers should refer to Clown Retro for what a worst table ever contender should play like. This is just an ordinary 1950s bad table.
Fun fact: This was Sasha the Kid’s first table with gobble holes. These days, Visual Pinball’s EM selection is her jam, but when she first played this on her AtGames Legend, she was not a happy camper. Now in the old days, gobble holes could be tied to specials and extra balls. As a reminder, for whatever reason, Magic Pixel put out a collection of old-timey pins without old-timey scoresheets. As a result, there’s essentially seven tiny drains that score if lit. Lighting the gobble holes only requires a single bounce off the corresponding bumper. We think Sasha’s wrong about the amount of skill that can go into games of Devil Riders. Yes, you can grab rebounds and aim. You mostly won’t be able to since the rails leading to the flippers are bouncy as all hell. But assuming you do grab a rebound, all that does is get you above the bumpers. The gobble holes and the bumpers block anything to actually shoot at. It’s not the scoresheet that’s wrong. It’s the layout. The Kid got this one wrong. It IS Plinko, but Plinko that walks like a shooter’s table. Sasha’s counter argument is that the shots to get above the bumpers are tight enough that they’re “ghost targets” and satisfying in their own right. Agree to disagree. Set: Zaccaria – 40 Retro Tables
Model: Zaccaria EM
Table Type: Woodrail Cathy: THE PITS (1 out of 5) Sasha The Kid: BAD(2 out of 5) Angela:THE PITS Oscar: THE PITS Jordi: THE PITS Dave: THE PITS
Matt: THE PITS+
Dash:BAD Scoring Average: 1.25
Final Average: 1.16
💩Certified a Turd💩 by The Pinball Chick Team Cathy ranks #1 in Time Loop Mode – Undisputed World Champion
Sasha the Kid: “Maybe Clown Retro actually DOES have an Italian Bottom. I don’t know what clown pants look like in Italy!” You know what? I think she’s going to work out just fine as Indie Gamer Chick 2.0 some day.
When you have a roll-over target, I find it really helps that the target be, you know, what you aim at! The highest scoring element in Clown Retro are five roll-over lights that score 1,000 points once all five are lit. One little problem: the actual targets are not one-to-one with the lights on the table. Either that’s the problem or the targets aren’t sensitive enough, because we had moments literally every turn where the ball passed over the targets and didn’t light ’em. Not that it would save Clown. This is a table that lives down to the notion that pinball is a game of random luck. There’s too many chaos elements and no means to defend against them. It needed a lot more flippers just to rise to the level of BAD, but instead, the flippers are separated by the full length of the playfield. Combine that with the nightmare fuel art and the end result is Clown is Jerry Lewis is no longer responsible for the worst thing ever produced involving clowns. True story: Sasha didn’t get that joke at first. We explained it to her and her eyes got as wide as saucers and she said “yeah, no offense, but what you just described to me sounds a lot worse than a stupid pinball table.” Okay, fair. Oscar still thinks Matt’s rating of BADwas a practical joke. “It’s the ‘+’ that makes it suspect” he said, side-eyeing Matt. Everyone agreed multiball would have given the eyes SOME logical, high stakes shooting value. And, like so many Zacretros, this REALLY needed woodrail-style add-a-ball. Without that, there’s just no excitement. Clown is the definitive Plinko pin and one of the worst digital pins ever made. Set: Zaccaria – 40 Retro Tables
Model: Zaccaria EM
Table Type: Woodrail
Reworking of Hawaiian Beauty (1954 Gottlieb) Cathy:THE PITS (1 out of 5) Sasha The Kid: THE PITS Angela: THE PITS Oscar: THE PITS Jordi: THE PITS Dave: THE PITS
Matt: BAD+ (2 out of 5)
Dash: THE PITS Scoring Average: 1.125
Final Average: 1.0
💩Certified a Turd💩 by The Pinball Chick Team
🏆Jordi ranks #7 in 5 Ball Simulation
🏆Jordi ranks #7 in Time Loop Mode
🏆Cathy ranks #10 in Time Loop Mode
Matt on Cine Star Retro: The closed-off layout is too easy. It doesn’t use all of the space, the drop targets inexplicably don’t stay down and are worth an increasingly inflated value, and the saucer drops the ball into the drain in simulation. But, this table is actually controllable and fun to shoot. Why not open up the top with another bumper and two more lanes? Then switch the spot targets with the drop targets.
