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Games

  • Claude Fernandez designed this machine at Bally with the infamous Greg Freres penning the artwork early in his career. 4,150 examples of this game were screwed together. This machine’s asymmetrical playfield is classic Bally. Lane change at the top of the playfield via flipping is a first on this machine. By dropping the targets to spell “skate”, one advances the kickout hole to advance. After three or four advances, extra ball and special light. Hitting “skate” and A and B at the bottom of the playfield light extra ball. The center drop targets advance the value of the targets when all lit, all the way to 100,000 points. If you are skillful enough to advance the bonus to its highest point, the specials light up. This Bally game is also the first machine to have seven-digit scoring!
  • 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.
  • El Dorado Gottlieb Pinball
    November marks the month of this game’s release. Design was one of Ed Krynski’s and art package was penned by Gordon Morison. This game had an add-a-ball version called Gold Strike as well as a re-released solid-state version. Gottlieb also duplicated this game design in Target Alpha (in the museum) and Canada Dry. 2,875 units were produced. If you like drop targets, this is your game. A battery of 10 drop targets are in the top of the playfield and a battery of 5 on the right mid-center. Four flippers are present for aiming at your foe. If you’re skillful enough to complete all the targets, a replay is awarded, 5,000 points are added, and a special lights up to score a replay if hit. If you drain your ball, the targets reset. An advancing light under the drop targets awards 5,000 points instead of the usual 500 points if you hit the drop target when it’s up and appropriately lit. Rollovers score 5,000 points when lit. Score awards replays also as well as matching.
  • This four-player machine was produced in November of the year with 2,675 units fabricated. It was designed by Ed Krynski with art penned by Art Stenholm. Technically, a couple of firsts were incorporated into this machine for Gottlieb, like an automatic ball lifter, decagon score reels and carousel roto-targets. The carousel roto-target allow one to shoot at one or two targets at a time if flipper savvy. The star on the unit awards an extra ball. The object of the game is to achieve high-enough scores to award replays. The big points are awarded when the two 10x lights under a roto-target light up, awarding 100 times the value of the number hit. The most attractive gadget built into the game is the dancing ballerina in the backglass, which dances when certain elements of the play field are achieved. A highly collectible game in its own right.
  • Donkey Kong Jr. is a 1982 arcade-style platform video game by Nintendo. It first appeared in arcades, and, over the course of the 1980s, was later released for a variety of platforms, most notably the Nintendo Entertainment System. The game’s title is written out as Donkey Kong Junior in the North American arcade version and various ports to non-Nintendo systems. Its eponymous star, Donkey Kong Jr., also called simply Junior[3] or abbreviated as DK Jr.,[4] is trying to rescue his father Donkey Kong, who has been imprisoned. Donkey Kong’s cage is guarded by Mario, in his only appearance as an antagonist in a video game. This game is the sequel to the video game Donkey Kong, which featured Mario as the hero and Junior’s father as the villain. Plot: Mario (known as Jumpman in Donkey Kong) has captured Donkey Kong and placed him in a cage as punishment for kidnapping his girlfriend Pauline.[5] Donkey Kong Jr. must rescue his father from Mario by working his way through a series of stages. Mario attempts to stop DK Jr. by releasing animals and putting obstacles in his way. When DK Jr. succeeds at the final level, Donkey Kong is freed and kicks Mario into the distance, leaving him to an unknown fate. Gameplay Like its predecessor, Donkey Kong, Jr. is an arcade-style platform game. There are a total of four stages, each with a unique theme. DK Jr. can run left and right, jump, and grab vines/chains/ropes to climb higher on the screen. He can slide down faster by holding only one vine, or climb faster by holding two. Enemies include “Snapjaws,” which resemble bear traps with eyes, bird-like creatures called “Nitpickers”, and “Sparks” that roam across the wiring in one of Mario’s hideouts. To pass the first three stages, DK Jr. must reach the key at the top. In the fourth stage, DK Jr. must push six keys into locks near the top of the stage to free Donkey Kong. After a brief cutscene, the player is taken back to the first stage at an increased difficulty. DK Jr. loses a life when he touches any enemy or projectile, falls too great a distance, or falls off the bottom of the screen. Additionally, he loses a life if the timer counts down to zero. The game ends when the player loses all of his or her lives.
  • This game is the pinball rendition of the HBO TV show, The Sopranos, complete with voices of most of the actors in the series. It was designed by George Gomez with the art package created by Kevin O’Conner. The main object of the machine is to advance through the ranks of the mob by advancing your status through playfield rollovers and cracking the safe. Doing so is difficult to achieve to top capo. A multiball feature is also incorporated into the game behind a solo drop target. Video modes must be achieved to complete the placard of events culminating in the completion of your missions. So many pop bumper hits light up the party at the bing in the upper right, which scores a bunch of points. Mastering this machine is tough, but that’s what brings you back to try again.
  • 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 roll-up game is a classic which originated in 1909 in Philadelphia, Pennsylvania. It is one of the first redemption games ever made, with tickets being awarded as higher and higher scores are achieved. Batteries of these machines were a common staple on every boardwalk down the Jersey Shore. Nowadays, the game is still being made and is popular for all ages. The newest twist with the popularity of these machines is the formation of leagues which, like bowling, compete for trophies and bragging rights. Players go by the name of Ski-diddies, and a recent competition was televised on ESPN . These games are relatively easy to cheat on, by dropping balls in the high-scoring holes. That’s why the nets were incorporated into the design of more contemporary machines to limit this activity.