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Games

  • Two banks of 5 drop targets, with two kickout holes above the drop targets. Three pop bumpers, no slingshots, and two 3″ flippers. The game play/rules behind Fastdraw is rather interesting, and a bit complicated for an EM pinball. First try and score the three A-B-C rollover targets. This increases the score value of the two kickout holes (1000 points plus another 1000 for each of the scored A-B-C rollovers, for a possible 4000 points max per kickout hole). Each of the three rollovers corresponds to a pop bumper too, so scoring the “A” rollover lights its pop bumper scoring 100 points instead of 10 points. Getting the three A-B-C rollovers also turns on the “extra bonus” light (double bonus for all but the last ball). Last ball gets double bonus by default, and if the A-B-C rollover lanes are scored, triple bonus is awarded. After the A-B-C rollovers are scored, knocking down all 5 of either the right or left drop target banks will also light the corresponding right or left kickout hole for Special. (The center pop bumper alternates the Special between the right and left kickout hole.) Also each drop target knocked down increases the end-of-ball bonus by 1000 points. Finally, knocking down all 10 drop targets makes the game raise the single center black drop target on each of the two drop banks. Now this single drop target is worth 5000 points. If one of the two center black drop targets is down, again that corresponding kickout hole will alternate lit as Special (assuming the A-B-C rollovers have been scored). If both black single drop targets are knocked down, the game resets these two black drop targets again. At the end of ball all targets and features reset, so it’s rinse and repeat for the next ball/player.
  • 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.
  • This is it. The ultimate collectible game of the ‘70s according to the literature. Bally put together Ted Zale and Dave “Mad Dog” Christianson to design the game. Production run was 3,815 units. Many firsts here. The whirlwind spinning disk was a first to throw off the ball once rolled upon. A messenger ball (captive ball) was a variation on a theme. The art package is truly amazing. A lower-left kick-back kicker, when activated, returns your ball to play. A free ball gate returns your ball to the plunger. “Zipperflippers”, a first, closes the gap between the flippers, when activated, preventing the loss of the ball thru the center drain until turned off. Once you lock two balls in the “odin” and “wotan” kickout holes, then hit “release messenger balls”, three balls are in play. No jackpot in multiball in this game was developed. You just had a period of high scoring and pinball chaos to contend with until you lost the first two balls in play.
  • 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.
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  • This Gottlieb game is one of the five in the museum of the “flipper” series from Gottlieb. These games are all add-a-ball games. The layout of this game parallels a future Gottlieb classic by the name of “Buckaroo” (also in the museum). 1,550 of these machines were manufactured. Wayne Neyens designed the game and Roy Parker established the art package. Fifteen targets on the roto-target are present and spinning the roto would bring up new numbers to complete. If you are skillful enough to sequence four numbers in a row, an extra ball is awarded. The bull’s-eye target awards an extra ball also. Each time an extra ball is awarded, the backglass animation activates. The cowboy shoots at the targets, which causes them to spin. No match feature here and tilting the game forfeits the ball in play as well as a future ball in play.
