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  • Safecracker is a pinball machine with a safecracking theme, designed by Pat Lawlor, and distributed by Midway (under the Bally label). It was created in 1996. About 1148 were manufactured. Safecracker differs from a standard pinball game in that the player is playing against the clock as opposed to having a certain number of balls available. If the player loses a ball, as long as there is time left on the clock they can continue playing. The machine is smaller in size than a standard pinball machine. The main objective of the game is to break into the bank’s safe. The game can be broken into 3 areas of play: The pinball playfield has numerous targets, the completion of which will allow entry into the bank via the rooftop, the cellar, or the front door. Once the player has entered the bank, the game changes to a boardgame that takes place on the backglass. Using the flipper buttons to make choices, the player rolls dice and moves their piece around the board while being chased by the security guard. The object of this portion of the game is to advance to the center of the game board (where the safe is located) before being caught by the guard. If the player is successful, the game will eject a “magic token” from the bank vault for the player to catch as it rolls down the playfield glass. After the player is done with the regular game, they can deposit their “magic token” into the token slot of the machine to activate a special game mode called “Assault on the Vault”. In this frenzied 4-ball multiball mode, players have 90 seconds to hit as many drop target and ramp shots as possible to break into the bank vault.
  • 10,350 of these machines made it through the doors of Bally in 1978. Designed by the great Jim Patla and art package by Kevin O’Conner, this early wide body machine is a perfect match for the pinball trade as well as this museum. Even though it was made prior to vocalization in pinball machines, the sounds of the machine draw one in to play its features. All the technology of the 70s is present here with drop targets, loop shots, advancing bonus features and a novel kick back kicker between the flippers which, once achieved, brings the ball back into play instead of draining. Completing the spelling of “Silverball Mania” advances the bonus features. If you complete this feat three times in a game, a built in carrier feature advances on the backglass and awards an operator-adjustable reward, classically three free games. A great playfield flow was designed into the game with two “back to the top” shots enticing players along.
  • Claude Fernandez designed this machine at Bally with the infamous Greg Freres penning the artwork early in his career. 4,150 examples of this game were screwed together. This machine’s asymmetrical playfield is classic Bally. Lane change at the top of the playfield via flipping is a first on this machine. By dropping the targets to spell “skate”, one advances the kickout hole to advance. After three or four advances, extra ball and special light. Hitting “skate” and A and B at the bottom of the playfield light extra ball. The center drop targets advance the value of the targets when all lit, all the way to 100,000 points. If you are skillful enough to advance the bonus to its highest point, the specials light up. This Bally game is also the first machine to have seven-digit scoring!
  • “Welcome to Xenon” announces the machine when you coin it up. This is the first game to incorporate a female synthesized voice as its main character. Bally produced 11,000 of these sexy, colorful games. It was designed by Greg Kmiec with art by Paul Faris. This is also the first time a game has a “vocalizer” board installed in it. Prior to this, a “squawk and talk” system was used. Finally, you can really understand the game! The playfield incorporates a right-side Xenon transport tube, which, when shot and conditions are met, lock the ball. An upper saucer at the top of the playfield not only drops one of four drop targets when rolled over, but advances the “X” value. Making three “X” completions lights the lock. The second time around awards a two-ball multiball extravaganza. Drop targets, when all four are completed, advance the bonus toward specials also. The moto exit value increases the more times the transport tube is made. A great package!