Back to the Future (Pinball FX Table Review)

Back to the Future
First Released September 26, 2017

Main Platform: Pinball FX
Switch Platform: Pinball FX 3
Designed by Peter “Deep” Grafl
Pinball FX Set: Universal Classics Pinball ($9.99)
Links: Strategy GuidePinball FX Wiki

Getting the obvious confusion out of the way, this has no relationship to the 1990 Data East coin-op designed by Ed Cebula and Joe Kaminkow. I personally believe that’s one of history’s most overrated pins, but it does have some big fans. This is MUCH better.

Back to the Future is probably the owner of Zen’s best original layout. If not for the bloodthirsty slingshots and outlines, I think we’d be talking about whether or not this is Zen’s greatest achievement in pinball design. Back to the Future is overflowing with satisfying shots and the best stackable multiballs they’ve ever done. I normally hate any multiball that passes three-balls, but the “one new ball every time” Outta Time Multiball won me over, and I especially like that I can use it to clear the modes. Speaking of the modes, the way they did them is pretty damn genius. You can start the game in any of the six time settings from the trilogy at the start of the game. Each setting has three modes that are live the moment you begin. They’re essentially checklists, so every shot matters. Instead of feeling like a grind, it actually feels rewarding to see how many shots are left, and seeing the lights go out as you check off the last shot. I wouldn’t mind at all if they did more pins like this. While the modes might feel a bit samey, they’re dressed differently thanks to a huge variety of cardboard targets and toys that change depending on the time period. Far out. And, there’s even risk/reward built into the modes. If you do them in movie order and succeed, the final wizard gives you a seven ball multiball instead of a four ball. That’s big, since basically everything pays-out in the wizard even if you seal-clap.

Signature Shot – Cardboard Targets: Each of the six different time periods has different cardboard targets that run along a track, including characters that look very close to the characters from Wild Gunman. This might be the closest we ever come to seeing Nintendo characters on Sony and Microsoft consoles.

As fun as Back to the Future is, it also feels like this was the start of Zen’s hostility towards all things like ball control. Somewhere along the line, their designers got it in their heads that the worst possible thing they could do is make gaining control of the ball easy. Instead of just trusting the players to put the challenge onto themselves, they resort to the same handful of tired, predictable tricks. Like aiming the slingshots right at the outlanes, then trollishly giving them hair triggers and explosive punching power. And while I’m sure they’ll say “that’s what kickbacks are for” I’ve had multiple games of Back to the Future where one kickback launches the ball the full length of the table right into the other outlane, which then immediately launches it back towards the original outlane. That’s why I had to drop my MASTERPIECE rating down to GREAT. It’s SO close. If they went back and toned down the slingshots.. not change the angles but just tone back the hair trigger and the punching strength, I actually think this might have a shot at beating some of the top-tier Williams tables. It’s really amazing, and tragic because there was literally no benefit in making this as unfair as it is. Addams Family might get away with it, but Addams Family doesn’t have anywhere near the shot requirement Back to the Future has, or the frequency of multiballs. One of these days, Zen’s designers will stop shooting themselves in the foot like this.
Cathy: GREAT (4 out of 5)
Angela: GREAT
Oscar: GREAT
Jordi: GREAT

Dash: GREAT
Sasha: GREAT
Overall Scoring Average: 4.0 📜CERTIFIED EXCELLENT📜
Some review copies were provided in this review, others were paid for.