>>184544
>To be honest i never got what makes this table so special.
>It's like people asked so much for it only because it was the hardest to get the license for.
A few reasons:
>It's one of the relatively few tables that has something for everyone. Even normalfags still recognize the Addams family (though TAF is a tie-in to the Raul Julia movie) and will enjoy all the silly callouts from Gomez and Morticia, as well as Thing coming out from the edge of the playfield if they get that far. Tourneyfags and other tryhards can chase the big points getting all the difficult combos dialed in, and can never really fall asleep in the process because of the inherently challenging playfield layout and complete lack of ball savers.
>The rules are simple enough that you can read the stickers on the playfield and start shooting stuff immediately with some success, and the shots are challenging enough yet simple enough to have that addictive quality a good pinball needs. Later tables that tried to be the same but more can end up having so much "stuff" that as a non-tryhard everything kind of runs together, and tryhards end up ignoring 90% of it in favor of one repeatable shot due to less than perfect score balancing.
>Unlike some other tables from the same period (FunHouse) the different modes are reasonably well-balanced in that you can get big points whether you focus on collecting modes or just going for multiballs.
>Because of the former points it fucking printed money for operators, leading to TAF breaking all sales records at 20,500ish units produced. This means anyone who had an arcade growing up is much more likely to have memories of TAF than, say, Rocky & Bullwinkle.
>Because it printed money and became stupid famous, TAF (alongside the AFM trilogy) ended up defining "make some bullshots, set up multiball, start modes, start multiball, collect modes, repeat until wizard mode" as the default pinball gameplay loop.
It may be somewhat overrated but it's still a historical landmark and worth preserving in digital form.
>Revenge From Mars
Do you mean Attack From Mars? I've never seen a Revenge From Mars because it's a fucking 486 PC with a pinball table glued to it, meaning Williams barely made any before they closed down and working ones go for stupid money even by pinball standards. I personally have issues with the AFM trilogy (Attack From Mars, Medieval Madness, Monster Bash, all respins of the same general gameplay from the same design team) because while they have a lot of fun gimmicks they all end up draining your ball in bullshit ways.
>>184545
Aim for flashing shit. Try to get multiballs. Avoid hitting things that send the ball either down the middle or side-to-side at incredibly hnng speeds (AFM saucer and MARTIAN targets, MM castle and catapult, Monster Bash ramp posts) outside of a ball save or multiball. Don't bother with targets along the sides of the playfield unless you're out of other things to shoot, usually you end up hitting them by accident and consciously aiming for them is often a one-way ticket to the outlanes. Nudge is more important in real life than in vidya in my experience, for example in Pinball FX it barely seems to change the ball trajectory and gives you an automatic tilt warning while in machines "on location" you can often nudge toward an outlane to convince a ball bouncing on the inlane/outlane divider to remain in play without getting a tilt warning.