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Pinball Warriors
a.k.a Nemesi
Mondadori grade

Reviewed: 1998 

- The pinball

A rather simple and still unusual pinball. The tables are one and a half screen high and 2d scrolling. They aren't that advanced and you soon get into playing them. There is some sampled speech recorded for each table, the speech is available in both english and spanish. The english speech is of the quality you sometimes laugh a little when the accent a gets too strong (porrrrtal) and easy to notice (no harm meant to the one who talked it in or so). The overall atmosphere of each table is pretty low and it isn't really the kind of pinball you keep returning too...


- The Tables

- Robot

Complete the installation, make the robot live. Maybe a theme we have seen before but this time it is made bad... This table isn't really fun nor excellent in any bigger way. The idea is that you hit certain droptargets, activate a installation of a robot part and complete it. Something probably happens at the end when the installation of the robot is finished. It might sound good, but activating isn't any bigger deal, just shoot a hole when a arrow flashes (hit some droptargets to make it flash), then you activate or complete a installation (probably activate). When the installation is activated you shoot something and it is completed and a robot part is installed!! Woo, no modes or steps to take to install it like in the excellent themed layout the Super Android table in Epic Pinball had.

You can't do much in the table and it is pretty boring flipping around and just seeing text flash before you on the screen and hearing a voice say "xxx Installation complete".

- Atlantis

If I'm to say one of the tables stand above the rest in this pinball this one might be the one. This is by no means an good table, it just has an easier to understand and maybe more interesting theme.

The layout is made so that the many areas ("caves") to the left and right of the screen are sealed off by a gate (see the screenshot to understand). You flip around trying to open these gates so you will get access to the cave. Most caves contain a lock hole of some kind. One cave has a spinning wheel that I belive when spun lights one hole in one cave, you then try to enter that one (logic, isn't it?). You probably have to enter all lit holes or something to score high. I doubt you will find a great wiz mode in the end, none of the tables are build up on modes in the normal sense of modes.

Most modes are just orders on the dmd (the dmd is more of text that appears in the middle of the screen, like in epic pinball), like "hit that hole" or similar. Well, this is not really a good table, the layout is pretty weird (under sea) but I guess it works with the theme. Still I got tiered of it rather quickly. Factors that pulls down every tables playability is the feeling and the music/sfx which is very bad and boring, more on that later.

- Dragon

The music in this table somehow got me to think of Shadow of the Beast III for the amiga (don't know why, the music in shadow hasn't got that much common with this tables music). The table is otherwise just sooo uninteresting. You are supposed to find the path, you are told that a number of times anyway. The layout is sort of ok, but the theme, it is just that you do almost the same things over and over. I was told to "Avoid the dragons tail", "Avoid the Sulphureous Breath" etc, why?? My point is that you don't get so involved in the table when you play. You play more to score a little, and not even that is fun.

- Samuri

Yin and Yang table which is about as good as the rest of the tables mentioned, which is not good at all. It just doesn't grip you, it feels boring and it is boring. The layout consist of a number of lock points, lamps, bumpers, droptargets, pretty much the same as the other tables. The goal is rather obvious when you play, master the elements (obvious since you are told that at least a dozen times). So hit the mountain, the wind or whatever, I don't care...


I might sound a little uninterested in this pinball, well it is ok. Some bits are good, you just have to find them. This pinballs tables just lacks to much in feel and theme to be of any bigger interest.


- The Feeling

Very lowrating feeling. You can almost play the tables, I say almost since you have some vague sense of control when playing. You never have real control of the ball, it takes a while to adjust to the fact the ball accelerates and moves too fast and when you do, it is still not enjoyable to play. If you manage to catch the ball and then aim and flip it away you have no bigger chance for success. The flipper physics are just too bad, you can flip in the normal sense of flipping, you flip the flipper and the ball goes away, but controlling where the ball goes isn't so easy. Hitting specific targets or ramps can be troublesome. The endpoint is just that the feeling is lowrating, not especially realistic or good, it is hard to handle the ball and playing the pinball just doesn't get so fun as it now could be in this pinball.


- The Whole

All the tables lack something that makes you think of them as interesting. The Atlantic table had something that sort of made it interesting, but what I forgot. The main reason I found the tables uninteresting and in the whole rather boring was because of the lowrating feeling that made you wanna hit the [esc] key. The tables are sort of ok, well... not really good and not really something you keep returning to play. So why bother to get this pinball, I don't know, I see no bigger reason. There is so many better pinballs than this one...


system requirements

Platform: PC
Operating System: MS-DOS 6.2 or better
486DX or better
Video SVGA VESA 1.2 (1MB RAM)
490K conventional memory
4MB RAM (2MB EMS)
Mouse driver 100% Microsoft compatible
CD-ROM (2X or better)
Soundblaster or compatible

Also available for: -


Screenshots:
  • Robot
  • Atlantis
  • Dragon
  • Samuri
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