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  • 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 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.
  • This is it. The ultimate collectible game of the ‘70s according to the literature. Bally put together Ted Zale and Dave “Mad Dog” Christianson to design the game. Production run was 3,815 units. Many firsts here. The whirlwind spinning disk was a first to throw off the ball once rolled upon. A messenger ball (captive ball) was a variation on a theme. The art package is truly amazing. A lower-left kick-back kicker, when activated, returns your ball to play. A free ball gate returns your ball to the plunger. “Zipperflippers”, a first, closes the gap between the flippers, when activated, preventing the loss of the ball thru the center drain until turned off. Once you lock two balls in the “odin” and “wotan” kickout holes, then hit “release messenger balls”, three balls are in play. No jackpot in multiball in this game was developed. You just had a period of high scoring and pinball chaos to contend with until you lost the first two balls in play.
  • TKO

    Look no further! If you’re searching for the rarest of the rare, here for your perusal is not one but two examples of this Gottlieb aberration. Supposedly only 125 were made of this game and most were sold overseas. Ed Krynski and Gordon Morison again teamed up to art and design the game. This game represents one of the last electromechanical “wedgehead” games ever built near the shores of Lake Michigan. It’s also a single-player game and one of the last. The object of the game is not really boxing in the true sense but hitting enough targets to advance the central advance display up to the top of the rack. This will ignite the special lights for a free game. The color-coordinated advance inserts on the play field correspond to the light-up features on the play field and, if you advance the light sequence accordingly, those features light up for the brief time the advance mechanism stays on that light. Score is the easiest way to win a replay.
  • This game scores as the #10 most desirable game of the ’70s. It came out in August, designed by Ed Krynski and Allen Edwell with artwork by Gordon Morrison. Backbox animation is included in the game. A giant thermometer advances when drop targets are hit and by rolling over the rollovers. If the thermometer is advanced to the top, the special lights on the eject hole. A, B, C and D rollovers, if hit, advances the thermometer 5 advances. If a player completes all the letters, he gets 5,000 points in the eject hole. A double bonus feature is present also. All in all, a very fast-paced game. Artists, as a general rule, didn’t help design playfields. They were given the game mechanically more or less completed and had to invent the graphics and theme on their own.
  • Gottlieb Subway arrived in October ’66. It was designed by the classic team of Ed Krynski and art by Gordon Morison. This add-a-ball version of the game closely resembled the replay version by the name of Crosstown. This wedgehead Gottlieb has an animated backglass. Every time 100 points are scored, the door of the subway opens, revealing passengers jammed together in a comical pose. The center target is where all the action is in the game. If you happened to match the two columns horizontally by advancing the columns by hitting various spots on the game and hit the center target, the award indicated would be given. Otherwise 10 points were awarded. This game was a tough game to play, as the opening between the flippers was rather large and a hit to the center target would regularly cost you a lost ball.
  • 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.
  • The table is the first Williams WPC machine designed to feature a dot-matrix display. But due to the long design phase, Gilligan’s Island was the first manufactured with a DMD. Terminator 2: Judgment Day was the first game to feature an autoplunger (replacing the traditional plunger), as well as a ball-firing cannon (dubbed, “Gun Grip Ball Launcher”). Finally, T2 was the first game to feature a video mode, a mini video game featured on the DMD. Arnold Schwarzenegger provided voices for the game. Some playfield design elements were based on Ritchie’s 1980 classic, Firepower. T-1000 was not included in the artwork of the table, with the exception of a small image of actor Robert Patrick because of pre-release secrecy of the movie. The character was only included in the display animation because when the DMD programming was finalizing the liquid metal character was already public knowledge.
    • Release date: July 1991
    • System: Williams WPC (Dot Matrix)
    • Design: Steve Ritchie
    • Programming: Dwight Sullivan
    • Artwork: Doug Watson
    • Mechanics: Carl Biagi
    • Music: Chris Granner
    • Sound: Chris Granner
    • Production run: 15,202
  • Defender is an arcade video game developed and released by Williams Electronics in 1980. A shooting game featuring two-dimensional (2D) graphics, the game is set on a fictional planet where the player must defeat waves of invading aliens while protecting astronauts. Development was led by Eugene Jarvis, a pinball programmer at Williams; Defender was Jarvis’ first video game project, and drew inspiration from Space Invaders and Asteroids. Defender is a two-dimensional side-scrolling shooting game set on the surface of an unnamed planet. The player controls a space ship as it navigates the terrain, flying either to the left or right. A joystick controls the ship’s elevation, and five buttons control its horizontal direction and weapons. The object is to destroy alien invaders, while protecting astronauts on the landscape from abduction. Humans that are successfully abducted return as mutants that attack the ship. Defeating the aliens allows the player to progress to the next level. Failing to protect the astronauts, however, causes the planet to explode and the level to become populated with mutants. Surviving the waves of mutants results in the restoration of the planet. Players are allotted three chances (lives) to progress through the game and are able to earn more by reaching certain scoring benchmarks. A life is lost if the ship comes into contact with an enemy or its projectiles. After exhausting all lives, the game ends. Defender is an arcade video game developed and released by Williams Electronics in 1980. A shooting game featuring two-dimensional (2D) graphics, the game is set on a fictional planet where the player must defeat waves of invading aliens while protecting astronauts. Development was led by Eugene Jarvis, a pinball programmer at Williams; Defender was Jarvis’ first video game project and drew inspiration from Space Invaders and Asteroids. Defender was one of the most important titles of the Golden Age of Arcade Games, selling over 55,000 units to become the company’s best selling game and one of the highest-grossing arcade games ever. Praise among critics focused on the game’s audio-visuals and gameplay. It is frequently listed as one of Jarvis’ best contributions to the video game industry as well as one of the most difficult video games. Defender was ported to numerous platforms, inspired the development of other games, and was followed by sequels and many imitations. Defender is a two-dimensional side-scrolling shooting game set on the surface of an unnamed planet. The player controls a space ship as it navigates the terrain, flying either to the left or right. A joystick controls the ship’s elevation, and five buttons control its horizontal direction and weapons. The object is to destroy alien invaders while protecting astronauts on the landscape from abduction. Humans who are successfully abducted return as mutants that attack the ship. Defeating the aliens allows the player to progress to the next level. Failing to protect the astronauts, however, causes the planet to explode and the level to become populated with mutants. Surviving the waves of mutants results in the restoration of the planet. Players are allotted three chances (lives) to progress through the game and are able to earn more by reaching certain scoring benchmarks. A life is lost if the ship comes into contact with an enemy or its projectiles. After exhausting all lives, the game end.
  • Here’s another classic single-player wedgehead. This machine was designed by Jeff Brenner with art scrolled by Gordon Morison. 3,100 units came to fruition as well as an add-a-ball called Royal Pair. This open playfield design allows for a lot of action mandated by flipper shots all the way up the playfield. The object of the game is simple…by completing all the card targets and rollovers, three specials light. Hitting the ace target up top or scoring a lit rollover awards a replay. Another unique feature built into this machine is the random rollover values one may capture. 10, 100 or 1,000 points may be scored by rolling over one of four rollover targets when lit. The shots to the targets must be precise to score from the flipper. The outlanes are unique in design as they are angled. A very interesting variation of a Gottlieb card theme machine.