# Pinball Perfection: The Most Satisfying Shots in Pinball  – Volume One!

**Source:** Wild Dog Arcade  
**Type:** video  
**Published:** 2026-01-08  
**Duration:** 22m 27s  
**Beat:** Pinball

**URL:** https://www.youtube.com/watch?v=IJRNMcDvFB8

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## Analysis

Wild Dog Arcade presents a curated list of 10 pinball machines featuring satisfying shot mechanics and gameplay flow. The hosts discuss what makes specific shots rewarding from both mechanical and aesthetic perspectives, covering classic titles (Twilight Zone, Ghostbusters) and modern releases (King Kong, Godzilla, Deadpool). The video emphasizes shot difficulty, timing, sound design, and the meditative quality of achieving consistent shot sequences.

### Key Claims

- [HIGH] Pat Lawler designed Twilight Zone, which came out in 1993 from Bally — _The game itself, Twilight Zone, is kind of amazing thing uh that came out back in 93 through Bali. Uh Pat Paler... Pat Lawler did was the one responsible for designing this pin._
- [HIGH] Jurassic Park (Data East version) was designed by John Borg and came out in 1993 — _John Borg designed this game also... this game came out in '93, as mentioned._
- [HIGH] Star Trek (Stern) was designed by Steve Richie and came out in 2013 — _this is the Stern Star Trek. So, designed by Steve Richie. Yes. Uh, came out in what, 2012? Uh, came out in 2013._
- [HIGH] Ghostbusters was released in 2016 — _when this game came out back in uh let's see 2017 or excuse me 2016 rather_
- [MEDIUM] Godzilla has become the number one selling pinball machine ever — _This is obviously one of the modern favorites by a lot of people. It's like it's become like the number one selling pinball machine ever._

### Notable Quotes

> "Twilight Zone isn't supposed to flow, but when it does flow, it feels like it's discovering a cheat code almost"
> — **Gary (substitute host)**, ~5:30
> _Captures the appeal of difficult, non-obvious shot sequences in Lawler-designed machines; speaks to the satisfying discovery of hidden mechanics_

> "Hitting it four to five, four to five times in a row... is one of the best, most satisfying things you can ever have in pinball."
> — **Primary host**, ~18:00
> _Articulates the core appeal of repeatable, flowing shot sequences (Star Trek warp ramps) and the escalating satisfaction of building momentum_

> "The combo feels like a drum fill into a course. It's a the rhythmic section of it all, you know. It's uh got rhythm, it's got soul, it's a nice fun transition."
> — **Primary host**, ~24:45
> _Uses musical metaphor to describe Rush's shot design philosophy; illustrates how shot timing and sequencing create a satisfying cadence_

> "It becomes a meditative sort of situation and then you have achieved what a lot of players will say you have reached the zone"
> — **Gary**, ~58:30
> _Describes the psychological/emotional payoff of achieving consistent shot sequences in Godzilla; highlights the flow state as a game design achievement_

> "Everything goes quiet intense right before a lot of these modes... the tension is building and building and then you have the perfect climactic uh finish"
> — **Primary host**, ~42:15
> _Emphasizes the importance of sound design and pacing in creating satisfying shot moments, using Alien as example_

