| Game: Tales from the
Crypt
Designer: John Borg MFG: DE
|
| Reviewer: | Rudy | 8Ball | Drac | Buzz | Total |
| Art-Backglass | 8.5 | 4 | 7.5 | 9 | 7.25 |
| Art-Playfield/Cabinet | 8 | 3 | 7 | 9 | 7 |
| Sound | 7.5 | 7 | 8 | 8 | 7.5 |
| Rules | 8 | 5 | 7.5 | 9 | 7.5 |
| Playfield Design | 8 | 6 | 8 | 8.5 | 7.5 |
| Replayability/Longevity | 7.5 | 5.5 | 7.5 | 9 | 7.5 |
| Total Score | 7.5 |
Pluses:
Rudy: making tough shots is fun (right ramp, captive
ball), decent quotes
for a DE
8Ball: Some very good dot animation.
Drac: great sound as the Cryptkeeper continously harasses
you. Fun
multiball and modes. Best DE game in my opinion.
Buzz: By FAR my favorite DE game. Lots of depth in rules, smooth flowing ramps. Artwork matches the comics exactly. Right ramp modes are fun and funny. A challenging super jackpot shot
Minuses:
Rudy: strong flippers are required as well as properly working tombstone
8Ball: A few software bugs.
Drac: When you complete the modes and play the final
mode, you can not
play the modes again on early production ROMs.
Buzz: Captive ball target doesnt always register
| Game: Tales/Arabian Nights
Designer: John Popaduik
MFG: Williams |
| Reviewer: | Rudy | 8Ball | Drac | Buzz | Total |
| Art-Backglass | 6 | 8 | 6.5 | 6 | 6.5 |
| Art-Playfield/Cabinet | 6 | 9 | 6.5 | 6 | 7 |
| Sound | 7 | 8.5 | 7.5 | 8 | 8 |
| Rules | 6 | 8 | 6.5 | 4 | 6 |
| Playfield Design | 6 | 7.5 | 7.5 | 6 | 7 |
| Replayability/Longevity | 6 | 8 | 7 | 6 | 7 |
| Total Score | 7 |
Pluses:
Rudy: nice feature with magnet catching ball and dropping
it below the
playfield
8Ball: Good playfield flow with creative use of magnets.
Cool ball lock
sequence. Stick to Harem multiball for big points. I like the stellar
bonus potential.
Drac: Magic Spikes are an innovative feature.
Buzz: Lamp is cool, but unbalanced in scoring
Minuses:
Rudy: left orbit feed to jets doesn't always hit a
jet. Unbalanced
scoring when having high bonus x deep into a game. Can collect 20+M
for collect bonus for 'wish' award
8Ball: Often has dead jets. A made shot to jet area
is often like
throwing a hot dog down a hallway (Dont ask me, I just type what he wrote!)
Drac: rehashed rules -- complete objectives and go
for wizard mode, I
guess the designer felt that if it worked in his
World Cup Soccer game, the same formula could be applied in TOTAN (and TOM).
Buzz: Typical Popaduik "wizard mode" aimlessly bat the ball around till you win
|
Taxi
|
Reviewer
|
Rudy
|
9Ball
|
Drac
|
Buzz
|
Doc
|
Jimbo
|
Total
|
|
Art: Backglass
|
7
|
8.5
|
7
|
8
|
7.75
|
|||
|
Art: Playfield
|
7
|
7.5
|
7
|
7.5
|
7.25
|
|||
|
Sound
|
8.5
|
9
|
9
|
9
|
9
|
|||
|
Playfield Design
|
8.5
|
9
|
8.5
|
8.5
|
8.5
|
|||
|
Rules
|
8
|
8.5
|
8.5
|
|
8.5
|
|||
|
Longevity
|
8
|
9
|
9
|
8
|
8.5
|
|||
|
|
8.25
|
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1st Williams pin with
16 digit alhanumeric displays! Spin-out
skill shot is cool as long as the shooter spring isn't weak or the rubber tip broken off! Nice flow with good shot selection. Gorby/JP shot is a cool long shot. "Carry Passengers" target is a tough but essential target to hit. Express Lane MB sequence can turn into an "Express Drain" if you flail trying to make it before the timer runs out (which is good!). Sounds are very good. |
Many Taxi's had a problem where the ball would jump over the left in-lane rail and drain when returning from a left ramp shot. Jackpot not worth the effort a second time due to it camping back to only 500K and building very slowly. Shooting for the million point Airport Ride ramp sequence is much easier and points are higher. It would have been nice if factory settings had the JP return back to a Million after collected and build at a faster rate, otherwise scoring is balanced. |
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Humorous characters and sound bytes plus a very fun theme. Nice tight shots for Joyride and to collect the Jackpot (and Gorby) |
None (unless you are
in a tournament and the player before you just
collected a 4M point jackpot) Damn taxi never stops for me! |
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Great game for its time.
