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Games

  • Galaga is a single-screen shoot-em-up in which the player controls a “fighter” spaceship and must defend the home planet against the on-coming hordes of alien invaders. The fighter can only move left and right along the bottom of the screen. Galaga aliens fly onto the screen in a variety of formations – dropping bombs as they do so – before forming troop lines at the top of the screen. Once a troop line is formed, the aliens separate and start attacking the player’s ship in ones, twos and threes. The top line “boss” aliens need to be shot twice before they are destroyed. The boss alien has a tractor beam that can capture the player’s fighter. A captured fighter changes color from white to red and stays with that particular boss Galaga until it’s destroyed. The fighter can be retrieved by destroying the boss Galaga that captured it, but players must be careful not to destroy the captured ship itself, or that ship is lost. A rescued fighter changes color back from red to white and links up with the player’s current fighter, doubling its fire power. As players progress through each screen, the speed and number of alien attacks increases. Alien formations also become more complex, making the aliens harder to shoot. Bonus fighters are awarded periodically throughout the game, as players reach specific point values (dictated by the “bonus life” dip-switch setting). Each enemy ship also has an assigned point value (see scoring below). The alien troop lines that form at the top of the screen are, from top to bottom: Boss Galaga, Butterflies (red/white bug ships) and Bees (blue/yellow bug ships). I cut my teeth on video games like this back in the ’80s. Pinball lost momentum in this era as video games ruled the arcade at this time.
  • 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 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.
  • 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 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.”
  • Atari PONG was released in June 1972 and is the first commercially successful video game and is based on a simple two-dimensional graphical representation of a tennis-like game. Players use paddles to hit a ball back and forth on a black and white screen. Pong was the first game developed by Atari Inc., by Nolan Bushnell and Ted Dabney. Pong (marketed as PONG) is one of the earliest arcade video games, and is a tennis sports game featuring simple two-dimensional graphics. The player controls an in-game paddle by moving it vertically across the left side of the screen, and can compete against either a computer controlled opponent or another player controlling a second paddle on the opposing side. Players use the paddles to hit a ball back and forth. The aim is for a player to earn more points than the opponent; points are earned when one fails to return the ball to the other. Pong consistently earned four times more revenue than other coin-operated machines, which resulted in an increase in the number of orders Atari received. This provided Atari with a steady source of income; the company sold the machines at three times the cost of production. By 1973, the company had filled 2,500 orders, and, at the end of 1974, sold more than 8,000 units.[20] The arcade cabinets have since become collector’s items with the cocktail-table version being the rarest. Atari eventually sold more than 35,000 units, however, many more imitations were produced by competitors.
  • Missile Command is a 1980 arcade game by Atari, Inc. that was also licensed to Sega for European release. It is considered one of the most notable games from the Golden Age of Video Arcade Games. The plot of Missile Command is simple: the player’s six cities are being attacked by an endless hail of ballistic missiles, some of them even splitting like multiple independently targetable reentry vehicles (MIRVs), and in later levels smart bombs which can evade a less than perfectly targeted missile. As a regional commander of three anti-missile batteries, the player must defend six cities in their zone from being destroyed. The game is played by moving a crosshair across the sky background via a trackball and pressing one of three buttons to launch a counter-missile from the appropriate battery. Counter-missiles explode upon reaching the crosshair, leaving a fireball that persists for several seconds and destroys any enemy missiles that enter it. There are three batteries, each with ten missiles; a missile battery becomes useless when all its missiles are fired, or if the battery is destroyed by enemy fire. The missiles of the central battery fly to their targets at much greater speed; only these missiles can effectively kill a smart bomb at a distance. The game is staged as a series of levels of increasing difficulty; each level contains a set number of incoming enemy weapons. The