What I’m Playing #25 – Definitive Review Mayhem

I haven’t updated in a bit because I’m neck-deep in two Definitive Reviews, and they take a lot of time and work. Definitive Reviews and “The Games They Couldn’t Include” have become my blog’s signature features, and that’s awesome because they’re so much fun to do. For all the time and effort they take, it means the world to me that people dig them to the degree they do. And I’ve got a couple more planned for next year. My Taito Milestones reviews have done well, so what if I give them “The Games They Couldn’t Include” treatment? The home ports of the thirty featured games, assuming there are home ports. And I just bought Wonder Boy Anniversary Collection. I’ve never played any of these except the arcade original (which I reviewed a terrible remake of) and Wonder Boy III: The Dragon’s Trap (which, again, I reviewed the remake of). The rest of the games? I’m going into them icy cold, and I’m so excited. This will not be the type of review I can do all at once, so I have no time window for when I’ll get it done. Six total games, but twenty-one total builds. It could take some time.

I’m going to try to have Power Rangers up by the end of next week. And no matter what, Taito Milestones 3: The Definitive Review is going to be posted on Monday. I wanted to do a ton of bonus reviews with it, but I’m crunching for time so it’s likely to only include one bonus review: for Parasol Stars, which I bought for this feature. It’s sold separately on every platform, and it has quality of life features that I’ll cover. Tetris Forever: The Definitive Review will be posted Christmas Eve and feature full reviews of all 18 included games plus a ton of games they couldn’t (or wouldn’t) include. Seriously, I’ve already completed the release plus all its games PLUS twenty reviews and counting, including some weird stuff.

AND, on top of all that stuff I have to work on, we just got the date for Williams Pinball Volume 8. It’s next week. We’ll try to have those reviews up ASAP. The tables are Banzai Run, Earthshaker, and Black Knight 2000. Folks, this could be the strongest three table collection in years. For Pinball Arcade, I rated Black Knight 2000 the 10th best table out of 100. Angela also rated it #10, as did Jordi. Oscar was #21, while crotchety old Dave was the lowest at #32. While I’m discussing the Pinball Arcade rankings, Earthshaker I had at #19 out of 100, while Angela was #11, with nobody else liking it as much as we did. We’re Pat Lawlor fangirls. Speaking of Lawlor, Banzai Run is the greatest novelty table of all time. For Pinball Arcade, I rated Banzai Run #21 out of 100. Jordi was the highest at #12 (and MASTERPIECE status) while Oscar was #17. We’re VERY excited for this collection.

So, what AM I playing?

Taito Milestones 3, no matter what, will be published this Monday. I’m four games away from completing it, and while I’m almost certainly not going to have time to include all the bonus reviews I wanted, I am going to try to have Parasol Stars be part of it. I’ve put a LOT work into this feature and tried to do co-op where possible. In the case of Bubble Bobble, it was single-handedly responsible for its YES! verdict. If you’re anxious for Tuesday’s release, hey, Taito Milestones 3 is going to win my Seal of Approval and probably be the Milestones release with the most YES! votes. But, is it really the best?

The current scoreboard. The * in Bubble Bobble’s YES! is because I gave it a NO! for solo play. If you have no playing partner, I don’t think Bubble Bobble is very good as a single player experience. With a partner? Yea, it’s for sure the stuff of legends.

“Look at me! I’m Wolverine!”

The feature will include rankings of all thirty games that have been part of Milestones 3, and so far. Until I played Cadash, the top three (Liquid Kids, Metal Black, and Darius II) were all from Taito Milestones 2, and the #4 ranked game (Elevator Action) was from Taito Milestones 1. As of this writing, I’m not even entirely sure Cadash is cracking that top three. That top three is a very solid collection of games. I don’t think Cadash has defeated Metal Black, so it comes down to Darius II. Despite being different genres, Darius II has all the same problems as Cadash: too many cheap shots. It gets old. It’ll be interesting to see where the remaining four games fall. Oh, and I made mincemeat out of Rainbow Islands, a game everyone told me was super hard. It ain’t super hard, as long as you have autofire and get the right items. But, I had fun. The only game I can’t say that for is Rastan Saga II. Yikes! We’ll see the final results on Monday. Until then, I have to beat Cadash for a fourth time.

What I’m Playing Right Now #17 – The Pinball M Update!

Sorry for the lack of updates over the weekend. I really don’t want to burn out, so I am going to stop the Contra marathon and just start picking other games. I will do Contra III, Contra Force, and Contra: Hard Corps at some point in the near future. I think there is such a thing as “too much of a good thing. I’m facing two reviews that I do have to complete in their entirety (Tetris Forever and Taito Milestones 3) coming up, I’m pacing myself a little bit leading up to them. Plus, in general I need a variety of games to keep myself from getting bored. I admit I’m worried about Tetris just from the “so many similar games” aspect. It’d be weird if I wasn’t stressing that. Hey, I *LOVE* Tetris, but that’s a LOT of Tetris in that collection. I have the same problem with pinball, which is why I tend to review pinball in sprees. Speaking of which, I had an enjoyable weekend with my family catching up on our escape crate backlog. We didn’t play quite as much pinball as we thought we would, but we did get what we needed. So, what AM I playing?

A quick update: Rocky Horror Picture Show is a no go RIGHT NOW due to epilepsy concerns, but a patch is coming.

PINBALL CHICK UPDATES

The Pinball M Definitive Review is updated now to include the Camp Bloodbrook review! Remember, all my pinball reviews will be updated as we go along, adding more ratings from the rest of my team or revising ratings as the tables get patched. As far as I’m concerned, every review is not finished, and won’t be finished until Pinball FX/Pinball M are retired from active update. Pinball M wasn’t the only table I updated today. The Xena: Warrior Princess review was also updated to include Dash’s score. He rated it GOOD, dropping the scoring average to 4.16. That’s still an average higher than GREAT and a Certificate of Excellence winner.

A little on the nose.

