# Top Ten: The Best Pinball Video Modes of the 90s

**Source:** Kineticist  
**Type:** article  
**Published:** 2026-06-01  
**Beat:** Pinball

**URL:** https://www.kineticist.com/news/best-90s-video-modes

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## Analysis

Kineticist publishes a retrospective ranking the top ten best pinball video modes from the 1990s, analyzing their gameplay mechanics, theme cohesion, and player experience. The list includes iconic modes from Doctor Who, Attack from Mars, Indiana Jones, and Apollo 13, emphasizing how early dot-matrix video integration enhanced both strategic depth and thematic immersion. The article provides detailed breakdowns of mode activation, controls, and design philosophy for each entry.

### Key Claims

- [HIGH] Dalek Chase (Doctor Who) features a control mechanic where players can turn a short jump into a long jump mid-air by pressing a second flipper button while the Doctor is in midair, providing grace on reaction time — _Kineticist article, detailed gameplay description of Doctor Who's Dalek Chase mode_
- [HIGH] Attack from Mars' Destroy the Mothership video mode is unlocked only as a mystery award from Stroke of Luck, requiring all four in/out lanes to be lit at the bottom of the table — _Kineticist article, specific mode activation mechanics for Attack from Mars_
- [HIGH] Indiana Jones' Escape in the Mine Cart video mode requires players to pass 25 splits to win, with difficulty escalating at splits 8 and 16 — _Kineticist article, explicit gameplay progression details_
- [HIGH] Save the Children, a video mode in Medieval Madness, is so difficult to unlock (requiring 8 completions of F-I-R-E bottom lanes) that very few players encounter it — _Kineticist article, honorable mention with explicit unlock requirement and commentary on rarity_
- [HIGH] Apollo 13's Lunar Lander is the only non-Bally Williams game to make the top ten video modes list of the 1990s — _Kineticist article, explicit statement noting Apollo 13 as Sega-manufactured outlier_
- [HIGH] Doctor Who's video mode serves as one of several viable strategies in the game due to its innovative and well-balanced ruleset — _Kineticist article, design philosophy statement about Doctor Who_
- [MEDIUM] Shuttle Simulation from Star Trek: The Next Generation is similar to Escape in the Mine Cart but does not match the frenetic energy of the Indy version — _Kineticist article, comparative design analysis_
- [HIGH] Dalek Chase sometimes receives criticism from players who say it's too simple or too repetitive, especially since early waves are identical every time — _Kineticist article, documented player feedback and criticism_

### Notable Quotes

> "Whether it can be chalked up to theme immersion, tight gameplay, or lucrative rewards, even the early days of the dot matrix have fantastic, creative, and memorable video modes that improve the gameplay experience."
> — **Kineticist**, intro
> _Sets the thesis for the list: explaining why 1990s video modes matter despite technical limitations_

> "One underappreciated piece of this video mode's controls is that there's a brief window where you can turn a short jump into a long one by pressing the second flipper button while the Doctor is already in midair, giving just a little bit of extra grace on your reaction time."
> — **Kineticist**, Doctor Who section
> _Highlights subtle control design in Dalek Chase that elevates its playability and separates it from criticism of simplicity_

> "Those claims are not unfounded, but the video mode's value and controls, as well as the post-video mode animations on the DMD, mean it's still worth your time, and it just barely sneaks onto our list."
> — **Kineticist**, Doctor Who section
> _Shows balanced critical perspective on Dalek Chase, acknowledging flaws while defending its inclusion_

> "While this mode's strategy is often boiled down to just alternating moving all the way left and all the way right to spray your turret's bullets, it still works well as a way to spice up gameplay."
> — **Kineticist**, Attack from Mars section
> _Acknowledges simplistic strategy in Destroy the Mothership while defending its design value for theme cohesion_

> "Escape in the Mine Cart makes its way onto this list because of the brisk pace it demands. Even strong pinball players with good reaction times can miss on this mode if they're not fully focused, but at the same time, the main goal always feels attainable."
> — **Kineticist**, Indiana Jones section
> _Explains the design balance in Escape in the Mine Cart: difficulty vs. achievability, skill requirements vs. fairness_

