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Games

  • 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.
  • The table is the first Williams WPC machine designed to feature a dot-matrix display. But due to the long design phase, Gilligan’s Island was the first manufactured with a DMD. Terminator 2: Judgment Day was the first game to feature an autoplunger (replacing the traditional plunger), as well as a ball-firing cannon (dubbed, “Gun Grip Ball Launcher”). Finally, T2 was the first game to feature a video mode, a mini video game featured on the DMD. Arnold Schwarzenegger provided voices for the game. Some playfield design elements were based on Ritchie’s 1980 classic, Firepower. T-1000 was not included in the artwork of the table, with the exception of a small image of actor Robert Patrick because of pre-release secrecy of the movie. The character was only included in the display animation because when the DMD programming was finalizing the liquid metal character was already public knowledge.
    • Release date: July 1991
    • System: Williams WPC (Dot Matrix)
    • Design: Steve Ritchie
    • Programming: Dwight Sullivan
    • Artwork: Doug Watson
    • Mechanics: Carl Biagi
    • Music: Chris Granner
    • Sound: Chris Granner
    • Production run: 15,202
  • 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.
  • Official Baseball, Williams #232, 2/60, two players, woodrail with players on the playfield and animated umpire and pitcher, plus a running man unit. Uses 3/4″ balls. Very often the playfield men get broken from the ball play (or the catcher is just plain missing!) A very cool woodrail (maple side rail) baseball arcade game with hole style scoring (opposed to the 1963 and later target scoring scheme), and a very good looking game. Two player game, so competitive play is encouraged. High score is kept, with a default of 15 runs as the minimum high score to beat. Game can be set for one to three innings per game. Game uses a buzzer which sounds between innings and players. Most of the players have lights under their fielding hole. If the light is on, the runner advances if the ball goes in this hole. If the light is out, the field hole is an out. Whether the light is on or off is determined by how many players are currently on base (via the running man unit in the backbox). So hitting to the first basemen’s field hole could get the player an out or a single. Official baseball is easily the best looking of all post-WW2 pitch and bat baseballs. With the metal playfield men and classic design, it’s a handsome game. It is not though the best playing of the Williams pitch and bats. Since it does not have a home-run deck (like most of the other Williams p&b games), it’s not riveting from a game play perspective. But the pitching unit (the umpire hands the ball to the pitcher, and then the pitcher moves forward to pitch the ball).
  • “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!
  • John Popodiuk designed this magical game with artwork penned by Linda Deal. 6,600 units were manufactured. This game is always in the top 10 machines in collectibility. The magic trunk is the centerpiece of the playfield. Its multifunctional sides rotate according to the storyline of the machine at the time. Eight illusions are to be collected in a typical game. This is one of four requirements needed to complete the grand finale stage of the game. Advancing the clock to midnight by shooting the right-side lane 12 times or hitting the captive ball completes this feature. Multiball must be made at the trunk to complete the third part of the puzzle. The last issue is completing the word “theater” by certain ramp shots. Grand finale is tough to achieve but a neat show awaits you. Vanish is another feature that makes a ball disappear when shot up the left-side ramp; the ball reappears when the right ramp is made.
  • 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.
  • 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.
  • Wow! What a light show! The machine before you represents the first offering from the fledgling company of Jersey Jack Pinball of Lakewood, N.J. A pinball of any production hasn’t been made in the state for decades. This machine was created as a centerpiece of technology to show the arcade world what a contemporary machine can contain in one package. Stern, the only other U.S. maker of pinball, has always streamlined the process of pinball manufacturing and kept the number of pinball “toys” on a machine to a minimum to make their machines less expensive. Since this machine came out, Stern now offers three models of their newer machines: a stripped basic unit, an average machine contents wise and a tricked-out collectable unit to compete with the likes of Jersey Jack. Look at this machine! Mike Balcer designed the playfield; Jerry Vandersteldt, Greg Freres and Matt Riesterer penned the artwork. 1,000 units are already spoken for and both a special edition (the one here) and a standard edition are planned. Five flippers, five magnets, color changing LEDs, a 26-inch LED monitor, shaker motor, ball lift, spinning house toy, crystal ball projector, rising witch and wide-body package are only some of the innovations seen here.
  • 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.
  • Sharp Shooter is an EM Rifle game. The shooter can choose from a variety of targets in a well-decorated range, which uses black lights to make some interesting pictures. The shooter can choose from candles, tumbling acrobats, bicycle-riding clowns, ducks and a bonus bullseye. The candles are worth 200 points; the bonus target switches from 100-200-300 points; and the other targets vary shot by shot from 30-50-100 points. The game has provisions for setting the replay score, number of shots per game and a random-miss factor and a recoil solenoid. The game also has electronic sounds such as ducks quacking.
  • There are 7 Doctors, as one can plainly see from the backglass… quite conveniently, they are numbered 1-7. Each Doctor has the effect of changing the rules of one area of the Playfield, making a list of the rules all the more annoying and probably confusing. First some general information about the Doctors… there are many ways to “spot” doctors throughout the game – one is awarded at the start of any ball, and can be spotted through the Transmat target or Video Mode. At the start of a ball (or when a ball has been locked), you get to choose the “current” doctor – his picture will flash on the backglass. When a doctor- spotting shot is made, the current doctor will become solidly lit (so his attributes are carried over for the rest of the game), and the “current” doctor becomes the previously unlit doctor directly to the left of the previous one. There are 2 ways to spot all seven doctors – either go through them all one-by-one, or shoot the Emperor Daleks jackpot. Either way, all of them will be lit for the rest of the game, and you receive an additional bonus of 2OM, as well as a small animation, which plays even after a tilt! After all 7 doctors are spotted, they can be spotted a second (third, etc) time, and running through all 7 a second time awards another 2OM bonus. Also, each doctor spotted in the game (this count may be more than 7) is worth a 1M bonus at the end of the last ball (so don’t tilt it!), and this bonus (unlike the regular bonus) is multiplied by the Playfield X.
  • (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!