### Entities

| Name | Type | Context |
|------|------|---------|
| Wild Dog Arcade | organization | Content creator; operates pinball arcade and produces YouTube videos on pinball machine gameplay and design |
| Pat Lawler | person | Pinball designer; credited with designing Twilight Zone (1993). Known for layouts that emphasize surprise over repeatability |
| John Borg | person | Pinball designer; designed Jurassic Park (Data East, 1993) |
| Steve Richie | person | Pinball designer; designed Star Trek for Stern (2013). Known for upper flipper designs and flowing shot sequences |
| Gary | person | Co-host/substitute host for Wild Dog Arcade video; plays and discusses pinball design |
| Twilight Zone | game | Classic Williams/Bally pinball machine (1993) designed by Pat Lawler; known for difficult, non-obvious shot sequences and combo mechanics |
| Jurassic Park | game | Data East pinball machine (1993) designed by John Borg; features T-Rex eating mechanic and orbit-to-dino shot combo |
| Attack from Mars | game | Pinball machine known for satisfying drop target and saucer destruction shot mechanics with strong sound/light design |
| Star Trek | game | Stern pinball machine (2013) designed by Steve Richie; features warp ramp repeating shot mechanic and upper flipper design |
| Deadpool | game | Pinball machine featuring katana ramp with complex corkscrew path; requires clean shots to reach lock mechanism |
| Rush | game | Stern pinball machine featuring time machine combo shot mechanic with different behavior on Pro vs Premium/LE models |
| King Kong | game | Recent Stern pinball release; features 'Cross the Chasm' mode with repeating flipper combos; hosts note code is developing well |
| Alien | game | Pinball machine featuring tight hypersleep ramp mechanic critical to progression; emphasizes thematic sound design and tension building |
| Ghostbusters | game | Stern pinball machine (2016); two-flipper layout with tight left ramp mechanic; features different ball lock behavior on Pro vs Premium |
| Godzilla | game | Modern top-selling pinball machine; features Kaiju Battle/Gigan mode with right-left ramp figure-eight combos; hosts prefer Pro version flow without bridge |
| Stern | company | Major pinball manufacturer; produced Star Trek, Deadpool, Rush, King Kong, Ghostbusters, Godzilla (titles discussed) |
| Data East | company | Historical pinball manufacturer; produced Jurassic Park and other machines from early 1990s era |
| Williams/Bally | company | Historical pinball manufacturer; produced Twilight Zone and Attack from Mars |

### Topics

- **Primary:** Satisfying shot mechanics and design, Repeating/flowing shot sequences and combo design, Sound design and audio cues in pinball, Machine flow state and player immersion
- **Secondary:** Difficulty and precision in shot execution, Designer philosophy (Lawler, Richie, Borg), Pro vs Premium/LE mechanical differences
- **Mentioned:** Theme integration with gameplay

### Sentiment

**Positive** (0.88) — Hosts are enthusiastic and appreciative of game design; emphasis on discovery, satisfaction, and meditative flow creates predominantly positive tone. Some minor frustrations with shot difficulty noted but framed as rewarding challenge rather than criticism.

### Signals

- **[community_signal]** Wild Dog Arcade actively soliciting community input on satisfying shots in other games via video comments (confidence: high) — If you've got a favorite shot in a different game, please let us know in the comments
- **[design_philosophy]** Data East era machines (Jurassic Park) capable of delivering quality combo design despite manufacturer reputation for inconsistency (confidence: medium) — A lot of games by this company wasn't really... they it at times would fall flat, but in this case, they definitely hit that uh combo
- **[design_philosophy]** Pat Lawler's design approach prioritizes surprise over repeatability, creating non-obvious shot sequences that feel like 'discovering a cheat code' when executed (confidence: high) — Twilight Zone isn't supposed to flow, but when it does flow, it feels like it's discovering a cheat code almost
- **[design_philosophy]** Contemporary pinball design increasingly emphasizes repeating upper flipper shot sequences and figure-eight flow patterns (Star Trek warp ramp, Godzilla Kaiju Battle, King Kong Cross the Chasm) (confidence: medium) — Multiple modern games featured with similar repeating combo shot designs praised as satisfying
- **[gameplay_signal]** Modern Stern games (Rush, King Kong, Ghostbusters) feature tiered mechanical differences between Pro, Premium, and LE models that affect shot routing and playfield flow (confidence: high) — Pro/Premium/LE distinctions on Rush time machine shot, Ghostbusters fire station lock, Godzilla bridge removal
- **[market_signal]** Godzilla positioned as number one selling pinball machine ever, indicating strong market demand for flowing, accessible shot design (confidence: medium) — Godzilla... has become like the number one selling pinball machine ever
- **[product_concern]** King Kong code updates continuing to develop well post-release; hosts note satisfaction with shot combos and mode design (confidence: medium) — Code's been coming along really nicely... shot combos that you need to make on that just are really satisfying