  • Frogger is an arcade game introduced in 1981. It was developed by Konami, and licensed for worldwide distribution by Sega/Gremlin. The object of the game is to direct frogs to their homes one by one. To do this, each frog must avoid cars while crossing a busy road and navigate a river full of hazards. Skillful players may obtain some bonuses along the way. The game is regarded as a classic from the golden age of video arcade games and was noted for its novel gameplay and theme. It was also an early example of a game using more than one CPU, as it used two Z80 processors. Frogger is still popular and versions can be found on many Internet game sites. By 2005, Frogger had sold 20 million copies worldwide, including 5 million in the United States. The player starts with three, five, or seven frogs (lives). The player guides a frog which starts at the bottom of the screen. The lower half of the screen contains a road with motor vehicles, which in various versions include cars, trucks, buses, dune buggies, bulldozers, vans, taxis, bicyclists, and/or motorcycles, speeding along it horizontally. The upper half of the screen consists of a river with logs, crocodiles, and turtles, all moving horizontally across the screen. The very top of the screen contains five “frog homes” which are the destinations for each frog. Every level is timed; the player must act quickly to finish each level before the time expires. The only player control is the joystick used to navigate the frog; each push in a direction causes the frog to hop once in that direction. On the bottom half of the screen, the player must successfully guide the frog between opposing lanes of trucks, cars, and other vehicles, to avoid becoming roadkill. The middle of the screen, after the road, contains a median where the player must prepare to navigate the river. By jumping on swiftly moving logs and the backs of turtles, the player can guide his or her frog safely to one of the empty lilypads. The player must avoid crocodiles, snakes, and otters in the river, but may catch bugs or escort a lady frog for bonuses. When all five frogs are directed home, the game progresses to the next, harder level. After five levels, the game gets briefly easier yet again gets progressively harder to the next fifth level. There are many different ways to lose a life in this game (illustrated by a “skull and crossbones” symbol where the frog was), including: 1.Being hit by a road vehicle 2.Jumping into the river’s water 3.Running into snakes, otters or into a crocodile’s jaws in the river 4.Jumping into a home invaded by a crocodile 5.Staying on top of a diving turtle until it has completely submerged 6.Riding a log, crocodile, or turtle off the side of the screen 7.Jumping into a home already occupied by a frog 8.Jumping into the side of a home or the bush 9.Running out of time before getting a frog home Frogger is available as a standard upright or cocktail cabinet. The controls consist solely of a 4-direction joystick used to guide the frog’s jump direction. The number of simultaneous players is one, and the game has a maximum of two players. The game’s opening tune is the first verse of a Japanese children’s song called Inu No Omawarisan (The Dog Policeman). The song remained intact in the US release. Other Japanese tunes that are played during gameplay include the themes to the anime Hana no Ko Lunlun and Araiguma Rascal.
  • This unique game has the distinction of having the first mechanical head on a pinball machine. His name is Rudy, and he not only follows the ball during play with his eyes but harasses you with a flurry of comments as the game proceeds. This game was designed by Pat Lawlor and Larry Demar with art accolades going to John Youssi. 10,750 games were made. The object of the game is to advance the clock to midnight. This makes Rudy fall asleep. If you’re skillful enough to shoot the ball into Rudy’s mouth, he wakes up, spits the ball out, and your next goal is to shoot the ball into the trap door for a jackpot. The mystery mirror contains different objectives to achieve. Completing the mirror awards “super frenzy” where all contacts award higher points. Another unique feature of the game is the left plunger, which shoots the “steps” when activated for various awards. The best part of the game is Rudy, though. He taunts you through the whole game.
  • 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.
  • Galaxian (Gyarakushian?) is an arcade game that was developed by Namco and released in October 1979. It was published by Namco in Japan and imported to North America by Midway that December. A fixed shooter game in which the player controls a spaceship at the bottom of the screen, and shoots enemies descending in various directions, it was designed to compete with Taito Corporation’s successful earlier game Space Invaders (which was released in the previous year, and also imported to the US by Midway Games). The game was highly popular for Namco upon its release, and has been a focus of competitive gaming ever since. It spawned a successful sequel, Galaga, in 1981, and the lesser known Gaplus and Galaga ‘88 in 1984 and 1987 respectively, as well as many later ports and adaptations. Along with its immediate sequel, it was one of the most popular games during the golden age of arcade video games. Galaxian expanded on the formula pioneered by Space Invaders. As in the earlier game, Galaxian features a horde of attacking aliens that exchanged shots with the player. In contrast to Space Invaders, Galaxian added an element of drama by having the aliens periodically make kamikaze-like dives at the player’s ship, the Galaxip.[1] This made it the first game to feature enemies with individual personalities.[2] The game’s plot consists of a title screen that displayed the message “WE ARE THE GALAXIANS / MISSION: DESTROY ALIENS”.[3] Galaxian was very successful for Namco and introduced several “firsts”. Although not the first color video game, Galaxian took RGB color graphics a step further with multi-colored animated sprites and explosions, different colored fonts for the score and high score, the scrolling starfield, and graphic icons that show the number of lives left and how many stages the player had completed. It also features a crude theme song and more prominent background “music.” These elements combine to create a look and feel that would set the standard for arcade games in the 1980s such as Pac-Man. Gameplay The gameplay is relatively simple. Swarm after swarm of alien armies attack the player’s ship that moves left and right at the bottom of the wraparound screen. The ship can only have one shot on screen at a time. The player defeats one swarm, only to have it replaced by another more aggressive and challenging swarm in the next stage. A plain and repetitive starfield scrolls in the background.