F-14 Tomcat

  • Design: Steve Ritchie
  • Art: Doug Watson
  • Year: 1987
  • MFG: Wms

Reviewer
Rudy
9Ball
Drac
Buzz
Doc
Jimbo
Total
Art: Backglass
 
7.5
7.5
8
6
5
6.75
Art: Playfield
 
7.5
7
4
5.5
6
6
Sound
 
8.5
9
11
6
7
8.25
Playfield Design
 
8.5
6
6
6
5
6
Rules
 
8.5
8.5
5
6.5
8
7.25
Longevity
 
8
7.5
4
5.5
4
5.75
           
6.75




Very fast and furious game with many cool features like the Yagov
"in your face" kicker, multiball lock up and release sequence, light
show & sounds.
Good rules & playfield layout made this pin a solid addition to the '87
Williams line up.
If you were playing an F-14 in a dark arcade you were definitely
attracting a lot of attention with all the lights flashing!

not the fault of the designer but most F-14 playfields used
sub-par glue for the lamp inserts resulting in them lifting up and
creating "mini ramps"® sending the ball flying everywhere. A few other
games had similar problems including High Speed & Funhouse.
Sample F-14's had a row of clear lens flashers that would blind the crap
out of you. (Production games used colored lamp covers to prevent the
potential rampant epilepsy attacks caused by the clear ones).


Terrific sound makes you think you're in the middle of a war on an aircraft carrier in the cockpit of an F-14 awaiting takeoff. Very fast ball kicker as a result of shooting ball into left-most orbit is very exciting as is the multiball
Rules aren't as deep as many Williams' pinball games (keep shooting the right orbit to hit the upper right saucer and you'll do fine), but the fast,exciting game play more than makes up for it.
Fast and furious with the best system 11 sounds around. Awesome light shows.
Games turns over WAY to easy. Very simplistic ruleset with uninspired jackpopts. Butt-ugly Watson artwork.
Good light shows, fast action, multiple flippers
More minuses, than pluses on the game. I'm not a big Steve Ritchie fan
and after High Speed this game was a let down. Never could get into playing it.
In fact, there was one at an airport I use to fly into almost every week, and I
would rather sit in the waiting room than play this game.

Actually a nice pf layout...gotta love the top loop around. I always
find it fun to try to continually loop the top loop!

Great game if you like flasher bulbs...I love flasher bulbs..the more the
better. I can remember playing this game just to 'light up' the bowling
alley. It was an attention getter. Then kids would walk up and watch...then I
was able to sell all the credits I had racked up! =P

Good sounds too...Killing Yagov was exhilerating!


Too many actually...Overall art package is pretty bad...especially
the bg.
Very shallow rules....good for learning how to spell TOM CAT! Easy to get
bored with this one.
Also too easy to turn over...scoring is a little too high for a 7 digit game.
Maintenance wise this game is horriffic! Meltdowns are common. I guess too
many flashers/coils pulling too much current.

I tried to like this game but it was definately no High Speed!!

 

     
Reviewer Ratings
 
Family Guy
 
Category
 
Art Backglass
7.25    
8.5
7
7
6.5
   
Art Playfield
8    
8
9
8.5
6
   
Sound
8.75    
8.5
9.5
9
8
   
Playfield
8.5    
9
8.5
8.5
8
   
Rules
9    
8.5
9
10
8
   
Longevity
8.5    
8
8.5
10
7.75
   
Total
8.5    
   

Stern, 2007

Difficulty 2/3

       

Buzz

Art-Backglass 7          
Art-Playfield/Cabinet 9          
Sound 9.5
Rules 8.5
Playfield Design 9       
Replayability/Longevity 8.5