Cool skill shot and nice flowing ramp shots. Airport value builds as long
as you keep it going. Gorby is a satisfying shot. Music during expressway
hurry up builds excitement. "Yo! Taxi!"
|
Lola is butt-ugly! Million
shot takes precidence over jackpot.
|
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Taxi is a good game,
in an era where pinball was just starting to grow in
popularity again. A solid playfield from Mark Ritchie, from the skill shot off of the plunger ala Pinbot, to the flow on the loops. Kudo's for having Pinbot as one of the passenger's you could pick up. Positives include: Pretty decent sounds, including the
mock Russian accent of Gorby and the Increasing jackpot shot, hope for a lot of bad players before you. plunger skill shot, I once found a game
on location that I could consistently Marilyn..... (well at least on the first
run games) |
Increasing jackpot shot
(well at least in tournament settings).
Hard to find a nice one, since they were played so much on location. |
| Game: TMNT
Designer: MFG: DE AKA: T.errible M.ind N.umbing T.rash: Zeros in a half shell
|
Dumb invention equivalent:
|
| Reviewer: | Rudy | 8Ball | Drac | Buzz | Total |
| Art-Backglass | 3 | 4 | 3 | 2 | 3 |
| Art-Playfield/Cabinet | 2 | 4 | 5 | 2 | 3 |
| Sound | 3 | 5 | 1 | 2 | 3 |
| Rules | 3 | 3 | 3.5 | 3 | 3 |
| Playfield Design | 1.5 | 5 | 5.5 | 3 | 4 |
| Replayability/Longevity | 2 | 4 | 2 | 1 | 2.5 |
| Total Score | 3.02 |
Pluses:
Rudy:
8Ball:
Drac: No sequel pins such as TMNT2 have been made (yet)
Buzz: At least the proto was playable
Minuses:
Rudy: one of the most bland playfield designs I've seen
8Ball: Obnoxious license and ugly art.
Shallow rule set.
Drac: The game seems like it was thrown together in
a day with a gimmicky
sewer ball release and generic rules.
Buzz: Waste of wood, hardware, metal, glass, paint, speakers, plastic, electronics...
| Game: Terminator 2
Designer: Steve Ritchie MFG: Williams
|
| |
| Reviewer: | Rudy | 8Ball | Drac | Buzz | Total |
| Art-Backglass | 4.5 | 8 | 5 | 7.5 | 6.5 |
| Art-Playfield/Cabinet | 6.5 | 8.5 | 8.5 | 8 | 8 |
| Sound | 7 | 9 | 10 | 10 | 9 |
| Rules | 6.5 | 8 | 9.5 | 8 | 8 |
| Playfield Design | 6.5 | 8.5 | 10 | 9 | 8.5 |
| Replayability/Longevity | 7 | 9 | 10 | 9 | 9 |
| Total Score | 8 |
luses:
Rudy: Payback time is a worthwhile frenzy mode.
Shooting gun for SJ
during MB is tough task unless you trap at least one of the balls
8Ball: Excellent flow on this pin. Smooth quick ramps
and right orbit
keep the ball flying. Best jet bumper action of all time.
Very solid playing pin. Unlimited million plus right orbit shot very
tempting and challenging. Gun on PF is a cool feature.
Not a bad first effort video mode.
Arnold belts out some good speech and sound is excellent.
One of the only Diamond plate playfields i've seen worn down to the
white primer due to so much play. Gun handle built like a tank.
Drac: Game synchs perfectly with the movie, with a
dark, high-tech feel.
1st Williams/Bally to feature Video Mode (and a pretty fun one)
Buzz: Awesome sounds and quotes from Arnold "forget last action hero" S. Good Richie flow.
1st game to feature swear roms
Minuses:
Rudy: Standard settings light EB at each 8X (first
one at 6X) making the
left orbit a rape shot.
8Ball: Super jackpot 50mil way out of balance with
other scoring,
especially end of ball bonus which maxes at under 10mil!
Drac: A non-pinball skill (the gun) is required for Big Points.
