1980 Atari centipede

Centipede is a 1- or 2-player game with a color raster-scan monitor. The fast-moving game action takes place on a play field filled with mushrooms and includes a variety of insects that drop down from the top of the screen or enter from the sides of the screen, most of them to attack the bug blaster, controlled by the player. The bug blaster is represented on the screen by a somewhat humanoid head. The object of the game is to shoot at and destroy as many of these insects and mushrooms as possible for a high point score before the player’s lives are all used up. Player control consists of a mini-trak ball control and a fire button. The bug blaster is moved by rotating the mini-trak ball control. The bug blaster can be moved in all directions but only within the bottom fifth of the screen. However, the bug blaster must move around mushrooms since these are fixed, not “transparent”, objects. Pressing the fire button causes the bug blaster to fire individual shots upward, either singly or in rapid-fire mode, if held down constantly (only one shot appears on the screen at a time). Game play begins with a play field of randomly placed mushrooms. A centipede starts snaking its way across from the center top of the screen. The centipede changes direction when it runs into a mushroom or either the left or right boundaries of the play field. When a segment of the centipede is shot, it is destroyed and a mushroom appears where that segment was shot. When shot, the centipede breaks into two smaller centipedes, each with its own head. When a centipede reaches the bottom of the screen, it starts back up but remains within the area of the bug blaster (the bottom fifth of the screen). If a centipede reaches the bottom of the screen without being shot, it releases its tail. This tail changes into a new head. Also to provide the player a challenge, if a centipede is still alive when it reaches the bottom, new heads will enter the screen almost at the bottom of the sides. More of these heads will appear as time progresses. A round of play ends when all centipede segments are destroyed.

1981 Namco galaga

Galaga is a single-screen shoot-em-up in which the player controls a “fighter” spaceship and must defend the home planet against the on-coming hordes of alien invaders. The fighter can only move left and right along the bottom of the screen. Galaga aliens fly onto the screen in a variety of formations – dropping bombs as they do so – before forming troop lines at the top of the screen. Once a troop line is formed, the aliens separate and start attacking the player’s ship in ones, twos and threes. The top line “boss” aliens need to be shot twice before they are destroyed. The boss alien has a tractor beam that can capture the player’s fighter. A captured fighter changes color from white to red and stays with that particular boss Galaga until it’s destroyed. The fighter can be retrieved by destroying the boss Galaga that captured it, but players must be careful not to destroy the captured ship itself, or that ship is lost. A rescued fighter changes color back from red to white and links up with the player’s current fighter, doubling its fire power. As players progress through each screen, the speed and number of alien attacks increases. Alien formations also become more complex, making the aliens harder to shoot. Bonus fighters are awarded periodically throughout the game, as players reach specific point values (dictated by the “bonus life” dip-switch setting). Each enemy ship also has an assigned point value (see scoring below). The alien troop lines that form at the top of the screen are, from top to bottom: Boss Galaga, Butterflies (red/white bug ships) and Bees (blue/yellow bug ships). I cut my teeth on video games like this back in the ’80s. Pinball lost momentum in this era as video games ruled the arcade at this time.

1981 Namco ms. Pac-man

In this, the first proper sequel to Namco’s legendary pill-eating maze game, players must once again run around a number of mazes, eating all of the pills that are scattered throughout. The ever-present ghosts (Blinky, Pinky, Inky and Sue) return to hamper the player’s progress. The infamous “power pills” are also present and correct, with four appearing in each maze. Namco introduced a number of changes and enhancements over the original game. The first difference is in the main character. For the first time in video-game history, the game’s lead character was female. Ms. Pac-man is almost identical to the original character with two main differences: she wears a bow in her “hair” and is also wearing lipstick. Another change from the original is that the bonus fruit items are no longer static but now move randomly around the mazes. Ms. Pac-man features four different maze layouts, which alternate every two to four screens: the first maze is only encountered in rounds 1 and 2 and has 220 dots and four power pills. There are two sets of tunnels in this maze equidistant from the center of the maze. You must clear this maze twice before moving on to the next maze. The second maze is only encountered in rounds 3, 4, and 5, and has 240 dots and four power pills. There are two sets of tunnels in this maze: one set in the lower half, and the other set at the very top. You must clear this maze three times before moving on to the next maze. The third maze is first encountered in round 6 and has 238 dots and four power pills. Unlike all other mazes, there is only one set of tunnels in this maze, slightly above the center of the board. You must clear this maze four times before moving on to the next maze. The fourth and final unique maze is first encountered in round 10 and has 234 dots and four power pills. There are two sets of tunnels in this maze, directly next to one another in the middle of the maze. The turns at the entrance to the tunnels change the usual immediate accessibility of the tunnels and should be taken into account. You must clear this maze four times before moving on to the next maze.Tie tie vulluptate min etuerosto diat, susci tem dipsuscilla feu faccum vel ex erit alit vullaorem dunt voluptat alit non eriustion henissisisi.

