This Gottlieb game is one of the five in the museum of the “flipper” series from Gottlieb. These games are all add-a-ball games. The layout of this game parallels a future Gottlieb classic by the name of “Buckaroo” (also in the museum). 1,550 of these machines were manufactured. Wayne Neyens designed the game and Roy Parker established the art package. Fifteen targets on the roto-target are present and spinning the roto would bring up new numbers to complete. If you are skillful enough to sequence four numbers in a row, an extra ball is awarded. The bull’s-eye target awards an extra ball also. Each time an extra ball is awarded, the backglass animation activates. The cowboy shoots at the targets, which causes them to spin. No match feature here and tilting the game forfeits the ball in play as well as a future ball in play.
Big Daddy was released in September, designed by Steve Kordek. This is an early drop target game. Williams invented the drop target assembly and it was first used in the game Vagabond. Completing the 1-10 sequence via rollovers and spotting the numbers thru the drop target advances you to the special, which is hit again by the drop target or the side drains. The interesting features of this game are the eject holes next to the drop target. These holes reset the target for another hit, so the more times you score a hole, the better the chance you’ll complete the sequence. This game has the light-up 1,000 light to indicate a score over 1,000 points. This was a cost-saving feature so as to not have to tool the game up with another scoring reel.
Big Deal came out in February designed by Steve Kordek with a production run of 1,350 units. The object of this replay game is to knock down the four drop targets. Doing so will reset them and score a card and a joker in the backglass. When both jokers are lit, the top-center rollover lights up for special. Completing a royal flush awards a free game and the royal flush resets to the beginning. This game has a “carry-over” feature in that, if the royal flush isn’t completed in a game, the cards lit remain lit for play in the next game, enticing players to add coins to the till. Although the flippers are apart from each other, the large rebound rubber between them keeps the ball in play many times. Nudging the game is also an aquired skill in these types of games. Score will award games, also, as well as a match.
This game is another breakthru game by Williams. 13,075 units were made. Steve Ritchie designed the game and Tony Ramunni did the art package. Larry Demar programmed the game. Black Knight invented the “magna save” feature which is activated by the second flipper buttons on the side of the cabinet. When active, timing is critical. By activating this feature, the ball, which was about to drain down the side drains, is magically transported to the ball guide lane back to the flipper for continued play. This game also incorporated the “bonus ball” feature if more than one player was playing the game. The person with the highest score is awarded at the end of the game with a bonus round, which is timed to try and pop a game. Finally, this game is the first game to have a two-level playfield. Steve Ritchie, the designer, used his voice as the Black Knight.
This Williams creation was a sequel to the very popular game Firepower. It was released in August with 3,400 units being made. Mark Ritchie designed the machine and Constantino Mitchell developed the artwork. This solid-state machine has speech and computer motherboards compared to most of the machines at the museum. It’s much more highly advanced and has memory carry-over of all the features you accomplished previously when it is your turn to play again (if one is playing multiple players). Spelling “firepower” starts the lock-a-ball feature. Up to 3 balls may be locked and released. A timed bonus holdover may be achieved if one “goes into orbit” within an operator-adjustable period of time. Lane change is also available to spot the upper rollovers to the one you need to complete the series when trying to advance the bonus multiplier.
This game was a breakthru game for Williams in January. It was designed by Steve Ritchie with art by Constantino Mitchell. Flash was the first game to have a continous background sound during play and the crescendo of the sound sped up as you advanced thru the game. This is also the first game to use “flash lamps”, which are higher voltage lights that really make a presence when they light. The first thing you notice on this non-speaking game is, when you shoot the ball from the plunger, the ball travels diagonally across the playfield and ends at the top of the playfield from left to right. The top rollovers consist of 4 numbers. If you hit 1-3, you get a double bonus; all four made gives a triple bonus. 19,505 games were made, a big production run. This game also has the advance bonus eject hole, drop targets, and, of course, the bright “flash” show when activated. This game was a main staple in arcades of the ’80s.
This game was a breakthru game. It is the first-ever talking pinball machine. Games of this era had synthesized sound, but this game spoke. The speech wasn’t very clear or very wordy, as memory chips of this era couldn’t hold too much information compared to today’s games, but it was a sensation for Williams. The production run for the game was 14,000 units. It was designed by Barry Oursler with art by Constantino Mitchell. The top three rollover lanes would, if completed give up two, then three times bonus. The snake pit in the upper-left playfield has a magnet under it, which captures the ball for bonuses and Gorgar’s chance to use his seven-word vocabulary. Spelling out the word “Gorgar” makes the monster say his name and increases bonus values. This game also incorporates the background noise made famous in the Williams game Flash (in the museum). This time the background sound is of a heartbeat. It gets faster and faster as you advance.
Heat Wave is a great game of the ’60s with an interesting playfield. Steve Kordek was the designer of the game with artwork by Art Stenholm. The production run was 1,800 units. The animated backglass represents a large thermometer which gets “hotter” as you advance the scoring playfield options. One drop target is on the playfield, which scores higher points as you advance the thermometer. The top rollovers as well as the two moving targets advance the thermometer. If you’re skillful enough to advance the heat gauge to the top, the drop targets and side drains light to score a replay. The drop target only resets when the ball drains. Score is another way to score replays. All in all, this was a great dime arcade game.
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 rollovers 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 playfield design and fun to play.
Space Mission was released in January, designed by Steve Kordek with artwork by Christian Marche. Production run was 11,652. This game was very successful for Williams and is considered to be the seventh most desirable game of the ’70s era.The game features a moving target as well as two side kickers next to the flippers for shots at the moving target. Making the A, B, or C light up the side eject holes to award a double bonus for the ball in play. If you were skillful enough to complete the A, B and C, the side outlanes light up for special. The top horshoe loop advances the bonus system. This game has a lot of nice shots and is fast paced. One doesn’t tire easily trying to achieve the scores needed to win a free game. This game was one of Steve’s Kordek’s favorite designs.

