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  • Similar to Centipede, the object of the game is to destroy a millipede that advances downward from the top of the screen. The millipede travels horizontally until it either hits an obstacle or reaches the edge of the screen, after which it drops one row and reverses direction. Once it enters the player’s gray maneuvering area, it stays there and extra heads appear at intervals until both they and the millipede are destroyed. Shooting a body segment splits the millipede in two, with the rear portion sprouting its own head. A collision with any enemy costs the player one life. New enemies and gameplay elements are introduced in Millipede: Earwig: same as the scorpion in Centipede, making mushrooms poisonous so that the millipede will charge straight to the bottom of the screen after touching them. Bee: same as the flea in Centipede, dropping mushrooms in a vertical line and requiring two shots to kill. Spider: same behavior as in Centipede, bouncing irregularly across the player area and eating mushrooms. Multiple spiders can appear at the same time on higher levels. Inchworm: when hit, slows all enemies for a short period of time. Beetle: crawls around the player area for a while, then climbs up and leaves the screen, turning any mushrooms it touches into indestructible flowers. When hit, everything on the screen scrolls down one row. Dragonfly: drops mushrooms while zigzagging down, and can be destroyed with a single shot. Mosquito: bounces off the sides of the screen as it descends diagonally. When hit, everything on the screen scrolls up one row. DDT bomb (stationary): can be blown up with one shot, destroying all enemies and mushrooms within the blast radius. Whenever the mushrooms scroll down, a new bomb is added at the top of the screen. Up to four bombs can be in play at one time. The player scores points for shooting the bomb itself, as well as increased values for any enemies destroyed in the blast. All flowers and poisoned/partially destroyed mushrooms revert to normal, whole mushrooms and score points during the process when the player loses a life. At regular intervals during the game, the player will face a swarm of enemies (bees, dragonflies, etc.) instead of the usual millipede. Each enemy destroyed awards increasing points, up to a maximum of 1,000 points per enemy; this attack ends when either the entire swarm has passed or the player loses a life. Also, at intervals new mushrooms will grow on the field while others die off, in a pattern similar to Conway’s Game of Life. Players can also choose at the start of the game whether to play at an advanced level, starting with a score that is a multiple of the number of points needed to earn an extra life (by default, 15,000). The gameplay is generally much more advanced than it would be had the player started with a score of 0 and worked their way up to that point level. The maximum advanced level allowed is a function of the preceding player’s score, and games started at an advanced level where the player did not earn at least one extra life are not eligible for the high scoreboard.
  • 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 pinball had a run of 1750 units. Designed by Ed Krynski with artwork by Art Stenholm, this 2 player four flipper game has no specials. The object of the game is to score a lot of points by advancing the yellow and red multipliers up to 100x where up to 500 points could be hit. Hitting the 100x level resets the hit column back to 1x. Extra balls are awarded if the roto spin target is hit when the star is in position. The use of the four flippers in the game makes one feels that the machine has two playfields in one. The new design pop bumpers, and auto ball lift are in early use here as well as the ball count meter. A challenging game that’s hard to beat!!!
  • 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.
  • Atari PONG was released in June 1972 and is the first commercially successful video game and is based on a simple two-dimensional graphical representation of a tennis-like game. Players use paddles to hit a ball back and forth on a black and white screen. Pong was the first game developed by Atari Inc., by Nolan Bushnell and Ted Dabney. Pong (marketed as PONG) is one of the earliest arcade video games, and is a tennis sports game featuring simple two-dimensional graphics. The player controls an in-game paddle by moving it vertically across the left side of the screen, and can compete against either a computer controlled opponent or another player controlling a second paddle on the opposing side. Players use the paddles to hit a ball back and forth. The aim is for a player to earn more points than the opponent; points are earned when one fails to return the ball to the other. Pong consistently earned four times more revenue than other coin-operated machines, which resulted in an increase in the number of orders Atari received. This provided Atari with a steady source of income; the company sold the machines at three times the cost of production. By 1973, the company had filled 2,500 orders, and, at the end of 1974, sold more than 8,000 units.[20] The arcade cabinets have since become collector’s items with the cocktail-table version being the rarest. Atari eventually sold more than 35,000 units, however, many more imitations were produced by competitors.