The first of thirteen tables added to the infamous Retro pack in the year 2025 is, for all intents and purposes, shooting school. There’s no outlanes or slingshots, and besides a slightly enlarged drain, no antagonistic elements or angles. The only defensive aspect of the table is that the rails have a tendency to run fast. Hey, schools make kids run, right? But grabbing rebounds in Cine Star Retro is a cinch since you get to set the terms with minimum chaos. So what’s the point of the table? The five drop targets and eight spot targets are set along common angles that makes this an ideal table to quickly teach players both a shooter’s stroke AND conversion shots. Angela, Oscar, and Dash couldn’t get over the lack of stakes, but Cathy and Sasha enjoyed the scoring system’s progressive values of the drop targets and Jordi loved the lack of vacuum outlanes and the uncluttered, wide-open playfield. “What’s not to love?” Jordi said, though Oscar especially was annoyed by the lack of risk/reward. Our biggest knock is an undervalued kickhole that’s not worth the risk, but this wasn’t the disaster Dave predicted when he first saw it. Set: Zaccaria – 40 Retro Tables
Table Type: Sharpshooter Cathy: GOOD (3 out of 5) Sasha The Kid: GOOD – Angela: BAD (2 out of 5) Oscar: BAD Jordi: GREAT – (4 out of 5)
Dave: GOOD
Matt: GOOD –
Dash: BAD Scoring Average: 2.75 – GOOD
Final Average: 2.66 – OKAY
A Pinball Chick Team 🥶POLARIZINGTABLE🥶 Jordi ranks #3 in 3 Ball Simulation – Post Update Highest Score Matt ranks #4 in 5 Ball Arcade – Post Update Highest Score Sasha the Kid Ranks #5 in 5 Ball Arcade Cathy ranks #2 in 5 Ball Simulation (Former Record Holder) Jordi ranks #8 in Time Loop – Post Update Highest Score
This is our first time using Matt’s +/- idea for ratings. They don’t affect scores at all but rather let readers know if it’s closer to the next rating or the rating under it. Originally I was going to post a massive Zaccaria Retro feature but instead, we’re going to release these in a trickle.
And, because the full eight-person team is here, we’re using Olympic style scoring. The highest rating and lowest rating are not factored into the Final Rating.
AEROBATICS RETRO
Dave the Designer on Aerobatics Retro: Shame about the saucers. Aside from those targets and the top pops being a little far down, everything about Aerobatics Retro is in an appropriate place for the time period. It’s a proper ‘retro’ that’s done its homework and deserves props for it. If they adjusted the eject angles, this might be a winner.
We’ve already reviewed the AtGames Legend build of Aerobatics Retro. The updated Steam build benefits from having a variety of physics options (not to mention tables like this were meant to be played with five balls, not three. Someone please get that memo to MagicPixel and AtGames). Also, we all seem to agree that the saucers don’t seem to dump the ball between the flippers as often. Actually, the right saucer never did it once. Oh, the left saucer still did it enough to Angela that she’s still dumping it in THE PITS. (Dave to Angela: “wait a second, aren’t you the one who defends Jack*Bot?”) Actually, it was pretty funny. In four separate first-to-three duels, Angela only won a single game the entire time, but that one game she won, she set the world record for Aerobatics Retro on 5 Ball Arcade. She basically did it the same way Matt got #2 in 3 Ball Arcade, IE the ball fell into the saucers. So they fell ass-backwards into records. The lack of shooting angles and nearly impossible to defend-against slingshots still shoot down this plane, though Oscar and Jordi felt that there’s SOME satisfaction to be had in the chaotic rebounding. “I think three jet shapes and a slightly wider lane on each side to get back to the top would have been a better layout” said Matt. Hard to disagree. Set: Zaccaria – 40 Retro Tables
Model: Zaccaria EM
Table Type: Woodrail
Cathy: THE PITS (1 out of 5) Sasha The Kid: THE PITS Angela: THE PITS Oscar: BAD+ (2 out of 5) Jordi: BAD Dave: BAD
Matt: BAD+
Dash: BAD + Scoring Average: 1.65 – BAD
Final Average: 1.6 – BAD
🏆Angela ranks #1 in 5 Ball Arcade – Undisputed World Champion
🏆Matt ranks #2 in 3 Ball Arcade – Post Update Highest Score
🏆Cathy ranks #4 in 90 Second Mode – Post Update Highest Score
🏆Jordi ranks #1 in Time Loop Mode – Undisputed World Champion