Today, instead of watching cable news, we’re going to be playing pinball in my house. Two tables specifically that are long overdue for reviews. Princess Bride and Goat Simulator. Princess Bride I really didn’t like when it launched, but Jordi played it post-patch and says it’s improved. So, that’s up next. As for Goat Simulator, it really does look like Goat Simulator will be getting an award from us. It’s currently holding a scoring average of 4.2, which is good for a Certificate of Excellence. Sasha (aka “Sasha the Kid” as we call her) even rated it MASTERPIECE and said it’s her favorite new table of 2024, even more than System Shock.

Yea, that sure looks like a Goat Simulator table. But it’s actually a ton of fun. Designer Thomas Crofts has a tendency towards.. ahem.. brutality. But, he wisely avoided that for this table that should be a pin that appeals to all ages and skill sets and not just hardcore pinheads. Stay tuned for those reviews.

What I’m Playing Right Now #08

Super C for the NES might be delayed until tomorrow. That’s because we’re starting work on Camp Bloodbrook right now. The first of two installments of Vice Versus related to Camp Bloodbrook will hit today or tomorrow at The Pinball Chick. In my household, dueling is one of the biggest attractions to pinball for us. We’re not just playing pinball, but trying to defeat each-other. Angela especially puts a LOT of stock in pinball as a competitive sport. “It’s not just about how a table shoots, but how fun it is to watch people besides myself shoot the table.” So, we’re spinning off that discussion into its own feature at the Pinball Chick. So, what AM I playing?

First impressions on Camp Bloodbrook: Yep, it’s a Dolby pin. Lots of amazing shots, but no consideration for how demoralizing houseballs are. I’m going to guess what happens in the above clip was unintentional. I’m also going to guess that Zen Studios is over the “normal physics.” Much like Xena: Warrior Princess, Camp Bloodbrook’s “normal physics” games are atrocious, but I really think this is a whole new level of atrocious. The bounces are so weird and random. The speed is. The gravity itself is. The ball is so floaty and its reaction to solid surfaces is so unnatural. So, how about this, Zen Studios: instead of this ridiculous two physics system you have, how about dump one and focus all efforts on the other? Because having to develop tables for two completely different forms of physics, IE reality itself is unreasonable. It feels like tables are always compromised by one physics or the other.

HJBT1171

Can’t get enough of that Sugar Crisp.

“Normal” physics have no value anymore except sucking resources that could be spent optimizing one version of the table. You can’t even say normal physics acts as a trainer for novice players. What is it training, exactly? Because the physics are so different that the angles themselves change based on the physics. Muscle memory that works on one set of physics doesn’t on the other. Normal physics seems completely detached from reality, and it’s certainly not the easy mode. Not when “normal physics” has completely baseless rejections on ramps to the degree it does. Realistic physics, depending on the table, are killing it. Maybe your designers will be able to bring out tables faster, with less need for patchwork, if there’s only one universal set of physics. Maybe it’ll also eliminate the expectation that new tables won’t fully work as intended until patches arrive well after the fact. With that note, Princess Bride was patched today as well, so our final ratings for that should be hitting soon as well.

UPDATE: Only the “realistic physics” have the straight down the drain problem with the locker seen above. We’re likely to vote that Camp Bloodbrook is OUT OF ORDER until this is fixed. On the other hand, I became the Xbox World Champion of Classic – Normal Physics. #2 all time at the time, but it’s already fallen to #3. Still champion of Xbox though.

PJJS6330

Captain America (Pinball FX Table Review)

Captain America
First Released June 28, 2011
Main Platform: Pinball FX
Switch Platform: Pinball FX
Designed by Viktor Gyorei
Set: Marvel Pinball Collection 1 ($23.99)
Links: Strategy GuidePinball FX Wiki

Kickback – Sasha (Before Cathy changed her vote to GOOD): Of the two World War II-themed tables in Pinball FX, I like Captain America a lot more than I like Brothers in Arms. Cap isn’t as difficult and better mimics a table that feels like you’re sneaking around a battlefield. The knock-about capture ball is perfectly used in the Sparring mode, and while I might be alone, I think the Adhesive X mode is unique and fun. The bumpers probably shouldn’t be as hard to get to as they are and the skill shot is confusing and weak, but I like Captain America. Why wasn’t this in the Arcade1Up?

I wanted to love Captain America. I love the comics. I love the movies. I’m a pro Superman and Captain America weirdo who likes an unambiguous goodie two shoes in comics. Eventually I grew to tolerate Zen’s pinball take on Cap, but it took a couple years and a niece who likes this pin a lot more than I do to convince me I was wrong about it. It just feels haphazard. I can only think of one table that I valleyed more balls while trying to shoot a loop and that’s Ripley’s Believe it or Not! for Pinball Arcade (Dead by Daylight on Pinball M has since joined those ranks). The giant ramp on the left side of the table is one of the most rejection heavy in Pinball FX, and that sucks because it looks so cool. Captain America is also one of the most damning offenders of Zen going overboard on animations and “screwing around” as sometimes the wait to start shooting again when you start a mode is agonizing. Even worse: when you get the ball back, every single table light ripples for a brief moment while you’re trying to figure out what the actual, lit targets are, and frankly there’s too many modes that take too many shots.

Signature Mode – Ambush: Reminding me of an old boardwalk type of mechanical novelty game, the object of this is to use your shield to block the balls. The incoming one is lit, and it might actually be the easiest mini-game among the Marvel pins.