Buzz: Way unbalanced super jackpot scoring
|
Terminator 3
|
Reviewer
|
Rudy
|
9Ball
|
Drac
|
Buzz
|
Doc
|
Jimbo
|
Total
|
|
Art: Backglass
|
7
|
8
|
6
|
7
|
8.5
|
4
|
6.75
|
|
|
Art: Playfield
|
8
|
8
|
7
|
9
|
7
|
7
|
7.5
|
|
|
Sound
|
6
|
8
|
7
|
7
|
8
|
8.5
|
7.75
|
|
|
Playfield Design
|
6
|
8.5
|
7
|
8
|
7
|
8
|
7.75
|
|
|
Rules
|
6.5
|
6.5
|
7
|
4
|
7.5
|
7.5
|
6.5
|
|
|
Longevity
|
6.5
|
7.5
|
7.5
|
4
|
6.5
|
8
|
6.75
|
|
|
|
|
|
|
|
|
7.25
|
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Shoot Here and Here! Nice art package with
some cool toys. Ramps and
|
Shoot Anything! (Not a good quote to follow
since there are many
|
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A decent effort overall: smooth flow on
ramps, RPG backglass gun, different bonus awards for completing RPG targets
in order, or in less than 5 shots for 1st RPG mode. Combining 3 top rollovers
and 4 return/outlane rollovers into a single group which needs to be completed
(7 rollovers if you will) to advance the command center level after the
1st completion of Assault. Some cool sound bytes.
|
Borrows too heavily from T2 (just like
the movie did),ruleset is not too deep so that it relies mostly on smooth
flow for its appeal. An accurate shot at the kickback targets often leads
to a right outlane drain making you think that George Gomez designed the
game when in fact Steve Richie did. Skill shot makes you feel like your
playing STTNG.
|
![]() |
Point: Nice art package with cool red inserts. Nice bass during
RED and light show to boot. Awesome display graphics. Most all shots are
backhandable. |
Counterpoint: Jackpots never increase. In fact nothing except quickdraw increases. Assault weapon payoff increases but stops at 15M. What in gods name is Blitz?(besides annoying) Trademark random register standup targets rear their ugly head again especially in RGP mode. RED mode is cool but if you already have all 5 weapons then its a waste of time. I really wanted to like this game but instead of making a simple ruleset (Like AFM) STERN made a shallow one. |
![]() |
Trademark Steve Ritchie playfield returns.
Much better than his last effort at
|
1) Not very deep rule wise.
2) Center ramp shot almost impossible to hit. 3) Terrible feeds from pops, and multiball lane. |
![]() |
Stern's best effort so far....sounds much better than previous
games Overall:
I like this game...nice flow, great sound, lighting and solid rules. It obviously not deep like SPP....but games like SPP only come around in a blue moon in these times! Keep up the good work STERN! |
Minuses: Multiball is downright boring by
itself....so one has to make it more interesting by starting 1 or more
other modes....then mb is more fun! Even though RPG is fun, I see that area getting
real dirty and beat up real fast. The white ball after 1 day of play (at
a show) got quite dirty...this will only leave marks on the translite....may
look like a Fastbreak bg real quick!
|
![]() |
Nice looking glossy playfield with plenty
of red lights. DMD
animations look good with references to the original T2 with payback time and video mode. Decent flowing ramps which work for multiple combo shots. RPG in backbox replaces original playfield cannon. This is a decent side game and completion is required for achieving Final Battle. Adjusting the top and inlane rollovers with the flippers gets more important as the game gets going. |
All of these repeatable ramp shots, so
little satisfaction. You just
don't get paid off for making ramp combos except for getting Payback Time. And that only really helps when you start it with a multiball going. "Shoot here and here" means nothing. I expected some sort of secondary skill shot when the ball got to the flippers, but nope. Novices will quickly realize there are some ramps down there anyway. Sound and vocals are not satisfying and lack any enthusiasm. Sound effects are uninspiring. Wish SSR better luck in the future. We've been spoiled by his past titles |
| Game: Theatre of Magic
Designer: John P. MFG: Bally
|
| Reviewer: | Rudy | 8Ball | Drac | Buzz |
Doc
|
Jimbo
|
Total
|
| Art-Backglass | 8 | 8 | 6 | 8 |
9
|
8
|
7.75
|
| Art-Playfield/Cabinet | 8 | 11 | 7 | 7 |
9
|
9.5
|
8.5
|
| Sound | 8 | 9 | 6 | 8 |
9
|
8.5
|
8
|
| Rules | 7.5 | 8 | 6 | 3 |
6.5
|
9
|
6.75
|
| Playfield Design | 8 | 8.5 | 6 | 6 |
8.5
|
7
|
7.25
|
| Replayability/Longevity | 8 | 8 | 5 | 6 |
8
|
7
|
7
|
| Total Score |
7.5
|
Pluses:
Rudy: : trunk, trap door, and inlane/outlane magnets
are nice toys. Smooth
center ramp
8Ball: Great PF art and light show is in the same
league as MM & CFTBL.