### Entities

| Name | Type | Context |
|------|------|---------|
| Kineticist | organization | Content publisher/outlet specializing in pinball analysis and retrospectives |
| Doctor Who | game | Pinball machine by Bally Williams (1992), featured Dalek Chase video mode ranked #10 on the list |
| Attack from Mars | game | Pinball machine by Bally Williams (1995), featured Destroy the Mothership video mode ranked #9 |
| Indiana Jones: The Pinball Adventure | game | Pinball machine by Bally Williams (1993), featured Escape in the Mine Cart video mode ranked #8 |
| Apollo 13 | game | Pinball machine by Sega (1995), featured Lunar Lander video mode ranked #7; only non-Bally Williams game on the list |
| Medieval Madness | game | Pinball machine by Bally Williams (1997), featured Save the Children video mode as honorable mention |
| Star Trek: The Next Generation | game | Pinball machine by Bally Williams (1993), featured Shuttle Simulation video mode compared to Indiana Jones |
| Missile Command | game | Classic arcade game whose mechanics loosely inspired Attack from Mars' Destroy the Mothership video mode |
| Bally Williams | company | Pinball manufacturer; produced 6 of the 7 ranked games on the list plus honorable mention |
| Sega | company | Video game and arcade manufacturer; produced Apollo 13, the only non-Bally Williams game on the top ten list |

### Signals

- **[historical_signal]** Comprehensive analysis of pinball video mode design evolution during the early dot-matrix era (1992-1997), identifying design patterns, control innovations, and theme cohesion as key success factors (confidence: high) — Structured ranking with detailed mechanical breakdowns of 10 modes across Bally Williams and Sega machines
- **[gameplay_signal]** 1990s video modes balanced accessibility with challenge: achievable goals (not impossibly hard) combined with demanding reactions/hand-eye coordination, theme cohesion, and reward lucrativity (confidence: high) — Multiple modes cited for their balance between difficulty and attainability; Escape in the Mine Cart described as demanding but 'always feels attainable'; Dalek Chase achievable despite simplicity criticism
- **[design_innovation]** Subtle control innovations in 1990s video modes included mid-action button combinations (e.g., turning short jump into long jump mid-air in Dalek Chase) that provided player grace/reaction windows (confidence: high) — Specific praise for Doctor Who's control design: 'brief window where you can turn a short jump into a long one by pressing the second flipper button while the Doctor is already in midair'
- **[design_philosophy]** 1990s video modes used theme cohesion as a core design pillar—modes illustrated thematic attacks/scenarios (e.g., Destroy the Mothership showing another way Martians attack), binding rules to narrative (confidence: high) — Attack from Mars analysis: 'provides another form of theme cohesion by illustrating yet another unique way the Martians are trying to attack'
- **[gameplay_signal]** Progressive difficulty scaling in video modes (e.g., Indiana Jones Escape in the Mine Cart speed increases at splits 8 and 16) maintained engagement without becoming frustrating (confidence: high) — Escape in the Mine Cart described: 'After 8 and 16 splits, the game gets faster, really moving at a blur towards the end'
- **[gameplay_signal]** Significant variance in video mode accessibility: some locked behind difficult requirements (Save the Children requires 8 F-I-R-E completions; very few players encounter it) vs. others more readily available (confidence: high) — Save the Children honorable mention: 'so hard to see (requiring 8 completions of the F-I-R-E bottom lanes) that very few players have encountered it at all'
- **[market_signal]** Bally Williams dominated high-quality video mode design in the 1990s; 6 of top 10 and honorable mention are Bally Williams machines; Sega's Apollo 13 is noted exception (confidence: high) — 7 of 8 discussed games are Bally Williams (Doctor Who, Attack from Mars, Indiana Jones, Medieval Madness, Star Trek); Apollo 13 explicitly noted as 'only non-Bally Williams game to make the list'
- **[historical_signal]** The 1990s represent a formative period for pinball video modes ('early days of the dot matrix'); retrospective analysis suggests this era achieved memorable, creative modes despite technical limitations (confidence: high) — Opening statement: 'even the early days of the dot matrix have fantastic, creative, and memorable video modes that improve the gameplay experience'

