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  • This game by Gottlieb is a very challenging design. It was invented by Ed Krynski and artwork was drawn by Gordon Morrison. This game has 10 drop targets lined up the left side of the playfield. If one target is hit, one scores 500 points. If, however, you’re skillful enough to hit a blue and white target at the same time, 5,000 points are awarded. Completing the sequence 1-9 lights the special at the bottom left rollover as well as lights the drop targets to score a special if all the targets are dropped. The player had to be wary when trying to freeze the ball on the right flipper, as one could lose the ball up the right guide rail (which has an opening in it the size of a ball). This playfield design was used a few times by Gottlieb, as it was a successful design (games like Gottlieb 300, for example, a bowling themed game). Scoring games by core were another option.
  • 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.
  • 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.
  • Pro Pool originated in December with 800 units being fabricated. This add-a-ball machine was designed by Ed Krynski with artwork by Gordon Morison. Two replay versions of the game were also made: a two-player version called Big Shot and a four-player version called Hot Shot. Obviously the theme of this game is the game of pool. The playfield is symmetrical and the way to win extra balls is by completing the left and/or right drop target battery. Doing so will lift the left and/or right wow rollovers for this award. The drop targets reset once the sequences are completed. Of course, an operator-adjusted score is another way to score a couple of balls. Back in the ‘70s, multiple balls or replays could be achieved on the game. Today, one free game on a current solid-state game is the common win. Operators have made it harder to achieve free games today as free games yield no income and only result in down time for the machine to earn coins in the till.
  • Gottlieb produced a few baseball-themed games, but Williams Manufacturing was the king of these types of games. This game, designed by Ed Krynski with art by Gordon Morison, had a run of 775 units. This is the add-a-ball version of this game, so it is rarer. The replay version is called Grand Slam. This game has eject holes which activate the roto-target, a Gottlieb exclusive device, which stops and a man is lit on a corresponding base to the eject hole on the baseball diamond. The rollover button lights when the bases are loaded. This scores 1,000 points whenever the bases are loaded. Runs and score are the ways to win free balls with this game.
  • The game before you is extremely rare with only 278 screwed together at the Chicago Gottlieb factory. This one-player electromechanical add-a-ball game was designed by John Osbourne with art by Gordon Morison. A replay version was also designed by the name of Blue Note. The object of this machine is to complete all the notes down the left side of the playfield. Doing so activates the classic “wow” feature which, when hit, awards one free ball. A reset is in your future once your current ball drains. Score is another way to achieve longer play by winning extra balls. The spinner in the middle of the playfield awards big points when 1,000 points is lit; each spin of the target awards 1,000 points plus number of revolutions spun. A nice retro art package completes this rare machine.
  • 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.”
  • 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.
  • (Electromechanical Version) Bally released Evel Knievel in June of the year. Both electromechanical and solid-state versions of the game were fabricated. The reason two different platforms were made was due to the newness of the solid-state platform not being fully trusted or many arcade operators not being versed in the solid-state computerized machines. The “old faithful” mechanical versions used the same technology since the beginning of pinball that included relays, steppers, and score motors. This game was produced in mass quantity in the solid-state format with 14,000 pieces being fabricated. This game is one of only 155 made. This is probably one of the best examples of this rare run of machines. The play parallels the solid-state version, but an accumulated memory of targets hit isn’t stored in memory and awarded. This game just remembers your last hit of the last target. Enjoy!
  • This rare add-a-ball game was released in April. It was designed by John Osbourne with artwork by Gordon Morison. A minimal total of 270 units were soldered together at the time. This is a small number for a pinball run. The replay version had a much larger production and the name of that game was Hit The Deck. As you can see from the backglass, Gottlieb tried to experiment with a score reel that was completely different in coloring. This was to attract attention to the game and attract quarters. The object of the game is to roll over the red number and/or black number sequence inherent in the game. If you are skillful enough to get the 9 to Ace sequence, some wow options will light up to score extra balls. A kickback feature is incorporated into the game in the upper-left area. This single-player game is challenging and a rare sight to see.
  • June marked the month when Bally let Greg Kmiec and Christian Marche unveil their newest creation to the pinball world. This two-player game awards an extra ball when the A-B-C-D sequence is completed. C and D when completed, award the double bonus. The third flipper in the middle right of the playfield gives the player maximum control to shoot for the Aladdin’s Alley. Hitting the rollover at the top of this shot scores the lit value and then advances the value for the next completed shot. If you’re skillful enough to make it to the 5,000 shot, the next shot scores a special. This special remains lit for the balance of the ball in play. All in all, a typical Bally game of the era. This game was released at the same time as the classic Captain Fantastic Bally machine (that game is in the museum). Captain Fantastic made Bally #1.
