Doctor Strange (Pinball FX Table Review)

Doctor Strange
First Released December 17, 2013
Main Platform: Pinball FX
Switch Platform: Pinball FX
Designed by Ivan “Mad_Boy” Nicoara
Set: Marvel Pinball Collection 1 ($23.99)
Links: Strategy GuidePinball FX Wiki 

One of the more life-like tables in terms of layout.. OR IS IT? Instead of using a diverter, the left ramps magically change direction, splitting apart and merging again. Neato.

Doctor Strange’s table is a strange one, indeed. Lots of conventional angles and smooth-sailing orbits make this enjoyable enough as a finesse shooter’s table. It’s too bad it can’t just give you the ball when it starts a mode. It has to violently spit the ball out so that it ricochets around, and sometimes it’ll just drop straight down the drain. Come on, enough of that. Seriously, at one point, I had a two ball multiball where both balls were shot directly from the VUKs down the drain, then I had to watch as the balls got stuck in the plunger. Absurdly, that’s not even Doctor Strange’s biggest issue. That would be the short amount of time you get to complete modes. They just don’t give you long enough for a table that has ball movement this loose, and one that deliberately eats up time before you even get your first shot. You could have as little as one shot at each ramp, and if the ball finds its way to the bumpers, you’re probably going to fail the mode. This is one of those tables where Zen desperately needs to go back and redo the rules completely from scratch. They can do an entire advertising campaign about having updated the ROMs for the tables. Nobody is saying “erase the old version forever.” We ain’t George Lucas. No, keep it up and call the reworked versions “The 2025 Builds” or something like that.

Signature Mode – Baron Mordo: One of the most fun modes on a middling table, five portals open in the middle of the midfield. When you shoot them, the ball teleports to the corresponding portal and completes the orbit at super speed, complete with sound effects right out of a 1960s Hanna-Barbera cartoon. It’s so cheesy and we all love it. We just wish it gave you another ten seconds to make each shot.

Doctor Strange features better than decent modes, mind you, and I especially enjoy how each has its own two shot driver. ONLY TWO SHOTS? Are we SURE this is a Zen table? Sure, they overvalued the modes to finish them, which feels like an over-correction so that players avoid chopping wood with combos. The layout is fine, which is why the modes need fixing. It wouldn’t require a lot of work for Zen to go in, add time to the modes (double, at least) and then cut their value by maybe 25%. There’s a marvelous table in here, and combos are such a cinch to shoot that you can veg out. I just wish the mechanics were more forgiving and/or less aggressive. On the positive side, this is easily the cheesiest table in Pinball FX. It’s so wildly cartoonish that it’s honestly more charming than most recent Marvel Cinematic Universe films and media combined, including the second Doctor Strange movie. The layout is fine. It might lean a little too heavily into defense, but with the smooth shooting combos, it’s easy to relight the kickbacks. Everything comes back to the timer and the fact that Doctor Strange is too aggressive with its multiball serves. They turn what should be one of the elite Marvel pins into a table located firmly in the middle of the pack.
Cathy: GOOD (3 out of 5)
Angela: GOOD
Oscar: GOOD
Jordi: GOOD
Sasha: GOOD
Scoring Average: 3.0 🧹CLEAN SCORECARD🧹
Some review copies were provided in this review, others were paid for.

Deadpool (Pinball FX Table Review)

Deadpool
First Released June 24, 2014
Main Platform: Pinball FX
Switch Platform: Not Yet Released

Designed by Tamas “Ypok” Pokrocz
Set: Marvel Pinball Collection 2 ($29.99 MSRP)
Links: Strategy GuidePinball FX Wiki

Deadpool looks the part. No doubt about it. There’s a ton of Easter Eggs and winks to the audience. But, it comes with a price: it can take FOREVER for the animations to wrap up, which means waiting around. Even holding the flippers, it can take a while. It can mess with your shooting stroke.

One of the call outs in Deadpool has him saying Zen Studios should make an M-rated pinball game, and his stated reason results in him being bleeped for the next ten seconds. Zen? Make an M-rated table? Nah, it’ll never happen. In Deadpool, if you make a skill shot, there’s a very good chance you’ll score 500,000 points and also watch the ball go straight down the outlane that’s directly next to the plunger and fed by the skill shot, losing your ball save. I’m sure this was done to be a troll, because I guess Deadpool could lazily be interpreted as a glorified troll. Cool. Yea, Deadpool the Pinball FX table is quite the frustrating pinball experience. For the record: that skill shot isn’t a “git gud” element that adds challenge. It’s just crap design. Mind you, there’s a super skillshot if you hit the first, which you might not even get a chance at because of this design. Why would you make a table like that? People pay money for these, and your first instinct is to troll? But the whole table is that way. The bumpers are of the Creature from the Black Lagoon variety, and it’s not rare for a ball to get caught in them for a long time. On a table where time is money. Want to experience Deadpool-based agony without watching X-Men Origins: Wolverine? Try playing this table in the five minute mode. (About an hour after typing that, 9 year old Sasha took that as a bet and shortly thereafter became Pinball FX’s Deadpool 5 Minute Challenge Undisputed World Champion).