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## Transcript

All right. So, what brings you here today? I can't stop thinking about it. The shot, that sound, that [music] flow. Complete. You're not alone. [music] All right, welcome in. Uh, as you can see, I don't have the second half of myself here with us today. Uh, couldn't do it in the budget, but here's Gary.
I'm the substitute doctor [laughter] for the day. So, yeah. But, welcome to the video.
Yeah. Welcome to the 10 great and satisfying shots in pinball. If you like this content, like and subscribe, obviously. Better yet, if you have a shot that lives rentree in your head, drop it in the comments.
So, we've we've selected 10 games. These are no by no means an all-inclusive best of the best of the best. [music] These are 10 games that we find that we like the shots on. Um some of them are not uh difficult games, but we really are satisfied with those shots.
Yeah. So, this is going to be a lot of fun. I'm really looking forward to uh checking out uh what we got in store for us today. All right. Should we do it? Yeah, let's do it.
All right, we're going to dive right in. Here we go. We're going to start. All right, number 10,
Twilight Zone. So, Twilight [music] Zone is a great classic that, you know, everybody loves. It's got some difficult shots in it. There are a couple of really satisfying [music] shots in this game. We're going to talk about one of those. It's a combo shot in this game.
Yeah. Um, the the game itself, Twilight Zone, is kind of amazing thing uh that came out back in 93 through Bali. Uh Pat Paler
Pat Lawler did was the one responsible for designing this pin. And then there's a lot of tricky shots in here. You [music] got the pin uh the piano shot rather. You got the the camera shot right there. Uh you got to fight the power. And everyone can relate to wonderful shots and satisfaction. We're going to talk about the deadend [music] town square shot first.
Yes. So the dead end town square shot is actually a difficult shot. you go through a very tight shot between the pops. So, as many of you [music] probably done, you've shot that and it's rattled up the pops. If you make that shot clean, it ejects it right [music] out to you uh on your right flipper and then you hit the ramp with that and that gives you a the town square combo. Yeah, you [music] get the town square combo by having that ball come right back out at you onto the right flipper. And then if you time it just [music] right, and the timing is really difficult. I remember trying to do this on camera and I was only able to get that uh shot off once after many tries.
Yeah. So, [music] it's great. It's satisfying to hit the town square clean because it's got pops and it's tight through there and then it spits the ball out from the launch right at your right flipper and if [music] you time it, you can hit that nice right ramp.
That's right. I mean, Twilight Zone isn't supposed to flow, but when it does flow, it feels like it's discovering a cheat code almost, you know? [music] And then all that the Lawler layouts emphasize surprise over repeatability. So being able to do the repeat repeatability in this shot is not an easy task. Um but yeah, once you realize that you're lining up that shot, you understand the machine. You're not just [music] surviving the machine. And that's one of the tough things about Twilight Zone in general, why a lot of players, I think, uh are continuing to have fun with it because of its challenge [music] factor.
Mhm. And uh with this shot, you can also end up having the ball land onto the flipper, whether it's the right or a left, kind of depending on the modes and so forth. But even with that um bearing in mind, it's still [music] really tough and really satisfying to get that combo down. Onto our next one, number [music] nine, Jurassic Park, the Data East version. The left orbit to the dino shot.
Yeah. So, as you know, the the dyno in the Data East one is very important to [music] that. So, if you can get the timing right and off the upper right flipper, you hit [music] the the short orbit, which feeds it right back down to the upper right flipper, and then you [music] hit the dino shot. I mean, this is a great uh classic game. Kind of really cool looking. The T-Rex mech [music] is nice where it comes down and he eats the ball. Um, rule sets not that deep in this game. Uh, but that but there are definitely [music] some fun aspects to this game. Then, as we were pointing out, the orbit [music] shot to feeding the dino or feeding the T-Rex is a great one.
It is a great one. Uh, you know, usually [music] when it comes to a game like, uh, you know, Jurassic Park, you're going to hope that the main feature in this is going [music] to be the dinosaur, and in this case, it most certainly is.
