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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!“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!Gottlieb produced a few baseball-themed games, but Williams Manufacturing was the king of these types of games. This game, designed by Ed Krynski with art by Gordon Morison, had a run of 775 units. This is the add-a-ball version of this game, so it is rarer. The replay version is called Grand Slam. This game has eject holes which activate the roto-target, a Gottlieb exclusive device, which stops and a man is lit on a corresponding base to the eject hole on the baseball diamond. The rollover button lights when the bases are loaded. This scores 1,000 points whenever the bases are loaded. Runs and score are the ways to win free balls with this game.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.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.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.This machine was produced in january and 7300 copies of it were bolted together. Pat lawlor designed the game with john youssi penning the artwork. The earliest machines in the production run had the chicago cubs logo on the child’s baseball cap but the cubs disallowed its use so the logo was changed. The early examples had a williams logo sticker over the cubs logo. The object of the game is to advance the compass to the north, south , east and west positions. Doing so starts ball lock ..And the “power of the wind” through the use of a dedicated fan on top of the machine to recreate a new physical dimension to your gameplay. Once three balls are locked, the left ramp awards increasing million awards. By earning enough tolls, extra balls may be had. The super cellar value changes via the spinner. Dropping into the cellar awards its value. Another “twist“ in the game’s design is the spinning discs. Tornado action.This one or two player upright video game is not just one dedicated game like Pac-Man or Missle Command. Through the use of modules or packs installed in the machine, more games could be added to its itinerary of playable classics. Early video games had full circuit boards within the machine as well as dedicated transformers and controls. Nowadays, emulators have taken over the arcade and home markets, allowing thousands of games in the footprint of one machine. Pinball machines have also been emulated in this formats. These games are finding themselves more and more in the home market for obvious reasons: you can have 100 of your favorite machines to come home to in one solo unit–and you own the keys!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!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.Here’s another classic single-player wedgehead. This machine was designed by Jeff Brenner with art scrolled by Gordon Morison. 3,100 units came to fruition as well as an add-a-ball called Royal Pair. This open playfield design allows for a lot of action mandated by flipper shots all the way up the playfield. The object of the game is simple…by completing all the card targets and rollovers, three specials light. Hitting the ace target up top or scoring a lit rollover awards a replay. Another unique feature built into this machine is the random rollover values one may capture. 10, 100 or 1,000 points may be scored by rolling over one of four rollover targets when lit. The shots to the targets must be precise to score from the flipper. The outlanes are unique in design as they are angled. A very interesting variation of a Gottlieb card theme machine.Look no further! If you’re searching for the rarest of the rare, here for your perusal is not one but two examples of this Gottlieb aberration. Supposedly only 125 were made of this game and most were sold overseas. Ed Krynski and Gordon Morison again teamed up to art and design the game. This game represents one of the last electromechanical “wedgehead” games ever built near the shores of Lake Michigan. It’s also a single-player game and one of the last. The object of the game is not really boxing in the true sense but hitting enough targets to advance the central advance display up to the top of the rack. This will ignite the special lights for a free game. The color-coordinated advance inserts on the play field correspond to the light-up features on the play field and, if you advance the light sequence accordingly, those features light up for the brief time the advance mechanism stays on that light. Score is the easiest way to win a replay.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.This machine is based on the ’30s radio series then turned into a movie. Design accolades go to Brian Eddy with art scripted by Doug Watson. 4,247 of these machines were made. The interesting feature in this machine is the elevated upper-left playfield. This playfield is gained access to once the drop target is hit. Once this challenge is complete, another shot to this ramp shoots the ball upstairs to this feature. Pressing the flipper buttons moves the paddle left or right. The kicker is activated by an optic sensor automatically to hit all the targets if your aim is sure. This game also has a thrust magnet which grabs the ball in action and shoots it up the playfield into the next feature. No pop bumpers are on the playfield, which is a rare event. Another first incorporated into this playfield are two ramp diverters which are player adjustable. Completing the six scenes of the story award you with the final battle sequence of good against evil.