Pinball · arcade · racing
The machines.

Godzilla LE
pinball
Keith Elwin, 2021, and most of the floor will tell you it's the best modern table here. Bring the building down, run Tank multiball, chase the heat ray. Deep and mean. Worth the wait while someone else finishes their ball.

The Addams Family
pinball
The best-selling pinball machine ever built, and the one regulars still queue for. Thing flips the ball out of a locked box, The Power pulls the playfield dark, and the Bookcase hides the good shots. 1992, and it hasn't aged. Mind the Swamp.

Venom
pinball
Stern's 2023 table, and it does not let up. Three Venoms to take down, a symbiote that keeps changing hosts, and Carnage multiball when the whole thing tips over. Flip fast or it's over quick. You'll lose the symbiote. That's fine.

KISS
pinball
Stern's 2015 run at the loudest band in pinball. Demon, Starchild, Catman, Spaceman, each with a shot to light. Load the ramps, bring the members on, hang on through the multiball. The backbox out-volumes the bar. Pick a member and play.

Deadpool
pinball
Stern, 2018. Katanas, chimichangas, and a Sabretooth fight you'll lose twice before you win it. Lil' Deadpool sits midfield asking to be hit. You'll oblige. The quips fire faster than the flippers, and the flippers are quick.

Jaws
pinball
Amity Island, 2024. Rescue the swimmers, raise the barrels, then go after the shark in a boat that's too small. Keith Elwin layout, so the shots are fair and the drains feel personal. Bigger boat not included.

John Wick
pinball
Stern, 2024. The enemy lights hunt you around the playfield — first table to do it. Ian McShane narrates your mistakes. Hold the ball, take a breath, get back to work. You know the rules.

The Walking Dead
pinball
Stern, 2014, and still the meanest table in the row. Crossbow, prison magnet, well walkers. No mercy modes — just survival, and a Last Man Standing score somebody in this room is quietly proud of.

AC/DC
pinball
Steve Ritchie, 2012. Twelve tracks, a second playfield under the glass, and a cannon that fires at the bell. Pick your song before you plunge — it decides everything you should shoot. For those about to flip, etc.

Metallica Remastered
pinball
The 2013 classic rebuilt in 2024 with new Zombie Yeti art and a screen full of puppets. Electric chair, snake, grave markers. Sparky still takes the voltage so you don't have to.

Elvira's House of Horrors
pinball
Dennis Nordman, 2019. Elvira hosts from the translite and roasts your ball control between B-movie scenes. The house is haunted, the gargoyles bicker, and the camp is the whole point. Unzip the crypt.

Iron Maiden: Legacy of the Beast
pinball
Keith Elwin, 2018 — the table tournament players cross town for. Eddie in every era, orbits with real pace, Trooper multiball when you've earned it. Up the irons. Mind the outlanes.

James Bond 007 (60th Anniversary)
pinball
Stern's 60th Anniversary edition, 2022 — Connery-era art, jetpack and all, Thunderball on the glass. Run the gadgets, crack the missions, don't let the ball go rogue. Shaken, tilted, occasionally both.

Indiana Jones: The Pinball Adventure
pinball
Williams, 1993. The widebody with the Path of Adventure — a tilting mini-playfield you steer with the flipper buttons. Three films' worth of modes; we don't count the fourth. The idol is closer than it looks.

Attack from Mars
pinball
Brian Eddy, 1995 — one of the most loved layouts ever drawn. Shoot the saucer until it explodes, save the world's capitals, ignore the cow. Or don't. Total Annihilation is exactly as good as it sounds.

Scared Stiff
pinball
Bally, 1996. Elvira's second table and the louder one. Feed the crate, spin the spider, keep a straight face through the dialogue if you can. Nobody can. Tales from the sticky floor.

Bram Stoker's Dracula
pinball
Williams, 1993. Mist Multiball drags a loose ball across the playfield on a hidden magnet while you keep two more alive. Coppola gothic on every surface. Hardest multiball of its era to start, most satisfying to finish.

Jurassic Park
pinball
Keith Elwin, 2019, widely rated the best-flowing table of the modern era. Rescue the staff, cage the raptors, take the truck around the island while the T. rex eats your ball. Clever girl.

The Mandalorian
pinball
Stern, 2021. Grogu in the scoop, Razor Crest multiball, and a mini-playfield over the left flipper for foundling business. This is the way. The way is mostly not draining during the ambush.

Star Trek: The Next Generation
pinball
Steve Ritchie, 1993. Two ball-firing cannons, seven missions, Borg multiball, and callouts recorded by the actual bridge crew. Make it so. Then make it so again, because the Borg got you.

Twilight Zone
pinball
Pat Lawlor, 1993. A working gumball machine, a clock with a mind of its own, and the Powerball — ceramic, lighter than it should be, faster than physics owes you. The bar for 'they don't make them like this anymore'.

Donkey Kong
arcade
Nintendo, 1981. The original Kong — four screens, one hammer, infinite ways to die to a barrel. The machine that introduced the world to Mario, back when he was just a jumping carpenter with a grudge.

Super Mario Bros.
arcade
Nintendo's plumber, full cabinet form. Run World 1-1 with strangers watching and find out exactly how far your childhood muscle memory has decayed. The flagpole jump still feels good at any age.

Street Fighter II
arcade
Capcom, 1991, running in a Japanese candy cab. The game that invented the winner-stays-on economy. Six buttons, a Hadouken motion you'll deny practising, and someone always picks E. Honda.

Raiden
arcade
Seibu Kaihatsu, 1990. A vertical curtain of bullets in a candy cab. Two buttons, no excuses. Your first credit lasts about ninety seconds — that's normal, and it's why the second credit exists.

Tekken 2
arcade
Namco, 1995, in the original Japanese cabinet. Kazuya versus Heihachi, King's grapple loops, and the oldest law of the arcade: whoever mashes least, wins. Round one. Fight.

The Bishi Bashi
arcade
Konami's big-button party machine, 2009. Three players, minigames measured in seconds, zero dignity retained. The single best machine in the room for settling who buys the next round.

Panic Park
arcade
Namco, 1998, and properly rare. Two players share one machine and physically shove each other's levers — and each other — to get there first. The only game here where elbowing is a documented mechanic.

After Burner Climax
arcade
Sega, 2006. Sit-down jet cabinet, afterburner on a stick, barrel rolls on demand. Three minutes of speed and missile-lock tones, then you walk away feeling like you need aviators. You don't. Maybe.

Classic Arcade Multicade (Upright)
arcade
An upright multi-game cabinet running the classics off an emulator board. Pick from the menu, argue about which version counts as the real one, repeat. The rotation changes; the arguments don't.

Classic Arcade Multicade (Pedestal)
arcade
The sit-down sibling of the upright — a two-player pedestal cab with a games list longer than the cocktail menu. Two sticks, six buttons each, and every excuse you need to stay another hour.

Daytona USA
racing
Sega, 1994. Linked twin cabinets — four seats, manual gearboxes, force feedback, and the most famous attract-mode vocals in arcade history. Daytonaaaa. Winner picks the next track. Loser pays.