Yeah. And there you go. There's a nice illustration of the orbit [music] shot. Basically, feeds it right back down to the the right flipper.
So, this one is akin to a lot of other games [music] from that. And then you hit the dino shot when it comes back around and then he'll eat the ball or kick it back out. So depending on what mode you're in, that's satisfying when you can make that connection.
Yeah, that silky flow. It's rare and special for a game
[music]
uh especially a data east machine. A lot of folks out there know that there's a lot of games by this company that wasn't really, [music] you know, they it at times would fall flat, but in this case, they definitely hit that uh combo that classic combo design uh out of the park. [music] I mean, the orbit to scoop combos are an everyday thing now in Stern games. Um, but here, this is something that uh was fairly new at the time. Uh, this game came out in '93, as mentioned. Um, John [music] Borg designed this game also. So, you get your classic Borg design uh on display for this.
Yeah. Basically, it's really cool when you get the T-Rex to actually eat the ball during some of the modes. So,
yeah. And it's a little little fun, too, when you have some mishaps and things happen, which can happen in pinball quite a bit and in a little bit here. Here you go. Yeah, [music] you got the two balls.
Two balls stuck in the dyno.
Yeah, I don't I think I've only been able to do that once on stream and it was kind of amazing to do it when we did. [music]
Of course, the dino now is confused, so we had to stop and shake the machine a little bit, but that's that's the fun thing about this game. But
yeah, this is a really [music] just satisfying shot when you make this.
Absolutely. Silky smooth.
All right, moving on.
We are moving on to Attack from Mars.
All right, so the the shot that we're liking [music] here is not necessarily a difficult thing to do in this game. It's one of the key features on it, but it creates [music] one of those pinball moments in the game is the sound design, the lighting when you when you manage to do that. So, [music] basically, we're talking about the big drops in front of the saucer. You have to hit the drops a [music] few times to get the drop to go away. And then you got to hit the saucer several times [music] to unlock it so you can do the destroy shot. And when you do that, you get a really nice moment in pitball.
Yeah, absolutely. And you know, getting [music] going up straight in the middle is usually safe, but here in this case, it's actually pretty dangerous cuz [music] if you don't hit the angle quite right, it's going to shoot right back down the middle.
Yep. Um, the other thing I'll mention too is it's also like like you mentioned earlier, it's definitely one of those amazing pinball [music] moments that uh even though it's simple and straightforward, you have that [music] big celebration and it's one of the greatest call your shot moments in pinball can if you can do that.
Yeah. [music] Just it's great. It's not a difficult thing to do. You just basically can hit the middle over and over again to get [music] to that point. But it's when you get it, it's you get that immersion,
right? Fascinating strobe multiball. [laughter]
It's attack from Mars.
It's easier to learn. It's magical. It's amazing.
All right, moving on. Number seven, uh, Star Trek Warped Ramp.
Yeah, this is the Stern Star Trek. [music] So, designed by Steve Ritchie. Yes. Uh, came out in what, 2012?
Uh, it came out in 2013.
So,
but this is a great game. We actually [music] owned this game. We owned it one previously and we decided to bring it back in.
So, it's a very classic [music] Steve Ritchie design. You've got an upper flipper and he's got you basically doing some orbits. [music] In this case, it's a warp ramp. It's you hit this ramp, it feeds it right back down to the [music] same flipper. And it's really satisfying when you can connect them and just get warp ramp, warp [music] ramp, warp
over and over and over again. Talk about a rush. Hitting it four to five, four to five times in a row. Yeah,
that is one of the best, most satisfying things you can ever have in pinball. And this definitely [music] fills the order on this case. Um, I mean, every hit feels [music] bigger than the last, especially if you get into that rhythm. Uh, and best yet, you get rewarded by an extra [music] ball. Um, usually after the third warp, depending on where you're at,
depending and depending on the settings of the game, too. So, but yeah, so that it is a, you know, it's a fairly tight shot, ramp shot. So when you get it and hit it clean, it comes all the way around and you can just hopefully keep repeating [music] that. It's really satisfying to keep that.
