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  • This wide-body mouthful of a game incorporates not one talking head (like in the game “Funhouse”) but two…and they talk to each other during game play. Williams made around six wide-body machines such as this so as to incorporate more real estate space for playfield action and toys. They went by the moniker of the “Super Pin.” This machine was designed by Pat Lawlor and inked by John Youssi. 6,259 were made. In a nutshell, the object of this machine is to cross the US to achieve the ultimate jackpot round. Each time you hit Ted, the day of the week advances in front of him. When you reach Friday, it’s payday. This starts the three-ball multiball series. The jackpot is achieved when you shoot a ball into sleeping Ted’s mouth! Much mayhem, a vibrating motor, two plunger shots, and a lot of characters pop up to taunt you on your way across the country. Country singer Carlene Carter is the voice of Red.
  • Ali

  • 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.
  • This very collectible game of the ‘70s was another in a series of celebrity-themed tie-in games Bally found license to produce. 17,000 units were made, a sizable number for the day. A prototype speaking version of this game was made ahead of its time but failed to be marketed. The object of the game is to spell out the name KISS. If you complete four times, a super bonus is awarded. Do it again and a colossal bonus is awarded. A third time awards a replay and a ton of points…which can be doubled if the 2x value drop targets are completed. The A, B, C, and D targets also can award extra balls and specials. The left drop targets award the KISS line when completed. All in all, an exciting game with great graphics but no speech. Talking pinballs finally made the scene with the release of Gorgar (in the museum). Replays are also awarded by score or matching. Matching is the process by which the last two numbers of your score match the generated number produced by the game.
  • John Popodiuk designed this magical game with artwork penned by Linda Deal. 6,600 units were manufactured. This game is always in the top 10 machines in collectibility. The magic trunk is the centerpiece of the playfield. Its multifunctional sides rotate according to the storyline of the machine at the time. Eight illusions are to be collected in a typical game. This is one of four requirements needed to complete the grand finale stage of the game. Advancing the clock to midnight by shooting the right-side lane 12 times or hitting the captive ball completes this feature. Multiball must be made at the trunk to complete the third part of the puzzle. The last issue is completing the word “theater” by certain ramp shots. Grand finale is tough to achieve but a neat show awaits you. Vanish is another feature that makes a ball disappear when shot up the left-side ramp; the ball reappears when the right ramp is made.
  • Gottlieb Pop-A-Card was another classic ‘70s playfield designed by Ed Krynski with artwork by Gordon Morison. Only 825 of these units were made. The replay version of the game was called Drop–A-Card which, as usual, was a much higher produced machine. The open playfield of this game gives ample room for scoring the three banks of drop targets. To win free balls with this game, you have to either complete the 2, 3, 4, and 5 targets, or the 6, 7, 8, and 9 targets…or the 10, J, Q, K, and Ace targets. The first two options light the wow feature to award free balls during that ball in play. If you hit the 10 thru Ace targets to completion, four rollovers light up to score extra balls. Of course, score is another way to score more balls.