It’s not a total wash, as the idea of rescuing the Howling Commandos, each of whom adds a unique buff to the gameplay, is one I’d like to see more of. Unlike the buffs in Blade, only one is equipped at time, and even better, these ones are actually very well balanced. Even one that does a 30x score multiplier isn’t over-powered because it only applies to target shots and not mode points. The buffs are that good kind of maddening, because each is enticing enough that it’s actually something you have to weigh risk/reward instead of the choice being so self-evident that you’d be a fool to choose anything else. I also like that you have to shoot the knock-about capture ball to shuffle through the Commandos you’ve earned. That’s the best shot on the table. It never gets old. The buff system, along with a few genuinely fun shots, carried Captain America over the finish line for me. Even with kickbacks literally aimed at the slingshots, which themselves are aimed at the drain. Cap features a couple pretty decent modes, like shooting the knock-about to simulate a fist fight with Red Skull. It actually does feel like the pinball version of punching a lot more than Champion Pub. Yea, Captain America is pretty janky, but it’s almost endearing for it. Which isn’t to say they should try for jank in the future. If not for the jank, Captain might be the best Marvel pin instead of being near the bottom of my GOOD pile.
Cathy: GOOD (3 out of 5)
Angela: BAD (2 out of 5)
Oscar: BAD
Jordi: BAD
Sasha: GOOD
Overall Scoring Average: 2.4 – BAD
Some review copies were provided in this review, others were paid for.

Brothers in Arms: Win the War (Pinball FX Table Review)

Brothers in Arms: Win the War
Pinball FX Debuting Pin

First Released February 16, 2023
Main Platform: Pinball FX
Switch Platform: Pinball FX
Designed by Thomas Crofts
Set: Gearbox Pinball ($14.99)

The first time I heard about this table, I remember thinking “Brothers in Arms? Why the hell would they go to gaming’s graveyard and dig this license up?” Now that I’ve played it, I.. feel exactly the same way. Brothers in Arms? REALLY? Why even bother with the license? Just make a generic war-themed table that you don’t have to pay the royalty for! I get that Gearbox doesn’t have a ton of options to choose from in order to pad the set’s table count, but is anyone really nostalgic for the further two-fisted adventures of Matt Baker, only this time, it’s pinball?! What they should have done is two completely different Borderlands pins. The one we reviewed already, and one that’s actually fun.

Do you know what Brothers in Arms’ problem is? Well, besides the fact that everyone at Zen Studios should be charged with desecration of a corpse for taking THIS license? Brothers in Arms is a pinball version of a gritty war first person shooter. So, why’s there no grit to it? Look at the best war pinball game ever: Battle of Mimban. It looks ramshackle, like a rickety barracks thrown together in fifteen minutes that’s expected to collapse from the elements not long after they pack their bags and leave. It’s just a facade: that table has elegant target placement and a nice zip to the ramps, but it feels gritty. Then you have Brothers in Arms, and it looks like.. well, any other generic pinball table. Could be any theme, really! War is ugly, and cold, and raw. Brothers in Arms doesn’t capture that at all. It looks like a propaganda poster, and that’s certainly one way of going about it. But even when the table adds things like explosion effects or rainfall or fires, it just looks too clean cut. Everyone says I don’t focus enough on theme integration. Here, the failures of using the theme stand out. I’m just too spoiled by Mimban.

Signature Shot(s) – Mode Start: The old school layout of Brothers in Arms is punctuated with a cluster of drop targets protecting the mode start hole. These targets also become stationary for some of the modes. Sometimes the target cluster concept works. I don’t think this quite pulls it off. Like every other element on Brothers in Arms, it’s efficient. It gets the job done. And there’s nothing exciting about it.

Otherwise, Brothers in Arms is a genuinely solid table with a nice layout and variety of solid but unremarkable shots. The biggest problem is there’s no truly memorable elements to Brothers in Arms. The modes in Win the War are “mid” as the kids say. The ones that use multiball all feel samey, but at least they don’t have a timer. By far the best mode is infiltration, where you have to hit an orbit to sneak into a base, and if you miss, it alerts the Germans, AND THEN the timer starts, but you can turn off by hitting the mode start. I liked that one a lot more than the spam-multiball stuff. I suppose those technically fit the theme, but it happens too much and becomes mundane. Besides, this is NOT a table situated for multiball. The outlanes are too bloodthirsty, and the slingshots are their Renfield (I was saving that line for Bram Stoker’s Dracula but I’m not holding my breath for that one coming anytime soon). The kickbacks are often completely worthless. I lost count of how many times the left outlane threw the ball directly at the right outlane. When you devalue kickbacks, Zen designers, you’re only turning table features into busy work for no reason. The table has nothing to gain from this. That’s not a challenge. That’s not difficulty. It’s just a coin flip, over and done so fast that it’s not exciting for the player. It just ruins the fun of the table. YOUR table. Knock it off.

Signature Mode – Air Raid: Air Raid mode is terrible. How about adding time to the clock when you make a shot? Some of those shots you have to make take the ball to the bumpers, where they bounce around as the clock is ticking. And the mode isn’t even over when you DO make the three shots. You have to do it again because of the tried and true mentality of “why be three shots when it can be six? Why six when it can be eighteen?” Yes, EIGHTEEN shots in a single mode: six with a single ball, twelve multiball, all while the table shakes in regular intervals. By the way, the answer to those questions is and always has been “because it becomes boring.”

I initially had Brothers in Arms rated GREAT, but I think that was just excitement for a new table that wasn’t a trash fire. Now, eh, I think it’s just barely okay. This is a table with shot selection that feels like it would be a shoe-in for a Certificate of Excellence, and instead it’s struggling to keep its head above the water. Dad REALLY likes it. He loves the bat flippers and the loot drops, though even he concedes that Zen’s kickbacks throwing the balls down the drain is so tiring at this point. The best thing I can say about Brothers in Arms is, despite the flaws, you don’t need to be a fan of the franchise to enjoy the pinball table. That’s normally an underrated achievement, but it means nothing here because this is a generic World War II-themed pin based on a generic World War II-themed game franchise. Actually, I was wrong when I said A Samurai’s Vengeance was Zen’s version of a Zaccaria pin. No, THIS is that table, right down to snatching the license to the washed-up gaming franchise. And by the way, there’s nothing wrong with that. It’s pinball! If you can’t cement your tongue firmly in your cheek with this, I don’t want a part of it. The problem is, you can’t try to make THIS style of shooter’s pinball table when your only goal as a designer is apparently making it hard to control the ball above all else. It just becomes a lot less fun than it should be. If Goat Simulator is any indication, Mr. Crofts finally figured that out, but a little too late for Brothers in Arms.
Cathy: GOOD (3 out of 5)
Angela: GOOD
Oscar: GREAT (4 out of 5)
Jordi: GOOD
Sasha: GOOD
Overall Scoring Average:
3.2 🧹CLEAN SCORECARD🧹
Some review copies were provided in this review, others were paid for.

