-
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.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.The game before you is extremely rare with only 278 screwed together at the Chicago Gottlieb factory. This one-player electromechanical add-a-ball game was designed by John Osbourne with art by Gordon Morison. A replay version was also designed by the name of Blue Note. The object of this machine is to complete all the notes down the left side of the playfield. Doing so activates the classic “wow” feature which, when hit, awards one free ball. A reset is in your future once your current ball drains. Score is another way to achieve longer play by winning extra balls. The spinner in the middle of the playfield awards big points when 1,000 points is lit; each spin of the target awards 1,000 points plus number of revolutions spun. A nice retro art package completes this rare machine.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 massive baseball “pitch and bat” game is considered one of the best baseball games of its era. One or two players could play this behemoth at once, with each player alternating for three innings of play for a nickel or dime. The pitcher may randomly press one of three pitch buttons to pick a weak-to-strong pitch to the batter. The open play field allows one to try and score a home run in one of three bleachers. If you can achieve getting a homer in all three bleachers during your three outs, 30 extra runs are awarded. Then, of course, the ultimate tag of the ball would land the ball in the super home run hole, a rare achievement. This would also award 30 extra runs. Another unique feature of United baseball machines is the scoring of three singles if the ball drops in front of the ramps. These games are also notorious for having a slew of “out” holes. Batter up!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.This four-player machine is almost always considered to be in the top five best solid-state games of its genre. Brian Eddy designed this machine with art by Doug Watson. 3,450 examples of it were made. This fast-paced game is not based on the “Mars Attacks” movie but ironically came out the same time as the movie’s release. A sequel to this game is also in the museum by the name “Revenge From Mars.” The main theme of this amusing game is to complete the five attack waves activated by hitting the three drop targets in front of the saucer. Doing so drops the targets and allows shots to the saucer. After so many saucer hits, the saucer explodes into a flurry of strobe lights (first time used on a pinball machine) and sounds. If you make it to Mars Attacks, the game goes into hyper mode with a flurry of options and actions. Total annihilation of Mars is the ultimate goal. Many more feats and multi-balls are also present.This is it. The ultimate collectible game of the ‘70s according to the literature. Bally put together Ted Zale and Dave “Mad Dog” Christianson to design the game. Production run was 3,815 units. Many firsts here. The whirlwind spinning disk was a first to throw off the ball once rolled upon. A messenger ball (captive ball) was a variation on a theme. The art package is truly amazing. A lower-left kick-back kicker, when activated, returns your ball to play. A free ball gate returns your ball to the plunger. “Zipperflippers”, a first, closes the gap between the flippers, when activated, preventing the loss of the ball thru the center drain until turned off. Once you lock two balls in the “odin” and “wotan” kickout holes, then hit “release messenger balls”, three balls are in play. No jackpot in multiball in this game was developed. You just had a period of high scoring and pinball chaos to contend with until you lost the first two balls in play.May was the release month for this game. Designer Ed Krynski and artist Gordon Morison put together the package. Production run was low, at 675 units. This is an add-a-ball game variant, the replay version was called High Hand. The challenging part of this playfield design is trying to lock a ball in the eject hole for extra balls. Four batteries of drop targets in four colors are along the sides of the playfield. Making a completion of a color of drop targets increases the value of the eject and side drains. If all the drop targets are completed, the extra ball features light up. Score is another way to win balls set by the operator. No match units were incorporated into these games as, again, that was considered a form of gambling, i.e. winning a free game.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.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.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.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
Defender is an arcade video game developed and released by Williams Electronics in 1980. A shooting game featuring two-dimensional (2D) graphics, the game is set on a fictional planet where the player must defeat waves of invading aliens while protecting astronauts. Development was led by Eugene Jarvis, a pinball programmer at Williams; Defender was Jarvis’ first video game project, and drew inspiration from Space Invaders and Asteroids. Defender is a two-dimensional side-scrolling shooting game set on the surface of an unnamed planet. The player controls a space ship as it navigates the terrain, flying either to the left or right. A joystick controls the ship’s elevation, and five buttons control its horizontal direction and weapons. The object is to destroy alien invaders, while protecting astronauts on the landscape from abduction. Humans that are successfully abducted return as mutants that attack the ship. Defeating the aliens allows the player to progress to