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Pinball

  • 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.
  • Star Trek: The Next Generation is a widebody pinball game, designed by Steve Ritchie and released in November 1993 by Williams Electronics. It was part of WMS’ SuperPin series (see also The Twilight Zone and Indiana Jones: The Pinball Adventure), and was based on the TV series. It is the only pinball machine that features three separate highscore-lists. Apart from the regular highscore-list and the buy-in-list, it also features a reminiscence to The Machine: Bride of Pin*Bot billionaires club. It is also the third pinball game overall based on the Star Trek franchise, following the 1979 pinball game by Bally, and the 1991 game by Data East (both based on the original series). Launch options When a new ball is launched into the plunger, the player is given one of five launch awards, which is selected when the ball is fired. Unless otherwise noted, the ball is launched through the spiral ramp and into the lock hole (above the pop bumpers). Another ball is popped from the left scoop and onto the left inlanes. Start Mission: Starts lit mission. Flipper Skill Shot: The player has to shoot the ball up the right ramp (the Beta Quadrant) for a random award. Launch Probe: The ball will be loaded into one of the two cannons, located on top of the slings. Shoot the lit target for a random award. If the player misses, Data will say, “The probe has discovered nothing, sir”. Light Lock / Light Holodeck: Lights the ball lock, and the ball gets locked for multiball. When this option is selected twice, “Light Lock” changes to “Light Holodeck”. Warp Factor: Starts the ball at Warp Factor 4. After the player reaches Warp 9, (depending on the ROM version), the award changes to Warp 9.1, up to 9.9 (the player has only a limited amount of time to make either the left circle or Delta ramp for each point), then changes to “Warp Factor 2″. The ball is sent to the pop bumpers. Scoring and Game Modes There are several ways to score points outside of the missions as well as unlocking certain game modes. The following modes are available: Explosive Millions – Shooting the Alpha Quadrant or Beta Quadrant ramps unlocks Explosive Millions. Shooting the same or opposite ramp awards 5 million points, followed by 10 million for another shot, which cumuliates by 10 million every shot. The player has ten seconds to hit the ramp to score or the mode ends. Bonus Multipliers – Hitting all three rollover lanes above the bumpers will increase the bonus multiplier for that ball. The first completion raises it to 2X, and subsequent steps raise it 2X at a time to a maximum of 10X. When the 8X is achieved, the Extra Ball light is lit in the “Start Mission” pocket. When the multiplier is maxed, completing the rollovers again awards 10 million, with the value increasing by 10 million every time afterward Holodeck – The player has two choices. Score 25 million points, or play the “video mode” shuttle cavern. If the player selects the video mode, the player has to go through the caverns in a shuttle, picking up 10 million point cards while avoiding mines and cavern walls. There is an extra ball card somewhere in the caverns, as well as artifact (see below). Reaching the Extra Ball is achieved by alternating Left, Left, Right, Right turns until cavern 7. Depending on how many Extra Balls have already been earned and the games Extra Ball probability configuration it may end up either an Extra Ball or a 10 million point card. Once an Extra Ball has been earned in the Holodeck all subsequent Holodeck runs will not award any Extra Balls, regardless of the path chosen. Collecting the artifact, clearing all caverns, or crashing into a mine or wall immediately ends the video mode scoring the points collected in the mode. A maximum score of 159 million points is possible for a flawless run. At the start of the Holodeck mode, pressing a flipper button along with pulling the launch trigger starts a “Riker’s Poker Night” video mode. Kickback – Shooting the three left yellow targets lights Kickback, which saves the ball from draining from the left outlane. If the game is in tournament mode this must initially be earned. Otherwise the game starts out with the Kickback lit. The Kickback can be recharged unlimited times by hitting the appropriate targets after it had been depleted. Shuttle Ramp – Each shot at the Beta Quadrant Ramp launches a shuttle which a certain number of launched shuttles can reward a player. Rewards could be Light Holodeck, Command Decision, or Extra Balls. Between the ramps are two small targets when hit, adds two times the shuttle to the counter.
  • 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 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.