Great sounds and dot matrix animation. Nice use of Popadiuk magnets.
Drac: Trap door shot, Tiger-Saw multiball are fun
Buzz: Vanish effect is cool. Coolest MB start of all time
Doc: Ahh, the possibilities that this game could have had, if only one of
WMS better
software people had worked on it. But since this didn't happen, there are
details missing. From the hastly done wizard mode, to the faulty magnet save
on
the outlanes that doesn't return the ball if it drains in error. A real shame.
But it must have been the trend at WMS at the time because other things missing
from the game are the original theme, the moving tiger saw and the up post.
Fortunately, some after market individuals have remedied some of the missing
toy
issues.
Positives include:
1) Great toy with the trunk.
2) Creative use of magnets on the trunk and ramps.
3) Nice flow on the ramps and right loop shot.
4) Captive ball (you can never go wrong with one of those).
5) 100 million quick jackpot shot.
Jimbo: One of the nicest games to sit and stare at...really beautiful!
Great toys, magnets, trunk, mirror, trap door etc. Nice lighting and sound.
Actually a pretty good pf layout...even has some flow to it. Great cab art also!!
Cool dots too
Minuses:
Rudy: initial curve on right ramp tends to cut ball
momentum for making
the shot successful. Grand Finale is more like scoring free points than a
true wizard mode.
8Ball: Grand Finale needs to be a little more "Grand"
or was it
supposed to be "Bland Finale"?
Drac: Shoot left orbit over and over again for big
scores. Yet
another mode-based game where modes can be timed out to get to the final
mode for the bigger points (but why bother, just keep shooting the
left-orbit for bonus, multipliers and to spell Theatre).
Buzz: Spelling t-h-e-a-t-e-r over and over is b-o-r-i-n-g. Typical popaduik "wizard" mode
Doc: 1) Terrible wizard mode (why even bother once you have gotten it once).
2) Non-robust and unbalanced software
Jimbo: Well.....tweek some software....and wallaahh! a great game. Rules do
lack in some areas but not all...the
100 mil jackpot is cool. Final mode lacks the most...could of been a lot more.
Overall a very attractive piece....novices love it, players don't. I've had
3, but 0
now.....I'm sure I'll have one again some day!
| Game: Tommy Designer: deaf dumb and blind for sure MFG:
|
| Reviewer: | Rudy | 8Ball | Drac | Buzz | Total |
| Art-Backglass | 6.5 | 5 | 4 | 5 | 5 |
| Art-Playfield/Cabinet | 6 | 5 | 4 | 6 | 5.25 |
| Sound | 5 | 5 | 5 | 6 | 5.25 |
| Rules | 7 | 7 | 7 | 8 | 7.25 |
| Playfield Design | 6.5 | 6.5 | 7 | 7 | 6.75 |
| Replayability/Longevity | 6 | 7 | 7 | 7 | 6.75 |
| Total Score | 6 |
Pluses:
Rudy: can see Gigi in the DMD during multiball.
Mirror is nice, if working. Blinders during second set of multiball jackpots
are cool
8Ball: Challenging skill shot with decent sound. Playing
MB with the
blinder activated is a unique experience
Drac: Fun multiball with nice jackpot advances and
a solid upper right
> ramp shot from the upper-left flipper. Most shots are pretty tight,
> including the mode start. Tommy mode is very entertaining, especially
> after tutiluge from John Shields.
Buzz: Good game, but the proto was way better
Minuses:
Rudy: video mode sucks. Jets are typically dead
8Ball: spinners spin as if they were lubed with rubber cement.
Drac: Spinners are designed poorly so that even a
clean shot at them
> will rarely result in a good spin (not that they're worth much in most
> modes anyway). On many examples the upper-left flipper is not flush with
> the rail so that a bouncy feed is the result making it much harder to hit
> the upper-right side-ramp even if the upper-left flipper is strong.
