Iron Maiden

Pinside rating

This game has received 18 approved Pinsider ratings. 32 more approved ratings are needed to get a rating and for it to be eligible for the Pinside Pinball Top 100 ranking.


Pinside staff rating

This is how we, the very knowledgeable (wink wink) Pinside.com staff & moderators rate this game. 1 of us has rated this game.

7.6

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Found 6 ratings (with comment) on this game

There are 6 ratings (that include a comment) on this game.
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7.702/10
2 years ago
Tough pin, lots of shots, three target banks, four ramps, stand up targets and several of them trigger timed shots on opposite sides of the playfield which renders it hard to figure out what you should be aiming for at any given time, one i played wasn't exactly pristine but it played very fast.

Upper playfield has access to the ball lock which is also very difficult to get to, locks carry over so you can steal somebodies multiball which is fun in a group session, there's even a Zaccaria style game over ball time you can earn so this is an impressively deep pin for its age.

Cabinet was clearly an afterthought, couldn't even be bothered to have the line work match but i guess all the black helps the rest of the game pop and boy does it pop. Stellar backglass, cool looking playfield with some Roger Dean esque details.

No background hum and the sound effects are pretty aggro, i didn't mind but i doubt everyone will love them.
6.786/10
4 years ago
another stunning to look at game from the earlier days of Stern but much like Viper its stellar good looks disguise a lame duck of a player
7.594/10
4 years ago
I've owned this game for almost a decade now, it's so different from most games of it's era, makes it tough to rate! Great backglass, interesting artwork to say the least, a playfield layout that you can kind of love and hate at the same time. Really like the way what you do on one set of drops gives you a scoring opportunity on the other set, plus increased awards for hitting the drops in sequence up or down!! Then there is the 3 bank that awards you extra time after the last ball drains, a great feature!! The lock sytem is also quite unusual, takes up a lot of playfield real estate, but it's very satisfying when you get the multiball going. Weakest point on the game is the cabinet art or lack there of, I've often thought of doing some custom graphics, mayb someday.

A rare game in North America, but well worth seeking out and learning it's secrets!
5.956/10
4 years ago
Played this in Allentown. Stunning backglass, but not a lot of fun to play, even though I'm a huge fan of Bally/Stern SS machines of that era. Upper PF is too big with not a lot to do, and if the lower flippers are even a little weak it's tough to get back up there.
8.219/10
11 years ago
Iron Maiden seems to be an example of what happens when the president of the company says: "Gentlemen, we need to make a multi-level game. Everyone else is doing it. Now, if we are going to stay competitive in this... competitive marketplace... Look I don't care what it costs... make it happen...NOW! And also, will someone change my diapers... I just made poopies."

The Pros:
The Sorayama kind of Chrome beauty is amazing. The pf artwork is good too, but the double layered BG is HOT! 13 drop targets snuck into a big 2 level pf are cool. The upper pf works well. The skill shot gives you lots of options and requires... skill!

The Cons:
The lock system is way too convoluted and takes up 1/4 of the total playfield. For all the creative design put into this game, this all feels clunky, esp. on the right side.

The Takeaway:
I'm going to have to play this game some more to get to really know it, but so far, I am not particularly impressed. Industrial concrete vibrator... too funny.

Update:
I got to play a copy of the game that played as it should. I like this game. While not perfect, it has some very interesting features and some of the shots are really quite tricky. First things you really notice when you look at the game is it has the old electromechanical text placement on it. The trick is with this, and a lot of other stern games of this era is that what is being described on the play field does more than just score 500 points. Instructions involved in what you need to do during gameplay. Take your time and read the play field AND the instruction card to get a better idea of how to play the game.

For example: shooting the drop target banks one through five from left to right lights extra ball shooting the bank right to left from 5 to 1 light special. And it’s a tiny text. I have good eyes and I almost need reading glasses to look at these instructions. Granted these things will also become apparent with gameplay, but it just seems very strange that this design decision would pass in a darkly lit our kids somewhere in 1982. The good news is, this game is fun! It feels like a cocktail table with an extra play feel the top. The ramps are good shots and they feel very satisfying to shoot. Really learning how to play the upper play field makes a big difference on this game. Working the drops on the upper play field makes a difference in what is lit on the lower play field. This matters if you’re going to try and start the multi ball sequence. The standups on the lower play fields are also interesting. They’re very tight shots surrounded by rubber posts and slower play field isn’t that big. So playing this game for any of the shots that introduce side to side motion is a dangerous proposition. I also find that if you’re not very very careful with your multiball start, at least 2 balls will be gone before I you even knew it started. Very challenging.

As before, I really like the game’s artwork. Very heavy metal magazine in its look. This game is also about bonus. I don’t know how I’m getting all of the bonus or the multipliers. Also, I’ve got to figure out with the three bank in the left does with bonus time for this design. More gameplay is needed to get to know it better. And wanting to play a pinball game again... it’s always a good sign. Scores updated accordingly.

Update v.2:
This game takes some getting used to. The multiple skill shots and the short but wide lower playfield mean that you have to play well from the plunge to get this game to sing. shooting the 1-5 / 5-1 on one level and then hitting the middle target with the purple/yellow arrow means that your aim and your ability to transfer between levels and then snipe the "3" is a difficult task. It may also be difficult to read due to the type size and wear on the PF. the 3 drops on the left that add time to the end of your game is an interesting countdown concept. The timed target to lit spinner to the upper PF is not forgiving, not worth that many points either. Esp. for the standup on the right. Overall, this game is better than I thought it was. Finding one that works as it should can be tough. Getting to know the game is worthwhile. Happy hunting!
8.828/10
12 years ago
Stunning machine, but for some reason the gameplay doesn't quite hit the spot. A definite keeper for me though... the artwork is astounding... and what IS that thing in the woman's hand on the upper playfield?? Looks like an industrial vibrator for settling concrete!! The mind boggles! :-)
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