  • This macabre machine was also one of the most risque games ever made. The vocals are very suggestive as well as the theme of the game. The factory installed a family mode version to the game as well as a cover to the large breasts presented by Elvira on the back glass. Designed by Dennis Nordman and Mark Weyna, the art package came out of the mind of Greg Freres. The object of the game is to complete the six modes represented on the bottom of the playfield. Once all six modes are complete, the object then is to shoot the jackpots with two balls in play all the way up the stiff-o-meter. Doing so produces a pinball fireworks show of light as well as the flippers activating by themselves. The hardest feature on the game is represented in the back glass. If you can achieve all lights by stopping the spider on each and every stop displayed, a special spider multiball is activated. Happy Halloween!
  • 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 one-player September release was designed by Steve Kordek with art package laid out by Christian Marche. 1,130 units were made, which is a pretty low production run. This is an add-a-ball game with a replay version also released called “Superstar.” This machine incorporates not one but three pop-up posts to deflect the ball from draining through the side drains as well as the flipper drain. The object of the machine is to extend your playing time by winning more free balls. This is achieved by completing the s-u-p-e-r roll-overs at the top of the play field. Doing so lights the hidden center kick-out hole. By dropping the target in front of this hole, one has a shot at the extra ball prize. If both specials are lit, two free balls are awarded. Completing each five-star sequence also advances the center shot award. Score is another to earn extra balls per game. Replay games were much more popular back in this era, but not every locale allowed replays.
  • “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!
  • (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 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.
  • This game is the most complicated solid-state pinball machine for complexity and gadgetry ever made. 15,235 of these were made and design credits go to Pat Lawlor with art by John Youssi. Multiple multi-ball options, magnets, a porcelain power ball a gumball machine and an extra-wide play field are only part of what’s before you. The main object of the game is to complete all the segments of the door in the bottom of the play field. These segments illuminate a light in the door. If by rare chance you complete the feat (you can “buy in” extra balls at the end of your game), all heck breaks loose in the form of a “lost in the zone” ultimate stage in the game. All six balls pop out, every option special, and bonus is lit all at once, and then, as if by magic, the flippers stop working (as this is a timed event) and your bonus is totaled. The battle in the zone magnet-controlled play field and power ball are neat!
  • This game is considered to be the #3 game of the ’70s. It was released in June, designed by Greg Kmiec and art by Dave Christiansen. It had a production run of 16,200 units, a record to that date for production by Bally. The game has a rock star tie in the form of Elton John, who was at his peak back then. The movie “Tommy” was also an influence for the game’s graphics. The triple flipper arrangement of the game made for fast action on the playfield. A bonus feature is present, a 5-bank drop target that when hit, advances through extra ball and then special. A free ball gate, when activated, extends the ball’s life. This game is one of the last most collectible electromechanical-era games produced. It was the complementary game to Bally’s Wizard pinball which, again, found its theme based on the “Tommy” movie by The Who. Celebrity tie-ins were found to be big sellers.
  • 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.
  • This game is one of the most colorful machines ever produced and it has a lot of toys to boot. 2704 of them were made and when they came out, demand was low so many sat around for years in their shipping boxes. Today it’s a top 10 collectible machine. John papadiuk designed the game with linda deal penning the artwork. Neon, disappearing pop bumper, managerie ball, magnetized ringmaster, cannon ball backglass animation and a dot matrix display embedded above the playfield are a few of its unique features. The object of the game is to complete all the playfield insert parts by defeating them. This spells out the word circus.. The ringmaster must also be completed. If you’re skillful enough to do this, you become part of the circus which brings you into 6 levels of multiball competition to complete the game. Good luck!!!
  • 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.
  • 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!
  • 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.
  • 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.
  • 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.
