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Also, a lot of Zen's original designs -- not all but definitely a lot -- are either lacking traditional elements like drop-down targets, or they have them hidden away in parts of the table that are very hard to reach.
Part of that is due to the fact that many of Zen's designs are designed around a horizontally oriented monitor, short and wide, rather than the Williams tables which are vertically oriented, narrow and tall. It makes for differences in game play that aren't always easy to articulate, but which are definitely there.
I think that there is a lot of charm in some of Zen's recent designs. The Star Trek pack - particularly Deep Space Nine and Kelvin - really appealed to me personally in a table design sense. Kelvin is very difficult but I found it so in a White Water sense rather than just outright infuriating. I think in some ways tables like Secret Island and Sky Pirates got a little overcomplicated, but Grimm Tales was wonderful and combined a deep ruleset with classic design elements. Pacific Rim is very traditional whereas I found Knight Rider and Battlestar Galactica more digitally oriented, playing with the non-physical space more.
"Here's Deadpool, here's a sinkhole to start a mode, and here's 4-5 ramps". - Stern Pinball
If it ain't broke, don't fix it.