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  • This wide-body solid-state game was a high-production model with 6,800 units produced. The artwork was Gordon Morison’s creation with Ed Krynski penning the playfield. This pre-vocal machine is jam-packed with features. A mini playfield in the upper left consists of drop targets which, when completed correctly, light extra ball and special targets on the main playfield. Hitting a, b, c, and d on the top rollovers lights an extra ball feature on the mini playfield. Hitting the yellow star drop targets advances the multiplier bonus up to a 5x level. Interesting side drain configurations as well as the potential to score the kick-out hole playfield bonus prior to draining a ball is interesting. Five flippers grace the game. All in all, a great package and interesting flow for an early wide-body creation.
  • This game was a breakthru game. It is the first-ever talking pinball machine. Games of this era had synthesized sound, but this game spoke. The speech wasn’t very clear or very wordy, as memory chips of this era couldn’t hold too much information compared to today’s games, but it was a sensation for Williams. The production run for the game was 14,000 units. It was designed by Barry Oursler with art by Constantino Mitchell. The top three rollover lanes would, if completed give up two, then three times bonus. The snake pit in the upper-left playfield has a magnet under it, which captures the ball for bonuses and Gorgar’s chance to use his seven-word vocabulary. Spelling out the word “Gorgar” makes the monster say his name and increases bonus values. This game also incorporates the background noise made famous in the Williams game Flash (in the museum). This time the background sound is of a heartbeat. It gets faster and faster as you advance.
  • This game was a breakthru game for Williams in January. It was designed by Steve Ritchie with art by Constantino Mitchell. Flash was the first game to have a continous background sound during play and the crescendo of the sound sped up as you advanced thru the game. This is also the first game to use “flash lamps”, which are higher voltage lights that really make a presence when they light. The first thing you notice on this non-speaking game is, when you shoot the ball from the plunger, the ball travels diagonally across the playfield and ends at the top of the playfield from left to right. The top rollovers consist of 4 numbers. If you hit 1-3, you get a double bonus; all four made gives a triple bonus. 19,505 games were made, a big production run. This game also has the advance bonus eject hole, drop targets, and, of course, the bright “flash” show when activated. This game was a main staple in arcades of the ’80s.
  • Gottlieb Joker Poker pinball. An interesting design, and only made in a 4 player version (no 2 player, unusual for Gottlieb pinball). One bank of five ace drop targets, one bank of four king drop targets, one bank of three jack targets, one bank of two queen drop targets, and a single ten drop target. Pretty cool pinball design really. Two pop bumpers, one slingshot, two 3″ flippers. They made 820 Gottlieb EM Joker Poker pinballs.
  • Mata Hari was released in April of the year and designed by Jim Patla with artwork accolades going to Dave Christiansen. 16,200 of these machines were produced in the new solid-state format (as seen in the museum) as well as bunch of electromechanical machines (170, to be exact) to keep the non-computer savvy operators happy and buying machines they knew how to fix. This machine before you is one of the finest examples of this ultra-rare mechanical format. Like the solid-state version, the center kickout hole scores 3,000 points and each successful shot in the hole advances the bonus multiplier. The A and B skill shots advance the horizontal sequence of increasing values in the center of the playfield. 50,000 points are awarded when a battery of drop targets is hit. If both batteries are knocked down, the drop targets reset and hitting all again awards the replay. Score is another replay option.
  • 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.
  • Gottlieb released the game “Sinbad” in both solid-state and electromechanical formats in June of the year. Designed by Ed Krynski with art by Gordon Morison, there were 12,000 S.S. games and 950 E.M. games made. This machine is the rare two-player version of the game, of which 730 were made. Drop targets are the main theme of this game. Knocking down the single white drop target awards a 2x bonus and lights the white rollover. The three yellow drops were next. If hit, 3x bonus is awarded when the ball drains and the 5,000 rollover lights at the top of the playfield. The four purple drops were next. Making these would award 4x bonus and light the extra ball rollover. Finally, the five red drops; when hit would award 5x bonus (the maximum bonus that could register is 15,000 points times the bonus) as well as light the special rollover. Four flippers allowed for interesting play, also.
  • 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 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.
  • Here’s a 1977 Stern ‘Pinball’. This was Stern’s first solid state machine and marked the beginning of a long and interesting history for the company. Designed by Mike Kubin, it’s a fast game that has some wicked out-lanes and very quick ball times. There are no mini-posts above the out-lane guides which make controlling the ball near the out-lanes very difficult. Stingray, the game made by Stern following ‘Pinball’ also lacked these posts, but games made thereafter had the posts which dramatically improve the player’s ability to control the ball and avoid the out-lane. This game has a basic rule-set. Knock down the 5 drop targets twice in one ball to score the special. The saucer on the right side of the playfield awards a somewhat random award and the spinner shot on the left is a very satisfying shot to hit.
  • Here’s another example of a Gottlieb single-player mechanical game when all the other manufacturers during this period were developing solid-state computerized machines. Ed Krynski is the designer with Gordon Morison the artist of choice for this model, one of 1,530 machines made. The machine itself is a classic ’70s. Ten numbers is your goal here. You achieve these ten targets by hitting and rolling over the appropriate spots on the playfield. Hitting the spinner spots the numbered target the spinner stops on. If you’re lucky to complete the targets, the special lights up and advances through the ten numbers. Hitting the lighted number with “special” lit means more free time playing the game. Score for replays is your second goal. Nice artwork in a single player game, one of the last produced.
  • 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.