The Hyperpin Cabinet Post: part two

 (for part one, see here)

My Top Three Favorite Visual Pinball Tables
(clicking on the table title will link you to the vpforum download page)

Eight Ball Deluxe (Bally, 1980)
A fun combination of challenges makes this table my most-played: there are the 14 billiards represented by seven drop targets to the right (with a third flipper positioned to knock them out), the eight ball drop-target up in the corner, the eight ball deluxe saucer behind that, drop-target multipliers up to 5x, and four lanes (two up top and one on each inlane) to complete for a bonus. I've gotten the "Eight Ball" award (clearing the table of billiards, then hitting the eight last) several times, but haven't yet experienced the elusive "Eight Ball Deluxe" (shooting into the eight ball alley a second time to sink into the saucer behind the dropped target). This is probably the fastest-moving table on my machine. Challenging, but not so much to make you give up trying.

Centaur (Bally, 1981)
Brilliant layout, striking playfield art and lots of different targets. Table physics are excellent; if your accelerometer is set correctly, you can english the ball at a crucial moment to edge it from the outlanes back over to the flippers. Well-placed drop targets and pop bumpers, "Queens Chamber" and "Power Orb" targets for multiball, cool digital effects and voices, and a pleasing duotone light show.

Fathom (Bally, 1980)
The real thing is probably the cabinet I'd second-most like to own (just after a 1972 Fireball table), and this emulator does not disappoint. It's extremely difficult to get multiball: there's a "lagoon trap" in the top right and a "cave trap" in the middle right. when you sink a ball in either one, it locks and three drop targets spring up in front of it. You have to hit all three of them in each trap with a single ball, which is near-impossible but very satisfying if you accomplish it. Beautiful backglass and playfield art, nice sound effects and great physics.

Five Favorite Emulations of 90's Tables:

Tales of the Arabian Nights (Williams, 1996)
My favorite 90's table has a great combination of physics, concept art, dot matrix display animation and lighting.

Twilight Zone (Midway, 1993)
the playfield is almost too complex, but this game has so many unexpected features that it never gets old.

Monster Bash (Williams, 1998)
six different ramps and target banks represent six different universal monsters. There's a little star wars-scale figure of each one on the playfield that animates when you hit the targets. The games are often short and disappointing since there's no ball save, and there should've been a plunger or skill shot, but it's still a very well-designed and fun game.

Medieval Madness (Williams, 1997)
One of the most perfect playfield designs. Destroying the scale model of the castle by sending your ball across the drawbridge isn't quite as satisfying as on the real pinball table, but the emulator is fast, and there's lots of kinetic features to play with.

Star Trek (Data East, 1991)
A simple yet frenetic layout,  goals that are communicated easily on the playfield without having to know the rules first, and well-integrated video modes.

Another ten favorite tables:

Superman (Atari, 1979)

Strikes and Spares (Bally, 1978)

Cyclone (Williams, 1988)

Big Game (Stern, 1980)

Flight 2000 (Stern, 1980)

Future Spa (Bally, 1979)

Space Shuttle (Williams, 1984)

Grand Lizard (Williams, 1986)

Royal Flush (Gottlieb, 1976)

Genie (Gottlieb, 1979)

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