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Pinball

  • 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!
  • 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.
  • 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.
  • This April release came in a four-player version, also in the museum called “Royal Flush.” 12,250 games were created in this sizable run of machines. Ed Krynski designed the machine with Gordon Morison penning the artwork for the game. A very popular game in its day, the main ingredient of the play field is the battery of nine drop targets set at an angle. The object here is to complete the drop targets to complete the five card combinations represented on the front play field. Completing a combo illuminates the light in the bonus column of combos and at the end of the ball, a “scan” bonus would score the appropriate number of points to the player currently up. The drop targets reset after each ball unless an extra ball is scored via the free ball gate. A double scan of the bonus lights on the last ball. Another feature to shoot for is the three colored card sequence. These light a special on the kick-out hole.
  • This four-player machine was produced in November of the year with 2,675 units fabricated. It was designed by Ed Krynski with art penned by Art Stenholm. Technically, a couple of firsts were incorporated into this machine for Gottlieb, like an automatic ball lifter, decagon score reels and carousel roto-targets. The carousel roto-target allow one to shoot at one or two targets at a time if flipper savvy. The star on the unit awards an extra ball. The object of the game is to achieve high-enough scores to award replays. The big points are awarded when the two 10x lights under a roto-target light up, awarding 100 times the value of the number hit. The most attractive gadget built into the game is the dancing ballerina in the backglass, which dances when certain elements of the play field are achieved. A highly collectible game in its own right.
  • 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!
  • This is the next-to-last machine Williams made under the Bally moniker and the first game made to “reinvent” pinball in a last-ditch effort to save Williams from ceasing pinball manufacturing. 6,878 machines were made. George Gomez designed the new platform with Greg Freres and John Youssi designing the art package. This is Star Wars; the last games from Williams were the most technologically advanced games pinball has ever known. The incorporation of a reflecting video monitor with interactive playfield video feedback is revolutionary. The top of the playfield is mostly hidden from view except for a few selectively placed spots which light on occasion. This machine consists of nine different modes which must be conquered to proceed to the ultimate mode, that being the destruction of Mars. A very different game that sold well. However, Williams pulled the plug on pinball and thereafter focused on slot machines.
  • Pro Pool originated in December with 800 units being fabricated. This add-a-ball machine was designed by Ed Krynski with artwork by Gordon Morison. Two replay versions of the game were also made: a two-player version called Big Shot and a four-player version called Hot Shot. Obviously the theme of this game is the game of pool. The playfield is symmetrical and the way to win extra balls is by completing the left and/or right drop target battery. Doing so will lift the left and/or right wow rollovers for this award. The drop targets reset once the sequences are completed. Of course, an operator-adjusted score is another way to score a couple of balls. Back in the ‘70s, multiple balls or replays could be achieved on the game. Today, one free game on a current solid-state game is the common win. Operators have made it harder to achieve free games today as free games yield no income and only result in down time for the machine to earn coins in the till.
  • This machine was a big hit for Williams with 12,000 machines created. A skill shot starts your adventure with different point values. A three-bank drop target or single right target advances the planets lit in the playfield. If you advance to the lit planet, a free game is your reward. The light grid, if hit when a solo target is lit, opens the visor. Otherwise, hitting all the lights opens the visor. Locking two balls in the “eyes” of the robot starts two-ball multiball. Lock one ball in one eye and shoot for the left solar ramp. Advance the bonus value by making the left ramp loop when the visor is down. This game is fun, challenging and the vocals egg you on throughout your adventure.
  • Mata Hari was released in April of the year and designed by Jim Patla with artwork accolades going to Dave Christiansen. 16,200 of these machines were produced in the new solid-state format (as seen in the museum) as well as bunch of electromechanical machines (170, to be exact) to keep the non-computer savvy operators happy and buying machines they knew how to fix. This machine before you is one of the finest examples of this ultra-rare mechanical format. Like the solid-state version, the center kickout hole scores 3,000 points and each successful shot in the hole advances the bonus multiplier. The A and B skill shots advance the horizontal sequence of increasing values in the center of the playfield. 50,000 points are awarded when a battery of drop targets is hit. If both batteries are knocked down, the drop targets reset and hitting all again awards the replay. Score is another replay option.
  • Another rare machine stands before you. Although 2,885 units were produced, they were all sent to France as a promotion in a contest to market Canada Dry soda. Designed by Ed Krynski and art by Gordon Morrison, this game was released in the US as a one player, two player and four player version. If you like drop targets this is your game. Fifteen drop targets live in this playfield design! If you’re skillful enough to hit all the upper drop targets, the side extra ball rollovers activate. The same is true if you hit the bottom five drop targets. If, however, you’re skillful enough to complete all fifteen targets, the specials are activated. Score is another way to win. The machines put on location in France provided high-scoring winners with monetary prizes from Canada Dry. I wish they would do this in the united States, especially in Atlantic City.