  • 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.
  • Big Brave is a two-player electromechanical machine. 3,450 units were produced. Ed Krynski designed the machine and Gordon Morison was in charge of the artwork. This game was a typical Gottlieb game of the era. It has drop targets, resetting targets, bonus feature, double bonus option, and a special. Making the B I G rollover lights the pop bumpers. Hitting all five drop targets awards 5,000 points. Hitting the last drop target left when the B I G is hit awards a special. The vari-target, as it was called, was an exclusive Gottlieb design. As you hit the target – depending how hard you hit it – would result in bigger point values. It will then reset to be hit again and again. A four-player version of this game, Big Indian, was also produced.
  • 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 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.
  • 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.
  • 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 beautiful piece of art was designed by Jim Patla with artwork by Paul Faris. 3,700 units were designed and a reprise run of 1,550 games were made in 1983 due to its popularity. The first thing one notices when walking up to this game is the color theme and the vibrant lighting. Pressing either flipper button when the game is in attract mode gives you an instructional light show on its features; the orb feature is the most exciting. Spelling out orbs by completing the drop target sequence stores another potential ball into play if the release orbs target is hit. This target has a magnet under it which holds the ball in position when the orbs are ejected. The balls are ejected from under the playfield through a baseball machine pitcher-like mechanism mounted upside down in the shooter lane. This mechanism was inspired by a Bally ‘50s game called Balls A Poppin. The captive ball drop target sequence is another tough goal to accomplish.
  • Here is one you do not see every day. This is a Gottlieb Challenger from 1971. Only 110 of these were produced back in the day. How many are still around now … head-to-head pinball game with two players at opposite ends of the playfield, simultaneous soccer like play, can not be played with one player. Each player has flipper buttons which control only those flippers facing the opponent. Ball enters play from between the flippers. Game has 8 flippers and vertically mounted score reels. The playfield actually tilts towards and away from the players, depending on which end served the ball.
  • Super Chexx is a table hockey arcade game manufactured by Innovative Concepts in Entertainment (ICE).[1] ICE began manufacturing these in 1982 and continues production to this day in Clarence, New York just outside of Buffalo. These types of games are also known as bubble hockey, rod hockey, table hockey or dome hockey because of the long rods used to control the players and the distinctive dome or “bubble” covering the playing field. The game can be played by two opposing players who control all five hockey players and the goalie for their side (singles) or as a two on two game (doubles). Players control their five skaters with long rods that move in and out to bring skaters up and down the ice and spin 360 degrees. A knob is used to move the goalie from side to side. Each player also a “boo button” to simulate sounds from the crowd. Vintage versions of Super Chexx feature the USA vs. Russia, Canada vs. Russia, or USA vs. Canada formats. In 2010 ICE introduced a Deluxe Home version of the game with no coin doors and started offering NHL and AHL licensed team versions. There is also a 30th Anniversary “Miracle on Ice” Edition of the game featuring the classic USA vs CCCP teams licensed through USA Hockey. Licensed games feature team colors and logos with custom hand-painted players in replica jerseys. The early versions of the game were made with blue bases, but most of the games are now made with red bases. The first black bases were made for a Bubble Boys Tournament with Wayne Gretzky and Bud Light in 1999. There was a limited edition of 100 games with black bases made in 2005. A further limited edition with the black base was made in 2007. The home version of the game has a base which can be split and hinged to fit through narrow doorways and comes in red or black.
  • This game is one of the most colorful machines ever produced and it has a lot of toys to boot. 2704 of them were made and when they came out, demand was low so many sat around for years in their shipping boxes. Today it’s a top 10 collectible machine. John papadiuk designed the game with linda deal penning the artwork. Neon, disappearing pop bumper, managerie ball, magnetized ringmaster, cannon ball backglass animation and a dot matrix display embedded above the playfield are a few of its unique features. The object of the game is to complete all the playfield insert parts by defeating them. This spells out the word circus.. The ringmaster must also be completed. If you’re skillful enough to do this, you become part of the circus which brings you into 6 levels of multiball competition to complete the game. Good luck!!!
  • September was the month for the introduction of this game. Both solid-state and mechanical versions were produced (9,950 versus 550 units, respectively). Ed Krynski designed the machine with art by Gordon Morison. A roto-target was incorporated into the upper right of the game, a Gottlieb exclusive. Hitting the A-B-C rollovers lights up the extra ball target and increases the value of the roto-targets as well as the drop target values. Knocking down all the drop targets increases the bonus multiplier value. The second time this feat is completed lights the special roto-target value. This game also features a bonus advance bank which increases to 20,000 points and a two to five times bonus multiplier feature. Score is the other way to win games.