Curse of the Mummy (Pinball FX Table Review)

Curse of the Mummy
Pinball FX Debuting Pin

First Released February 16, 2023
Main Platform: Pinball FX
Switch Platform: Not Yet Released
Designed by Anna Lengyel & Peter Grafl
Set: Zen Secrets & Shadows Pack ($14.99)
Links: Pinball FX Wiki

I kind of wish that Zen went all-out on original ideas like this one. I mean, it’s not ENTIRELY original. Hell, when I was a little kid, one of our computers had an Egyptian-themed pinball table that I always thought was part of the 3D Ultra Pinball line, but upon further research, I’m now almost certain it was called The Tomb. Anyway, more of this, Zen.

After years of developing tables based on classic Williams/Bally pins and licensed properties like Star Wars or Marvel, I find it comforting that Zen will still crank out generic themes that feel like something a lower-budget competitor would make. I’m not knocking that. I LOVE IT, because this lets them stretch their legs and come up with some inventive ideas using boilerplate themes. Curse of the Mummy hearkens back to a time when video pinball centered around tropes like Ancient Egypt or UFOs or Haunted Houses. The classics are classics for a reason. We originally had Cursed of the Mummy pegged as an instant-classic, but the VUK spitting the ball directly at the drain, and the waterfall that carries a ball down the drain? Yea, that became annoying, especially when you can’t really nudge to defend against it, and sometimes the VUK spits the ball out with just enough wobble to miss the flippers entirely and go right down the drink. Thankfully, following some patch work, they bandaged the table with an invisible ball save if the ball is bouncing around the bumpers or any other targets that hang directly above the drain. Using ball save to patch problematic design is the refuge of the desperate, but we’ll take it.

Signature Mode – Maze Blaze: A traditional light-chasing mode with a delightful twist. The inlanes have lit torches that ignite the ball, which you then use to light torches. To really sell it, the lighting changes to give the mode a darker, more foreboding tone. It’s WONDERFUL! The theme might be generic, but Anna Lengyel & Peter Grafl went all-out with it.

I really like the rest of the layout for Curse of the Mummy. A very classic design that has no driver, yet multiple thrilling shots. The Pyramid ramp that doubles as a jump-ramp AND a lock? Inspired. Both mini-tables in the upper corners have sharp, nail-biting angles on their shot selection, but they work really well too. Pretty much all the standard modes are fantastic. In addition to the great balls of fire in the above caption, there’s ones where a colony of scarabs flood the playfield and a couple modes that involve shooting clay tablets. Curse of the Mummy is also tailored especially well for multiball, which is a true rarity among tables that debuted in Pinball FX. It even has an old-fashioned video mode with a DMD display, even though Curse of the Mummy features an LCD scoreboard. It goes so far towards helping with the retro vibe. The funny thing is, Curse of the Mummy is packed with Pinball Noir, but that table doesn’t feel like a modern table with old fashioned sensibilities. Mummy does.

Signature Element – The Upper Playfield: Curse of the Mummy’s corners feature not one, not three, but TWO completely different mini-fields, both of which have a variety of shots. It’s insane how much action is squeezed into such a little space. They try this a lot in Pinball FX and Pinball M, often with disastrous results (see Star Trek: Discovery for an example of a mini-field gone horribly wrong). Curse of the Mummy’s mini-fields don’t feel like they fundamentally halt the table’s flow. The claustrophobic space works well with the monster theme, but it’s the transition from the mini-fields to the main playfield that makes these work. It’s pretty much instantaneous, making it feel like part of a greater whole instead of a completely different pinball-like thing growing out of the table like a tumor. Fantastic job!

There’s a second video mode where you have to catch falling balls of light that goes too long and it’s awful, but that’s really the table’s one and only stinker. There’s also typical Zen problems with grinding, but the shot selection is fun enough that it takes the edge off that. Post patch, the biggest complaint is probably just mild scoring imbalance issues, as some of the easier modes pay off too much compared to more difficult modes. There’s also almost no consideration for how much work goes into activating a mode in the scoring balance. But, that’s nit-picky, and Curse of the Mummy certainly isn’t guilty of anything that could be said about 90% of Zen’s work. A bigger question is “did the bandages they put on Curse of the Mummy to fix the house ball problem go too far?” Dad certainly thinks so. “You can deliberately let the ball drain off the waterfall and/or bumpers in order to get a more playable ball from the left VUK.” He’s not wrong, but at the same time, he admits that’s better than burning all your tilt warnings on a common ball path. The whole ball save thing didn’t bother me at all. I’m all for doing whatever it takes to make tables fair. Curse of the Mummy is proof that it’s a good thing, because the table was pretty mediocre before the patch. Now, we’re giving it an award. The irony that bandages helped a mummy-themed table isn’t lost on me.
Cathy: GREAT (4 out of 5)
Angela: GREAT
Oscar: GOOD (3 out of 5)
Jordi: GREAT
Sasha: GREAT
Overall Scoring Average: 3.8 📜CERTIFIED EXCELLENT📜
Some review copies were provided in this review, others were paid for.

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