Pluses: Pat is back! Or to be more accurate Louis is gone! Thats right, the king of playfield designs was left to what he does best, and the software was left to the Stern crew to do what they do best! Family guy is without a doubt the funniest game ever made! Great playfield design and decent ruleset (Though it could have been a little better), good playfield art and tough to achieve wizard mode highlight this machine. Stewie pinball is a very clever toy which even has its own quotes (My favorite is hitting the peter target which is an out-of-control shot and having him say "Uuut.... uhhht....UHHHHT!" seeminly knowing you are flailing to keep the ball in play at that point). The game has ALOT of strategy. Knowing what modes and multiballs to stack together is crucial. Stewie Multiball is in itself a mode worthy of any wizard mode with intense music and jackpot sound calls to get your blood pumping. Playing both playfields at the same time is a rush. The music remains true to the show. All the custom speech Stern crammed into this game was amazing! The playfield has some great flow and its share of tough shots. The Beer can to monkey jackpot shot being one of the more satisfying in recent memory. Sperm Multiball wizard mode has a truly original begining. Lard and Fart multiballs are decent though not spectacular. Though the lard jackpot flasher show is pretty impressive. TV Wizard mode is a blast and about as intense as you can get! DONT CHOKE! The ultimate combination: Lard, Fart, Crazy Chris, Sexy Party, Happy Hour!

 

Minuses: Beer can modes for the most part are pretty worthless. The award selections should be player controlled rather than from the jets. The spinner as well caps out way too soon at 5k. I really like drop targets but for whatever reason the FART targets on this game dont do it for me. They are at a rather odd angle which seems to make them drop from random balls out of the jets or rebounds off the Stewie target more easily than if they were shot directly. As usual it seems mandatory for designers to not put any effort into the bottom left of the playfield. Can we please in the near future see somthing other than a standup or saucer? (Makes me yearn to play some Roadshow!) No 3 way combo? Come on! Stewie super jackpot is rather worthless after massive effort to collect. Also during Stewie Multiball it would be nice to have a warning when the lower playfield ball save times out as often I am concentrating on the mini playfield and don't realize the timer ran out. The Peter target seems pretty random to collect. Seems like you hit the bumper quite a few times before getting credit. Scoring... everything gets harder and harder to get as the game goes on but the scoring remains the same. It's not unusual to rack up 200 mil within the first 10 minutes. Then another 20-30 minutes to reach 400 mil. Would be nice to see the multiballs at least have a jackpot boost as the game progresses. Chicken Fight. Enough said.

 

The Worm

Art-Backglass 7          
Art-Playfield/Cabinet 8.5         
Sound 9
Rules 8.5
Playfield Design 10      
Replayability/Longevity 10

A BIG THANK YOU to the hard work and efforts of Lonnie Ropp. Family Guy is *BY FAR* the most comical pinball machine ever produced. NEVER have I seen people laughing as much while playing pinball, and that goes for people laughing and having a good time WATCHING someone else play while they wait. The quotes used in FG are top-notch and I can honestly say that I *still* hear speech calls that make me laugh til this day. ~Perfect Job~ on the scripting Lonnie!!!

Lets be clear on one thing...Pat Lawlor ~NEVER~ lost the magic...

To be very brief, I have never met a Pat Lawlor playfield I didn’t like. OTOH, I have met many Pat Lawlor games that I thought were not FUN due to the rules and themes that were chosen. IMHO, Pat Lawlor is the most creative plafield designer of *All Time* and Family Guy just reinforces my fondness of Pat and his designs. I simply would like to say that I hope Pat continues to design playfields for Stern, but will leave the rules to the guys who “know” fun rule sets. I have said some bad things about Pat in the past, but I hope everyone realizes it wasn’t a personal attack, but me just venting my frustrations on games he has done that have AWESOME playfields with _LACKLUSTER_ rules, and more importantly, horrible ~THEMES~. I am looking forward to the next Pat Lawlor design.
                                                                                                           
***Beer can awards***:
Probably the least fun of everything on the game. Most are useless, some are more than useless, and 1 is fun. Instead of having them award randomly through pop bumper hits, It might have been better to just have them awarded in an automatic order. Better yet, LET ME CONTROL WHEN I GET MY PRIZES!

Collect Beers: YAWN. Thanks for -almost- nothing. Quote and countdown is cool at least... “Here’s your freaking jackpot!”

Giggity Giggity: A little more fun, but just because of the quotes.

Happy Hour: If I ever get this when it matters it will be a Christmas day miracle! Has great potential, but I pretty much ignore the power it COULD HAVE possessed. Oh, if you get it going before you start your TV wiz mode it does double that MASSIVE 1M award to 2M.

Remember WHEN: I am trying to forget...   3M if you collect this right away. Worth it if lit at an easy shot. DON’T SHOOT MEG!!!