Yeah. And uh here as seen in the Kobayashi [music] Maru, uh it's one of the shots you have to make sure you take um because everything is lit on the machine. Um [music] so what I usually try to do is get that shot out of the way right out of the gate if I can uh handle [music] that since it is such a difficult uh challenging shot. Uh even as an expert player [music] speaking here, uh it's still a challenging shot. Um, but yeah, I mean, the shot improves precision on every game you play. [music] That's the other
nice uh thing to keep in mind as a player.
Yeah.
All right.
So, yeah. [music]
Next up is
Next up is Deadpool.
Deadpool number six on our list today.
So, the katana ramp is what [music] we're talking about.
Yeah. This one is it's actually a really cool shot because it goes through a kind of a tortured [music] path to get to the lock the balls in the katana.
Yeah. Yeah. It it it's when you look at it too, it looks a little deceiving. Like you're like, "Wait, what? That's
where does it go?"
Yeah. Like I have to hit this and then it does that.
Yeah. So, basically, it's a nice corkcrew. You go through one, then it feeds it to another upper ramp at a weird angle and comes out when you hit this [music] clean. Uh, and that is the key is you got to hit it clean. So, it goes all the way up and all the way down to the locks. So, [music] um, so when you get that cuz if you don't hit it clean, it'll rattle and it won't make that upper left ramp.
Yeah. Yeah. You definitely have to make sure and you don't necessarily have to hit it on the run. [music] Um, but a lot of times if if the machine's a little bit older, you might have to, but if you, you know, if you are patient enough, you cradle the ball, you wait, you hit, you make a shot. Um, some machines have a a soul shot and this is Deadpool's.
It's a really satisfying one when you get that. So,
yeah. Yeah. I mean, here we're noticing these near misses uh and so forth, but when you make those clean ones, that's when it's really satisfying. And, [music] uh, that's why, you know, it's on the list. Uh whether you're starting the multiball or not, whether you're in the mode, [music]
y
whether you're a huge Deadpool fan or not, this is just a really satisfying shot when you connect it. All right, moving on.
Moving on to rush.
Oh yeah.
So this is a combo that [music] uh that you that you can do. Um it is a basically you hit the to the left [music] of the time machine and so if it's a pro, it's a dead end shot. If it's on a premium or le it, it actually up kicks it and feeds it to the right flipper. Either way, it kind of feeds it to the right flipper. So if you hit that deadend [music] shot and then hit the time machine afterward, it's it's really satisfying because especially if it's coming down on a premium, it comes down to the flipper moving.
Yes.
It it's [music] not as easy to hit it from the right flipper in. So sometimes you can roll past to the left and then hit the time machine. So yeah. [music]
So that that's one way to do it depending on how fast the ball is moving. It's a pretty satisfying shot on this game.
Exactly. I mean the combo feels like a drum fill into a course. It's a It's the rhmetic section of it all, you know. It's uh got rhythm, it's got soul, it's it's [music] a nice fun transition.
Yeah. So there you hit left of the time machine and then on an Ellie or premium, it will you'll kick it up, feed [music] it down to wire farm.
Pros will just deadend reflect it back to [music] your right flipper. So fast. Keep that in mind,
right?
Yeah. Got to be ready for it.
Yeah. This is definitely one of the more challenging machines that the Sterns put [music] out. But as we played it more and more, we've got more and more into uh you know getting better at the shots. They're a bit tighter than you know [music] each iteration, each version of a Stern machine that comes out, they're obviously going to try to do more and more challenging things. And in [music] this case uh as I've been able to do here, be able to move from uh that dead end shot, the vertical up kick happening, [music] and then it get back down to the Yep.
Right into the time machine.
Right into the time machine. Exactly. win. All right.
Right. Dun dum. King Kong.
King Kong.
So, this one, this is a, you know, obviously pretty new game. Code's been coming along really nicely,
but I personally find when you hit the cross the chasm mode, the shot combos that you need to make on that just are really satisfying when [music] you can connect them.
Yeah.
So, cross the chasm is a particular mode. You basically need to shoot across the playfield from the uh from the [music] upper right flipper through it'll be this little corkcrew and it'll feed it to the upper right flipper and then you hit the cliff's ramp brings it [music] back down to the upper right flipper and it's sort of like tennis at that point. If you can connect it, you can keep [music] putting it back and forth between the upper one. That's makes for a really satisfying shot when you connect a series of them. You're like, "Yeah, I'm on fire."
