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  • 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 a classic and is rated # 5 in collectible machines of the ‘60s. The game was created by Wayne Neyens with artwork by Roy Parker. Production run was 2,875 units. The main action in the game comes from the four in-line kickout holes set across the center playfield. The object of the machine is to hit a suit of four cards vertically under the kickout holes. If you get all four, a hole will randomly light up to score a free game (i.e., a special). The challenge here is to sink the ball in the kickout holes once a special is lit. All four holes can light up if you’re lucky enough to score all 16 cards. Finally, another special in the top rollover lanes randomly lights if you score just the four top cards on the pattern of cards. Score also was a factor as dropping balls in the kickout holes with many cards lit scored a lot of points very quickly.
  • The player controls Mario throughout the Mushroom Kingdom. Mario’s abilities can be changed by picking up certain items; for example, Mario is able to shoot fireballs if he picks up a Fire Flower. The player takes on the role of the main protagonist of the series, Mario. Mario’s slightly younger brother, Luigi, is only playable by the second player in the game’s multiplayer mode, and assumes the same plot role as Mario. The objective is to race through the Mushroom Kingdom, survive the main antagonist Bowser?s forces and save Princess Toadstool. The player moves from the left side of the screen to the right side in order to reach the flag pole at the end of each level. A prevalent rumor that it is possible to jump over the flag pole was later confirmed by GameTrailers. The game world has coins scattered around it for Mario to collect, and special bricks marked with a question mark (“?”), which when hit from below by Mario, may reveal more coins or a special item. Other “secret” (often invisible) bricks may contain more coins or rare items. If the player gains a red and yellow Super Mushroom, Mario grows to double his size and can take one extra hit from most enemies and obstacles, in addition to being able to break bricks above him. Players are given a certain number of lives (and may gain additional lives by picking up green and orange ‘1-Up’ mushrooms, collecting 100 coins, or defeating several enemies in a row with a Koopa shell), which are lost when Mario takes too much damage, falls in a pit, or runs out of time; the game ends when all lives are lost. Mario’s primary attack is jumping on top of enemies, though many enemies have differing responses to this. For example, a Goomba will flatten and be defeated, while a Koopa Troopa will temporarily retract into its shell, allowing Mario to use it as a projectile. These shells may be deflected off a wall to destroy other enemies, though they can also bounce back against Mario, which will hurt or kill him. An alternate way to damage enemies is with the Fire Flower, an item which, when picked up, changes the color of Mario’s outfit (or only increases his size if a red and yellow mushroom had not been used previously) and allows him to shoot fireballs. A less common item is the Starman, which often appears from concealed or otherwise invisible blocks. This makes Mario temporarily invincible to most hazards and capable of defeating enemies on contact. The game consists of eight worlds with four sub-levels called “stages” in each world. The final stage of each world takes place in a castle where Bowser or one of his decoys are fought. The game also includes some stages taking place underwater, which contain different enemies. In addition, there are bonuses and secret areas in the game. Most secret areas contain more coins for Mario to collect, but others may contain “warp pipes” which allow Mario to advance to later worlds in the game, skipping over earlier ones.
  • This massive baseball “pitch and bat” game is considered one of the best baseball games of its era. One or two players could play this behemoth at once, with each player alternating for three innings of play for a nickel or dime. The pitcher may randomly press one of three pitch buttons to pick a weak-to-strong pitch to the batter. The open play field allows one to try and score a home run in one of three bleachers. If you can achieve getting a homer in all three bleachers during your three outs, 30 extra runs are awarded. Then, of course, the ultimate tag of the ball would land the ball in the super home run hole, a rare achievement. This would also award 30 extra runs. Another unique feature of United baseball machines is the scoring of three singles if the ball drops in front of the ramps. These games are also notorious for having a slew of “out” holes. Batter up!
  • 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.
  • Official Baseball, Williams #232, 2/60, two players, woodrail with players on the playfield and animated umpire and pitcher, plus a running man unit. Uses 3/4″ balls. Very often the playfield men get broken from the ball play (or the catcher is just plain missing!) A very cool woodrail (maple side rail) baseball arcade game with hole style scoring (opposed to the 1963 and later target scoring scheme), and a very good looking game. Two player game, so competitive play is encouraged. High score is kept, with a default of 15 runs as the minimum high score to beat. Game can be set for one to three innings per game. Game uses a buzzer which sounds between innings and players. Most of the players have lights under their fielding hole. If the light is on, the runner advances if the ball goes in this hole. If the light is out, the field hole is an out. Whether the light is on or off is determined by how many players are currently on base (via the running man unit in the backbox). So hitting to the first basemen’s field hole could get the player an out or a single. Official baseball is easily the best looking of all post-WW2 pitch and bat baseballs. With the metal playfield men and classic design, it’s a handsome game. It is not though the best playing of the Williams pitch and bats. Since it does not have a home-run deck (like most of the other Williams p&b games), it’s not riveting from a game play perspective. But the pitching unit (the umpire hands the ball to the pitcher, and then the pitcher moves forward to pitch the ball).
  • “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!
  • 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.
  • 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 unique game has the distinction of having the first mechanical head on a pinball machine. His name is Rudy, and he not only follows the ball during play with his eyes but harasses you with a flurry of comments as the game proceeds. This game was designed by Pat Lawlor and Larry Demar with art accolades going to John Youssi. 10,750 games were made. The object of the game is to advance the clock to midnight. This makes Rudy fall asleep. If you’re skillful enough to shoot the ball into Rudy’s mouth, he wakes up, spits the ball out, and your next goal is to shoot the ball into the trap door for a jackpot. The mystery mirror contains different objectives to achieve. Completing the mirror awards “super frenzy” where all contacts award higher points. Another unique feature of the game is the left plunger, which shoots the “steps” when activated for various awards. The best part of the game is Rudy, though. He taunts you through the whole game.
  • This Williams machine fabricated in 1955 is a strange game that really is more of a toy. A player gets to operate a remote-controlled bulldozer around a big sandbox for 120 seconds using two remote controllers in synthetic gravel. It appears the idea for this machine was to cater to the under-12 market as no rewards, extra time, or extra plays were programmed into the electromechanical boards within the machine. No scoring and no prizes! This machine was often confused with Williams’ Crane (1956) because it has a sign on top of the game that says, “Be a sidewalk engineer.” Ten cents allowed adults a two-minute break to get a quick snack while a child was entertained. I don’t think this would be the case in today’s thinking…