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Games

  • This beautiful piece of art was designed by Jim Patla with artwork by Paul Faris. 3,700 units were designed and a reprise run of 1,550 games were made in 1983 due to its popularity. The first thing one notices when walking up to this game is the color theme and the vibrant lighting. Pressing either flipper button when the game is in attract mode gives you an instructional light show on its features; the orb feature is the most exciting. Spelling out orbs by completing the drop target sequence stores another potential ball into play if the release orbs target is hit. This target has a magnet under it which holds the ball in position when the orbs are ejected. The balls are ejected from under the playfield through a baseball machine pitcher-like mechanism mounted upside down in the shooter lane. This mechanism was inspired by a Bally ‘50s game called Balls A Poppin. The captive ball drop target sequence is another tough goal to accomplish.
  • “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!
  • 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!
  • 10,350 of these machines made it through the doors of Bally in 1978. Designed by the great Jim Patla and art package by Kevin O’Conner, this early wide body machine is a perfect match for the pinball trade as well as this museum. Even though it was made prior to vocalization in pinball machines, the sounds of the machine draw one in to play its features. All the technology of the 70s is present here with drop targets, loop shots, advancing bonus features and a novel kick back kicker between the flippers which, once achieved, brings the ball back into play instead of draining. Completing the spelling of “Silverball Mania” advances the bonus features. If you complete this feat three times in a game, a built in carrier feature advances on the backglass and awards an operator-adjustable reward, classically three free games. A great playfield flow was designed into the game with two “back to the top” shots enticing players along.
  • It’s probably a very rare person who has never played Pac-Man. Even for those who may have missed it in the 1980s, Pac-Man has been re-made on nearly every video game platform since then. Pac-Man even appeared on the front page of Google (as a playable game) on Pac-Man’s 30th anniversary. However, for those few who are unfamiliar with the game, here are the basics. You, the player, control the yellow, circular Pac-Man using either keyboard arrows or a joystick. The goal is to move Pac-Man around the maze-like screen gobbling up all 240 dots before the four ghosts (sometimes called monsters) get you. The four ghosts are all different colors: Blinky (red), Inky (light blue), Pinky (pink), and Clyde (orange). However, they all turn dark blue when Pac-Man eats one of the four power pellets available on each level; the pellets enable Pac-Man to eat the ghosts. Occasionally, fruit will appear on the screen. If Pac-Man gobbles those up then he earns a point bonus, with different fruit worth different values. While all this is happening, Pac-Man makes a wocka-wocka sound that is nearly as memorable as the yellow character himself. When first launched in Japan by Namco in 1980, the game received a lukewarm response, as Space Invaders and other similar games were more popular at the time. However, the game found far more success in North America. Pac-Man’s success in North America took competitors and distributors completely by surprise in 1980. Marketing executives who saw Pac-Man at a trade show prior to release completely overlooked the game (along with the now-classic Defender), while they looked to a racing car game called Rally-X as the game to outdo that year. The appeal of Pac-Man was such that the game caught on immediately with the public; it quickly became far more popular than anything seen in the game industry up to that point. Pac-Man outstripped Asteroids as the best-selling arcade game in North America, grossing over $1 billion in quarters within a decade, by the end of the 1980s, surpassing the revenues grossed by the highest-grossing film “Star Wars”. The player controls Pac-Man through a maze, eating pac-dots (also called pellets). When all pac-dots are eaten, Pac-Man is taken to the next stage. Between some stages one of three intermission animations plays. Four enemies (Blinky, Pinky, Inky and Clyde) roam the maze, trying to catch Pac-Man. If an enemy touches Pac-Man, a life is lost and the Pac-Man itself withers and dies. When all lives have been lost, the game ends. Pac-Man is awarded a single bonus life at 10,000 points by default.
  • 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.
  • June marked the month when Bally let Greg Kmiec and Christian Marche unveil their newest creation to the pinball world. This two-player game awards an extra ball when the A-B-C-D sequence is completed. C and D when completed, award the double bonus. The third flipper in the middle right of the playfield gives the player maximum control to shoot for the Aladdin’s Alley. Hitting the rollover at the top of this shot scores the lit value and then advances the value for the next completed shot. If you’re skillful enough to make it to the 5,000 shot, the next shot scores a special. This special remains lit for the balance of the ball in play. All in all, a typical Bally game of the era. This game was released at the same time as the classic Captain Fantastic Bally machine (that game is in the museum). Captain Fantastic made Bally #1.