the next level. Failing to protect the astronauts, however, causes the planet to explode and the level to become populated with mutants. Surviving the waves of mutants results in the restoration of the planet. Players are allotted three chances (lives) to progress through the game and are able to earn more by reaching certain scoring benchmarks. A life is lost if the ship comes into contact with an enemy or its projectiles. After exhausting all lives, the game ends. Defender is an arcade video game developed and released by Williams Electronics in 1980. A shooting game featuring two-dimensional (2D) graphics, the game is set on a fictional planet where the player must defeat waves of invading aliens while protecting astronauts. Development was led by Eugene Jarvis, a pinball programmer at Williams; Defender was Jarvis’ first video game project and drew inspiration from Space Invaders and Asteroids. Defender was one of the most important titles of the Golden Age of Arcade Games, selling over 55,000 units to become the company’s best selling game and one of the highest-grossing arcade games ever. Praise among critics focused on the game’s audio-visuals and gameplay. It is frequently listed as one of Jarvis’ best contributions to the video game industry as well as one of the most difficult video games. Defender was ported to numerous platforms, inspired the development of other games, and was followed by sequels and many imitations. Defender is a two-dimensional side-scrolling shooting game set on the surface of an unnamed planet. The player controls a space ship as it navigates the terrain, flying either to the left or right. A joystick controls the ship’s elevation, and five buttons control its horizontal direction and weapons. The object is to destroy alien invaders while protecting astronauts on the landscape from abduction. Humans who are successfully abducted return as mutants that attack the ship. Defeating the aliens allows the player to progress to the next level. Failing to protect the astronauts, however, causes the planet to explode and the level to become populated with mutants. Surviving the waves of mutants results in the restoration of the planet. Players are allotted three chances (lives) to progress through the game and are able to earn more by reaching certain scoring benchmarks. A life is lost if the ship comes into contact with an enemy or its projectiles. After exhausting all lives, the game end.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.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.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.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.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 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 another breakthru game by Williams. 13,075 units were made. Steve Ritchie designed the game and Tony Ramunni did the art package. Larry Demar programmed the game. Black Knight invented the “magna save” feature which is activated by the second flipper buttons on the side of the cabinet. When active, timing is critical. By activating this feature, the ball, which was about to drain down the side drains, is magically transported to the ball guide lane back to the flipper for continued play. This game also incorporated the “bonus ball” feature if more than one player was playing the game. The person with the highest score is awarded at the end of the game with a bonus round, which is timed to try and pop a game. Finally, this game is the first game to have a two-level playfield. Steve Ritchie, the designer, used his voice as the Black Knight.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.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.Playfield Layout There are two standard flippers and standard return lanes in the usual positions. The inlanes can be lit to start Crane Hurry-up. The outlanes have quite large openings, and each outlane can be lit separately for a “Ball Recycle”. Above the left out/inlanes there is a popper which returns the ball to the left inlane. Most of the shots that take balls under the playfield return the ball here. On the playfield beside this device is a bank of three standup targets with blue lights in the playfield in front of them, which, when completed, lights the left outlane Recycle. Above this there are two ramps with entrance side-by-side. The far left ramp leads to a toilet, which counts the spins the ball takes inside it before falling under the playfield. The inner ramp carries the ball around the back of the playfield toward a VW bus in the back right corner; a diverter can cause the ball to be temporarily held here or to return directly on a habitrail to the right inlane. This ramp also has an open side which allows slow shots to fall through to an area not otherwise accessible, which dribbles down into the hole in front of the dog. Lights in front of these ramps indicate various available shots. In the center of the top of the playfield is this game’s main feature. The “Crane” is a pinball hanging from a chain. The chain hangs from a bar (which is decorated to look like a crane) that goes into the back wall of the game. This ball can be raised or lowered, to allow the pinball to pass under it, or block its path. The bar itself can move side-to-side and up-and-down slightly, in addition to the wild motion the ball has. Around this, arranged in a semicircle, are 2 banks of 3 standup targets with an opening for another shot (which goes around a corner and under the playfield) between them. Above these there is a row of 5 larger “car” standup targets, with no gap. The crane ball can be hit into these higher targets. Several lights in front of the crane