  • November marks the month of this game’s release. Design was one of Ed Krynski’s and art package was penned by Gordon Morison. This game had an add-a-ball version called Gold Strike as well as a re-released solid-state version. Gottlieb also duplicated this game design in Target Alpha (in the museum) and Canada Dry. 2,875 units were produced. If you like drop targets, this is your game. A battery of 10 drop targets are in the top of the playfield and a battery of 5 on the right mid-center. Four flippers are present for aiming at your foe. If you’re skillful enough to complete all the targets, a replay is awarded, 5,000 points are added, and a special lights up to score a replay if hit. If you drain your ball, the targets reset. An advancing light under the drop targets awards 5,000 points instead of the usual 500 points if you hit the drop target when it’s up and appropriately lit. Rollovers score 5,000 points when lit. Score awards replays also as well as matching.
  • This solid-state game was very popular when it was released and has a lot of smooth shots to complete. It was designed by Jim Patla with artwork by Paul Faris. Production run was 18,250 units. This pre-speaking pinball has Hugh Hefner on its backglass with Bunny Sondra Theodore posing. At the top of the game are four rollover lanes, which advance when hit to a special and advance the bonuses and grotto award. Hitting the five Bunny targets also advance a feature to win extra balls and specials. A unique kickback lane advances with every entrance into it. A five-pack of drop targets also advance certain features on the game. If 20,000 points are made on the bonus system, this point count is carried over to all remaining balls and then some. The nicest shot on the game is going up the right side from the flipper and looping the ball into the grotto. The sound originates from the old TV show “Playboy After Dark.”
  • 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.
  • Sharp Shooter is an EM Rifle game. The shooter can choose from a variety of targets in a well-decorated range, which uses black lights to make some interesting pictures. The shooter can choose from candles, tumbling acrobats, bicycle-riding clowns, ducks and a bonus bullseye. The candles are worth 200 points; the bonus target switches from 100-200-300 points; and the other targets vary shot by shot from 30-50-100 points. The game has provisions for setting the replay score, number of shots per game and a random-miss factor and a recoil solenoid. The game also has electronic sounds such as ducks quacking.
  • This game is considered to be the #3 game of the ’70s. It was released in June, designed by Greg Kmiec and art by Dave Christiansen. It had a production run of 16,200 units, a record to that date for production by Bally. The game has a rock star tie in the form of Elton John, who was at his peak back then. The movie “Tommy” was also an influence for the game’s graphics. The triple flipper arrangement of the game made for fast action on the playfield. A bonus feature is present, a 5-bank drop target that when hit, advances through extra ball and then special. A free ball gate, when activated, extends the ball’s life. This game is one of the last most collectible electromechanical-era games produced. It was the complementary game to Bally’s Wizard pinball which, again, found its theme based on the “Tommy” movie by The Who. Celebrity tie-ins were found to be big sellers.
  • Another rare machine stands before you. Although 2,885 units were produced, they were all sent to France as a promotion in a contest to market Canada Dry soda. Designed by Ed Krynski and art by Gordon Morrison, this game was released in the US as a one player, two player and four player version. If you like drop targets this is your game. Fifteen drop targets live in this playfield design! If you’re skillful enough to hit all the upper drop targets, the side extra ball rollovers activate. The same is true if you hit the bottom five drop targets. If, however, you’re skillful enough to complete all fifteen targets, the specials are activated. Score is another way to win. The machines put on location in France provided high-scoring winners with monetary prizes from Canada Dry. I wish they would do this in the united States, especially in Atlantic City.
  • This game was produced in December of the year and designed by Harry Mabs with artwork by Roy Parker. 3,000 of these machines were made. The unique feature built into this machine is the animation unit in the top center of the play field. Two mechanical men are represented as boxers in a boxing match. Lights illuminate the bout when a knockout is scored by rolling over a “KO” rollover, a “KO” target, or completing bumpers 1 to 5. This game is one of the first examples of pinball animation. Another feature of the game is the pop-up bar at the bottom of the play field, preventing you from losing your ball in play for an extended period. Since the gap between the flippers is so massive, this addendum to the play field was installed to prolong the play period of the ball. A special feature is included in the game as well as a replay if 15 knockdowns are scored in one game and a replay for every knockdown scored thereafter.
  • •27” HD LCD Display featuring full color custom animation, movie clips, scoring, attract mode, back glass artwork and more.. •Standard stainless steel spring-loaded metal lockdown bar and side armor •RGB-LED Playfield Lighting •Super-White LED GI Lighting •Full color digitally printed cabinet and back box artwork •7 Speaker 2.1 Digital Audio system. •Each game will have a number affixed to the game apron to be seen under the playfield glass… •Premium Clear Coated Playfield
  • 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.