Beast Master is one of the “bonus” tables of Zaccaria Pinball. For AtGames Legends Pinball, they tossed those pins into the Zaccaria packs as +1 throw-in bonuses for the actual tables people would want (though let it be said that Speed Kings in Zaccaria Pack 8 is likely to enter the Pinball Chick Pantheon of Digital Pinball). Overall, Zaccaria Pack 1 is as good a collection of tables as it gets. Aerobatics is Certified Excellent. Black Belt, Black Belt Remake, and Circus likely will also be issued certificates. That’s a $60 value by our standards. Needless to say, we consider this to be a must-own pack for Legends owners and recommend that you buy it. And if you hear a strange banging noise when you do, pay no heed to it. It’s just Ed Krynski spinning in his grave because the pack comes with Beast Master. In our house, we revere Big Pin Kryn, and this bastardization of his famous 1979 widebody Genie feels like a crime against pinball. Now, it is an interesting thought experiment come to life. “What if you shrank a widebody? What do you get?” And Genie is just about as famous as that subgenre gets. Seems like a good place to start. But, there’s two HUGE problems with this smaller take on Kryn’s Djinn. First: they shrank the flippers, too. So this doesn’t feel like solid state. It feels like a boardwalk style clanker. See, shrinking a flipper doesn’t equally shrink your ability to aim, because aiming isn’t simply a function of where the ball is when you flip. Oh, that matters too, but you also have to consider that smaller flippers mean less surface to run off speed and fewer angles for rebounding. Rebounding is function of shooting. So, shrink a normal flipper by half and you’re reducing the potential to aim by significantly more than half. Like, as much as an eighty percent reduction. Needless to say, you can’t shrink flippers just because you also shrank a widebody into a standard. Thus a layout that should be a sharp shooter is eroded into, at its best, a slap shooter where you’re focused on keeping the ball in play. And that’s being very generous, because I don’t even think fans of slap shooters (as many of Krynski’s pins are) will like this. That’s why the leaderboard scores are so low. Even pros can’t work with these nubby little things. Not that it matters, because the dynamic scoring of Genie is gone completely, replaced by fewer targets that have lock-down scoring and no end-of-ball bonuses. You either hit an entire section of targets, every last one, or you can only get one score from each target. Either of these two factors would be a deal breaker by itself. Together, they make Beast Master one of Magic Pixel’s lowest points. They’re capable of amazing things, but when they phone it in? Oof. Set: Zaccaria Pinball Pack 1 Type: Zaccaria Solid State – Rebuild Design DNA: Genie by Gottlieb (1979) Vice Family High: Sasha the Kid “KID” 44,900 (Top 20 All Time) Cathy: THE PITS (1 out of 5) Sasha the Kid: THE PITS Angela: THE PITS Oscar: THE PITS Jordi: THE PITS* Dave: THE PITS* Scoring Average: 1.0 – CERTIFIED TURD *Played on Zaccaria Pinball for Consoles/PC
We’re typically in agreement that most tables that were originally from the infamous Zaccaria Retro Pack are garbage from a thankfully bygone era. With that said, the table formerly known as Combat Retro and now known as Battle Retro (because “Combat” is more famous as an Atari game) is technically the second best among those twenty-seven pins. It earned that thanks to an average rating of a whopping 2.66 out of 5, earning it an overall title of OKAY. Fun fact: with the exception of the highlight of that set, the genuinely awesome Mystic Star Retro, Battle Retro is the only table that earned even a single GREATvote. That would be from Oscar, who thinks the AtGames version is even better than the video game one. “Having an actual table to physically nudge will help all the retro pins to some degree, but if they’re quality tables, it’ll really help them. Battle might be THE table everyone new to playing on an AtGames machine should use to practice nudging a physical table instead of wiggling an analog stick. Play this early, and get a feel for how hard you can and can’t nudge. Battle is perfect for it because it’s a key to high scores, but also because games go so quickly and the scoring is low. You won’t ruin a long game by overdoing it and TILTing. The world record probably took around five minutes. I can’t give it a MASTERPIECEbecause lucky bounces off the bumpers factors too much into the final score. But if you want to show off one old-timey 1950’s pin, show off Battle.” Sasha, Angela, and Dave all consider everything positive Oscar said to actually be a negative. It is a luck based table. Not entirely, but enough that you need a lot of it. If that’s not for you, stick to the EMs and Solid States in Zaccaria Pinball Pack 1, because Battle Retro is almost as good as the Retro tables get. Set:Zaccaria Pinball Pack 1 Type: Electro-Mechanical – Rebuild Design DNA: World Champ by Gottlieb (1957) Part of Zaccaria Pinball (Console/PC) Vice Family High: Cathy “IGC” 4,380 Cathy: GOOD(3 out of 5) Sasha the Kid: BAD (2 out of 5) Angela: BAD Oscar: GREAT (4 out of 5) Jordi: GOOD* Dave: BAD* Scoring Average: 2.66 – OKAY – 🥶POLARIZING TABLE🥶 *Played on Zaccaria Pinball for Consoles/PC