Yeah. And the other tricky part about this shot, too, is it it goes relatively fast. So, you really got to be on the ball with your timing.
Yeah. Especially when it's coming, feeding it down. Yeah. Yeah. So, [music] basically, it's that's a tough shot by the So, it's a tough one to kind of go through that feeds it to the upper left flipper, the mini flipper, and then you're going to want to hit the cliff's ramp, which then feeds it to the upper right.
Yeah.
So, but it's really satisfying if you can connect this back and forth, back and forth,
like we're seeing here.
Yeah. Now, granted, there's a little bit of trickery here and there and some of these things, but hey, we're we're trying to see the examples.
Mhm.
Um, when it comes to King Kong, I think in terms of uh if it will punish you if you're sloppy on these transitions, too.
Yeah. You if you miss your shots, be wary. [music]
Yeah. Yeah.
Going to bounce funny.
It that's that's the other thing, too. There's a lot of uh speed, a lot of backspin that can be unpredictable in this game. We're going on to a second example here.
Yeah. This is one where I strung together a good chunk of uh across the chasm shots. So, across up the cliffs, back to the right, across the chasm.
Yep. These envelopes are becoming signatures, aren't they, Gary?
Yeah,
they're they're signatures in the new releases, comparing it to all the other games uh we've talked about so far.
Mhm. All right. Alien. Alien.
Alien. Another one of our favorite games. This game plays to my strengths as a player. I'm kind of a stop [music] it, plan it, and do a type of type of shots. But this game has the hypers sleep uh uh ramp, and it is a tight ramp, [music] and you have to get the timing right off the upper right flipper.
It's very, very tight.
It's hard to get the ball fed to the upper right flipper, right? Also, [music] so
that's another thing.
Yeah. Once you get it in there and it comes down and hitting this [music] hypersleep ramp, it's satisfying when you do it because it is so tight on this game and steep.
Short, tight, and steep. So, [laughter]
yes, [music] some of those things are nightmares for a lot of players of those words that you just said.
Um, well, overall, I think with the design, it's a fun design. Um, very uh thematic [music] thematic.
Yes.
Uh, and also, I mean, everything goes quiet intense right before a lot of these modes. uh especially uh the sentry guns. It gets quiet and then the tense [music] starts building and the tension is building and building and then you have the perfect climactic uh finish with that.
That's a great example of what happens [music] a lot on that ramp. It's tight. If you don't hit it clean, it doesn't go all the way up like it did just there.
Yeah. Yeah. We just saw that. Uh not I I was trying my darnest to do it on camera where it was a closer view, but sometimes you just got to play in front of your friends and then it all comes together. [laughter] But yeah, and it really ties in all the different modes. You got your extra ball here.
Yeah, it's key. The key. He's got an extra ball plus he had the hypersleep multiball. So when you hit a series of [music] those shots and capture it, you basically use the APC drop targets to [music] once you hit them all, it qualifies the hypersleep, locks, and then it grabs the ball and holds them. And then you hit it again. The first game it's two balls. Then later on it'll be three. So it's really satisfying. This is one of the key modes that you've got to have played in order to progress the game to the final [music] wizard.
Yes. Don't avoid that shot. If you're playing this game and you're you're just not getting it, you're not getting it. It will help [music] unlock so much more in that game if you can get that timing down.
So, when you hit it, it feels that much more triumphant.
Yeah. [music]
So,
yeah. And especially, it doesn't happen that often in game. This is a it's a critical shot in this game, but it's hard to get the ball to the upper [music] right flipper, you know, consistently. So when when you do that, then make sure you hit it.
Yeah, exactly. Moving on to our second to last selection. Number two on our list is Ghostbusters.
Ghostbusters.
So Ghostbusters is a game we like. You [music] know, it's only a two flipper game, so it's a fan layout shot, but there are tight shots and stuff in this [music] game. And in particular, one of the key ones to get one of the multiballs is the left ramp. It [music] is again way back in the machine. It is tight and you have to hit [music] it clean to get it in there. It's satisfying when you do that because I don't know how many times I've gone partially up the ramp and then it comes right back down. Sometimes right down the middle. So