Star Wars: Battle of Mimban (Pinball FX Table Review)

Battle of Mimban
aka Star Wars: Battle of Mimban
First Released September 12, 2018

Main Platform: Pinball FX
Switch Platform: Star Wars Pinball
Designed by Peter Horvath
Set: Star Wars Pinball Collection 2 ($23.99)
Links: Strategy GuidePinball FX Wiki

You certainly don’t have to be a fan of the Han Solo movie to love what Mimban has to offer. I’m not at all, but the difficult production of that film feels worth it just for this pin. I don’t want to say this table single-handedly justified our purchase of Arcade1Up’s Star Wars pinball table, but it’s DAMN close.

Battle of Mimban is Peter Horvath’s finest table and almost certainly the best original design to come out of Zen Studios. The ultimate marriage of all-encompassing environments that can only exist in video games with the sport of pinball. Mimban is, for my money, the greatest war-themed pinball table ever made. It’s gritty, and dirty, and raw, and visceral. The layout has that feeling too, like a freshly dug foxhole. A ramshackle network of orbits and targets that are so simply placed and accessible that it feels like a table thrown together in five minutes, and I mean that in a good way. Like a base camp set up by a front line battalion that could be broken down and moved on a moment’s notice. But, wash away the grime and the dirt and you’ll discover an elegantly-crafted, smoothly flowing table. Getting the bad stuff out of the way, the slingshots are a little aggressive and the left outlane is brutal. You’ll want to light the kickbacks, which is simple: shoot the spinner. That’s it. No complicated multi-step process. Even better is that these aren’t violent kickbacks. They catch the ball and drop it in the outlane. AWESOME!

Signature Element – Split Level: Zen has done many multi-story tables, but only Mimban has successfully pulled off the degree of realism that makes you believe the layout is the offspring of real world split-level tables. Specifically, this shares a lot of DNA with Black Knight 2000. Hey, that’s one of my all-time favs so I ain’t complaining.

Zen has a love for cardboard targets, and no table by them has better usage of them. It shifts Battle of Mimban from combo-centric finesse gameplay to white-knuckle sharpshooting on the fly, and it WORKS. It doesn’t feel jarring or gimmicky at all. Instead of clashing, the play-styles complement each-other. It helps that, despite the complex idea of an actual battlefield with attack waves, the gameplay couldn’t be more simple or intuitive. The clean layout leaves little in the way of distraction, making it easy to know which shots are lit and how to get to them. It also really helps that this probably has the best written rules of any of the more complicated Zen original creations. Thanks to the clever concept of alternating between attack formation and defense, modes that would be dangerously close to samey and repetitive instead feel high in stakes. There’s also enough options to allow players to come up with their own strategies in order to tackle them, including high risk side-missions that usually pay off with extra balls.

Signature Mode – Infiltration: In this short but sweet shooting gallery video mode, you use the flippers to aim a close-range cannon to shoot cardboard targets. Just remember: red guys bad, Stormtroopers good. Don’t shoot the Stormtroopers.

In a way, Mimban kind of reminded me of my first game of Risk. The rules felt overwhelming and complicated at first, but it took only like fifteen minutes for me to learn what I was doing. Battle of Mimban does exactly that for pinball, and it can be overwhelming. But actually the flow is really simple to learn and the targets are clear enough that it makes for an awesome shooting pin. One that has none of the typical problems with modern Zen. Just getting the ball isn’t the hard part. You have to make your shots in a way where you don’t kill yourself.  Retheme this as any other property, or any other setting, and Mimban wouldn’t work. You’d ask yourself “why is this layout so.. so.. rudimentary?” Simplicity works in a tactical war setting, especially with spot-on scoring balance. Hell, this pin feels more like it’s based on a board game than any of the tables in their three-table pack themed around board games! The end result is a table that has to enter the discussion of the greatest digital-only pinball table ever. It has my vote.
Cathy: MASTERPIECE
Angela: MASTERPIECE
Oscar: MASTERPIECE
Jordi: MASTERPIECE
Elias: MASTERPIECE (Star Wars Pinball on Nintendo Switch)
Sasha: MASTERPIECE
Overall Scoring Average: 5.0* 🏛️PANTHEON INDUCTEE🏛️
*Nintendo Switch version is, more or less, identical to all other platforms.
Some review copies were provided in this review, others were paid for.

The Avengers: Age of Ultron (Pinball FX Table Review)

Avengers: Age of Ultron
First Released April 22, 2015

Main Platform: Pinball FX
Switch Platform: Unreleased on Switch
Designed by Tamas “Ypok” Pokrocz
Set: Marvel Pinball Collection 2 ($29.99)
Links: Strategy GuidePinball FX Wiki

Age of Ultron is a table that tries to be everything, and it fails to accomplish much of anything. We love the Xenon-like tube across the center, though.

Age of Ultron is so prohibitively difficult and so joyless to play that I wondered “were they just in a bad mood when they made this? Were they deliberately making a table designed to not be any fun at all?” If I had to describe Age of Ultron in one word, it would be “hateful.” The ball save is completely worthless because it annoyingly blasts the ball out of the drain like a bat out of hell that’s just as likely to almost immediately drain out anyway. Why even have a ball save if you want to be a complete asshole about it? The decorated balls of the first Avengers table return, but only for multiball modes. What’s annoying is that the physics completely change when the colored balls factor in. You can feel it during the cinematic “prelude” mode. It’s a maddening two-ball multiball, on one of those tables designed specifically to run poorly for multiball and have the balls clear each-other out. There’s no penalty for losing, but pay close attention when you do. The surviving ball transforms into a normal steel pinball, and the physics completely change, the balls stop running like they’ve been dipped in grease, and you no longer need superhero-like reflexes. The colored balls are especially suicidal, running across the rails and down the outlane like they’re opting-out of the superhero life.