Think of Zaccaria Pinball’s Deluxe series as being their take on modern pins like those by Jersey Jack or even Stern’s post-DMD works like Stranger Things. The scoreboard is now an animated LCD screen and modes have explanations and rules given to you. If Magic Pixel’s goal was to create original tables that feel like they could be real, two of the three tables succeeded. I could believe that Red’s Show and Cine Star are real tables. Spooky Deluxe? Probably not. It doesn’t seem like it would physically work. Ironically, Spooky is the best of the set and the first table during our Zaccaria play time that has won an excellent table certification here. Zaccaria Pinball is a solid, genuinely fun pinball set that frustrates me sometimes with the sheer amount of confusing options, but make no mistake, this is a solid pack to introduce yourself to their potential.
But, there’s a few problems with the first three Deluxe tables that have been released on Xbox One (this set is coming to PS4 in August, 2020), and one table we have to temporarily classify as “broken” until the engineers at Magic Pixel fix a target. The major issue is that tables have their scoring shut off during modes, which is so annoying. Of course, this applies to Zaccaria’s “Remake” collection of 27 original creations that a Buyer’s Guide will be created for here at The Pinball Chick. We’ve tried to limit our exposure to them, but in a brief play session with the “Remake” version of Spooky (not to be confused with Spooky Deluxe or the “Solid State” Spooky that are found in other sets in the Zaccaria Pinball collection), the same issue happened: modes freeze scoring for anything but the targets in the mode. BUT, I’ll argue that there, at least the tables are less busy and less prone to bounce AND you get a much bigger time limit that’s within reason. 40
BUT, make no mistake, even with one table that we were forced to classify as “broken” and a lot of frustration, these tables are FUN! And that’s what matters. $4.99 gets you two quality tables, one that WILL be quality upon a bug fix (which they need to get around to doing fast, since these Deluxe tables are going to be their signature DLC series going forward), and probably some of the most uniquely challenging shooting in digital pinball. They’re onto something, and hopefully will only get better with experience.
Zaccaria Pinball – Deluxe Tables Pack 1
Price: $4.99 (Xbox One), tables sold individually or in bundles on Steam (Check Pricing)
Total Tables: 3
Quality Tables: 2
Certifications: Spooky Deluxe (Certified Excellent) SET RECOMMENDED
THE BROKEN
#3: Cine Star (Would be GOOD)
Remake of Cine Star (Unverified release date) REST OF THE TEAM
Oscar: Good (#3)
Jordi: Good (#3)
Gutsy to base a table on Indian cinema, but I really dig the non-conventional theme. I wish that Zaccaria’s original tables had better art in general, stuff that looked more like classic pinball art, but it’s visually my favorite of the three tables. (It’s also possible it’s Middle Eastern cinema. The pyramids in the scoring LCD I just now noticed).
Originally, I had Cine Star Deluxe #2 of the three tables in Deluxe Pack 1. While Oscar and Jordi always had the same order, I appreciated the more old-school design with new-school elements that Cine Star offered. Of course, like all the Deluxe Tables in the pack, actually getting balls to consistently enter and flow through orbits is quite the chore and, even after sixty-hours combined on the three tables, we still couldn’t hit shots with the type of consistency that they should be at. “What table are they shooting on that balls rim-out of orbits or brick the rails so consistently?” Oscar, not exactly a slouch at precision shooting, said while playing this. Which is not to say it’s a bad design. It’s not. It’s maddening, frustrating, and bound to be a massive turn-off to all but the hardest of hardcore pinheads. But bad? No. When you get on a roll.. rare for Zaccaria’s deluxe tables.. you’re in for a treat. Unlike Red Show or the upcoming Spooky, Cine Star is a table carried by a signature shot, and it’s a doozy. Behold: The Stunt Tower!