  • Another rare machine stands before you. Although 2,885 units were produced, they were all sent to France as a promotion in a contest to market Canada Dry soda. Designed by Ed Krynski and art by Gordon Morrison, this game was released in the US as a one player, two player and four player version. If you like drop targets this is your game. Fifteen drop targets live in this playfield design! If you’re skillful enough to hit all the upper drop targets, the side extra ball rollovers activate. The same is true if you hit the bottom five drop targets. If, however, you’re skillful enough to complete all fifteen targets, the specials are activated. Score is another way to win. The machines put on location in France provided high-scoring winners with monetary prizes from Canada Dry. I wish they would do this in the united States, especially in Atlantic City.
  • This April release came in a four-player version, also in the museum called “Royal Flush.” 12,250 games were created in this sizable run of machines. Ed Krynski designed the machine with Gordon Morison penning the artwork for the game. A very popular game in its day, the main ingredient of the play field is the battery of nine drop targets set at an angle. The object here is to complete the drop targets to complete the five card combinations represented on the front play field. Completing a combo illuminates the light in the bonus column of combos and at the end of the ball, a “scan” bonus would score the appropriate number of points to the player currently up. The drop targets reset after each ball unless an extra ball is scored via the free ball gate. A double scan of the bonus lights on the last ball. Another feature to shoot for is the three colored card sequence. These light a special on the kick-out hole.
  • If you like “Happy Days” of TV fame, you’ll immediately notice “The Fonz” on the backglass. George Christian designed this machine and Paul Faris penned the artwork package. The machine was very popular in the early days of solid-state pinball. 20,230 games were made and most of them were played down to the wood subsurface under the artwork due to excessive play. The pool-themed game is set up so that players one and three’s goal is to score balls 1 to 7 and players two and four are after the 9 to 15 balls. Once completed, the eight-ball target lights. This machine has a built-in memory recall of each player’s efforts and the game continues on your next ball where you left off. Bonus awards are 3,000 points per ball lit with a holdover feature from your previous accomplishments. The right bonus lane advances the winnings by 2x, 3x, 5x , super bonus, extra balls and specials.
  • (Electromechanical Version) Bally released Evel Knievel in June of the year. Both electromechanical and solid-state versions of the game were fabricated. The reason two different platforms were made was due to the newness of the solid-state platform not being fully trusted or many arcade operators not being versed in the solid-state computerized machines. The “old faithful” mechanical versions used the same technology since the beginning of pinball that included relays, steppers, and score motors. This game was produced in mass quantity in the solid-state format with 14,000 pieces being fabricated. This game is one of only 155 made. This is probably one of the best examples of this rare run of machines. The play parallels the solid-state version, but an accumulated memory of targets hit isn’t stored in memory and awarded. This game just remembers your last hit of the last target. Enjoy!
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.”
  • 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.
  • 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.
  • Move a paddle back and forth at the bottom of the screen to rebound a ball back into a brick wall, knocking bricks out one by one. There are three separate games: double — same as Breakout, knock down bricks and when they are all gone a new wall forms cavity — two other balls are inside the wall, when they have an escape route you can hit them as well progressive — as the wall is destroyed, new bricks are added and the entire wall shifts down toward your paddle. The sound effects are just simple beeps. This video game is a typical late ’70s machine which has been reproduced in many variations as well as downloaded apps on smartphones today. No complicated rules here, which is why it was so popular in its glory days. You control the horizontal paddle at the bottom of the playfield and, through the use of the spin controller, try to prevent losing the “ball” below the paddle. By aiming at the bricks, you try to hit all of them and then “break through” to the next layer of bricks. This accomplishment is rewarded with a period of high scoring and ricocheting video bounces of the “ball” until it escapes the brick layer and comes into your paddle again. These brick layers then start to drop toward your paddle. By the way, the TV is black and white!
  • 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.
  • 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.
  • 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.
  • 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.
  • Yet another legendary, genre-defining game – in an era replete with genre-defining classics - in which a single player takes control of a ship trapped in the middle of an asteroid field. A number of large, slow-moving asteroids drift randomly around the play area and must be shot by the player. When shot, the asteroids will break into a number of smaller pieces, which must also be shot until, eventually, all of the asteroids and fragments will be destroyed and the next wave begins. Asteroids introduced real-world physics to video games for the first time, with speed and inertia all adding to the player’s problems. As well as the inertia of the player’s ship – forcing the player to allow for the ship slowing down and speeding up whenever the thrust button was utilized – shot asteroids would often send fragments flying in seemingly random directions, and at varying and unpredictable speeds. As well as the ever-present asteroids, alien saucers also make a regular appearance. These move diagonally around the screen, firing at the player’s ship and must be quickly destroyed.