Signature Mode – Hawk’s Nest: In this video mode, you have limited ammo to take down as many incoming Ultron Sentries as possible. I don’t know what it says about Age of Ultron that our favorite mode has nothing to do with pinball. Nothing good, I imagine.

Mind you, this is one of the only tables that has “adjustable difficulty” which is so erroneous that it feels like it’s being said with a snicker.You’d also be a fool to play on EASY, which scores significantly less points, with little “ease” gained besides, I think, more time for modes. The fact that I couldn’t really tell the difference says it all. However, on the medium setting, I had some hurry-ups where I never even had a remote chance at playing the ball, as the countdown began and ended with the ball still slowly traversing various elements. I don’t get my father’s enjoyment of Age of Ultron at all. For me, it’s too punishing and asks too much of players. A lot of Zen balls overdo modes, difficulty, etc. You can see it on the relatively low-scoring leaderboards. What frustrates me about Age of Ultron is that it’s a potential masterpiece-level table. Satisfying combo shots. Awesome homage to Xenon with the tube across the upper playfield. All the pieces were here, but it was more important for the designer to show how hard he could make a table instead of letting players, you know, have fun. Zen would never scrap one of their pins and start over, but they should consider it with Age of Ultron. Drop a city on this one.
Cathy: BAD (2 out of 5)
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.

Duke Nukem’s Big Shot Pinball: (Pinball M Table Review)

Duke Nukem’s Big Shot Pinball
Platform: Pinball M
Set: Death Save Bundle ($19.99)
Individual Price: $5.49
Designed by Grego “Rockger” Ezsias
Originally Released November 30, 2023
❄️🔥POLARIZING TABLE🔥❄️

Insert any Duke Nukem quip HERE. I’ll do it: “I’m an equal opportunity ass kicker.” Now just repeat that every time the ball touches something.

Right off the bat, I need to inform you, my beloved reader, that none of the Vice Family are Duke Nukem fans. That doesn’t mean we’re against the franchise. It just doesn’t interest us. Taking it further, Oscar and Angela have no experience at all with the games (Dad might have played 3D at some point but only briefly). Having been squirted into the world in 1989, I was born at the wrong time to really care about the IP. So, we all deferred to Dash, our resident Duke Nukem fanboy. He both enjoyed the pinball layout Grego Ezsias and the team at Zen Studios created AND he also believes that Duke Nukem’s Big Shot Pinball canonically fits alongside the rest of the franchise. In other words, he could believe that this was an official release by Duke’s creators. Jordi, also familiar with Duke Nukem, agreed. From the theme integration to the call outs to the modes: this could be a legitimate stand-alone Duke Nukem release and it’s unlikely any fan of the series wouldn’t believe it. It’s a fitting tribute to Duke Nukem 3D and if you’re a big fan, what’s here should be authentic enough that you’ll feel at home. So, I’m just going to focus on the pinball stuff.

Unique among Zen’s pins is that Duke Nukem has no traditional driver. The Cinema shot is low-yielding as its own thing and has a mini-mode attached, but we were mostly using it as a dumper to safely gain control of wild balls. Lighting the D-A-M-N letters off the right ramp and shooting the toilet scoop starts modes, but you’re given so much freedom to explore the layout that it never really feels as if you’re being queued into the modes. Odd.

With the exception of Dash, the main issue we all took with Duke was the ball return. Whenever the ball transfers from the bumpers to the main playfield, it goes through a hidden habitrail before exiting out underneath the DAMN ramp. And it returns at an angle where the ball sort of lobbed carelessly. It’s so off-putting. It’s treating a pinball return the same way a slob wads up trash like hamburger wrappers and casually throws them in the general vicinity of a garbage can, unbothered by whether or not they actually go in the can. It never comes out at the same speed or trajectory, and since the ball inevitably hits the slingshot, the probability that any returned ball could become unplayable is higher than any made shot should be. The fact that the design specifically drops the ball into the highly lethal left slingshot is incredibly frustrating. There was no rational or logical benefit from any design perspective for having it do this besides punishing players for wanting to play the table in the first place. Hey, if Zen wants pins to be less fun than they can be, I suppose that’s their god given right, even if I don’t get it.

One of the three main modes (Kick Ass and Chew Bubble Gum) is a glorified video mode that pays homage to the Duke Nukem franchise. Aliens will pop-up in one of four stations, and you have to use the flippers to aim and the action button to fire three shots into each. In the main mode, you have to kill twenty aliens (8 in the first phase, 12 in the other). Not only does it take forever, but none of the Vices EVER failed at it. Not once. In fact, all three of us quickly reached the point where we didn’t even take damage. I should note that Oscar, normally the member of The Pinball Chick Team who whines about video modes, actually enjoyed Bubble Gum the most. Taking it further, he declared that this is what solidified his GREAT rating. Whatever floats your boat, Pops. But again, it’s a video mode that takes 60 total shots to finish. SIXTY. Holy crap. What is wrong with Zen’s new crop of designers? Did they not get enough attention as children? Did the cool kids dunk their heads in toilets and this is revenge?

