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Games

  • 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.
  • Playfield Layout There are two standard flippers and standard return lanes in the usual positions. The inlanes can be lit to start Crane Hurry-up. The outlanes have quite large openings, and each outlane can be lit separately for a “Ball Recycle”. Above the left out/inlanes there is a popper which returns the ball to the left inlane. Most of the shots that take balls under the playfield return the ball here. On the playfield beside this device is a bank of three standup targets with blue lights in the playfield in front of them, which, when completed, lights the left outlane Recycle. Above this there are two ramps with entrance side-by-side. The far left ramp leads to a toilet, which counts the spins the ball takes inside it before falling under the playfield. The inner ramp carries the ball around the back of the playfield toward a VW bus in the back right corner; a diverter can cause the ball to be temporarily held here or to return directly on a habitrail to the right inlane. This ramp also has an open side which allows slow shots to fall through to an area not otherwise accessible, which dribbles down into the hole in front of the dog. Lights in front of these ramps indicate various available shots. In the center of the top of the playfield is this game’s main feature. The “Crane” is a pinball hanging from a chain. The chain hangs from a bar (which is decorated to look like a crane) that goes into the back wall of the game. This ball can be raised or lowered, to allow the pinball to pass under it, or block its path. The bar itself can move side-to-side and up-and-down slightly, in addition to the wild motion the ball has. Around this, arranged in a semicircle, are 2 banks of 3 standup targets with an opening for another shot (which goes around a corner and under the playfield) between them. Above these there is a row of 5 larger “car” standup targets, with no gap. The crane ball can be hit into these higher targets. Several lights in front of the crane ball indicate shots available on the crane ball (by hitting it into the car standups) or in the opening behind it. There doesn’t seem to be a name for this opening (in some mode, I forget which, the game calls it the alley, but the playfield calls the DOG scoop the alley), so I will call it the center shot. Below the right side crane standups there is an up-scoop which usually drops the ball onto the bus ramp’s habitrail to the right inlane, but a diverter can send it to the dog instead. The dog is a decoration just in front of the bus; when the ball goes to him, it falls into a hole in the playfield in front of him, and if the ball was supposed to be there, a video mode starts. Lights in front of the scoop spell out D-O-G. Just to the left of it there is a small standup target, the Toaster Gun target. Below and slightly to the right of the scoop entrance, there is a sinkhole called the Sewer that can be entered from almost any direction. Lights in front of it indicate a variety of awards which can be available here, including Extra Ball and Adventures. The adventures themselves are indicated by a separate row of lights across the playfield, below the lights for the ramps, crane, and scoop. Below the Sewer there is a bank of 3 blue standups; these light the right outlane Recycle and are similar to their counterparts on the other side of the playfield. The plunger (which is a combination manual and autoplunger) shoots the ball through a spinner and into a sinkhole, which, like other holes on this game, takes the ball to the left inlane feed. Junk In the middle of the lower section of the playfield, in addition to lights for “shoot again” and autofire, there is a blueprint with 10 different pieces of junk marked with lights. Some of the pieces combine to make various contraptions. The junk consists of: Hair dryer, toaster, cuckoo clock, television, weathervane, fishbowl, propeller, fan, bathtub, and bicycle wheels. The game begins with the toaster already awarded. The combinations are: • Hair dryer + toaster = toaster gun • television + weathervane = radar • bicycle wheels + bathtub + fan = jalopy • fishbowl + jalopy = submerger • propeller + jalopy = flying machine There is an extra ball awarded for collecting a certain amount of junk, which is on a percentage; on the game I play it’s awarded on the third junk item. Collecting all the junk lets you enter your initials as junk champion at the end of the game. The current junk champion’s initials are shown on Spike’s collar when each dog video mode begins. Helpful hints At various times during the game, an angel appears on the left of the DMD or a devil appears on the right, and they make some comment. Whenever you collect junk, one or both of them appears and advises you what to collect next. (If your first junk item is anything other than the hair dryer, both appear, the angel advising you to get the hair dryer and the devil advising you to get a part for the radar.) One of these also announces each time an invention is completed, or when an adventure starts.
  • 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.
  • 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.
  • KISS German Pinball Machine
  • This game was produced in December of the year and designed by Harry Mabs with artwork by Roy Parker. 3,000 of these machines were made. The unique feature built into this machine is the animation unit in the top center of the play field. Two mechanical men are represented as boxers in a boxing match. Lights illuminate the bout when a knockout is scored by rolling over a “KO” rollover, a “KO” target, or completing bumpers 1 to 5. This game is one of the first examples of pinball animation. Another feature of the game is the pop-up bar at the bottom of the play field, preventing you from losing your ball in play for an extended period. Since the gap between the flippers is so massive, this addendum to the play field was installed to prolong the play period of the ball. A special feature is included in the game as well as a replay if 15 knockdowns are scored in one game and a replay for every knockdown scored thereafter.
  • Wayne Neyens and Roy Parker again teamed up to create this pretty late-‘50s pin with an animated backglass. 950 units were made. The playfield has two gobble holes, which award 100,000 points for each rollover completed. If all six rollovers are made, a replay is awarded and the gobble holes are special holes. The main feature of the game is advancing the lightning ball backglass spelling. Each time you make the three colors on the playfield via rebound rubber or rollovers, the unit advances one step. If you are skillful enough to complete the lightning ball spellout, a replay is awarded, and each time you make the three colors to advance the letter, another replay is added. It’s not an easy task to complete. There’s always beating the game by scoring or matching. This game was somewhat retro as it has backglass light scoring, since Gottlieb already used reel scoring.
