Duke Nukem’s Big Shot Pinball: (Pinball M Table Review)
December 5, 2023 Leave a comment
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🔥❄️
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.
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.
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 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.
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.
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.
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.
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. For all the bitching you just sat through, even I had fun. I mean, up to a point, but every time I started really enjoying the table, Duke went back to obnoxious grinding and random chance deaths. 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.
Cathy: BAD (2/5)
Angela: GOOD (3/5)
Oscar: GREAT (4/5)
Jordi: GOOD (3/5)
Dash: GREAT (4/5)
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