Beetlejuice by Spooky Pinball: Another GG and review in description. Streamed from The Flipper Room.

TLDR; Beetlejuice is an original and will become a true modern classic. I feel for the folks who didn't get the opportunity to even see the game before making up their minds if they wanted a Beetlejuice or not. Sold on theme and theme alone. Maybe on some rumors from the few that were in the know. Business practices aside, the game is phenomenal. I watched the film not long ago to understand the references. I probably watched it as a kid but didn't appreciate it enough to even remember it. Trust me, you can hate the film but if you're even remotely into pinball, you'll enjoy this game. I only played one or two games at GSPF and it was complete sensory overload. This time around I put in a two hour session to explore the game a bit deeper. I glance over the rules on TILT forums but I honest forgot most of it by the time I got to The Flipper Room so I mostly shot what was lit. I was taken. Instinctively you want to battle the sandworm as it's such a prominent toy in the game but I found it way too dangerous to go three sandworms down before getting results so I stayed clear from it in later games and that paid off. Another thing I did not explore was the camera as that too was very risky to shoot for. The layout feels very original overall. The left ramp/right ramp is of course there with some "orbit" type shots and a side scoop, but that's about it. I absolutely love to nail the left orbit around the "now serving" for lighting the lock and some skillful juggling you could get a few loops in and complete all lock lights. The Simpson style lock which now have been used on several Spooky games is nothing short of brilliant. The ramp lift to expose the lock shot, the sequence of lighting the ramp diverter during MB, and using the spinner to tip the couch over is an absolute masterclass in pinball design. The modes, THE MODES. One mode is crazier than the other, the multiballs in some of the modes are even crazier. The self-flipping mode will drive you nuts but you're giggling while flipping as it's so dumb. The mode that sets the knocker on fire while holding a beat to the game is a great pinball moment. The 9 trillion switch hit mode is hilarious. Gimmicks? Sure, but hella pinball is full of them and that's what sets each game apart. The magnet you need to get used to fast. Swatting flies is hard as you need to have another third of a brain to react to the flipper button flashing green. As the magnet can save you from ANY ball drain based on your reaction and ability relight it again surely will take some skill and practice. While I had quite a few mediocre games throughout the session there were probably more longer games than shorter ones. Hold it together, think before you shoot and the game will let you have at it for quite a while. I'm sure there are settings and adjustments to make it a more viable tournament game (no 50M mystery etc). But hey, how many of these will end up at your league arcade or be subjected to tournament play? If feel there's a lot more to explore, strategy wise, like is it worth going sandworm, is spinning the wheel on the left ramp lucrative, what's at the end of the lost souls and WTH is "Now Serving" anyway? If I knew what I know now, I would not have slept on this game and would've ordered one to play for a while and finish off, that's for sure, because pinball does not get much better than this. That is a fact. I don't even want to know what these go for on the market. Watch occasional #pinball LIVE 🔴 at   / dri374   Want to know what gear streamed this game? Checkout https://dri374.live/gear Support the channel: https://swag.dri374.live