  • White Water is a 1993 pinball game designed by Dennis Nordman and released by Williams. The theme is based on White water rafting, which is reflected in the game’s ‘wild’ ramps and very fast gameplay. Overview White Water is a non-licensed pinball machine with a primary objective of moving your raft down the river to “Wet Willy’s” in order to get the “Vacation Jackpot.” You move your raft down the river by shooting the flashing “Hazard” shots, each with a unique rafting theme name. Each time you complete a raft, the number of “Hazard” shots you must hit successfully to complete the next raft increases. It takes eight completed rafts to advance to “Wet Willy’s.” Successfully completing “Wet Willy’s” enables the player to attempt the collection of the “Vacation Jackpot.” There are subsequent objectives in the game, which include: Multiball: To start multiball, light the lock ball shot by hitting the “Lite” and “Lock” targets and then successfully shooting the ball in the ball lock, also called the “No Way Out” Hazard; doing this 3 times will start multiball. Whirlpool: Completing the “Whirlpool” shot will activate one of six awards or modes, which is determined by what is lit when the “Whirlpool” shot is hit. To light the “Whirlpool”, thus making the shot active, successfully hit the “Insanity Falls” shot. After hitting the “Insanity Falls” shot, you will know the “Whirlpool” is active when the red light above the shot is lit. One of the six awards or modes starts when the Whirlpool shot, also called “Bigfoot Bluff”, is successfully competed. Big Foot Hotfoot: There are two “Hotfoot” targets in the middle of the playfield. Hitting both targets comprises a complete “Hotfoot”, and the “Hotfoot” targets are reset. Depending on the machine settings, successfully completing the specified number of “Hotfoot” targets starts the “Bigfoot Hotfoot” mode which allows the player to get successive “Bigfoot Jackpots.” Lost Mine: Hitting the ball in the “Lost Mine” shot awards an item needed to start the “Gold Rush” multiball. There are three items that must be collected to start this multiball, a flashlight, a map, and a key; and these items can be collected through either the “Lost Mine” or the “Bigfoot Hotfoot.” Once all three items have been collected, successfully hitting the “Lost Mine” shot starts the “Gold Rush” multiball.
  • Space Mission was released in January, designed by Steve Kordek with artwork by Christian Marche. Production run was 11,652. This game was very successful for Williams and is considered to be the seventh most desirable game of the ’70s era.The game features a moving target as well as two side kickers next to the flippers for shots at the moving target. Making the A, B, or C light up the side eject holes to award a double bonus for the ball in play. If you were skillful enough to complete the A, B and C, the side outlanes light up for special. The top horshoe loop advances the bonus system. This game has a lot of nice shots and is fast paced. One doesn’t tire easily trying to achieve the scores needed to win a free game. This game was one of Steve’s Kordek’s favorite designs.
  • 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.
  • Flippers (2), Pop bumpers (3), Ramps (2), Autoplunger. A left-side catapult propels ball airborne into a habitrail. Two pop-up trolls in playfield become active during “Trolls!” mode. Tina Fey (of “Saturday Night Live” fame) did the voices of the “Opera Singer” princess and the Cockney-talking princess, and Andrea Farrell did the voices of the Jewish princess and the sexy princess. Greg Freres was the voice of the jousting announcer and one of the trolls while Francois Du Grim was voiced by Vince Pontarelli who also did the other troll. Look no further! This game, in my humble opinion, takes the prize as the most sought-after, inventive game of the ‘90s! Brian Eddy designed this machine with 4,016 units screwed together. The action, endless vocal calls, the exploding castle, the pop-up trolls and the moat and dropping gate make this machine one of a kind. The value of this machine is going through the roof, more than doubling its original price. The six kings from six different castles must be defeated by attacking the castle walls. Defeating a king makes the fort collapse. It’s nearly impossible to complete this feat. The princess must be rescued up the upper right ramp when activated (the princess’s vocals are none other than Tina Fey’s voice). Many multiball challenges await. The trolls must be hit many times to be conquered. The whole package is artistically and musically amazing. Most of these machines are tucked away in home arcades at this point. Enjoy!
  • 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.
  • Williams produced this game in October with 7,053 units produced. Norm Clark designed the game and Christian Marche did the art package. This four-player electromechanical game is based on the game tic-tac-toe. Making 3 x’s or 3 o’s in line or diagonally lights the eject holes to award an extra ball and 5,000 points. Making the A and B rollovers lights the center target. Hitting it opens the gate and 1,000 points. A bonus feature is incorporated into the game and this is awarded when the ball drains. Lighting all the squares activates the side rollover lanes to score a replay. Score and matching are also incorporated into the game. A fast playfield design and fun to play.
  • This game was very successful for the Bally company. It was initially released in 1981 as a full upright pinball with a production of 8,250 games. This version of the game in its third release had a run of 8,850 games. This cabinet was a unique design for Bally, as was used in a few other games like Pac-Man pinball. Designed by George Christian with art by Margaret Hudson, the pool-themed game is a classic. The basic object here is to hit all seven drop targets representing pool balls. The eight-ball drop target then pops up. Upon hitting it, “deluxe” lights up behind where the drop targets were. Making “deluxe” increases your bonus upon completion of the ball and advances the deluxe hold-over feature on the backglass. Hitting the in-line drop targets awards points and specials. The same is true if you shoot the left ramp to the top.