•27” HD LCD Display featuring full color custom animation, movie clips, scoring, attract mode, back glass artwork and more.. •Standard stainless steel spring-loaded metal lockdown bar and side armor •RGB-LED Playfield Lighting •Super-White LED GI Lighting •Full color digitally printed cabinet and back box artwork •7 Speaker 2.1 Digital Audio system. •Each game will have a number affixed to the game apron to be seen under the playfield glass… •Premium Clear Coated PlayfieldThe 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 pinball had a run of 1750 units. Designed by Ed Krynski with artwork by Art Stenholm, this 2 player four flipper game has no specials. The object of the game is to score a lot of points by advancing the yellow and red multipliers up to 100x where up to 500 points could be hit. Hitting the 100x level resets the hit column back to 1x. Extra balls are awarded if the roto spin target is hit when the star is in position. The use of the four flippers in the game makes one feels that the machine has two playfields in one. The new design pop bumpers, and auto ball lift are in early use here as well as the ball count meter. A challenging game that’s hard to beat!!!The player controls Mario throughout the Mushroom Kingdom. Mario’s abilities can be changed by picking up certain items; for example, Mario is able to shoot fireballs if he picks up a Fire Flower. The player takes on the role of the main protagonist of the series, Mario. Mario’s slightly younger brother, Luigi, is only playable by the second player in the game’s multiplayer mode, and assumes the same plot role as Mario. The objective is to race through the Mushroom Kingdom, survive the main antagonist Bowser?s forces and save Princess Toadstool. The player moves from the left side of the screen to the right side in order to reach the flag pole at the end of each level. A prevalent rumor that it is possible to jump over the flag pole was later confirmed by GameTrailers. The game world has coins scattered around it for Mario to collect, and special bricks marked with a question mark (“?”), which when hit from below by Mario, may reveal more coins or a special item. Other “secret” (often invisible) bricks may contain more coins or rare items. If the player gains a red and yellow Super Mushroom, Mario grows to double his size and can take one extra hit from most enemies and obstacles, in addition to being able to break bricks above him. Players are given a certain number of lives (and may gain additional lives by picking up green and orange ‘1-Up’ mushrooms, collecting 100 coins, or defeating several enemies in a row with a Koopa shell), which are lost when Mario takes too much damage, falls in a pit, or runs out of time; the game ends when all lives are lost. Mario’s primary attack is jumping on top of enemies, though many enemies have differing responses to this. For example, a Goomba will flatten and be defeated, while a Koopa Troopa will temporarily retract into its shell, allowing Mario to use it as a projectile. These shells may be deflected off a wall to destroy other enemies, though they can also bounce back against Mario, which will hurt or kill him. An alternate way to damage enemies is with the Fire Flower, an item which, when picked up, changes the color of Mario’s outfit (or only increases his size if a red and yellow mushroom had not been used previously) and allows him to shoot fireballs. A less common item is the Starman, which often appears from concealed or otherwise invisible blocks. This makes Mario temporarily invincible to most hazards and capable of defeating enemies on contact. The game consists of eight worlds with four sub-levels called “stages” in each world. The final stage of each world takes place in a castle where Bowser or one of his decoys are fought. The game also includes some stages taking place underwater, which contain different enemies. In addition, there are bonuses and secret areas in the game. Most secret areas contain more coins for Mario to collect, but others may contain “warp pipes” which allow Mario to advance to later worlds in the game, skipping over earlier ones.Move a paddle back and forth at the bottom of the screen to rebound a ball back into a brick wall, knocking bricks out one by one. There are three separate games: double — same as Breakout, knock down bricks and when they are all gone a new wall forms cavity — two other balls are inside the wall, when they have an escape route you can hit them as well progressive — as the wall is destroyed, new bricks are added and the entire wall shifts down toward your paddle. The sound effects are just simple beeps. This video game is a typical late ’70s machine which has been reproduced in many variations as well as downloaded apps on smartphones today. No complicated rules here, which is why it was so popular in its glory days. You control the horizontal paddle at the bottom of the playfield and, through the use of the spin controller, try to prevent losing the “ball” below the paddle. By aiming at the bricks, you try to hit all of them and then “break through” to the next layer of bricks. This accomplishment is rewarded with a period of high scoring and ricocheting video bounces of the “ball” until it escapes the brick layer and comes into your paddle again. These brick layers then start to drop toward your paddle. By the way, the TV is black and white!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.
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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!