1973 Williams oxo

Williams produced this game in October with 7,053 units produced. Norm Clark designed the game and Christian Marche did the art package. This four-player electromechanical game is based on the game tic-tac-toe. Making 3 x’s or 3 o’s in line or diagonally lights the eject holes to award an extra ball and 5,000 points. Making the A and B roll-overs lights the center target. Hitting it opens the gate and 1,000 points. A bonus feature is incorporated into the game and this is awarded when the ball drains. Lighting all the squares activates the side rollover lanes to score a replay. Score and matching are also incorporated into the game. A fast-play field design that’s fun to play.

Philadelphia toboggan company skeeball

This roll-up game is a classic which originated in 1909 in Philadelphia, Pennsylvania. It is one of the first redemption games ever made, with tickets being awarded as higher and higher scores are achieved. Batteries of these machines were a common staple on every boardwalk down the Jersey Shore. Nowadays, the game is still being made and is popular for all ages. The newest twist with the popularity of these machines is the formation of leagues which, like bowling, compete for trophies and bragging rights. Players go by the name of Ski-diddies, and a recent competition was televised on espn. These games are relatively easy to cheat on, by dropping balls in the high-scoring holes. That’s why the nets were incorporated into the design of more contemporary machines to limit this activity.

1995 Bally attack from mars

This four-player machine is almost always considered to be in the top five best solid-state games of its genre. Brian Eddy designed this machine with art by Doug Watson. 3,450 examples of it were made. This fast-paced game is not based on the “Mars Attacks” movie but ironically came out the same time as the movie’s release. A sequel to this game is also in the museum by the name “Revenge From Mars.” The main theme of this amusing game is to complete the five attack waves activated by hitting the three drop targets in front of the saucer. Doing so drops the targets and allows shots to the saucer. After so many saucer hits, the saucer explodes into a flurry of strobe lights (first time used on a pinball machine) and sounds. If you make it to Mars Attacks, the game goes into hyper mode with a flurry of options and actions. Total annihilation of Mars is the ultimate goal. Many more feats and multi-balls are also present.

1994 Williams addams family gold edition

This “special edition” game was produced to recognize the fact that this game, when initially released two years earlier, was the biggest number production game ever made in the contemporary era, with a total production run of 20,270. This game was produced in 1,000 examples. Pat Lawlor designed the machine with John Youssi getting accolades for the artwork. Gadgets abound in this machine, which is augmented by the gold detailing over the standard unit. The main theme here is to complete all 12 parts of the house panel. Doing so brings you to the ultimate level of excitement. Multi-ball options abound as well as “Thing”, consisting of just a hand, grabbing the ball in the upper-right corner of the machine. A magnet under the play field provides strange ball play as well as Thing “flipping” the ball remotely if hit. The sounds and art are fantastic representations from the movie of the same name. This game is #3!

1993 Williams twilight zone

This game is the most complicated solid-state pinball machine for complexity and gadgetry ever made. 15,235 of these were made and design credits go to Pat Lawlor with art by John Youssi. Multiple multi-ball options, magnets, a porcelain power ball a gumball machine and an extra-wide play field are only part of what’s before you. The main object of the game is to complete all the segments of the door in the bottom of the play field. These segments illuminate a light in the door. If by rare chance you complete the feat (you can “buy in” extra balls at the end of your game), all heck breaks loose in the form of a “lost in the zone” ultimate stage in the game. All six balls pop out, every option special, and bonus is lit all at once, and then, as if by magic, the flippers stop working (as this is a timed event) and your bonus is totaled. The battle in the zone magnet-controlled play field and power ball are neat!

1988 Williams cyclone

This machine is one in a trilogy that Williams produced with an amusement park theme. 9,400 were made with design accolades going to Barry Oursler and art by Python Anghelo. Ronald and Nancy Reagan appear on the backglass. The Comet and Cyclone are two roller coasters from the Coney Island era. If you ride the Comet ramp six times, a million-point shot is possible. The Cyclone ramp in the upper right awards the accumulated jackpot on the backglass if hit three times. Hitting the spook house drop target exposes a gobble hole which spins the backglass wheel for a point award or extra ball. A ferris wheel bonus a shooting gallery bonus and a bonus multiplier shot in the lower left complete this impressive package. “You pay your money, you take your chances” in this classic machine.

1986 Atari champion sprint

This two-player video game was also released as a three-player machine called “Super Sprint.” This type of cabinet design was deemed an upright cabinet. Many games of this era also came in cabriolet cabinets (a much smaller box for locations with minimal room) and sit-down cabinets (where one or two players actually sit on chair-like positions in front of the screen to give the illusion of actually driving a race car, in this example). This machine was relatively popular in its glory days and could be found in many arcades down the coast. The theme of this machine is the race around a twisty track. Occasionally, bonus items appear on the pavement. The first to run over these items gets the award for the item. Wrenches improve your car between races. You may race against the computer if one person plays. This game uses a medium-resolution monitor which Atari used before most companies for a clearer picture.

Click plunger or press 'L' to play
Click buttons or press '<' and '>' for flippers
Share With Your Friends
       
© 2010 Silver Ball Museum – Asbury Park, NJ - All Rights Reserved
1000 Ocean Ave, Asbury Park, NJ 07712
732 774 4994 • email: info@silverballmuseum.com

Site development and hosting: Clipper Magazine Web Development