You never really know a pin until you've owned it a while I find. For that reason I'd just grab something that takes your fancy and has generally favourable reviews. There's plenty of good games within your budget. Have you played Baywatch?
I watched a video for it earlier and (aside from the theme) it looks pretty awesome! I've added to my 'watch list'. Would love to try one out.You never really know a pin until you've owned it a while I find. For that reason I'd just grab something that takes your fancy and has generally favourable reviews. There's plenty of good games within your budget. Have you played Baywatch?
I played through some of them. Objectively, I find the number of ramps and 'stuff' in the playfield a bit too small for my liking, the video play doesn't do it for me either and there are other machines I rather own over it. Maybe you're right and I would be in a better position if I've seen everything the video can do...RFM is a good game. Have you played thru all the modes and the different multiballs etc.. some pins are growers. The more you progress the better it gets..
Of course personal taste is what it comes down to, but the point of the trio of games like MM, AFM and MB is that there is no particularly 'difficult' shot and proper skill on these tables comes down just as much to precision as any other table. Every shot is 'easy' if you aren't aiming for anything, but there is nothing easy about stacking up 2 out of 3 lights on all of your ramps, hitting all of those shots then sequentially without hitting the Merlin shot or the Castle door (or the multiball secret door too many times) and then once all lights are off, rapidly chaining 3 shots on a single ramp/orbit in order to keep the hurry up going.I probably wasn't clear enough on this one. I tried medieval madness at expo and maybe I was just lucky or I'm missing the point but I could hit all the shots on the first ball and see all the toys do their thing. Regardless there were other machines that captivated my interest a lot more than it and that's just personal preference. Again I think the machine is awesome, really fun and quite a master piece but it's just not one I would like to own atm.
Pinball arcade isn't a bad line in the sand, but as with all simulation, it can be lacking. TZ on arcade I think is awful, but get one in the flesh it's a stunning machine to both play and look at.
Wait, what? People are saying this? Weird - TZ is one of my favourite games of all time and I think it's fine on TPA. It's infinitely better since they retuned it a couple of months ago, and it is now much, much harder on simulator, which is pretty accurate. But TPA certainly got the gameplay 'feel' dead on there IMO.i totally agree, I actually played TZ before trying it out on Pinball Arcade and noticed how badly the simulator represented it.
Actually I want to make clear a very important point - probably the most important thing you'll read in the thread!I'm assuming theres a 'try before you buy' golden rule in the hobby?
Kind of but there are many folk on here who I would buy from unseen and have done before. Ebay on the other hand.............it's a bit far away from me. I'm assuming theres a 'try before you buy' golden rule in the hobby?
not at all, I have found them quite helpfulMy apologies if you felt that way partly because of my posts
To be fair, I only tried CFTBL on sim so I'm always open to trying one. I think it might be out of my budget anyway and again I just prefer having more than 2 flippers. Does the progression into a different mood introduce any new gameplay elements beyond target sequences, lights and scoring modes?An example of my difficulty in understanding your aims - I'm amazed that you ruled out CFTBL, for example, because it would have been one of my first bets for you - the multiball onset is an entirely different atmosphere and mode for the game; the game starts out as movie drive-in clichés and tropes, but the film 'starts' when you hit multiball and its a total mood change. Add in good modes and scoring and I thought it was a massive winner.
your current listing of games and your descriptions of what is important (including the phrase 'unlockable areas' which I admit I don't fully understand) is just unlike anything I've seen before. For example, people that like progressive tables, lots of modes and unique elements/toys etc. are absolutely all over games like TOM, CFTBL, WW and MM... but you aren't.
Of course personal taste is what it comes down to, but the point of the trio of games like MM, AFM and MB is that there is no particularly 'difficult' shot and proper skill on these tables comes down just as much to precision as any other table. Every shot is 'easy' if you aren't aiming for anything, but there is nothing easy about stacking up 2 out of 3 lights on all of your ramps, hitting all of those shots then sequentially without hitting the Merlin shot or the Castle door (or the multiball secret door too many times) and then once all lights are off, rapidly chaining 3 shots on a single ramp/orbit in order to keep the hurry up going.
Oh, and I don't recommend TNG for you as it is a nightmare to keep serviced, and once you've seen all the modes a dozen times, there's not a whole lot of.... pinball left.
Thank you for all this. It is very useful infoActually I want to make clear a very important point - probably the most important thing you'll read in the thread!
The biggest example is that the whirlpool ramp return is never accessible except in multiball (film) mode, where each spin and trigger of the sensor in there awards letters for big scoring in that mode. Aside from that the multiball itself brings its own multi-restarting 'mode' of 'Rescue The Girl'. The multiball mode is also the only place with a playfield score multiplier that can be built up.To be fair, I only tried CFTBL on sim so I'm always open to trying one. I think it might be out of my budget anyway and again I just prefer having more than 2 flippers. Does the progression into a different mood introduce any new gameplay elements beyond target sequences, lights and scoring modes?
It's a very heavy machine with a lot of coils. Especially the twin 'guns' on top of the slingshots are hard to keep running in top condition, ball launchers like that always are (Terminator 2 has one too.) It's also an early six-ball game and the opto sensors for the WPC six-ball trough are finicky. http://www.flippers.be/balltrough_problems.htmlCould you elaborate on this a bit more? I don't mind a lot of servicing, I enjoy that sort of thing.
Sorry, i meant if you could elaborate on the "once you've seen all the modes a dozen times, there's not a whole lot of.... pinball left." commentIt's a very heavy machine with a lot of coils. Especially the twin 'guns' on top of the slingshots are hard to keep running in top condition, ball launchers like that always are (Terminator 2 has one too.) It's also an early six-ball game and the opto sensors for the WPC six-ball trough are finicky. http://www.flippers.be/balltrough_problems.html
Hey thanks for the input. Are there any others on my list that you would say are too simple to exist on their own also?I absolutely love it but I probably wouldn't recommend Creature if it was going to be your only pin. It's out of budget any way but it's just too simple to exist on it's own. Great if you have a couple of games though.
You've got a bunch of modes to play that basically amount to 'hit this shot', a couple of multiballs. a video mode (ignoring the secret input ones) and a 'everything lit' wizard mode at the end, and an orbit hurry-up. There's not much more than that left, and with those gone, you're left with a widebody pinball game. Widebody pinball games are always a little less fast and smooth flowing as there's more travel space, more angles and a whole lot more of 'nothing' to hit. TNG leaves you with two ramps to hit off the bottom flippers, the standard orbits, pop bumpers that you can't really shoot for, and two long, small hole shots with a lot of standing targets covering everything else. The third flipper gives you a mode hole and a ramp.Sorry, i meant if you could elaborate on the "once you've seen all the modes a dozen times, there's not a whole lot of.... pinball left." comment![]()
I'm largely penniless and also currently living in a flat. Just ain't an option right nowIt's also worth noting that owning multiple pinballs can be a good thing....if I want a quick blast and no brain pinball then Flintstones is my first choice. If I want some more frustrating and thoughtful play, then Roadshow.....pinballs can happily reside in most rooms in the house with some furniture moving.....
Thanks for this - it's hugely helpfulThat's not a massive lot to do on a widebody. Compare to Twilight Zone, Roadshow, Judge Dredd, Demolition Man... it just doesn't feel like there's much to *do* on TNG other than the modes. I don't recall the standing targets doing anything memorable either, unfortunately - nothing you want to go out of your way to shoot for.