  • There are 7 Doctors, as one can plainly see from the backglass… quite conveniently, they are numbered 1-7. Each Doctor has the effect of changing the rules of one area of the Playfield, making a list of the rules all the more annoying and probably confusing. First some general information about the Doctors… there are many ways to “spot” doctors throughout the game – one is awarded at the start of any ball, and can be spotted through the Transmat target or Video Mode. At the start of a ball (or when a ball has been locked), you get to choose the “current” doctor – his picture will flash on the backglass. When a doctor- spotting shot is made, the current doctor will become solidly lit (so his attributes are carried over for the rest of the game), and the “current” doctor becomes the previously unlit doctor directly to the left of the previous one. There are 2 ways to spot all seven doctors – either go through them all one-by-one, or shoot the Emperor Daleks jackpot. Either way, all of them will be lit for the rest of the game, and you receive an additional bonus of 2OM, as well as a small animation, which plays even after a tilt! After all 7 doctors are spotted, they can be spotted a second (third, etc) time, and running through all 7 a second time awards another 2OM bonus. Also, each doctor spotted in the game (this count may be more than 7) is worth a 1M bonus at the end of the last ball (so don’t tilt it!), and this bonus (unlike the regular bonus) is multiplied by the Playfield X.
  • Gottlieb hatched this add-a-ball machine from the skunkworks in April of the year, designed by Ed Krynski and artwork by Gordon Morison. This single-player machine has a bowling theme and only 715 units were produced at that time. The replay version of the game was called King Pin and many more of these machines were produced. The theme of this game is the drop target completion. By carefully aiming the four inherent flippers on board the playfield, one must try to complete the horizontal row of targets. Doing so will reset the targets and the wow feature activates, giving you a shot at the accomplishment of winning extra balls. Score is another way to pop free balls. The ten drop targets are not so easy to complete and the wow feature advances when you roll over the star rollover. This game is challenging, but a beginner can have ample fun with the machine.
  • This replay game came out in December of the year with a four-player replay version (Vulcan) being released two months prior. 970 units were produced. Ed Krynski designed the game with Gordon Morison taking the credit for artwork. Two sets of drop targets in the firing range of the flippers make for a lot of accurate target shooting. Lighting all four green drop targets lights the extra ball target. The bonus value is doubled by hitting the bank of five drop targets. Making one to five numbered sequence lights two rollovers for a special as well as increases the white drop target value to three bonus advances. The kickout hole awards from 1,000 to 5,000 points dependent on the number of green drop targets hit at that moment in time. All in all, a nicely balanced game. Bonus is awarded upon draining the ball also.
  • Galaxian (Gyarakushian?) is an arcade game that was developed by Namco and released in October 1979. It was published by Namco in Japan and imported to North America by Midway that December. A fixed shooter game in which the player controls a spaceship at the bottom of the screen, and shoots enemies descending in various directions, it was designed to compete with Taito Corporation’s successful earlier game Space Invaders (which was released in the previous year, and also imported to the US by Midway Games). The game was highly popular for Namco upon its release, and has been a focus of competitive gaming ever since. It spawned a successful sequel, Galaga, in 1981, and the lesser known Gaplus and Galaga ‘88 in 1984 and 1987 respectively, as well as many later ports and adaptations. Along with its immediate sequel, it was one of the most popular games during the golden age of arcade video games. Galaxian expanded on the formula pioneered by Space Invaders. As in the earlier game, Galaxian features a horde of attacking aliens that exchanged shots with the player. In contrast to Space Invaders, Galaxian added an element of drama by having the aliens periodically make kamikaze-like dives at the player’s ship, the Galaxip.[1] This made it the first game to feature enemies with individual personalities.[2] The game’s plot consists of a title screen that displayed the message “WE ARE THE GALAXIANS / MISSION: DESTROY ALIENS”.[3] Galaxian was very successful for Namco and introduced several “firsts”. Although not the first color video game, Galaxian took RGB color graphics a step further with multi-colored animated sprites and explosions, different colored fonts for the score and high score, the scrolling starfield, and graphic icons that show the number of lives left and how many stages the player had completed. It also features a crude theme song and more prominent background “music.” These elements combine to create a look and feel that would set the standard for arcade games in the 1980s such as Pac-Man. Gameplay The gameplay is relatively simple. Swarm after swarm of alien armies attack the player’s ship that moves left and right at the bottom of the wraparound screen. The ship can only have one shot on screen at a time. The player defeats one swarm, only to have it replaced by another more aggressive and challenging swarm in the next stage. A plain and repetitive starfield scrolls in the background.
