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  • This machine is one in a trilogy that Williams produced with an amusement park theme. 9,400 were made with design accolades going to Barry Oursler and art by Python Anghelo. Ronald and Nancy Reagan appear on the backglass. The Comet and Cyclone are two roller coasters from the Coney Island era. If you ride the Comet ramp six times, a million-point shot is possible. The Cyclone ramp in the upper right awards the accumulated jackpot on the backglass if hit three times. Hitting the spook house drop target exposes a gobble hole which spins the backglass wheel for a point award or extra ball. A ferris wheel bonus a shooting gallery bonus and a bonus multiplier shot in the lower left complete this impressive package. “You pay your money, you take your chances” in this classic machine.
  • This is the next-to-last machine Williams made under the Bally moniker and the first game made to “reinvent” pinball in a last-ditch effort to save Williams from ceasing pinball manufacturing. 6,878 machines were made. George Gomez designed the new platform with Greg Freres and John Youssi designing the art package. This is Star Wars; the last games from Williams were the most technologically advanced games pinball has ever known. The incorporation of a reflecting video monitor with interactive playfield video feedback is revolutionary. The top of the playfield is mostly hidden from view except for a few selectively placed spots which light on occasion. This machine consists of nine different modes which must be conquered to proceed to the ultimate mode, that being the destruction of Mars. A very different game that sold well. However, Williams pulled the plug on pinball and thereafter focused on slot machines.
  • This one-player September release was designed by Steve Kordek with art package laid out by Christian Marche. 1,130 units were made, which is a pretty low production run. This is an add-a-ball game with a replay version also released called “Superstar.” This machine incorporates not one but three pop-up posts to deflect the ball from draining through the side drains as well as the flipper drain. The object of the machine is to extend your playing time by winning more free balls. This is achieved by completing the s-u-p-e-r roll-overs at the top of the play field. Doing so lights the hidden center kick-out hole. By dropping the target in front of this hole, one has a shot at the extra ball prize. If both specials are lit, two free balls are awarded. Completing each five-star sequence also advances the center shot award. Score is another to earn extra balls per game. Replay games were much more popular back in this era, but not every locale allowed replays.
  • This machine was produced in january and 7300 copies of it were bolted together. Pat lawlor designed the game with john youssi penning the artwork. The earliest machines in the production run had the chicago cubs logo on the child’s baseball cap but the cubs disallowed its use so the logo was changed. The early examples had a williams logo sticker over the cubs logo. The object of the game is to advance the compass to the north, south , east and west positions. Doing so starts ball lock ..And the “power of the wind” through the use of a dedicated fan on top of the machine to recreate a new physical dimension to your gameplay. Once three balls are locked, the left ramp awards increasing million awards. By earning enough tolls, extra balls may be had. The super cellar value changes via the spinner. Dropping into the cellar awards its value. Another “twist“ in the game’s design is the spinning discs. Tornado action.
  • 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
  • This Norm Clark and Christian Marsche creation was also produced in an add-a-ball version called Love Bug as well as a four-player version called Dipsy Doodle. This symmetrical playfield design has a captive ball under the playfield which, when activated, rolls over a switch to score a bonus batch of points based on the value of the button when the feature is lit. The top kickout hole randomly selects bonus features to make the game more intriguing. A popup post between the flippers prevents ball drain down the middle of the playfield, but this post may be retracted just at the wrong time if the down-post targets are hit. An extra ball may be achieved if the center target is lit. This target also activates the “doodlebug” under the playfield. Finally, a free ball gate is incorporated into the machine if the appropriate combination of pop bumpers and rollovers are made. A fast-paced game that was popular in its day.
  • 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.
  • 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.