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Games

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  • This game is another breakthru game by Williams. 13,075 units were made. Steve Ritchie designed the game and Tony Ramunni did the art package. Larry Demar programmed the game. Black Knight invented the “magna save” feature which is activated by the second flipper buttons on the side of the cabinet. When active, timing is critical. By activating this feature, the ball, which was about to drain down the side drains, is magically transported to the ball guide lane back to the flipper for continued play. This game also incorporated the “bonus ball” feature if more than one player was playing the game. The person with the highest score is awarded at the end of the game with a bonus round, which is timed to try and pop a game. Finally, this game is the first game to have a two-level playfield. Steve Ritchie, the designer, used his voice as the Black Knight.
  • This was one of my favorite arcade machines in its heyday. Midway found much success with this one-player machine. A faux periscope is the viewing platform for action in this battle to sink enemy ships. You are allowed a fixed number of torpedoes per game to sink as much tonnage as possible per outing. A perfect game awards bonus torpedoes. The lighting effects and sounds are wonderful for their day. You’re allowed to “steer” your torpedo to about one-fourth of theway to your enemy. Giving just the right amount of lead time to each ship is critical. Some shipsare faster than others and these sinkings award more points. Go ahead, captain, sink the fleet!
  • This unique woodrail game was screwed together in November of the year following the success of a Gottlieb space theme called Rocketship. Harry Williams designed the playfield and game rules while George Molentin inked the artwork. The object of the game is to score at least three rockets on the backglass in order. Doing so awards a replay. This is not an easy task as most of the rockets are “selected” at the top of the machine’s playfield and, even though you may have had a countdown going on a desired numbered rocket to complete this feat, the next ball will most likely change the selected rocket in your countdown sequence! To spot a rocket, you must count down five levels to light the fire bumpers. Hitting one of these spots your actively selected rocket. More replays are yours if you can achieve four, five, six, or seven rockets in order, an extremely rare feat. Score is also another way to score replays. A very challenging playfield for sure, between trying to change your selected rocket and the high-side drain exits take some time to master.
  • This “special edition” game was produced to recognize the fact that this game, when initially released two years earlier, was the biggest number production game ever made in the contemporary era, with a total production run of 20,270. This game was produced in 1,000 examples. Pat Lawlor designed the machine with John Youssi getting accolades for the artwork. Gadgets abound in this machine, which is augmented by the gold detailing over the standard unit. The main theme here is to complete all 12 parts of the house panel. Doing so brings you to the ultimate level of excitement. Multi-ball options abound as well as “Thing”, consisting of just a hand, grabbing the ball in the upper-right corner of the machine. A magnet under the play field provides strange ball play as well as Thing “flipping” the ball remotely if hit. The sounds and art are fantastic representations from the movie of the same name. This game is #3!
  • 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.
  • Kasco Manufacturing Company produced about eight machines of various themes in their productive commercial life. This machine is the most popular of the games they made. This shoot’em up game awards a free play if a score of 80 is made. The game board is elaborate for its day and looks 3-D. Blacklight, holograms, and mechanical chain link drives are all synchronized at different speeds (the faster the ninja moves, the more potential points you can earn if you hit one). Hitting a ninja produces a flash of light and points. Audio enhances your experience. Lighting colored artwork from behind a mirror creates the animation effect seen in this game. There’s only eight molded targets in the game, but it appears a lot more are present due to the computer’s timing of their action. Give it a shot!