LARD Multiball: Now we’re talking! Great music at the start of this one. Lit shots are Jackpots and don’t forget to hit Meg(WHILE BALL SAVER IS ON!), to light Pirate target, to get your add-a-ball!

***T.V. MODES***:
A job well done here. While chicken fight can be ignored and still won pretty easily, the other 4 have a way of sucking you in to be played! Great choreography! Don’t shoot Meg!

 

Super Griffins: A fun mode where you hit each character to collect the award. Go for everyone *except* Meg.

Chicken Fight: (IMHO: Should have been “GIVE ME MY MONEY!”) Once a video mode, this was switched to a normal playing mode. My least favorite of the 5, it is simple and uneventful. Just go about your normal business and this one will usually complete itself.

These 3 modes MAKE you want to play them out!!!

Good old Boys: Gotta love the “Dukes of Hazzard” sound clip when you shoot the ramp and the scoop quotes once you start it. The DMD annimations are great as well.           

Sexy Party: Really cool to see more and more ladies cross the dmd with the more shots you make. Great Benny Hill tribute!

Ipecac Contest: You havn’t played this mode until you stack it with a multiball, namely LARD and FART. Hearing the characters PUKE and FART at the same time makes me laugh every time. Some people think puking and farting are offensive sounds/actions and won’t let their kids play Family Guy, to those people I say.....Cork your kids ass and mouths cause they are gonna have to PUKE and FART sooner or later and we wouldn’t want that! Seriously though, Family Guy set on famil settings is a great game for the ENTIRE family.

***CRAZY Chris!***
By far my most favorite mode on the game. I love the set-up, the rules, and the execution. The quotes once CRAZY Chris is started are hilarious and get you amped up! Max it out at 1M a shot if you yo-yo the shots properly during set-up (chris-ramp alternating), stacked with a multiball, and you are in heaven!

***FART Multiball***:
Stack with anything as often as possible. A good compliment multiball for almost anything. Meg lites pirate target for add-a-ball.

***STEWIE MULTIBALL***
A really fun, rapeable, exciting mutiball. Concentrate on the upper playfield to get all 5 characters jackpots as soon as possible then get all the lower jackpots to light the “low scoring” super jackpot. It is possible to get the super jackpot with the ball saver still running, so stop FARTING AROUND and get in gear! Pirate target adds-a-ball then will kick the ball out on the upper playfield. Play this multiball until the cows come home and learn to 2 stage the flippers. (More in Wizard Tips below)

***TV WIZARD MODE***
Keith Johnson did a spectacular job with this mode. While I don’t like that you can’t stack shot counts from the TVwiz mode to future TVwiz modes,(damn, that count-up would be KILLER!) I can’t deny he did a fantastic job here. I LOVE how the wiz mode counts up all the shots you made during the different modes (pure adrenaline rush) ...AND a great challenge to correctly play it AND TO KEEP IT GOING! The choreography is excellent! Kudos to Keefer, he did it yet again!

**********SPERM ATTACK!!!**********
Once you get there, lmk, *then* we can talk...I won’t wait on your call.
POINTS! POINTS! POINTS!
“ARRRR, THE GIRLS SAY I AM TOO SALTY!!!”

TIPS and TRICKS for aspiring PINBALL WIZARDS:

NEVER shoot Meg on purpose unless you are trying to light the pirate target for add-a-ball
(preferably while the ball saver is on)
That’s right...
I said ***NEVER***!!!

Learn to do tap passes on the Stewie playfield. While this is a difficult trick to master for non-wizards, make sure you learn it. It will make you a MASTER of the mini-playfield. Well, at least get you on your way...

TV scoop kick-outs will determine how well you do. If you play a game with a good one, be prepared to dominate!

Stack one of the 3 more lucrative modes, or Crazy Chris (CC), or *BOTH!!!* with Stewie Multiball (SMB) and watch your points go through the roof! ...of course, you need to have a good multiball while all this is going down ;-)

Backhand the Lois ramp on the mini-pf, a regular shot is just a waste of time.

When *NOT SPECIAL* is lit, start any multiball so you can collect your extra ball without losing your current one.

Always keep TV modes running. The TVWM is far too lucrative to not try and get there as often as possible.

Learn to flipper trap balls on the lower playfield WHILE playing the upper playfield. It takes MASSIVE SKILL, you got that in you arsenal tough guy?