The sad thing about the sloven ball return is that Duke Nukem would be a difficult enough table without it. Killer slingshots that spoon-feed the brutal outlanes are just the start of it. Duke Nukem is a brick-layer with high risk angles and cardboard targets that crowd the drain. Now granted: if any video game franchise’s theme lends itself to a design that feels like it’s trolling players, it’s Duke Nukem. But we put more time into this pin than any pin we’ve ever reviewed, and we still couldn’t really make any progress. Even after 50 combined hours and multiple world records set by the three of us, the amount of things we didn’t experience with Duke Nukem is staggering. As of this writing, I’m the arcade mode World Champion and we have three other first place standings on challenge leaderboards, but we were never able to complete all three modes in a single game. In fact, none of us defeated the second boss. We never opened Ready For Action multiball. My father and I never once earned a single extra ball (Angela earned two EBs over the course of 100 or so games). FIFTY HOURS. WORLD RECORDS. How is it even possible we didn’t come halfway to finishing the three main modes in a single game? Well, it’s because even if you clock the difficult angles and drill the shots into muscle memory, eventually the ball return WILL kill you. You can only get lucky so many times. When you reduce your table to dumb luck, it becomes impossible to finish or even come close. Duke is a table where random chance will ALWAYS supersede skill.

The radioactive symbol’s spin disc is the highlight of the table, in my opinion. It’s a clever idea. Balls that land in the black zones will be fed to VUK and count towards a random award. Balls that land in the yellow zones will instead be released into the bumper area of the table. Good idea. I sure wish it didn’t require six spins on the right zones to do anything.

The Vice Family is probably Zen Studios’ best case scenario for players. A family that shares a love of the sport and competes with each-other, all three of whom are capable of challenging for world records. We’re far removed from the best players, but we ain’t slouches. If we couldn’t do these things, who exactly are these tables designed for? Zen’s original tables these days rely on mind-numbing grinding combined with made shots still having the potential to kill you because the ball return is done in a way where it might be unplayable. Presumably their design team thinks this is the key to engagement, since mobile games are about mindless grinding and random odds. But, like.. it’s pinball, gang. I know I sound like a broken record, but your best sellers are adaptations of old Williams/Bally pins that might be hard (nobody can accuse Indiana Jones, Twilight Zone, or Addams Family of being too easy) but they don’t require players to practically earn a bachelor’s degree in that table just to experience everything.

After completing each mode, you have to charge up the left spinner and then shoot the toilet scoop to activate “boss fights” which feature cardboard targets, the big one of which takes roughly fifty billion hits to kill, give or take. It’s actually over a dozen hits combined for the minions and big boss. While it does have a ball save attached to it, the ball save is going to come out under the damned DAMN ramp, again reducing your survival to random chance. If Duke Nukem has a feature that COULD have been fun, you can bet your sweet ass the designer made it require so many hits that it becomes a joyless slog. You can also shoot the toilet scoop to use a gun, but this feature is incredibly confusing and frankly underwhelming. The targets are there, but we’re encouraged to shoot elsewhere? Huh?

I originally had Duke Nukem as GOOD, agreeing with everyone else that Duke has a fun, downright frisky layout with nice ramp placement, a unique and memorable skillshot, and genuinely thrilling side-targets. It’s a damn fine layout, besides the way the ball return is handled. It even incorporates zone-style design by having the bumpers being completely segregated from the rest of the table. Even more striking is that Duke Nukem doesn’t feel like it’s aping Williams or Stern. It’s the rare Zen original pin that feels genuinely original. Even though the flow is left-side heavy, it avoids having the feel of a table that’s been cut in half, like A Samurai’s Vengeance suffered from. And Oscar would disown me if I didn’t single-out the fine-tuned scoring balance, which my daddio was positively swooning over. It’s so precisely balanced that it would have made the late, great Lyman Sheats proud. Don’t take my rating to imply any lack of talent. They DO have talent. So much that the problems Zen has with forced grinding and dickhead ball returns are much more frustrating than they should be. If they had no clue what they were doing, it’d be excusable. They’re so good at making pins that the faults are inexcusable.

Yet another continuing problem with Zen’s originals is that they include mini-fields with gaps so wide you could drive a steamship through them. Seriously, it’s remarkable how they’ve gotten into these company-wide bad habits. Grindy modes. Harbor-sized flipper gaps. By the way, Zen, a drain pin doesn’t help when the physics of the mini-table make the ball feel limp. Duke being accused of having limp balls seems like the type of thing that would make him fly into a rage, but I’ll take my chances.

Saying that I know Zen is capable of better than this is an understatement. Duke Nukem’s Big Shot Pinball has a layout so awesome that it should have been a cinch for a GREAT rating from me, and really, MASTERPIECE should have been in play. It has everything I like in a layout. It’s telling that none of us even considered MASTERPIECE. That was ruled out really early. I don’t know why anyone would make such a great creation and then destroy it by discouraging table exploration like Duke does. The multiball modes seem fun. I wish I could justify going for them, but activating them takes so many hits and requires you hold your breath and hope the ball return doesn’t screw you over that it’s not worth attempting. Grind. Grind. Grind. Why on Earth do you want people to have to shoot targets so many times to accomplish ANYTHING? I don’t get it. Imagine you were golfing and you sank a long putt, but instead of that being a good thing by itself, you then had to spin a wheel where there’s a 20% chance the hole would fire the ball into the closest water hazard and force you to start over. That’s how Zen’s original tables have been lately, and I’m sick of it.

Duke Nukem is left-side dominant. In 50+ hours of playing, to the best of my knowledge, none of us got the random award from hitting the targets behind the spinner 100 times. Yes, ONE HUNDRED HITS. The bumpers were equally bad. They’re laid out in a way where the ball just goes dead and rolls lifelessly to the lethal ball return hole under the DAMN ramp. Zen, seriously, it would be so easy to salvage this. Sure, the ball return is busted and you can’t fix that, but just cut the requirements for modes and hits the bosses need by at least half. Don’t want ANYONE to finish this shit? One or two players in the entire world see the wizard modes on any given Zen original, and you think that’s a good thing? Because it seems to me average or casual players would consider it so far out of reach that it’s not even worth exploring. How likely do you think they are to recommend your pinball games to other people? Probably not very likely.