ball indicate shots available on the crane ball (by hitting it into the car standups) or in the opening behind it. There doesn’t seem to be a name for this opening (in some mode, I forget which, the game calls it the alley, but the playfield calls the DOG scoop the alley), so I will call it the center shot. Below the right side crane standups there is an up-scoop which usually drops the ball onto the bus ramp’s habitrail to the right inlane, but a diverter can send it to the dog instead. The dog is a decoration just in front of the bus; when the ball goes to him, it falls into a hole in the playfield in front of him, and if the ball was supposed to be there, a video mode starts. Lights in front of the scoop spell out D-O-G. Just to the left of it there is a small standup target, the Toaster Gun target. Below and slightly to the right of the scoop entrance, there is a sinkhole called the Sewer that can be entered from almost any direction. Lights in front of it indicate a variety of awards which can be available here, including Extra Ball and Adventures. The adventures themselves are indicated by a separate row of lights across the playfield, below the lights for the ramps, crane, and scoop. Below the Sewer there is a bank of 3 blue standups; these light the right outlane Recycle and are similar to their counterparts on the other side of the playfield. The plunger (which is a combination manual and autoplunger) shoots the ball through a spinner and into a sinkhole, which, like other holes on this game, takes the ball to the left inlane feed. Junk In the middle of the lower section of the playfield, in addition to lights for “shoot again” and autofire, there is a blueprint with 10 different pieces of junk marked with lights. Some of the pieces combine to make various contraptions. The junk consists of: Hair dryer, toaster, cuckoo clock, television, weathervane, fishbowl, propeller, fan, bathtub, and bicycle wheels. The game begins with the toaster already awarded. The combinations are: • Hair dryer + toaster = toaster gun • television + weathervane = radar • bicycle wheels + bathtub + fan = jalopy • fishbowl + jalopy = submerger • propeller + jalopy = flying machine There is an extra ball awarded for collecting a certain amount of junk, which is on a percentage; on the game I play it’s awarded on the third junk item. Collecting all the junk lets you enter your initials as junk champion at the end of the game. The current junk champion’s initials are shown on Spike’s collar when each dog video mode begins. Helpful hints At various times during the game, an angel appears on the left of the DMD or a devil appears on the right, and they make some comment. Whenever you collect junk, one or both of them appears and advises you what to collect next. (If your first junk item is anything other than the hair dryer, both appear, the angel advising you to get the hair dryer and the devil advising you to get a part for the radar.) One of these also announces each time an invention is completed, or when an adventure starts.Gottlieb Pop-A-Card was another classic ‘70s playfield designed by Ed Krynski with artwork by Gordon Morison. Only 825 of these units were made. The replay version of the game was called Drop–A-Card which, as usual, was a much higher produced machine. The open playfield of this game gives ample room for scoring the three banks of drop targets. To win free balls with this game, you have to either complete the 2, 3, 4, and 5 targets, or the 6, 7, 8, and 9 targets…or the 10, J, Q, K, and Ace targets. The first two options light the wow feature to award free balls during that ball in play. If you hit the 10 thru Ace targets to completion, four rollovers light up to score extra balls. Of course, score is another way to score more balls.This game by Gottlieb is a very challenging design. It was invented by Ed Krynski and artwork was drawn by Gordon Morrison. This game has 10 drop targets lined up the left side of the playfield. If one target is hit, one scores 500 points. If, however, you’re skillful enough to hit a blue and white target at the same time, 5,000 points are awarded. Completing the sequence 1-9 lights the special at the bottom left rollover as well as lights the drop targets to score a special if all the targets are dropped. The player had to be wary when trying to freeze the ball on the right flipper, as one could lose the ball up the right guide rail (which has an opening in it the size of a ball). This playfield design was used a few times by Gottlieb, as it was a successful design (games like Gottlieb 300, for example, a bowling themed game). Scoring games by core were another option.10,350 of these machines made it through the doors of Bally in 1978. Designed by the great Jim Patla and art package by Kevin O’Conner, this early wide body machine is a perfect match for the pinball trade as well as this museum. Even though it was made prior to vocalization in pinball machines, the sounds of the machine draw one in to play its features. All the technology of the 70s is present here with drop targets, loop shots, advancing bonus features and a novel kick back kicker between the flippers which, once achieved, brings the ball back into play instead of draining. Completing the spelling of “Silverball Mania” advances the bonus features. If you complete this feat three times in a game, a built in carrier feature advances on the backglass and awards an operator-adjustable reward, classically three free games. A great playfield flow was designed into the game with two “back to the top” shots enticing players along.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 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.