Learn to shoot the captive ball and TV scoop at the same time so you can spell P-I-N-B-A-L-L with as little risk as possible. Play the game, don’t let the game play you!

If you complete all character jackpots during Stewie mb on the upper and lower playfield, if you are really desperate for the super jackpot and a flail master, (either during the mb or during the grace period) you can try a right side deflection off the beer can to try and collect it in a pinch or moment of panic.

***Instead of offering $200 for video footage of someone scoring 350M, why not be social -in the correct way- and GO TO A PINBALL SHOW/TOURNAMENT and watch some of us do it LIVE!!!

What makes me want to lift the front end of the pinball machine and flip it over on end.....

RANDOM beer can awards? It would be nice to have some 2X scoring when *I* want it, or not have some YUTZ beat me on a flail-fest-filled game just because he was lucky enough to have LARD multiball lit!

Death post (between flippers) flashing while it is *NOT UP!* (head-butts glass out of frustration!)

Spinners that DON”T SPIN!!! Some games have had issues with the spinner _NOT_ spinning and being able to clear the bracket it rests in. Design or assembley flaw? You gotta love when it takes 26 spinner shots to get 26 spins! I have reported this to STERN, so don’t think I decided to cry -all of a sudden-
           
Lois ramp shots on the mini-playfield that *insta-drain*. When you backhand the ramp, it just flies right by the return lane, rides the slingshot, off the mini-apron, and goes right in the drain. I have a design to fix this if someone is game.

Insert colors have me baffled. I have no idea why some of the colors were chosen or why they used soo many clear inserts. Extra ball and jackpot inserts at the side captive ball are both clear? Huh? I would love to hear why this was done.
           
Why I will own this game...

 Sterns Family Guy WILL be a part of my permanent collection. I like this game a lot and the play is AWESOME. The color schemes on the playfield are gorgeous. It really is one of their best playfields ever in both art and design! Family Guy is without question an “A” title game and will match up against any pinball machine ever made favorably. The humor, quotes, dots, artwork, rules, sounds, and presentation are all TOP NOTCH. Family Guy is an “INSTANT CLASSIC” !!! Pat Lawlor, Lonnie Ropp, Keith Johnson, Dwight Sullivan, and all of the Family Guy team did an excellent job! If you are a fan of the Family Guy tv show, I dn’t see how your gameroom could survive without this game!!!

Why I won’t own this game...
Stern, I don’t know what it is with you guys, but you are making too many great games too fast ! Please SLOW DOWN !!! My wallet is losing too much weight! :-D

Thank you Stern !!! You guys are doing a great job !!!
                                                                                                           

 


 

Rudy

art backglass: 6.5
art playfield: 6
sound: 8
rules: 8
playfield: 8
replayability: 7.75

plus: Hmmm, lets see what sets this game apart from the rest.  Flippers...no, art.....no, aha....I've found it, definitely the mini pla..stic characters!  Yes, this is.....er, not it.  Hell, I'll let Stewie direct me to it.  Above a rotating Stewie is of course the mini playfield.  A relatively simple layout but pretty cool nonetheless.  Complete all of the shots and you've earned Stewie Multiball which activates both playfields.  The little playfield is neat because it plays like a little game in itsself, but somewhat advanced moves such as a slingshot pass can be achieved.  Take risky shots with the ballsave going and save the easier shots for when it goes out.

The game offers many different levels of stackable features which lets the player choose his/her own path on how to score.  Want to play TV Wizard Mode?  If you want it worth anything you need to play all the TV modes and play them well.  No timing them out (Take that Picard!).  Ok, maybe you can time them out but at least shoot the captive ball/deflect into TV shot to get back to Stewie during Chicken Fight.  Or start a Chris round and spank the Lois spinner during Chicken Fight.  Wait, I'd rather run Good Ol' Boys with Chris because they sync up pretty well shotwise (Tom Wopat told me that in my sleep btw...).  Nothing like starting Ipecac, finishing the PINBALL letters, playing and finishing Stewie Pinball for Stewie Multiball, WITH Ipecac still running.  Those are some nice points there Daisy as well advancing the TV Mode base jackpot value pretty well.  Throw a couple of add-a-balls and mode extensions off of Meg-acankle/pirate while the Stewie mini playfield is running
 and you've got a whole lot of things going on.  Of course you can always just bash the beer can but if you're reading this I doubt that's your goal.  Wait, it does have value...  2x scoring, Lard multiball.  I'll bet you could use some of this during all of that!  And not necessarily in ANY order.