Signature Shot – Mode Start Filing Cabinet: The one ingenious aspect of Deadpool is how the mode start works. Once you hit the mode start lanes to light the cabinet, you can start the mode and play on EASY right away, or you can use the spinners to light other difficulties. Usually this means adding to the shot requirement or shrinking time limits. This is a great idea, and the modes are just good enough to carry Deadpool over the finish line. Even if it’s doing it one piece at a time. By the way, you’re not guaranteed to actually get the hardest difficulty even if you light it. You still have the ball into the top locker. In Sasha’s record-setting 5 minute challenge, her intent was to play on HARD, but after lighting it, the mode start shot fizzled off the jump and only went into the MEDIUM hole. And she still set the world record anyway. Go figure.

Deadpool has the same problem as Ant-Man: there’s something loose and inelegant about ball movement in this table. You can see it in the skill shot, when a tiny little bump with the plunger sends the ball flying. The bumpers and slingshots are the same way. This is what we call a “kinetic” table, though it feels more in terms of gravity than actual table mechanics. It feels like you’re shooting a marble instead of a steel ball. Maybe the table wouldn’t work without the lighter physics. I hope that’s not the reason, because if it is, that’s the point when a designer should tear the table down and start over, not slap a price tag on it and release it. So, I must have hated the table, right? Actually, it won me over thanks to the way the mode start is handled, plus the modes themselves are pretty good. From shooting garbage that rains from the sky to the miniature Deadpool. The only one I disliked was a button mashing arm wrestling sequence. Button mashing is one of those accessibility things that needs to be phased out unless it’s a specific button mashing genre (like Track & Field games).

Signature Shot – Lil’ Deadpool: Okay, so as far as digital targets go, this is slightly weak since he just wiggles there after completing other tasks. What makes it more interesting is that we started setting records once we began trying for medium difficulty. Instead of three sequences of hitting the spinners and shooting the lockers to set up Lil’ Deadpool, you have to do four. For much more points. Yea, that’s a fair trade.

Even with the physics problems, I have to give it up to Ypok. He did a fairly decent job of balancing the difficulty and risk/reward between EASY/MEDIUM/HARD difficulties. It also helps that the harp-shaped playfield inherently has good combo shooting that feels different from a typical “pick a lane, any lane” out and back again combo shooting. Do I think Deadpool lives up to its potential? Oh, not even close. This thing feels SO WEIRD in terms of speed and bounce. If this hadn’t been Deadpool, they could have just as easily based it on Sonic The Hedgehog with how fast it runs and how much punch you get off the slingshots or even the grenade that acts as a ball save. The story isn’t “Deadpool wins a Clean Scorecard” but instead “Deadpool’s physics prevented it from winning the Certificate of Excellence that the layout and modes deserved.” On the other hand, this is the rare IP that is so enticing that pretty much everyone wants to play it, and it’s actually good enough that everyone should at least enjoy it more than dislike it. That counts for something in my book.
Cathy: GOOD (3 out of 5)
Angela: GOOD
Oscar: GOOD
Jordi: GOOD
Dash: GREAT (4 out of 5)
Sasha: GREAT
Scoring Average: 3.33 – 🧹CLEAN SCORECARD🧹
Some review copies were provided in this review, others were paid for.
Read my review of the Deadpool NES game.

Civil War (Pinball FX Table Review)

Civil War
First Released November 21, 2012
Main Platform: Pinball FX
Switch Platform: Unreleased
Designed by Mate Szeplaki
Set: Marvel Pinball Collection 2 ($29.99 MSRP)
Links: Strategy GuidePinball FX Wiki

You can tell that the designer was a big fan of the Steve Ritchie classic F-14 Tomcat. Civil War’s center shot pays tribute to the Jagov Kicker from that table. Of course, that table didn’t feel like the outlanes were total serial killers. This one has too much aggression which in turn feeds the slingshots, which feed the outlanes.

Civil War makes me sad, because this should have been one of the best of the Marvel pins. It has some of the most satisfying shots around, with two ramp flippers that completes a delightful shot sequence. God darn it, Civil War is a memorable table with fantastic shot selection. So, why is it among the worst of the Marvel pins? It’s all in the mechanics that are outside of the shots themselves. This is one of those “story-driven” tables that starts with a two ball multiball. There’s no ball save, so about oh, one in three games will end before you even get one single shot at either ball because the balls enter the playfield aggressively, takes a couple bounces or bangs off the slingshots and goes down the outlanes. That applies to every single multiball. Sure, the ball save is on every time but that opening cinematic multiball, but that just means you’ll get to witness the balls have a parade from the chute to the outlane in a way that reminded my father of people riding a water over and over. The VUKs are some of those “blast the ball like a bat out of hell” ones that are so annoying, and there’s two of them that can point at the flippers and slingshots and do that cannon-blast at them. You shouldn’t have to hold your breath for a VUK. You just shouldn’t.