The gawdy Sinbad toy or whatever that’s supposed to be is so distracting from what should be the most spotlighted shot in all of Zaccaria Pinball. I’d be mighty impressed if they end up topping this. Of course, like everything else on Cine Star Deluxe, the potential is greatly hampered by the fact that you can activate all five lights and hit the target, but the accelerators might fail and you might not score the point. And sometimes, when you have some of the lights but accidentally shoot the entrance to the tower, which sends the ball part-way up the ramp, you can no longer get certain lights to work, meaning the fifteen million points it contains are lost to you for the remainder of that ball. It contributes greatly to the “unfinished prototype” feel of this particular table.
The idea is there’s a light switch on on the tower and five lights. Each light corresponds to an accelerator along the ramp. If you light all five lights and shoot the ramp, the ball spirals up the Stunt Tower and you score 15,000,000 points. The instructions say 10,000,000, but it paid 15M every time we’ve shot it. Either way, this is one of the most ingenious centralized targets I’ve seen. A Brian Eddy-style shot that combines rewarding points with a visually-satisfying payoff. I love the Stunt Tower. I’d love it even more if it worked with consistency, but as I noted in the caption, it has a moderately high fail rate, so high that it landed the table in the BROKEN category. Albeit with less anger than Doctor Who: Master of Time of Champion Pub for Pinball Arcade. No, this is a different type of anger. A “I’m disappointed in you” type of anger that will be undone by some patchwork.
It’s not just the Stunt Tower. The rest of the table is much more janky than the other tables. I’m not even exaggerating when I say we didn’t even begin a mode in the majority of the games we played, and not for a lack of trying. Getting anything but the Stunt Tower is a huge waste of time. All other targets essentially shut down during modes in Zaccaria’s deluxe tables. The modes are often based around all the tight squeezes that make me question whether precision shooting is even a viable option. That’s why I guess I liked Cine Star more. There’s two primary-angle shots that you need to use the Stunt Tower, and it’s possible to put up a dynamo score without activating a single mode. Dad’s World Record run had him complete one mode, score the tower once, and hit a few basic combos. It wasn’t that hard. Part of that is because the Xbox leaderboards are scantly populated by truly competitive players. Hopefully coverage here at the Pinball Chick will fix that.
This is not a two-ball capture ball target, like you’d see in Theatre of Magic. It’s actually only a single-ball target. The second ball is my ball and it’s marooned. This is the worst dead zone I’ve encountered so far as The Pinball Chick. In roughly one out of three games played on Cine Star Deluxe, Dad or I would maroon a ball in the capture ball. This slot is too easily accessed. Serves off a plunger can be lethal too, so calling an attendant isn’t risk-free. However, even full strength nudging won’t free a ball from this dead zone. This is commonly hit enough that it should never have made it out of play-testing and contributes to the table’s BROKEN status.
So, just for now, we have to regretfully list Cine Star Deluxe as “broken” because it’s just too damn glitchy. If the Stunt Tower were reliable, it’d be fine. In fact, one solution they may consider is that you score fifteen million (or, again, is it REALLY supposed to be ten million?) by lighting all the lights and then entering the tower’s accelerated run. The points are awarded at the top of the tower. By moving it to the base of the tower, you get the points you earned regardless if the mechanics fail to work. If this were a real table, there’d be an operator option for exactly that. I’ll be putting this #2 if the bugs are fixed. By the way, don’t wait for the fix to play this if you buy the set. Working or not, that Stunt Tower shot has to be played to believe.
THE GOOD
#2: Red Show
Remake of Red’s Show (1975) REST OF THE TEAM
Oscar: Good (#2)
Jordi: Good (#2)
Red’s Show is visually loud, to be sure. But I really think this is the most pinball-looking of the three tables in Deluxe Pack 1, even if I prefer the less noisy Cine Star.