Also the quotes are great!  Not necessarily for those under PG-13 but they can be adjusted.


minus: Lois orbit shots which feed to the upper left flipper (ULF) tend to result in somewhat random shots.  Yes, they mostly fall within the monkey to captive ball range, but that captive ball just deadens it so perfect for a SDTM drain.  Chris shots which fall back to the ULF give you much more predictable flips.  If it could only be like the Addams orbit, left ramp. 

It would be nice to abort the animation when TV is unlit.  If you're going for Stewie pinball, you may pop a bunch of shots in the TV and the animation gets a little stale.  Some quotes on the mini playfield get repetitive.  Occasional mini playfield malfunction on V9.0 where a lit Stewie pinball just awards base value + 250k when making the TV shot, then returns the ball to the playfield.  I'm sure this will get corrected.

Difficulty:  2/3

 

Drac

 Backglass:8.4 
 Playfield Art:7.9 
 Sound:8.7 
 Playfield:8.9 
 Rules:8.6 
 Longevity:8.2
 Difficulty:1.1
Pluses:very nice EB shot, certainly not a gimme. TV Wizard Mode is a
   lot of   fun and the rules force the player to play the TV modes to make it
   worth   something. Pirate Target interacts well with various modes and  
 multiballs.   Having all aspects of the Mini-playfield to scale is a terrific touch  
 (rather than Thing-sized flippers for example). Super-Wizard mode   (SPERM   ATTACK!)
 gives experienced players a continued challenge. As with   Nascar,  
 Pat continues his streak with another enjoyable Stern title 
(Keith   Johnson's   talents were a large factor in this as well).


Minuses:Beer Can shot doesn't always register. Spinner is not sensitive  
 enough. Similar to POTC (PARLAY), the game is not very drainy to begin 
  with and yet there is the "raise death" bumper to make it even less drainly
   still.

  

 


 

Game: Fathom

Designer: Ward Pemberton

MFG: Bally

 

  Classic!
Reviewer: Rudy   8Ball   Drac   Buzz   Total  
Art-Backglass  8.5  10  10  9  
Art-Playfield/Cabinet  8  10  10  9.5  
Sound  7.5  10  9  8.5  
Rules  8  10  9  9  
Playfield Design  8.5  10  10  10  
Replayability/Longevity  8  10  10  9  
Total Score          9.23

Pluses:

     Rudy: inline drop targets leading into ball lock is a nice feature.

     8Ball: Beautiful art package sets the standard for pins of this era.
Flow is unreal on this pin. 15 drop targets (9 are inline), 2 seperate
bonuses, cool outlanes, spinner, 2X or 3X PF multiplier in 2 or 3 ball
MB, great speech and sounds. Great in sequence timed EB feature. A true
classic.

     Drac: Very deep ruleset even by mid 1990's standards. Original horizontal,
in-line drop targets at upper part of playfield. Extremely innovative layout
and terrific artwork.

     Buzz: This game freaks me out. But it plays great! 

Minuses:

     Rudy: None

     8Ball: None

     Drac: None

     Buzz: None


 

Game: Fish Tales

Designer: Mark Ritchie

MFG: Williams

AKA: Squish Snails

 

 
Reviewer: Rudy   8Ball   Drac   Buzz   Total  
Art-Backglass  9  8.5  7.5  9  8.5
Art-Playfield/Cabinet  7  8.5  7.5  8  7.75
Sound  7  9  8  9  8.25
Rules  7  9  8.5  9  8.5
Playfield Design  8  9  8.5  7  8.25
Replayability/Longevity  8.5  9  9.5  7.5  8.5
Total Score           8.5

Pluses:

     Rudy: Funny video mode.  Nice flowing center ramp shots.  SJ tough to
get to but truly rewarding.

     8Ball: A very fun game to play with great selection of tight but
makeable shots. Use right flipper to nail the EB target! Captive ball
shot is deadly but can be worth up to 600M a hit! Excellent video mode
and dot mation.

