Scared Stiff - as an overall great pin - and represents the DMD era.įunhouse - It has a sentimental spot from my youth, and has a killer theme and light show. So after saying that, I desire to have 3 games eventually: Some games like Black Knight and Grand Lizard have timed drop target banks to make things even more interesting and intense. You have limitless shot opportunities all over the playfield. You get instant mechanical feedback of your accomplishments, along with a visual log of what targets you have hit. While I love Scared Stiff, it is lacking my most favorite playfield feature - Drop Targets. It really doesn't matter though - the game is attractive, has a great art and DMD package, EXCELLENT sound package, great use of playfield toys, and decent ball flow. I mostly have to agree with the detractors that the game is way too easy. If a game only has a few shots, it better damn well have a great theme. That is pretty much all you shoot for - you either hit those 5 or 6 shots or you hit a post or bumper. Many dmd era games have 2 ramps, 2 loops, and a ball trap or two. The most important aspect to me is game flow. Games that have a laundry list of things you have to accomplish overwhelm the casual player.Īnd finally, we have the playfield features. I like to accomplish most of the game goals in a good round of playing without taking an hour. For instance, I love Black Knight, but the sounds annoy the crap out of me.Īs to rules, I'm not a huge fan of overcomplicated rule sets. Annoying music or sounds, or poor sound quality can kill a great game. It needs to have a colorful and original art package that grabs my attention. I'll give you my analysis though.įirst off, the game has to be visually appealing. Yep, you hit the nail on the head with subjective.
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