A busy, flipper-heavy, combo-heavy table, Red Show is somewhat confused on what it wants to accomplish. The super-wide-body layout that’s absolutely over-flowing with targets and modes gives it that mad-scientist vibe, with very little in the way of dead space. The boys disagreed with me and placed this #2, but I felt the biggest issue with Red Show was, once you get the timing down, you can ignore the table’s modes and the relatively higher-risk angles they follow and instead shoot combos for easy points until the cows come home. Combos in Red Show are worth increasing multiples of a million points. For Spooky, they build off 100,000 multiples, which keeps the balance of that table focused on playing modes. I find it absurd that Oscar, a scoring-balance purist, would argue in favor of a table that FUBARed the scoring to the degree Red Show did. His counter-argument is that the orbits are higher-degree-difficulty shots with high potential to clank them. My counter-counter argument is ONE MILLION IS TOO HIGH A MULTIPLE!
I can’t stress enough how ridiculously tight this shot is. Even if you set the ball to the small-size, the margin-for-error is small to the point of demoralization.
All the Deluxe tables have the same issues. Serving off the plunger is absolutely fucking pathetic and sometimes.. not most of the time, but often enough that it’s annoying.. the balls go straight down the outlane. The plungers all do a pussy-shit launch that has no skill shot or anything attached to it and just sorta of clumsily puts the ball somewhere on the playfield with momentum pointing straight at the left outlane. Just inexcusable. Good pinball should NEVER feel like you’re cheated, and the deluxe tables constantly feel like they’re cheating you. So many of it feels like it’s done in a deliberate way that it almost feels the designers are trolling you. “Haha, I wish I could see the look on their faces when they plunge a ball and it immediately goes down the outlane.” A pinball designer’s #1 mindset should be asking “is this a fair challenge” and plungers in all three Deluxe tables are anything but fair. It’s a problem. They also all have too-difficult to activate multiballs. For Red Show, there’s a spinning lock under the base of the giant toy, and at most, we each locked a single ball in it. In several hours playing just this table (which included Oscar setting the World Record high-score on Xbox One for 3-Ball Simulation), we didn’t get a single multiball until we figured out that you basically have to treat that target like it’s a completely different shot with it’s only timing and set-up instead of being a natural part of the table’s flow.
It took us a long, long time to figure out the multiball shot in Red Show. It’s because it’s so unconventional that there’s really no real-life analog to it. The trick is to wait for the ball to settle on the upper-central flipper. Without trapping, the ball will sometimes settle and allow a tee-shot. From there, it’s actually a relatively easily-timed shot that locks the ball. Alternatively, you can do a standard ball trap with the upper-left flipper and do a tap-shot, though if you have the physics set to “arcade” this is very difficult. With “simulation” physics, Dad actually clocked the timing of the tap shot and became able to activate multiball with ease. I confess, I never got the hang of it.
Which is not to say it’s not fun. The front of the table where the entrances to orbits are makes for a pretty good sharp-shooting experience. The issue is the table is too big and has such shallow access points to the upper-tables that actually getting to them is an overly difficult slog. Want proof of this? Try the Challenge mode, which as of this writing, has three people on the Leaderboard, myself included. Shots are too tight, entrances to orbits too small, and the table too large to have a special mode where you have to shoot specific targets. Those are done dumbly anyway. “Hit the spinner” would have been difficult enough. “Spin it 20 times” is flipping the player off. It just is. The third task was locking a ball. Which, again, possibly the worst ball lock in the history of the medium belongs to Red Show. It’s too small a hole with too poor of access and too sharp an angle. Spinning multiball lock? LOVE IT! Spinning multiball lock where they placed it? Oh piss off. It’s not reasonable. But, ultimately, we all three voted “GOOD” on Red Show. The theme is fun, targets are distinct and well spaced from each-other. The upper mini-field is very rewarding. It’s got a great pace and a wonderful sense of reward. If I sound frustrated, it’s because this should have been a slam-dunk GREAT table and it’s not. Orbit access shouldn’t be this maddening. Red Show is fun, but it’s one of the biggest brick layers in modern digital pinball.
THE GREAT
#1: Spooky
Remake of Spooky (1987) REST OF THE TEAM
Oscar: Great (#1)
Jordi: Great (#1) THE PINBALL CHICK CERTIFIED EXCELLENT TABLE
Time to talk about the elephant in the room: the Deluxe tables are ugly. That art is total amateur hour. It looks like how a Halloween-themed cake’s frosting would be decorated. A really cheap one you buy from Walmart. I really don’t want to hurt anyone’s feelings saying this, but it just isn’t pinballish. And it’s going to prevent a lot of people from trying Zaccaria’s tables, because bad art will be equaled to bad gameplay. So, spread the word that this is well above average table in terms of gameplay, even if it looks like a dollar store Halloween window decal.