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## Transcript

After considering which video modes were the worst efforts of the 90s in a previous list, it’s time to flip the script. Whether it can be chalked up to theme immersion, tight gameplay, or lucrative rewards, even the early days of the dot matrix have fantastic, creative, and memorable video modes that improve the gameplay experience. Here’s our list of the ten best video modes from the 1990s. #10: Dalek Chase - Doctor Who (Bally Williams, 1992) Video mode on Doctor Who is one of that game’s several viable strategies due to the game’s innovative and remarkably well-balanced ruleset with Doctors serving as power-ups. To play video mode, spell Escape at the lower right standup targets, then shoot the lane just left of the lock saucers; this lane goes around the back of the game and into the pop bumpers, and will fall into the TARDIS for video mode if the ball leaves the bumpers to the right. Entering the TARDIS will start video mode if Escape is completed, or spot a letter if it is not. Collecting Doctor 1 will spot additional Escape letters for you when you hit the lower right standups or enter the TARDIS with Escape not yet complete. This is a side-scrolling video mode where the Doctor jumps over oncoming obstacles as he is chased by a Dalek. Pressing one flipper button does a short jump, and pressing both does a long jump. One underappreciated piece of this video mode’s controls is that there’s a brief window where you can turn a short jump into a long one by pressing the second flipper button while the Doctor is already in midair, giving just a little bit of extra grace on your reaction time. After 5-15 jumps, the video mode wave ends, usually giving between 5,000,000 and 8,000,000 points times bonus multiplier; remember to jump into the TARDIS at the end for a bonus This video mode sometimes gets a bit of flak from players, who say it’s too simple or too repetitive, especially since the early waves are the same every time. Those claims are not unfounded, but the video mode’s value and controls, as well as the post-video mode animations on the DMD, mean it’s still worth your time, and it just barely sneaks onto our list. #9: Destroy the Mothership - Attack from Mars (Bally Williams, 1995) Attack from Mars’ video mode is a very loose interpretation of the classic arcade game Missile Command. It is only available as a mystery award from Stroke of Luck, collected at the scoop in the upper right when lit. To light the scoop, use flipper lane change to light all four of the in/out lanes at the bottom of the table. During this video mode, the left and right flipper buttons change the angle of an autofire gun, and you need to ensure said gun blasts flying saucers that are descending toward your turret before any of them hit the ground. If you destroy 50 saucers, a mothership descends that requires 80 hits to destroy. Once during the video mode, you can press the ball launch button to serve as a smart bomb and clear all of the saucers on screen as a sort of bailout button. Attack from Mars’ video mode is simple to control and play, achievable, and provides another form of theme cohesion by illustrating yet another unique way the Martians are trying to attack. While this mode’s strategy is often boiled down to just alternating moving all the way left and all the way right to spray your turret’s bullets, it still works well as a way to spice up gameplay. An honorable mention worth including here: Save the Children, a similar mode in Medieval Madness (Bally Williams, 1997), does slightly improve on the controls and aesthetics over Attack from Mars’ video mode, but just barely missed this list because it’s so hard to see (requiring 8 completions of the F-I-R-E bottom lanes) that very few players have encountered it at all. #8: Escape in the Mine Cart - Indiana Jones: The Pinball Adventure (Bally Williams, 1993) Escape in the Mine Cart is one of the 12 main modes on Indiana Jones: The Pinball Adventure, and is started at the left scoop. It becomes a true test of your reaction time and hand-eye coordination. This video mode takes place on a fast-moving mine cart. Periodically, the mine cart will encounter a 3-way fork in the road, with one or more of the routes being blocked off. You must press the left flipper to take the left path, the right flipper to take the right path, or neither to continue straight. After 8 and 16 splits, the game gets faster, really moving at a blur towards the end; pass 25 splits to win the mode. Escape in the Mine Cart makes its way onto this list because of the brisk pace it demands. Even strong pinball players with good reaction times can miss on this mode if they’re not fully focused, but at the same time, the main goal always feels attainable. Shuttle Simulation from Star Trek: The Next Generation (also Bally Williams, 1993), a similar path-choosing video mode, just doesn’t quite match the frenetic energy of the Indy version. #7: Lunar Lander - Apollo 13 (Sega, 1995) The only non-Bally Williams game to make the list, Apollo 13’s video mode is lit after shooting 2 lit orbits in a game, and started by shooting the saucer on the far right. As 90s video modes go, it’s impressively unique.

_(Acquisition: web_scrape, Enrichment: v5)_

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*Exported from Journalist Tool on 2026-06-06 | Item ID: e9912f61-c21a-4ea8-9668-3c2ceeaf242b*