I’m done rewarding these grindy tables with positive reviews. Enough with modes requiring so many shots to finish that it’s practically sarcastic. Enough with requiring an entire lifetime of devotion just to see everything a table has to offer. Do you want to unlock one of the multiballs? Well you have to shoot the spinners a couple dozen or so times AND light the C-O-O-L targets and.. oh you already drained out? Too bad. Want a random reward? Well you have to shoot the toilet scoop ten times (without starting any other modes) and then shoot the.. oh, you already drained out? Too bad. Want to start “I’m the Cure” mini mode? Well you have to shoot the black colors on the spin disk 6 times then hope the wall randomly wiggles enough to get 60 hits on the NEST targets to light the.. oh you already drained out? Too bad. Enough is enough. Look at the leaderboards. Those scores are pretty low. Clearly you didn’t want anyone unlocking much, so hey, you didn’t unlock a positive score from me. I’m rating it BAD.

As of this writing, this is the highest score ever recorded for Arcade mode, one of two primary play modes. The previous high was Angela, using an entirely different strategy. That’s reassuring. The best thing I can say about Duke Nukem is it offers enough flexibility that multiple different strategies are viable. Angela chose to charge-up the two-ball multiball and just repeat it over and over. Of course, the score Angela put up that I beat required an absurd amount of grinding that, by her own admission, was the least fun way to play. “Hey, I’m the world champion though so HAH.” She’s going to wake up to find that’s not even the case anymore, as I literally just put this up before publication.

Again, I’m the lone hold-out here. Everyone else, despite their frustration with the same stuff I’m whining about, had fun. A really good theme, excellent layout, satisfying shots, and fine-tuned balance really do make Duke stand out in a crowded field. I just had one of my best games. I was hitting my shots. I couldn’t miss, really. I set a new world record. But all three balls drained from the ball return hitting the left slingshot, which sent the ball into the right slingshot, which sent the ball directly down the left outlane. It wasn’t just three times, either. IT WAS FIVE TIMES. Twice I had protected the left out lane with a kickback. It didn’t matter, because eventually you have to give up skill and simply cross your fingers. When I did, the result was predictable: ball return, left slingshot, right slingshot, left outlane, dead ball. I’m done. Five outlanes in one game where I couldn’t have shot better. Duke Nukem pinball doesn’t want to be fun. It wants to be a troll. One of the best layouts Zen has ever done and the final product is more obsessed with being a prick than it is being fun. Zen, if you want your original pins to require a marathon of shots to make anything happen, that’s your prerogative, and I’ll never understand it. This isn’t pinball. It’s a war of attrition. Originally I had this as BAD but I’ve had no fun at all playing this. If that isn’t ground for THE PITS, what’s the point of having a pit to throw tables into?
Cathy: THE PITS (1/5)
Angela: GOOD (3/5)
Oscar: GREAT (4/5)
Jordi: GOOD (3/5)
Dash: GREAT (4/5)
Sasha: GOOD (3/5)

South Park: Butters’ Very Own Pinball Game (Pinball FX Table Review)

South Park: Butters Very Own Pinball Game
Platform: Pinball FX
Set: South Park Pinball ($9.99)
Included in Pinball Pass
Designed by Szucs “ndever” David
Originally Released October 14, 2014

This is a reminder that Butters made multiple earnest attempts at destroying the world, by drowning everyone and by destroying the o-zone layer. Oh sure, it was adorable how ill-conceived and childlike his attempts were, but they were good faith efforts at human extermination. He’s not THAT wholesome.

It’s probably best that pinball fans look at the Butters table as a throw-in bonus for South Park: Super-Sweet Pinball, where $10 nets you one really well done PG-rated South Park pin and one middle-of-the-road, mundane and average pin. Which isn’t to say that you should ignore Butters’ Very Own Pinball Game. I really did think it was completely decent. It’s just impossible to build-up any momentum thanks to Zen’s typically violent slingshots and over-indulgent modes. In this case, I think the slings are easily the worst part. Seriously, holy crap, those slingshots should be in a holding cell, staring at a clock as it inches closer to midnight with a priest reading them their last rites while a pair of three-drug cocktails, a gurney, and IVs await in the next room over. They’re silverball serial killers that, all by themselves, drop Butters from maybe as high as a GREAT table to barely GOOD. Well, actually the horrendous mini-field with physics so weirdly inconsistent that it’s practically broken doesn’t help, either.

Oof. Terrible.

While they don’t look the part, the flippers for the Professor Chaos mini-table feel nubby. The physics for the mode are completely different than a normal table. The Vices all agree that the slope feels non-standard, but we disagree as to whether it’s too shallow or too steep. It kind of feels like it alternates between both, depending on where the ball is. Regardless of whether it’s too steep or shallow, flips on the mini-field have this weird shuffle-pass sensation. It’s as if you’re playing pinball with an air hockey puck that has fluctuating weight. As if that’s not bad enough, the four targets are boring AND that you have to shoot them twice each. Combine that with the fact that there’s no ball save, and thus rounds of this catastrophe could end in literally a second or two, and it quickly became my least favorite of the table’s modes. This might be the worst mini-field Zen has ever done. It really put a damper on the whole Butters experience, because I really don’t think their physics have ever been worse.

You absolutely MUST play the ball out of the saucer or risk a quick drain. While it’s not a 100% certainty, the drop from the saucer hangs right over the drain. If you’re not attempting to shoot the cellar or spin disc, what you can do safely is hold the bat flipper out, which should give you a gentle drop down to the primary flippers to gain control of the ball.

The rest of Butters is all about basic, nearly bare-bones light-shooting. Modes are started by putting the ball in the saucer in the center of the playfield, then converting the follow-up shot with the bat flipper into the spin disk. The disk is surrounded by several targets, and by total chance, you have to score 50 hits on the targets. It sounds like a lot, but you shouldn’t need more than two successful shots in the spin disc. Between the three members of my family, ONE TIME in an entire week of playing this table did one of us need three shots, whereas completing all 50 in a single shot wasn’t rare at all. In extremely rare cases, the ball gets launched out of the spin disk, though it should be playable even if this happens. After lighting the mode start, you’re given five options. The worst is Chaos vs Coon & Friends, which is entirely the mini-table I whined about above. By far the easiest mode is Marjorine, and the scoring is completely screwed-up on this one. You only need to complete three shots and return the ball to the mode start VUK. Each of the first three shots gives you two options. Besides the third shot, all four of the shots score in the millions of points. It’s a cinch.