Spooky Deluxe is proof that Zaccaria Pinball is digital silverball’s biggest hidden gem. You guys won’t believe the treasures we’ve unearthed in Zaccaria Pinball, which includes official bootlegs (you read that correctly) of tables designed by all-time legends like Ed Krynski or Norm Clark. Spooky Deluxe proves they are worthy contributors to the legacy of the medium. The fun, frantic Japanese Fan design is actually the most conservative of the three tables in Deluxe Pack 1, proof that “less is more.” The bird’s nest of four ramps incentivizes combo-shooting, but doesn’t totally succeed in eliminating wood chopping. I was able to build up a few record-setting scores by abusing the spinner and a couple targets that are worth between two million to five million. Really, the key to success in any Zaccaria Pinball remake table, be it the ones actually labeled “remake” or “deluxe” is to restore the ball save via the lane lights. You can shift the lights left or right, and lighting all four restores the ball save (or scores 2,000,000 points if the ball save is already active) for about thirty seconds. Since the ramps feed the lanes, you can really just keep reloading ball save over and over and over again. You can tell the difference between players who get this and players who don’t on the leaderboards, as there’s usually gaps in scoring range.
Spooky has the Necronomicon just laying around behind the ball lock. Meanwhile, the ball lock sometimes does fail to lock. It’s not as annoying as the Stunt Tower in Cine Star, and I guess it’s hypothetically possible that my shot wasn’t accurate enough. But I swear, sometimes in modes that require you to shoot the lock, the ball fully goes into the cage but doesn’t lock or count.
So, what’s the problem? Well, like other other Deluxe tables, the modes have too short a time limit and disable all other scoring. Forty seconds to shoot four orbits and then trap the ball in a semi-unreliable ball lock is kind of unreasonable. Thankfully, Spooky Deluxe has a pair mini-modes that end as soon as you complete the one and only stated goal (either shoot the BAT target three times or shoot the ball in either ball lock three times) for a cool five-million points. In my world record game on Xbox One (I am, as of this writing, the World Champion in Spooky Deluxe’s five-ball arcade physics mode), I completed exactly ZERO main modes and only one mini-mode. My record setting score was a result of building up the spinner value, along with a successful multiball. I’m also 2nd place in the same mode on Steam, and this time, I didn’t even score the five million point mini-modes even once. Which is not to say the modes are impossible. They just require you to be nearly perfect from the start of the mode, without the ball getting caught-up in a bounce cycle on the slingshot or the bumpers. A few modes I never even came close to finishing. Take for example “Silver Bullet”, which I’ll explain in the caption.
In “Silver Bullet” mode, these are the lights that you have to shoot to move onto the next step of the mode. The thing is, in over twenty-hours of playtime, none of the three of us could figure out a proper shooting angle with either flipper for all of them. The top-most ones can barely be toed off the flipper, but the bottom two especially feel like they only get hit by a lucky bounce. You only have forty seconds, and I assume there’s more to the mode than just clicking off all six lights. Probably shooting the ball lock next to the Necronomicon, since that seems to be the finale to other modes. Making any mode’s target a blind angle that relies on lucky bounces isn’t a good idea. We practiced at this shot as much as humanly possible in both arcade and simulation modes and legitimately couldn’t find any angles that could access all six lights. It’s a blind angle. For a mode. That’s not good design.
Make no mistake, Spooky Deluxe is a very problematic table. But, it’s also a whole ton of fun. It might be the most sloppy of any table we’ve unanimously rated “GREAT” here at the Pinball Chick, which might sound like damning praise, but I consider it a challenge to the Magic Pixel team: you’re going to keep getting better, but you gotta start making these Deluxe tables more player-friendly. Spooky seems to troll players a lot. The BAT light target that activates multiball is positioned at a slight off-angle just above the drain, in a way that causes the ball to do a suicide plunge towards the drain. That’s not adding challenge to the table. That’s adding a luck element. Don’t do that. The designers of these tables have to remember the ultimate maxim of pinball design: the best challenges are the ones players put upon themselves. Have faith that you don’t need to screw players to make a table hard. Did you see how many times I choked away a world record before I finally got it? I’m doing just fine myself, thank you.
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