Signature Element – Auto-Shooting: Years and years before Zen’s Knight Rider wowed players with automatic shooting, Civil War was already doing it. When you build up a combo, the CPU takes control and makes a series of shots for you. It hits every shot too. It almost feels like one of those moments in a Sonic game where the character goes off a series of launchers and springs and you, the player, don’t have to touch anything to make it happen. It actually works really well, but everything comes back to those VUKs and slingshots ruining all the fun.

If not for those VUKs, plus overly hostile slingshots, I think this would be hands-down the best of the “Avengers” series of pins. The layout is so good and every shot so rewarding to hit. The modes are great too. Civil War has a fairly ambitious concept of choosing between Iron Man and Captain America and then recruiting 8 other heroes to join your side. You’ll want to play this one using the vertical table view, because sometimes the Iron Man and Captain America digital figures block the view of which shot is lit. This does everything you need to be fun, but on a table with VUKs and slingshots as hostile as Civil War has, it’s all for naught. The slingshots are aimed right out the outlanes, and since the VUKs fire the ball so fast and so violently at the flippers, it’s inevitable the slingshots will come into play. Civil War is one of those pins where it feels like lucky bounces factor in so much more than any amount of skill. Someone should have stepped in and told the designer “the way you’re doing this isn’t better for the table. It just makes it worse with no benefit.” So Civil War is actually pretty crappy, and it didn’t have to be. Instead of being the best Avengers pin, it’s the poster child for Zen needing to go back and redo the mechanics of the old pins. No bad pin has a clearer path towards winning a Certificate of Excellence quite like it.
Cathy: BAD
Angela: BAD
Oscar: BAD
Jordi: BAD
Sasha: BAD
Overall Scoring Average: 2.0BAD
Some review copies were provided in this review, others were paid for.

Champions (Pinball FX Table Review)

Champions
aka Marvel’s Women of Power: Champions
First Released September 27, 2016
Main Platform: Pinball FX
Switch Platform: Unreleased
Designed by Zoltan Vari
Set: Marvel Pinball Collection 2 ($29.99)
Links: Strategy GuidePinball FX Wiki

 Kickback – Oscar: My rating of THE PITS would happen whether or not we could come to a consensus on if the table even works right. Champions’ scoring balance is non-existent. A simple three-way combo scores as much as many of the game’s modes. The video mode is too easy to relight and scores MUCH higher than most of the pinball modes. Champions needs a complete overhaul of its scoring because there’s little to no incentive to avoid chopping wood. But, I think it’s broken right now anyway. I think the evidence is overwhelming. I don’t take calling the hard work of Zen’s designers “broken” lightly, but Champions appears to meet the criteria we’ve agreed on.

Champions is one of the strangest tables in Pinball FX, and easily one of the hardest pins to review in the collection. In fact, our discussion on the merits of the table stalled thanks to a discussion on whether or not the table is broken. Sometimes, but not ALL the time, your ability to clear the ramps doesn’t feel directly connected to the ball’s inertia at all. What we’ve experienced certainly doesn’t feel like Castlestorm, where the ball is catching something and slowing down. Instead, it feels like the shots aren’t tight enough, as the ball starts wobbling for no reason and that’s why it runs off its momentum while going up the ramp. Dad says “no, it feels like the shot is being blocked by some unseen force.” Either way, we couldn’t come up with a consensus on whether it’s a mechanics thing or a table thing or an engine thing. No consensus = the review must go forward, and honestly, I don’t think Champions is very good.

Signature Shot – Staff of One: In order to summon heroes to help Ms. Marvel, you have to shoot hoops.. literally. I think this is what the Chakram in Xena was aiming for and didn’t quite pull off. Here, the hoop starts elevated, then lowers once struck. It also moves back and forth as well AND you must shoot it from the front, not get a backwards roll-through. Best shot on the table, easily.

Dad is totally right about the lack of balance. As soon as Angela figured out how easy it was to cheese lighting the high-scoring, easy-to-win video mode, she went to town on it. Just shoot the CD-shaped spinner until the end of time, earning tens of millions of points fairly easily. The combo shooting would be too if not for the absurd amount of rejections. The shame is, the modes are pretty much all exciting and fun, but when the scoring isn’t equally rewarding, nor is it based much on risk/reward factors, it’s hard to get invested in table progress. It has the Bram Stoker’s Dracula-like Hawkeye mode where you have to shoot a bomb off as it crawls across the table. Even the overvalued video mode is kind of random and broken. Sparks bounce around the DMD display and chip off the wall where they connect, and you have to get them all before they hit a piece of the wall they already connected with. We’ve started games of this where the sparks are trailing right behind another spark and immediately exit before you could physically reach them. Combined with rails and outlanes that are among the most brutal of the Marvel tables and Champions just plain isn’t that fun most of the time. It’s probably broken, but it’s not very good anyway. When a rejection happens, you hear Ms. Marvel say “come on!” You said it, sister.
Cathy: BAD (2 out of 5)
Angela: BAD
Oscar: THE PITS (1 out of 5)
Jordi: GOOD (3 out of 5)
Sasha: GOOD

Overall Scoring Average: 2.2 – BAD
Some review copies were provided in this review, others were paid for.