  • Demolition Man is a Williams pinball machine released in February 1994. It is based on the motion picture of the same name. It is part of WMS’ SuperPin line of widebody games. Sylvester Stallone (John Spartan) and Wesley Snipes (Simon Phoenix) provided custom speech for this game during ADR sessions at Warner Brothers Studios in Los Angeles under the direction of Jon Hey. Hey scored the music of the pinball game in part based upon the movie score by Academy Award winner Elliot Goldenthal, but including new music. Multiball modes This game is centered on multiball modes. The player has to shoot the left ramp when the “freeze” light is lit (lit by the right inlane) to “lock” a ball. When the required amount of locks are made, the player has to shoot the left loop to start multiball. Fortress Multiball (2 balls required) – A normal multiball mode with 3 jackpots and the “Super Jackpot”. 1-4 balls can be shot up. Museum Multiball (3 balls required) – Jackpots everywhere, except the standups. After the “Super Jackpot” the Multiball starts over. 3-6 balls can be shot up. Wasteland Multiball (4 balls required) – Same as “Fortress Multiball”. If not getting the lighting jackpots, the next jackpot will appear and the previous jackpot will stay. 4-8 balls can be shot up. Cryoprison Multiball (5 balls required) – The “Super Jackpot” is lit, from the beginning of the multiball. After getting the “Super Jackpot” it will lit again after hitting an arrow or more. Completing all four multiball modes lights the right ramp for the wizard award, Demolition Jackpot, which is the total amount of all the jackpots collected during the game. The Demolition Jackpot is lost if the ball drains. If you hit all jackpots in a multiball, the “Super Jackpot” light will lit. Getting the ball up to the “Cryo-Claw” whilst, you will get it. The “Super Jackpot” light turns off, if all the balls drain and the Multiball is over, the “Super Jackpot” is lost.
  • 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!
  • 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 contemporary machine was designed by Keith Johnson and Joe Balcer. The art package was created by Matt Groening’s cartoon team and the voices inherent in the game are from the actors who play the characters on the show. This well-designed game is basically an extension of The Simpsons TV show with all characters accounted for. Opening the garage door allows you to try and lock three balls in the couch to start couch multiball and score a jackpot or super jackpot. The three drop targets on the bottom right must be hit, the ball dropped into the hole behind them…and then repeated once more to start the Itchy and Scratchy multiball. If you’re skillful enough to complete all the modes to the basic game, the spoiler modes kick in. One of these modes reverses the flipper buttons’ function. A very complicated game enhanced by Homer following the ball around the playfield; this game is busy.
  • Big Brave is a two-player electromechanical machine. 3,450 units were produced. Ed Krynski designed the machine and Gordon Morison was in charge of the artwork. This game was a typical Gottlieb game of the era. It has drop targets, resetting targets, bonus feature, double bonus option, and a special. Making the B I G rollover lights the pop bumpers. Hitting all five drop targets awards 5,000 points. Hitting the last drop target left when the B I G is hit awards a special. The vari-target, as it was called, was an exclusive Gottlieb design. As you hit the target – depending how hard you hit it – would result in bigger point values. It will then reset to be hit again and again. A four-player version of this game, Big Indian, was also produced.
  • 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.
  • June marked the month when Bally let Greg Kmiec and Christian Marche unveil their newest creation to the pinball world. This two-player game awards an extra ball when the A-B-C-D sequence is completed. C and D when completed, award the double bonus. The third flipper in the middle right of the playfield gives the player maximum control to shoot for the Aladdin’s Alley. Hitting the rollover at the top of this shot scores the lit value and then advances the value for the next completed shot. If you’re skillful enough to make it to the 5,000 shot, the next shot scores a special. This special remains lit for the balance of the ball in play. All in all, a typical Bally game of the era. This game was released at the same time as the classic Captain Fantastic Bally machine (that game is in the museum). Captain Fantastic made Bally #1.
  • October was the birthdate for this machine. It was designed by Ed Krynski with artwork by Art Stenholm. Low production run of 550 units. This is an add-a-ball game, the replay version being called Sing Along. This game was a variation on a classic Gottlieb game Kings and Queens, in that it contains the four side-by-side kickout holes made popular in 1965. Here, the object of the game is to complete four same-colored numbers vertically in a row to randomly cause the kickout hole to light to score an extra ball if you land in the hole when it’s lit. If you didn’t win a ball, each light in the column would award 10 points. If you have most of the lights lit, a run at the kickout holes awards a lot of points in a hurry which, in this game, also awards extra balls. One center target is also incorporated into the game, awarding 100 points when hit and lights the pop bumpers for higher scoring.