  • This was one of my favorite arcade machines in its heyday. Midway found much success with this one-player machine. A faux periscope is the viewing platform for action in this battle to sink enemy ships. You are allowed a fixed number of torpedoes per game to sink as much tonnage as possible per outing. A perfect game awards bonus torpedoes. The lighting effects and sounds are wonderful for their day. You’re allowed to “steer” your torpedo to about one-fourth of theway to your enemy. Giving just the right amount of lead time to each ship is critical. Some shipsare faster than others and these sinkings award more points. Go ahead, captain, sink the fleet!
  • 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.
  • May was the release month for this game. Designer Ed Krynski and artist Gordon Morison put together the package. Production run was low, at 675 units. This is an add-a-ball game variant, the replay version was called High Hand. The challenging part of this playfield design is trying to lock a ball in the eject hole for extra balls. Four batteries of drop targets in four colors are along the sides of the playfield. Making a completion of a color of drop targets increases the value of the eject and side drains. If all the drop targets are completed, the extra ball features light up. Score is another way to win balls set by the operator. No match units were incorporated into these games as, again, that was considered a form of gambling, i.e. winning a free game.
  • This machine is based on the ’30s radio series then turned into a movie. Design accolades go to Brian Eddy with art scripted by Doug Watson. 4,247 of these machines were made. The interesting feature in this machine is the elevated upper-left playfield. This playfield is gained access to once the drop target is hit. Once this challenge is complete, another shot to this ramp shoots the ball upstairs to this feature. Pressing the flipper buttons moves the paddle left or right. The kicker is activated by an optic sensor automatically to hit all the targets if your aim is sure. This game also has a thrust magnet which grabs the ball in action and shoots it up the playfield into the next feature. No pop bumpers are on the playfield, which is a rare event. Another first incorporated into this playfield are two ramp diverters which are player adjustable. Completing the six scenes of the story award you with the final battle sequence of good against evil.
  • 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.
  • Demolition Man is a Williams pinball machine released in February 1994. It is based on the motion picture of the same name. It is part of WMS’ SuperPin line of widebody games. Sylvester Stallone (John Spartan) and Wesley Snipes (Simon Phoenix) provided custom speech for this game during ADR sessions at Warner Brothers Studios in Los Angeles under the direction of Jon Hey. Hey scored the music of the pinball game in part based upon the movie score by Academy Award winner Elliot Goldenthal, but including new music. Multiball modes This game is centered on multiball modes. The player has to shoot the left ramp when the “freeze” light is lit (lit by the right inlane) to “lock” a ball. When the required amount of locks are made, the player has to shoot the left loop to start multiball. Fortress Multiball (2 balls required) – A normal multiball mode with 3 jackpots and the “Super Jackpot”. 1-4 balls can be shot up. Museum Multiball (3 balls required) – Jackpots everywhere, except the standups. After the “Super Jackpot” the Multiball starts over. 3-6 balls can be shot up. Wasteland Multiball (4 balls required) – Same as “Fortress Multiball”. If not getting the lighting jackpots, the next jackpot will appear and the previous jackpot will stay. 4-8 balls can be shot up. Cryoprison Multiball (5 balls required) – The “Super Jackpot” is lit, from the beginning of the multiball. After getting the “Super Jackpot” it will lit again after hitting an arrow or more. Completing all four multiball modes lights the right ramp for the wizard award, Demolition Jackpot, which is the total amount of all the jackpots collected during the game. The Demolition Jackpot is lost if the ball drains. If you hit all jackpots in a multiball, the “Super Jackpot” light will lit. Getting the ball up to the “Cryo-Claw” whilst, you will get it. The “Super Jackpot” light turns off, if all the balls drain and the Multiball is over, the “Super Jackpot” is lost.
  • This machine was a big hit for Williams with 12,000 machines created. A skill shot starts your adventure with different point values. A three-bank drop target or single right target advances the planets lit in the playfield. If you advance to the lit planet, a free game is your reward. The light grid, if hit when a solo target is lit, opens the visor. Otherwise, hitting all the lights opens the visor. Locking two balls in the “eyes” of the robot starts two-ball multiball. Lock one ball in one eye and shoot for the left solar ramp. Advance the bonus value by making the left ramp loop when the visor is down. This game is fun, challenging and the vocals egg you on throughout your adventure.