1957 Ten Strike

If you like the Bally Bowler here in the museum, this game is a parallel game to that machine. Same rules, same action. You’re bowling a game of regulation 10 pin in one or two-player format. Williams bought the tooling for this game from a defunct company called the Evans Company to produce this game. It’s a rare machine and the animation is fun to watch. Enjoy! ® 1975 Williams Toledo

1962 Trade Winds

Trade Winds was released in June ’62, designed by Steve Kordek. The production run was 1,250 units. The game was a good player’s game. The object of game play is to advance thru the lights advancing the arrow to the next locale on the “map” of the “world.” If you are lucky enough to advance to an island on the map, the center eject hole lights to award a replay. This special is usually short-lived, since as soon as you advance the arrow to the next one, the special goes out. Completing the map and ending up in Tahiti is a tough chore. You are awarded, if doing so, by having the top rollover light to award free games as long as you hit the rollover (it stays lit for the rest of the game). The fourth reel of the score (the thousands unit) lit up with the number one if scores over 1,000 were achieved. This was a factory cost-saving effort as the expense of a fourth reel wasn’t necessary.

1964 Mini Golf

This electromechanical two-player game was designed by Steve Kordek. The game reminds one of an older game, as an animated golfer is on board that you aim to hopefully sink a ball in the appropriate hole. The nine scattered holes are tough to sink, especially the back ones. The lower your score in strokes, the better with this game (no handicap is given). Free games may be awarded set by the operator for low-stroke counts after completing so many holes. A neat and rare game.

1958 Short Stop

This classic ’50s game was designed by the team of Roy Parker as artist and Wayne Neyens as designer. 1,800 of these machines came together in May of the year. This machine incorporates an animated backglass. Scoring of balls hit in the pool rack are followed by the lighting of the pool balls in the backglass. This game also has a carry-over feature in that, if all the balls aren’t completed in one game, the player can continue onto the next game to complete all the pool balls. This game also has a roto-target bank to score balls which come up randomly as well as two targets within targets which, if hit directly in the bullseye, scores 200,000 points versus 50,000 points and the spin of the roto if hit askew. If you’re skillful enough to complete all 15 balls in the rack, the two specials light up to score free games if hit. Backbox light scoring was the standard for most games of this era before standardized mechanical score reels came into regular use.

1959 Pinch Hitter

This classic baseball “pitch and bat” machine was a precursor to one of Williams’ best baseball games called “Pinch Hitter” (also in the museum). Two players could compete against each other as usual and the pitcher could vary the type of pitch thrown at the opponent through the use of a magnet to curve the ball under the play field. Three strikes awards an out and only one inning is possible. The achievement of a grand slam home run (i.e. bases loaded when a home run is scored) advances a hold-over feature in the form of a slowly marching arrow under the name of the machine. If you score the last grand slam to complete the name, five replays are awarded and the arrow resets. Beating the high score also advances the high score number and replays are the result. The backglass animation is cool and matches as well the winning games by the number of runs achieved as another challenge. A tilt kills your game, but player two is allowed to finish.

1963 Beat The Clock

This great two-player electromechanical race-themed machine is fun to play. The animated backglass adds to the excitement of this September release. Designed by Iggy Wolventon with art package generated by Jerry Kelley, the object of the game is to achieve as many laps of your racer as possible in five balls. Midway used a fixed position push-button shooter in this machine to fire the ball into play. This saved on side-entrance space for a shooter lane. The cars are advanced by hitting the appropriate back panel targets as well as an accumulative bonus feature payoff if you land in a kick-out hole. No specials or extra balls are seen in this machine. If you achieve the number of laps designated by the operator, you could win a couple of games. This machine is one of Midway’s best.

1964 Soccer

This classic game is currently rated as the number two game of its generation. 4,650 units were produced in April of the year with design credits going to Roy Parker for artwork and Wayne Neyens for design. The game was produced to coincide with the New York World’s Fair of 1964-1965. The 11 ferris wheel cars depicted on the backglass are represented on the play field by roll overs and targets. Hitting a numbered car lights the corresponding backglass car. The interesting gadget developed for this game is the center spinning disc (i.e. ferris wheel) in the middle of the game. By spinning the disc, one randomly spots a ferris wheel car on the backglass. Completing all the cars awards a replay and the randomly advancing lighting of a rollover which, if you’re skilled enough, would award a replay if hit. Score is another way to conquer the machine. Enjoy trying your hand at this classic machine.

1967 Beat Time

This four-player machine was produced in November of the year with 2,675 units fabricated. It was designed by Ed Krynski with art penned by Art Stenholm. Technically, a couple of firsts were incorporated into this machine for Gottlieb, like an automatic ball lifter, decagon score reels and carousel roto-targets. The carousel roto-target allow one to shoot at one or two targets at a time if flipper savvy. The star on the unit awards an extra ball. The object of the game is to achieve high-enough scores to award replays. The big points are awarded when the two 10x lights under a roto-target light up, awarding 100 times the value of the number hit. The most attractive gadget built into the game is the dancing ballerina in the backglass, which dances when certain elements of the play field are achieved. A highly collectible game in its own right.

1967 Blast-Off

This game was developed with the Beatles craze of the day in mind, as you can see the caricatures of the Fab Four incorporated into the art of the machine. The production run of this two-player game was 2,802 units. Designed by the legendary Steve Kordek with art by Jerry Kelley, the object of the game is to complete all four quadrants of the clock image by hitting the 3,6,9 and 12 quadrants. Doing so advances the bonus system of scoring, lights extra ball features and one special feature. An interesting part of the game design was the stepped target in the middle of the play field. Hitting this target would score the target value currently displayed and the target advances 90 degrees to the next target. Each new ball resets the clock to zero completed parts. The operator had the ability to adjust the points needed for free games, the number of score levels, if a special awarded a free game or an extra ball, and the option of three- or five-ball play.

1967 Kickoff

This one-player pin was concocted in May of the year by designer Norm Clark and art package by Art Stenholm. A grand total of 4,625 machines were hammered together. This add-a-ball game (the replay version is called Apollo) touted backglass animation in the form of a vertical bagatelle. The object of this machine is to advance the row of roll-overs in the middle of the play field to the top of the row. This lights the target which, if hit when lit, advances the higher scoring possibility on some play field targets as well as activates the backglass animation when the ball is drained. A free ball gate also opens when the top target is completed. Scoring the special in this game means an extra ball is awarded. This game also has the long-side ramp shots to jettison the ball to the top of the play field to try and advance that row of roll-overs again. A fun game to play. Higher scores also award free balls, extending your play.

Click plunger or press 'L' to play
Click buttons or press '<' and '>' for flippers
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