  • 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.
  • Flippers (2), Pop bumpers (3), Ramps (2), Autoplunger. A left-side catapult propels ball airborne into a habitrail. Two pop-up trolls in playfield become active during “Trolls!” mode. Tina Fey (of “Saturday Night Live” fame) did the voices of the “Opera Singer” princess and the Cockney-talking princess, and Andrea Farrell did the voices of the Jewish princess and the sexy princess. Greg Freres was the voice of the jousting announcer and one of the trolls while Francois Du Grim was voiced by Vince Pontarelli who also did the other troll. Look no further! This game, in my humble opinion, takes the prize as the most sought-after, inventive game of the ‘90s! Brian Eddy designed this machine with 4,016 units screwed together. The action, endless vocal calls, the exploding castle, the pop-up trolls and the moat and dropping gate make this machine one of a kind. The value of this machine is going through the roof, more than doubling its original price. The six kings from six different castles must be defeated by attacking the castle walls. Defeating a king makes the fort collapse. It’s nearly impossible to complete this feat. The princess must be rescued up the upper right ramp when activated (the princess’s vocals are none other than Tina Fey’s voice). Many multiball challenges await. The trolls must be hit many times to be conquered. The whole package is artistically and musically amazing. Most of these machines are tucked away in home arcades at this point. Enjoy!
  • October was the birthdate for this machine. It was designed by Ed Krynski with artwork by Art Stenholm. Low production run of 550 units. This is an add-a-ball game, the replay version being called Sing Along. This game was a variation on a classic Gottlieb game Kings and Queens, in that it contains the four side-by-side kickout holes made popular in 1965. Here, the object of the game is to complete four same-colored numbers vertically in a row to randomly cause the kickout hole to light to score an extra ball if you land in the hole when it’s lit. If you didn’t win a ball, each light in the column would award 10 points. If you have most of the lights lit, a run at the kickout holes awards a lot of points in a hurry which, in this game, also awards extra balls. One center target is also incorporated into the game, awarding 100 points when hit and lights the pop bumpers for higher scoring.
  • Similar to Centipede, the object of the game is to destroy a millipede that advances downward from the top of the screen. The millipede travels horizontally until it either hits an obstacle or reaches the edge of the screen, after which it drops one row and reverses direction. Once it enters the player’s gray maneuvering area, it stays there and extra heads appear at intervals until both they and the millipede are destroyed. Shooting a body segment splits the millipede in two, with the rear portion sprouting its own head. A collision with any enemy costs the player one life. New enemies and gameplay elements are introduced in Millipede: Earwig: same as the scorpion in Centipede, making mushrooms poisonous so that the millipede will charge straight to the bottom of the screen after touching them. Bee: same as the flea in Centipede, dropping mushrooms in a vertical line and requiring two shots to kill. Spider: same behavior as in Centipede, bouncing irregularly across the player area and eating mushrooms. Multiple spiders can appear at the same time on higher levels. Inchworm: when hit, slows all enemies for a short period of time. Beetle: crawls around the player area for a while, then climbs up and leaves the screen, turning any mushrooms it touches into indestructible flowers. When hit, everything on the screen scrolls down one row. Dragonfly: drops mushrooms while zigzagging down, and can be destroyed with a single shot. Mosquito: bounces off the sides of the screen as it descends diagonally. When hit, everything on the screen scrolls up one row. DDT bomb (stationary): can be blown up with one shot, destroying all enemies and mushrooms within the blast radius. Whenever the mushrooms scroll down, a new bomb is added at the top of the screen. Up to four bombs can be in play at one time. The player scores points for shooting the bomb itself, as well as increased values for any enemies destroyed in the blast. All flowers and poisoned/partially destroyed mushrooms revert to normal, whole mushrooms and score points during the process when the player loses a life. At regular intervals during the game, the player will face a swarm of enemies (bees, dragonflies, etc.) instead of the usual millipede. Each enemy destroyed awards increasing points, up to a maximum of 1,000 points per enemy; this attack ends when either the entire swarm has passed or the player loses a life. Also, at intervals new mushrooms will grow on the field while others die off, in a pattern similar to Conway’s Game of Life. Players can also choose at the start of the game whether to play at an advanced level, starting with a score that is a multiple of the number of points needed to earn an extra life (by default, 15,000). The gameplay is generally much more advanced than it would be had the player started with a score of 0 and worked their way up to that point level. The maximum advanced level allowed is a function of the preceding player’s score, and games started at an advanced level where the player did not earn at least one extra life are not eligible for the high scoreboard.
  • This electromechanical two-player game was designed by Steve Kordek. The game reminds one of an older game, as an animated golfer is on board that you aim to hopefully sink a ball in the appropriate hole. The nine scattered holes are tough to sink, especially the back ones. The lower your score in strokes, the better with this game (no handicap is given). Free games may be awarded set by the operator for low-stroke counts after completing so many holes. A neat and rare game.
  • 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.