     Drac: S-u-u-u-u-p-e-r J-a-a-a-a-c-k-p-o-o-o-o-t

     Buzz: How big wasit? Video mode is da best. Cool right loop when you can repeat it.

Minuses:

     Rudy: Upper left gate above rollovers may get stuck down.  Ball may get
stuck just below the gate at the top of the right orb

     8Ball: End of ball bonus feeble compared to stellar jackpot points.
Double jackpot not worth going for, get three single JP's then
concentrate on supers.     

     Drac: Game play is too dependent on kickout from Fishing Reel habitrail,
and I've seen examples which always feed ball down center or right into a
sling.

     Buzz: Claustrophobic playfield. Reel kickout is a hazard

 

     
Reviewer Ratings
 
Flash Gordon
 
Category
 
Art Backglass
8.5    
7.75
8
9
9.5
   
Art Playfield
8.5    
7
9
9
9.5
   
Sound
8.5    
7.5
8.5
8.5
10
   
Playfield
8.25    
8.5
8.5
7
9
   
Rules
9.0    
9.5
8.5
8
9.5
   
Longevity
9.0    
9.5
9
8
9.5
   
Total
8.75    
   

Bally, 1981

Difficulty 3/3

       

 

PROS:

After you get by the strobe in the backglass and the integration of speech and the other sound effects and light effects, you’re left with some incredibly good artwork that’s both eyecatching and faithful to the subject matter. The detail work is super and if you get a chance to look at the game brochure or see the machine from overhead, you’ll see just how integrated everything is from backglass down to the playfield. The effect is striking. The concept of the multiple values for scoring is a nice touch and although on the surface many of the shots are similar to Black Knight, Flash Gordon has its own personality of play that lets it stand alone.

CONS:

One of the problems is that the machine is tight on the bottom and doesn’t offer much play unless you want to move down those lower side posts and loosen the action that many times is drain city. You have to play and play in order to appreciate the nuances and set up a play strategy.



 

 

Pluses/overview:

Another great design from Claude Fernandez following his
classic design Skateball. Lots of drop targets, killer art, sounds & speech.
"Playable" upper playfield is a nice feature. Dual kicking saucer is an
innovative feature which is tied with a cool scrolling PF lamp effect
depending on whether it's kicking the ball up or down. Great ruleset for the
time features progressive bonus multiplier sequences by awarding 2X, 3X at
the 3 inline targets then up to the top PF 3 bank for 4X then down to the
left 4 bank for 5X. Two ways to collect your bonus are by hitting the top 3bank
drop targets down 3 times which lites the top stand-up to collect the yellow19K
max bonus & knock down the single upper PF drop target to light the collect
bonus lane that returns the ball to the plunger. Lighting 1-2-3 arrows on
the upper 3 bank lights 50K mini bonus (collected in the outhole only) and
lights the 2X PF arrow at the saucer. Lighting all 8 lower lamps associated
with the lower 4 drop targets, 2 right stand-ups & 2 flipper return lanes
light the 100K Super Bonus and the 3X PF arrow at the saucer. Either 2X, 3X
or 5X PF scoring for 15 seconds is possible at the dual kicking saucer.Hitting the
top bonus collect target and/or the plunger lane collect bonus shot are
multiplied by 2X-5X bounus multipliers PLUS 2X, 3X or 5X PF multipliers!
Ball time is generally low and the outlanes are brutal keeping the challenge
high. Cool strobe light in the backglass temporarily blinds the player to
add to the challenge. One nice feature is when either the yellow or white
1-19K bonus is collected on the PF they reset to 1K forcing the player to
build them back up to be collected again and avoiding the "dead-end" bonus(stays
maxed throughout the ball) found on most games of that era. The lower
left pop bumper is extremely deadly and if you fire the ball at it you will
be rewarded with an instant outlane or center drain most of the time.
The inline 3 bank of drop targets can be backhanded (safer shot) and EB is
awarded by hitting the stand-up behind the in-line DT's. EB can also be litat the
dual kicking saucer by knocking the 4 DT bank down 3 times, outlane specialslite the next time.
Dual spinners light for 1K per rev and have a killer building sound whenhit.