I’ve heard of shooting bricks, but this is ridiculous.

Last of the Meheecans is indicative of everything Zen Studios does wrong pinball modes. The previous mode I talked about was four shots, all simple angles, and only one of which is an optional high-risk shot. This one is seven shots, all of them with much higher difficulty, all of them much more risky, and all but one of them score much less points. In this mode, you have to shoot five orbits, but the entrances to those orbits have rising-and-lowering walls. Once you clear four of the five orbits, the final one must be shot three times, and it’s only now you’re putting up million point scores. And you’re on a timer, on a table with long return times. Because hitting each shot once just plain wasn’t enough, I guess. How come Marjorine is four shots for more points and this is seven shots for less? It makes no sense.

Butters relies heavily on the bumpers for the AWESOM-O mini-mode and for the high-yielding dress-up Butters score. As long as I wasn’t on AWESOM-O the ball would bounce around like crazy in the bumpers. But, as sure as the sun will rise, whenever I was on the AWESOM-O mode, the ball would bounce out after a single goddamned bump. Two bumps at most. It was so uncanny that I’m convinced it’s rigged.

The other modes are under-paying and just totally average. Turn butters into a vampire by shooting three orbits and then the saucer three times. Put on a Hawaiian shirt and shoot fifteen orbits with a multiball. There’s also a couple side-quest multiball modes as well that are the same basic modes with fewer targets and an add-a-ball mapped to the generous vari-target. I normally hate vari-targets (they’re my least favorite pinball targets) but this one is clockable and relatively safe off a brick. Sadly, most of the mini-modes are quite dull. The only one we all universally enjoyed was the Ninjas side-mode. There’s four ninja targets and you have 60 seconds to shoot them for 150,000 points a hit. They respawn five seconds after being struck down, but if you can complete all four within five seconds, you score ten million points. Again, I can’t stress enough: none of us HATED Butters. We just hated that no amount of skill can overcome the slingshots, and the complete lack of balance. But, let it be said that the Williams-like layout and simple angles makes for a nice bonus to go along with the unforgettable Super-Sweet. Now then in the spirit of Butters, GO TO YOUR ROOM, ZEN! YOU’RE GROUNDED FOR THOSE SLINGSHOTS!
Cathy: GOOD (3/5)
Angela: GOOD (3/5)
Oscar: GREAT (4/5)
Jordi: GOOD (3/5)
Dash: BAD (2/5)
Dave: GOOD (3/5)

A Samurai’s Vengeance (Pinball FX Table Review)

A Samurai’s Vengeance
Platform: Pinball FX
Set: Honor and Legacy Pack ($9.99 MSRP)
Included with Pinball Pass
Designed by Zoltan “Hezol” Hegyi
Originally Released June 8, 2023
Awarded a Clean Scorecard by The Pinball Chick Team

For a newcomer’s first designed table, this really feels like it would earn a student an “A”. Really, it’s only compared to other original works in Pinball FX that a Samurai’s Vengeance falls a bit on the bland, conservative side. But, it falls HARD on that side, so much that it nearly missed out on a clean scorecard.

I hope new designer Zoltan Hegyi and Zen Studios don’t take this the wrong way, but A Samurai’s Vengeance felt sort of like a Zaccaria table. Which isn’t to knock Magic Pixel’s pinball stalwart either. They’ve put out many fantastic tables. What I mean is that Samurai’s Vengeance takes a generic theme, hits every single cliché to go with that theme, stretches the mileage one would expect you could get out of it to near breaking point while somehow not managing to include one single memorable shot, and yet the end result still ultimately ends up being a decent table. Sorry for the run-on sentence. Samurai is so by-the-books that it doesn’t feel like your typical non-licensed Pinball FX release. Maybe that’s a good thing, and for the record, I’m a-okay with busting out all the conventional themes and tropes. It’s pinball. If you can’t be unserious in a serious way, you’re doing it wrong.

The lack of memorable modes or shots does sting quite a bit here. Like so many Zen tables, a lot of Samurai’s problems come down to modes feeling like a grind. In the course of our dueling, which usually involves dozens of games, we never once activated the Random Fortune. Not a single time. It requires you to shoot the Torii gate a whopping eight times. Why would we even do that when all the important shots for the modes are on the other side of the table? We can spend our time grinding up a random award that may or may not be worth the effort, or we can shoot the swinging door katana sword or the spinner to grind up our strength, and then try to start a mode. We know the modes have value. The other side is just a whole lot of busy work. The multiball requires four balls to be locked, and that’s if the ball lock is even lit. The risk/reward wasn’t balanced properly, because none of us wanted to shoot that side of the table at all. It was too risky when we know that completing the modes yields a final tally of ten million points plus all the scoring that leads up to it. If you’re going to grind, grind the modes, right?

A Samurai’s Vengeance is one of those tables that makes me wish, once again, that Zen would move away from these slow, multi-tiered modes and instead try to replicate the style of pinball’s most profitable and successful era of the 90s. There’s a reason why their most popular tables are recreations of arcade tables from that era: that’s what people like about pinball. A Samurai’s Vengeance has massive pacing issues beyond just requiring so much grinding. When you start a mode, there’s about a fifteen second delay between the mode start and the ball reaching the flippers to start playing again. Mind you, there’s no animation for this. It just takes that long to load. We’re NOT going to get invested in the characters of a pinball table. We’re invested in shooting targets. Now, having got all that out of the way, A Samurai’s Vengeance has good flow, no really offensive flaws, and even a couple gags that gave me a chuckle. I literally said “oh, you bastards” when they happened, but I also laughed. Will you remember it when you finish it? Not at all. Is it decent enough while you play it? Yep.
Cathy: GOOD
Angela: GOOD
Oscar: GOOD
Jordi: GOOD
Dash: GOOD