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Gottlieb

  • Pin-Up Gottlieb Pinball
    Gottlieb hatched this add-a-ball machine from the skunkworks in April of the year, designed by Ed Krynski and artwork by Gordon Morison. This single-player machine has a bowling theme and only 715 units were produced at that time. The replay version of the game was called King Pin and many more of these machines were produced. The theme of this game is the drop target completion. By carefully aiming the four inherent flippers on board the playfield, one must try to complete the horizontal row of targets. Doing so will reset the targets and the wow feature activates, giving you a shot at the accomplishment of winning extra balls. Score is another way to pop free balls. The ten drop targets are not so easy to complete and the wow feature advances when you roll over the star rollover. This game is challenging, but a beginner can have ample fun with the machine.
  • Wayne Neyens designed this classic with Roy Parker penning the artwork. 2,700 of these were fabricated. This game has a holdover feature, which holds the monkeys’ positioning on the backglass from game to game. If you’re skillful enough to hit the A, B, C, and D targets, a monkey is advanced up the tree on the backglass. If one monkey makes it to the top, one replay is awarded: two monkeys score two replays, and three monkeys score three replays. Obviously if you pass this game and notice the third monkey nearing the top, feeding the coin slot was a natural for your just reward. Rolling over the 1 – 5 rollovers at the top of the playfield lights the side specials and awards 200 points once you drain the ball. A nice, well balanced game and quite a challenge not to lose your ball in play.
  • 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.
  • This game scores as the #10 most desirable game of the ’70s. It came out in August, designed by Ed Krynski and Allen Edwell with artwork by Gordon Morrison. Backbox animation is included in the game. A giant thermometer advances when drop targets are hit and by rolling over the rollovers. If the thermometer is advanced to the top, the special lights on the eject hole. A, B, C and D rollovers, if hit, advances the thermometer 5 advances. If a player completes all the letters, he gets 5,000 points in the eject hole. A double bonus feature is present also. All in all, a very fast-paced game. Artists, as a general rule, didn’t help design playfields. They were given the game mechanically more or less completed and had to invent the graphics and theme on their own.
  • El Dorado Gottlieb Pinball
    November marks the month of this game’s release. Design was one of Ed Krynski’s and art package was penned by Gordon Morison. This game had an add-a-ball version called Gold Strike as well as a re-released solid-state version. Gottlieb also duplicated this game design in Target Alpha (in the museum) and Canada Dry. 2,875 units were produced. If you like drop targets, this is your game. A battery of 10 drop targets are in the top of the playfield and a battery of 5 on the right mid-center. Four flippers are present for aiming at your foe. If you’re skillful enough to complete all the targets, a replay is awarded, 5,000 points are added, and a special lights up to score a replay if hit. If you drain your ball, the targets reset. An advancing light under the drop targets awards 5,000 points instead of the usual 500 points if you hit the drop target when it’s up and appropriately lit. Rollovers score 5,000 points when lit. Score awards replays also as well as matching.
  • This classic game is currently rated as the number two game of its generation. 4,650 units were produced in April of the year with design credits going to Roy Parker for artwork and Wayne Neyens for design. The game was produced to coincide with the New York World’s Fair of 1964-1965. The 11 ferris wheel cars depicted on the backglass are represented on the play field by roll overs and targets. Hitting a numbered car lights the corresponding backglass car. The interesting gadget developed for this game is the center spinning disc (i.e. ferris wheel) in the middle of the game. By spinning the disc, one randomly spots a ferris wheel car on the backglass. Completing all the cars awards a replay and the randomly advancing lighting of a rollover which, if you’re skilled enough, would award a replay if hit. Score is another way to conquer the machine. Enjoy trying your hand at this classic machine.
  • 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.
  • This April release was produced in a quantity of 4,550 units. Wayne Neyens designed the machine with Roy Parker doing the artwork. The art theme of the machine is Playboy bunnies as the Playboy Corporation opened a big Playboy club in the Chicago area in 1960 which was a real hit. The object of the game is to light the bumpers spelling out “Slick Chick.” It’s a tough game to master. Each time the sequence is completed, a rollover lights on the play field to score 10 points. If you can complete all five roll-overs, the center gobble hole lights to score a replay. Four roll-overs on the side of the play field numbered one to four also score a replay if hit in sequence. Score is your other goal toward replays. I remember playing this game at the arcades and it was very hard to achieve a winning combination. It is considered one of Wayne Neyens’ best games and one of his favorites in the annals of pinball design.
  • 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.
  • The last game of ’65 is a two-player add-a-ball game. It was designed by Ed Krynski with art by Roy Parker. A replay model also exists by the name of Paradise. Production run was a meager 265 units; the replay game had 2,100 units fabricated. The animated backglass on this game contains a dancing hula girl. When extra balls are won, they are represented as beach balls on the backglass. If you complete the sequence A, B, C, and D in that order, a free ball is your reward. Roto lights advance and indicate the value of the kickout holes. Points set by the operator award free balls also. An interesting guide rail is on either side of the flipper drains, a variation on a theme. This game is very rare due to its low production numbers.
  • 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 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.
  • 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.
  • 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.
  • If there was a very pretty game manufactured in the ‘50s, this is it! Hawaiian Beauty was designed by Wayne Neyens with art package by none other than Roy Parker. 900 of these machines were screwed together in the Chicago factory. The game was initially called “Monkey Shine” but was later changed. This game also features the infamous “double” award. If you inset two nickels at the beginning of the game instead of the usual nickel, each won replay would score two games or double the winnings instead of one game. More coins in the coinbox was the hope of the arcade owners. The playfield is interesting in this game. Two blocked gobble holes at the top of the playfield would score 500,000 points and light lower side exit special lanes for replays. Hitting the 1-6 sequence at the top of the playfield would advance the rollovers to score 100,000 points if rolled over. Points as well as score won games.
  • This game was an “add-a-ball” game; the replay version was called 2001. Production run was 490 units. This was the first game to feature the in-line drop targets in a bank of targets. It was designed by Ed Krynski with art by Gordon Morison. A total of 20 drop targets divided into 5 targets per color. Knocking down a full left set of targets or a right set of targets awarded extra balls to be played during your current game (versus free games as the replay version awarded). The targets would reset after each ball. Extra balls were also awarded if certain scores were achieved as set by the operator. Previous high scores could be posted by the arcade on the backglass as a contest to try and beat the high score. This game was near the end of single-player Gottieb games with the smaller flippers. All in all, a classic game requiring accuracy in your shots to gain extra balls!
  • Gottlieb Subway arrived in October ’66. It was designed by the classic team of Ed Krynski and art by Gordon Morison. This add-a-ball version of the game closely resembled the replay version by the name of Crosstown. This wedgehead Gottlieb has an animated backglass. Every time 100 points are scored, the door of the subway opens, revealing passengers jammed together in a comical pose. The center target is where all the action is in the game. If you happened to match the two columns horizontally by advancing the columns by hitting various spots on the game and hit the center target, the award indicated would be given. Otherwise 10 points were awarded. This game was a tough game to play, as the opening between the flippers was rather large and a hit to the center target would regularly cost you a lost ball.
  • 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.