Killer bonus collect set-up to try:The set up:
Have both top & bottom bonus' to 19K max with 5X multipliers & have
top blue stand up & shooter lane lit for collect bonus & have both 2X
& 3X playfield multiplier arrows lit in saucer. After the ball
drops into the saucer for 2X & 3X combined for 5X playfield multiplier
shoot the right spinner which feeds to the shooter lane for collect bonus
then shoot blue stand up tgt for CB. You collect 5X 19K lower bonus + 5X 19Kupper
bonus times 5X playfield multiplier!!! The game virtually explodes!!!!



Minuses:

May be a little TOO drainy. I rember it kicking my butt in the
early 80's quite often and remember a lot of players saying "man that game
is too hard!" (although you can score a lot of points fast by making well
placed shots) which is a good trade-off. A lot of SDTM drains from the ball
coming back down the right ramp is common.

 


Pluses:Terrific Playfield design, with very creative upper playfield


Minuses:Weak lower flippers don't cut it on this game since upper playfield
needs to be accessible -- luckily almost all FGs are home games where
flipper maintenance is seldom an issue


Pluses:

Another Bally classic! Game is very beatiful and colorful (Until it fades to pink) Cool bonus collect and playfield multipliers. Inline drop targets always welcome (see minuses) 2 Spinners sound awesome when lit. Sound is top notch for its time.

Minuses:

Inline drop targets seem like a throw in and are really harder to miss than hit (Unlike EBD & Frontier). Game is REALLY drainy to put it mildly which will eat up a newbie. Upper playfield is kinda useless to try to control the ball with. You generally get one shot from the plunge and thats it, the rest is flailing :)


 

 

 

Game: Flintstones   

Designer: Fat Bastard

MFG: Dr. Evil Elect.

 

Reviewer: Rudy   8Ball   Drac   Buzz   Total  
Art-Backglass  5  6  7.5  5  6
Art-Playfield/Cabinet  7  5.5  7  6  6.5
Sound  6.5  8  6.5  7  7.25
Rules  5.5  7.5  6.5  6  6.5
Playfield Design  5  7  7  6  6.25
Replayability/Longevity  6  7.5  7  6  6.5
Total Score          6.5

Pluses:

     Rudy: like the bowling pin shot for strikes

     8Ball: Bowling is a cool feature. Bank the super JP shot off the "crete"
drop targets.

     Drac: Combinable multiballs (Dino Frenzy and Regular Multiball[via knocking
> down drop targets]) for big points and terrific Super Jackpot shot

     Buzz: Bowling feature saves this from being a total flop

Minuses:

     Rudy: kiddie theme gets a little tiresome. Ramps force ball
around/behind flippers which slows down game play.

     8Ball: Smart-ramps sometimes turn into Dumb-ramps when the ball falls
off the ramp and drains

     Drac: After shooting the ramp which feeds to the plastic habitrail, ball
> will occasionally fall off of the plastic habitrail at bottom of playfield
> and drain between flippers instead of feeding to flipper . Ball gets stuck
> in "The Machine" to often also

     Buzz: Other than bowling, this game blows

Game: Funhouse

Designer: Pat Lawlor

MFG: Wms

Street sign equivalent:

 

 
Reviewer: Rudy   8Ball   Drac   Buzz   Total  
Art-Backglass  9.5  9  9  9  9
Art-Playfield/Cabinet  8.5  9  8  9  8.5
Sound  9.5  9.5  10  10  9.75
Rules  8.5  10  10  10  9.5
Playfield Design  7.5  9.5  10  10  9.25
Replayability/Longevity  8.5  10  11  10  9.75
Total Score          9.38

Pluses:

     Rudy: Great quotes from the menacing Rudy.  Big head eats and spits
pinballs!  Dual skillshots from the right and left plungers

     8Ball: excellent flow rule depth and a wide variety of skill shots put
this pin a class with the best. Combine frenzy with MB for big points.
Setting up million plus shot sequence is a rush. Well balanced scoring. 

     Drac: Awesome playfield design and rules, Terrific sound bites,and, of
course,Rudy.

     Buzz: Hey Chucky this game rocks! 1st game with an upper flipper loop which is a rush.

great quotes: Zoom, You missed again!, I see you now. Gangway has been copied to no end.

Minuses:

     Rudy: playfield is a little tight around the flippers which limits shot
selection.

     8Ball: none

     Drac: none

     Buzz: Missed alot of school because of this game! Oh diamondplate, where art thou when ye needs you?