Buzz: Guy on backglass looks nothing like John Shields. No way to save ball from the side drains
| Game: Twilight Zone
Designer: Pat Lawlor MFG: Bally
|
| Reviewer: | Rudy | 8Ball | Drac | Buzz | Total |
| Art-Backglass | 9 | 9 | 9 | 10 | 9.25 |
| Art-Playfield/Cabinet | 9 | 9 | 8 | 10 | 9 |
| Sound | 9 | 9 | 10 | 9.5 | 9.5 |
| Rules | 9.5 | 10 | 10 | 10 | 10 |
| Playfield Design | 8 | 9.5 | 10 | 9.5 | 9.25 |
| Replayability/Longevity | 9 | 9.5 | 10 | 10 | 9.5 |
| Total Score | 9.39 |
Pluses:
Rudy: excellent mini playfield. Powerball affects
rules and gameplay. Fun
wizard mode.
8Ball: : Very cool game and always challenging. A
kitchen sink of toys &
features all work well within the games design. Excellent dots, rules
and sound. Very fun getting the double JP by shooting the powerball in
the piano during MB.
I always thought it would be cool to be able to double the JP in
powerball mania by playing *pool* on the mini PF and knocking the
powerball thru the top hole with a steel ball. LITZ is definitely top 5
among wizard modes. I hated to sell mine but the new wife didnt like it.
Drac: incredible rules, excellent sound, and uses
all of the space
of the wide-body very efficiently. Powerball.
Buzz: To many to list. Its just an all round killer game.
Minuses:
Rudy: balls in jets often drain
8Ball: A made shot to the EB lane will sometimes come
back SDTM. The
yellow standup target to the left of the slot machine gets bent back
resulting in metal to metal hammering on the scoop.
(Both minor and fixable, unlike my marriage)
Drac: :The software sometimes incorrectly detects
the Powerball and
thinks it's a regular ball, however newest home ROMs may deal with
this more effectively. Feed from metal ramp to upper left flipper is
problematic on many examples resulting in the ball hopping off the
habitrail which feeds the upper left flipper
Buzz: Spiral mode needs more time to complete. Buy-in sucks.
| Game: Twister
Designer: Drunk monkey with a crayon MFG: SEGA AKA: "Everybody underground now!" AKA: "Everybody underground now!" AKA: "Everybody underground now!" AKA: "Everybody underground now!" AKA: "Everybody underground now!" AKA: "Everybody underground now!" AKA: "Everybody underground now!" AKA: "Everybody underground now!" AKA: "Everybody underground now!" AKA: "Everybody underground now!" AKA: "Everybody underground now!" AKA: "Everybody underground now!" AKA: "Everybody underground now!" AKA: "Everybody underground now!" (you get the idea")
|
| Reviewer: | Rudy | 8Ball | Drac | Buzz | Total |
| Art-Backglass | 3 | 3 | 4 | 6 | 4 |
| Art-Playfield/Cabinet | 3 | 3 | 4.5 | 6 | 4 |
| Sound | 1 | 3.5 | 2 | 2 | 2 |
| Rules | 3 | 5 | 5.5 | 7 | 5 |
| Playfield Design | 2 | 4 | 6 | 8 | 5 |
| Replayability/Longevity | 2 | 4 | 6 | 7 | 5 |
| Total Score | 4 |
Pluses:
Rudy: orbit multiball is tolerable
8Ball: Love hearing "Oh no you've missed your
triple jackpot!" Rape cow
multiball for big points
Drac: Cow multiball is a decent mode since orbit shots
are fun to hit and
scoring during the multiball is progressive.
During regular multiball, the feature where all the balls are held in place
on the rotating magnet and then thrown off is
cool the first 3 or 4 games.
Buzz: Not a bad SEGA game, cool ramps
Minuses:
Rudy: SRSS, when 'everybody underground now' quote
gets played you
are really better off hiding somewhere than hearing this 100 more times.
8Ball: Incredibly worthless spinning magnet works
correctly on at
least 5% of all Twisters on location
Drac: Upper magnets tend to cut out during Cow multiball
leading
to unintentional double jackpots since ball shot up one orbit bypasses
magnet and goes down the other orbit for another jackpot (the ball is
supposed to be trapped by the magnet and then fall down the rollovers). The
designers seemed like they considered having at least 3 different multiballs
mandatory and so they just made sure they crammed in 3 kinds.
Buzz: Same old SEGA generic rule set which they have used on numerous games