weapons attack the six cities, as well as the missile batteries; being struck by an enemy weapon results in destruction of the city or missile battery. Enemy weapons are only able to destroy 3 cities during one level. A level ends if all the cities are destroyed, or when all enemy weaponry is destroyed or reaches its target. A player who runs out of missiles no longer has control over the remainder of the level. At the conclusion of a level, the player receives bonus points for any remaining cities or unused missiles. Between levels missile batteries are rebuilt and replenished; destroyed cities are rebuilt only at set point levels (usually 10 or 12K). The game inevitably ends when all six cities have been wiped out. Like most early arcade games, there is no way to “win” the game; the game just keeps going with ever faster and more prolific incoming missiles. The game, then, is just a contest in seeing how long the player can survive. On conclusion of the game, the screen displays “The End”, perhaps a poke at oncoming Nuclear Holocaust rather than the standard “Game Over” text (however, if the player is able to make the high score list, the game then prompts the player to enter his/her initials, with the “The End” sequence skipped). The game features an interesting bug: once a score of 810,000 is reached, a large number of cities are awarded (176 cities plus the continuing accrual of bonus cities) and it is possible to carry on playing for several hours. At some later stage the speed of missiles increases greatly for a few screens. On the 255th and 256th yellow screens, known as the 0x stages, the scoring increases by 256 times the base value. For good players these two 0x stages could earn over a million points. This enabled them to reach a score of approximately 2,800,000 (although only 6 digit scores were shown, so it would display 800,000) and at this point the accelerated rate would suddenly cease and the game would restart at its original (slow) speed and return to the first stage, but with the score and any saved cities retained. In this way it was possible to play this game for hours on end. Targeting crosshair: Aim your missiles quickly but carefully. Use the trackball to move the targeting crosshair to where you want the next missile to go, then press any Launch Control button to fire the missile. The missile will explode where the crosshair was positioned when the Launch Control button was pressed. Cities: There are six cities in total on the screen at one time, three on either side of the Delta Base. If one enemy missile or Smart Bomb manages to strike a city, that city will be wiped out. When all cities are destroyed, the game is over. Alpha Base: The missile base on the left side of the screen. Press the leftmost Launch Control button to launch an ABM from the Alpha Base. Delta Base: The missile base in the center of the screen. Press the middle Launch Control button to launch an ABM from the Delta Base. Omega Base: The missile base on the right side of the screen. Press the rightmost Launch Control button to launch an ABM from the Omega Base. NOTE: The Alpha and Omega Bases launch ABMs at a slower speed than the Delta Base, so you must plan further ahead when launching missiles from those bases. Defensive Missiles : The ABMs you launch to protect your cities. Each missile base contains 10 ABMs per wave. If any missile base is struck by an attack missile or smart bomb, the remaining stock of missiles for that wave are destroyed, and the missile base is rendered useless until the next wave. You receive bonus points for every ABM you have remaining at the end of each wave. Attack Missiles : Their only aim is to destroy your cities and missile bases. Every missile wave starts off with a hailstorm of attack missiles. They never deviate from their path. They may, however, turn into MIRVs. MIRV : Surprise! There is no warning when an attack missile turns into an MIRV (with multiple warheads). Think fast. Each new missile that the MIRV unleashes is carefully targeted. Killer Satellite: A mean-looking satellite that travels across the sky at a mid-level altitude and fires attack missiles. First appears in Wave 2. Bomber: A big slow-moving target that flies across the sky at a mid-level altitude, but watch out! It fires attack missiles. First appears in Wave 2. WARNING: If you destory a bomber or killer satellite before they deploy their missiles, you may see their missiles added to the downpour. An existing missile may also turn into an MIRV. Smart Bomb: Smart enough to avoid most explosion clouds from your ABMs. Your ABM must explode next to one in order to destroy it. You can also squeen it between two explosions to destroy it. First appears in Wave 5. ‘LOW’ Warning: As soon as there are only three ABMs left in a missile base, the game displays the word “LOW” underneath that base, and a warning signal sounds. Heed the warning.