yeah, I think with the when this game came out back in uh let's see 2017 or excuse me 2016 [music] rather, you know, that was the biggest thing that I drew the most [music] attention to was that ramp is so so difficult. I want to keep trying [music] and keep trying to get better at it. And in this case, uh it gives you that big dramatic moment every time when you can when you hit it. It feels like that roller coaster, you know.
Yeah. And gives, you know, there's [music] a slight difference between a pro and a premium game. The Pro will you hit the left ramp, it'll feed it back to the right flipper. On the premiums, the fire station actually locks the ball in there. It goes in, it goes down through a subway, and then it can actually lock the ball.
Yeah. Lock it and and so [music] forth. Um, I mean, it is one of the most unusual ramps. That's probably why they decided to run with it. And, uh, you know, this ball has this huge journey and you get to watch it in full view here. Uh, sometimes that can be a little rare. A lot of designs can hide the ball and things like that, but uh you know, you get to see it at home.
Yeah. And again, it's a [music] tight steep ramp at the back of the table. So,
yeah, once you get the hang of it, that chaotic geometry, uh that flow comes in and it's just a satisfaction marvelous in this game. Especially when you get a super jackpot, huh?
Yes. Yeah. You get the great light show in that game. In this game.
Yeah. You know, so this game's great with the theming. We do really like the themeium. We love the Ghostbusters universe. So
there you go. And our last one on the list,
Godzilla.
Godzilla.
This is obviously one of the modern favorites by a lot of people. It's like it's become like the number one selling pinball machine ever. So
yes.
So So we're talking about in particular the [music] Kaiju Battle Gigan shot, the right ramp to left ramp shots. So, if you, you know, if you're familiar with this game at all, when you get in, when you go to Battle of the Kai Junior, Slick Guy again, this is a pretty classic, uh, basically it wants you to feed the thing. So, you hit the right ramp, then it'll feed it down to the right flipper, and then you hit the left ramp, which then feeds it back to the left flipper. So you can get that once you if you get those combos, it basically you can get [music] this figure eight thing going and it's like really satisfying when you connect a bunch of these things [music] because
yeah, we were we were big fans of the flow in this game and after playing both the premium and the pro versions of this machine um you know we felt that we didn't need that bridge. We we we really enjoyed the flow the way it was.
You know, it's a standout because that it feels that that loop [music] is much more clean and you're moving and transitioning from one shot to the next at a much higher, you know, pace of speed.
So, I I've always enjoyed this whole thing here.
So, there's a left ramp feeds it down to the left flipper. Yep.
And then [music] then, of course, that one is hitting the combo shot. There we go. Here we going to have some of these. So, right ramp, left ramp,
comes down and missed it there,
but we got the replay.
Yep. Yeah. So, you can actually get that in sequence to where you're literally hitting the left ramp, [music] right ramp, left ramp, right ramp. And if you can get the timing down, you can actually uh, [music] you know, kick Gigan's butt pretty quickly. Um, if you've got the timing, and it is key, you've got to [music] be really consistent over and over to do this. And it's really satisfying.
Oh, yeah. you it it becomes a meditative sort of situation and then you have achieved what a lot of players will say you have reached [music] the zone you were in the zone you've you and just having that ability to go from left to right you know watching it go through those loops and go down the ramps uh Keith Owen love this design [laughter] fantastic game
yeah it always has been and uh will continue I think to stay in our collection for for uh some time yeah
all right That's this list of games that we really like some of the shots on. If you've got a favorite shot in a different game, please let us know in the comments. And also, while you're here watching this video, please like it and then also subscribe to our channel. We really appreciate it.
That's right. Thank you so much, guys, for watching and we'll see you next time.
All right, bye.

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*Exported from Journalist Tool on 2026-04-13 | Item ID: f8528d9c-8dba-4917-bfb2-172ebd8fb740*
