Mean Machines Sega
1st August 1995
Publisher: Domark
Machine: Sega Game Gear (EU Version)
Published in Mean Machines Sega #35
Wizard Pinball
I can't help it, I'm sorry, I've fought against it, told myself it's not big, it's not clever and nobody's going to impressed - most of you probably don't even remember The Who, never mind their musical Tommy, but the urge is just overwhelming... oh, God, it's coming... it's here: "He's a pinball wizard, it has to be a twist, that pinball wizard, got such a supple wrist (er-hum)... that deaf, dumb and blind kid sure plays a mean pinball... tumpty tum, etc, etc, ad lib to fade".
Right, it's out, could have been worse I guess. Now, on with the review. There's not a whole hell of a lot to say really - this is pinball, pure and simple. Rev up your ball, put it into action then flip, flip and flip again with the six separate flippers at your disposal, bashing bumpers, mounting ramps, lighting lights and going hell for leather for extra balls, bonus levels or ever better, multi-ball.
Ballroom Blitz
The best bit of this game, as in the real thing, is the multi-ball feature. It's not easy to attain, you have to aim your ball at some hard-to-reach targets and then light all the MAGIC letters at the top. Once this is accomplished you're off with three fast-moving balls careering maniacally around the table.
Strictly Ballroom
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The Pharaoh's Tomb
Several creepy crawlies are scattered around and there's a big Pharaoh-ish type thing in the centre of the room. Disappointment number one, the spiders don't move. Hitting them though, causes the Pharaoh's face to crack letting a little mummy pop out (just the one mind)! -
The Dungeons
Mount a certain ramp enough times to spell out the word DUNGEON in lights and the next time you enter a dragon's gob you're transported to the Dungeon bonus level - and a more deadly dull bonus room you're not likely to see! Hit a few rings a few times and you're rewarded with a surprise. Probably.
Origin
Well, it's flippin' pinball, innit? As in pinball tables with flashing lights and ramps and multi-balls and stuff.
Game Aim
Flip those flippin' flippers, batter those ramps and notch up as many points as you can.
Gus
I was also taken by the bonus levels until I really got into them and realised their shallow quality. The multi-ball feature is pretty good but it's hard to get it and pretty short-lived. Soon my fascination turned to dissatisfaction, degenerating rapidly to boredom. Not totally bad, but not much cop either.
Paul
Wizard's been on the cards for some time now, and I must admit I'm a little disappointed with the end result. I like the movement of the ball, very smooth and convincing, but I'm not so sure about the feel of the game as a whole.
Developing a pinball table is a precise art, and the programmers haven't quite grasped the essential need for bonus levels to be more frequent and more rewarding. If these requirements aren't met then there's nothing to play for. Saying this, Wizard isn't totally bad, just a bit boring.Verdict
Graphics 71%
P. A reasonable looking but nothing to shout home about in any respect.
Animation 68%
P. The ball movement is fast and super-smooth.
N. The flippers are on the jerky side and animation is minimal.
N. Typical tinny Game Gear plinkety plonks.
Effects 54%
N. Ditto.
Playability 75%
P. Fluid controls and a nicely-executed multi-ball feature.
N. The bonus levels are a let down.
Lastability 64%
N. You might squeeze a few hours, maybe even a day's fun out of this one, but the appeal soon wanes.
Overall 60%
Good in spots but this pinball jaunt lacks longevity and really could, and should, have been a lot better.
Scores
Sega Game Gear VersionGraphics | 71% |
Animation | 68% |
Music | 54% |
Effects | 54% |
Playability | 75% |
Lastability | 64% |
Overall | 60% |