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This machine is one in a trilogy that Williams produced with an amusement park theme. 9,400 were made with design accolades going to Barry Oursler and art by Python Anghelo. Ronald and Nancy Reagan appear on the backglass. The Comet and Cyclone are two roller coasters from the Coney Island era. If you ride the Comet ramp six times, a million-point shot is possible. The Cyclone ramp in the upper right awards the accumulated jackpot on the backglass if hit three times. Hitting the spook house drop target exposes a gobble hole which spins the backglass wheel for a point award or extra ball. A ferris wheel bonus a shooting gallery bonus and a bonus multiplier shot in the lower left complete this impressive package. “You pay your money, you take your chances” in this classic machine.This unique game has the distinction of having the first mechanical head on a pinball machine. His name is Rudy, and he not only follows the ball during play with his eyes but harasses you with a flurry of comments as the game proceeds. This game was designed by Pat Lawlor and Larry Demar with art accolades going to John Youssi. 10,750 games were made. The object of the game is to advance the clock to midnight. This makes Rudy fall asleep. If you’re skillful enough to shoot the ball into Rudy’s mouth, he wakes up, spits the ball out, and your next goal is to shoot the ball into the trap door for a jackpot. The mystery mirror contains different objectives to achieve. Completing the mirror awards “super frenzy” where all contacts award higher points. Another unique feature of the game is the left plunger, which shoots the “steps” when activated for various awards. The best part of the game is Rudy, though. He taunts you through the whole game.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.The 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
There are 7 Doctors, as one can plainly see from the backglass… quite conveniently, they are numbered 1-7. Each Doctor has the effect of changing the rules of one area of the Playfield, making a list of the rules all the more annoying and probably confusing. First some general information about the Doctors… there are many ways to “spot” doctors throughout the game – one is awarded at the start of any ball, and can be spotted through the Transmat target or Video Mode. At the start of a ball (or when a ball has been locked), you get to choose the “current” doctor – his picture will flash on the backglass. When a doctor- spotting shot is made, the current doctor will become solidly lit (so his attributes are carried over for the rest of the game), and the “current” doctor becomes the previously unlit doctor directly to the left of the previous one. There are 2 ways to spot all seven doctors – either go through them all one-by-one, or shoot the Emperor Daleks jackpot. Either way, all of them will be lit for the rest of the game, and you receive an additional bonus of 2OM, as well as a small animation, which plays even after a tilt! After all 7 doctors are spotted, they can be spotted a second (third, etc) time, and running through all 7 a second time awards another 2OM bonus. Also, each doctor spotted in the game (this count may be more than 7) is worth a 1M bonus at the end of the last ball (so don’t tilt it!), and this bonus (unlike the regular bonus) is multiplied by the Playfield X.12,716 of these Mark Ritchie-designed games were produced in wide-body format. This machine has a lot of the action associated with the first three Indiana Jones adventures produced by Lucas and Spielberg and is rated in the top 10 machines of the ‘90s. Four multiball modes grace this machine as well as a ton of video clips designed by Brian Eddy. Twelve different scenes from the movies are represented. Completing these scenes awards a six-ball multiball sequence. A three-ball multiball sequence may be had by hitting the center drop targets and popping a ball into the drop hole behind them. The path of adventure is lit by hitting the letters in the word “adventure.” Doing so opens the path up the right ramp to the tilt-a-matic playfield in the upper left. The object here is to use the flipper buttons to guide the ball to glory.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.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!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 “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!