Not the worst table in the Zaccaria collection, but a brutal and frustrating one not helped by the developer's choice to set the Wizard Score challenge to 1.5M. The primary goal of the table is to knock down the ten numbered targets in the top half three times, enabling the flashing red special—acquired by then striking the moving target in the center. However, this barely nets any points compared to striking the bonus multiplier targets on the left and sending the ball around laps (mostly right to left) for extra credits. Once the achievements for targets, bumpers, and the red special are acquired, the top half of the table falls out of favor entirely.

 Additionally, the table loves sending the ball right down the center. A magnet hole on the right will shoot the ball towards the center at a random velocity, often picking the space between the flippers. The magnet hole can't be avoided entirely, though—it's where extra credits are earned once the ball has done enough laps. That's right, the thing that grants you extra balls loves to take them, too. The center target and outer track love doing this on occasion as well. And because it's a table from the '70s, there's no ball saver at start. It all adds up to a table that feels incredibly unbalanced and more luck-driven than skill-based.

Reviewed on Sep 27, 2023


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