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  • 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.
  • 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.
  • 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.
  • Here’s another example of a Gottlieb single-player mechanical game when all the other manufacturers during this period were developing solid-state computerized machines. Ed Krynski is the designer with Gordon Morison the artist of choice for this model, one of 1,530 machines made. The machine itself is a classic ’70s. Ten numbers is your goal here. You achieve these ten targets by hitting and rolling over the appropriate spots on the playfield. Hitting the spinner spots the numbered target the spinner stops on. If you’re lucky to complete the targets, the special lights up and advances through the ten numbers. Hitting the lighted number with “special” lit means more free time playing the game. Score for replays is your second goal. Nice artwork in a single player game, one of the last produced.
  • This wide-body solid-state game was a high-production model with 6,800 units produced. The artwork was Gordon Morison’s creation with Ed Krynski penning the playfield. This pre-vocal machine is jam-packed with features. A mini playfield in the upper left consists of drop targets which, when completed correctly, light extra ball and special targets on the main playfield. Hitting a, b, c, and d on the top rollovers lights an extra ball feature on the mini playfield. Hitting the yellow star drop targets advances the multiplier bonus up to a 5x level. Interesting side drain configurations as well as the potential to score the kick-out hole playfield bonus prior to draining a ball is interesting. Five flippers grace the game. All in all, a great package and interesting flow for an early wide-body creation.
  • This Gottlieb game is one of the five in the museum of the “flipper” series from Gottlieb. These games are all add-a-ball games. The layout of this game parallels a future Gottlieb classic by the name of “Buckaroo” (also in the museum). 1,550 of these machines were manufactured. Wayne Neyens designed the game and Roy Parker established the art package. Fifteen targets on the roto-target are present and spinning the roto would bring up new numbers to complete. If you are skillful enough to sequence four numbers in a row, an extra ball is awarded. The bull’s-eye target awards an extra ball also. Each time an extra ball is awarded, the backglass animation activates. The cowboy shoots at the targets, which causes them to spin. No match feature here and tilting the game forfeits the ball in play as well as a future ball in play.
  • This replay game came out in December of the year with a four-player replay version (Vulcan) being released two months prior. 970 units were produced. Ed Krynski designed the game with Gordon Morison taking the credit for artwork. Two sets of drop targets in the firing range of the flippers make for a lot of accurate target shooting. Lighting all four green drop targets lights the extra ball target. The bonus value is doubled by hitting the bank of five drop targets. Making one to five numbered sequence lights two rollovers for a special as well as increases the white drop target value to three bonus advances. The kickout hole awards from 1,000 to 5,000 points dependent on the number of green drop targets hit at that moment in time. All in all, a nicely balanced game. Bonus is awarded upon draining the ball also.
  • Two banks of 5 drop targets, with two kickout holes above the drop targets. Three pop bumpers, no slingshots, and two 3″ flippers. The game play/rules behind Fastdraw is rather interesting, and a bit complicated for an EM pinball. First try and score the three A-B-C rollover targets. This increases the score value of the two kickout holes (1000 points plus another 1000 for each of the scored A-B-C rollovers, for a possible 4000 points max per kickout hole). Each of the three rollovers corresponds to a pop bumper too, so scoring the “A” rollover lights its pop bumper scoring 100 points instead of 10 points. Getting the three A-B-C rollovers also turns on the “extra bonus” light (double bonus for all but the last ball). Last ball gets double bonus by default, and if the A-B-C rollover lanes are scored, triple bonus is awarded. After the A-B-C rollovers are scored, knocking down all 5 of either the right or left drop target banks will also light the corresponding right or left kickout hole for Special. (The center pop bumper alternates the Special between the right and left kickout hole.) Also each drop target knocked down increases the end-of-ball bonus by 1000 points. Finally, knocking down all 10 drop targets makes the game raise the single center black drop target on each of the two drop banks. Now this single drop target is worth 5000 points. If one of the two center black drop targets is down, again that corresponding kickout hole will alternate lit as Special (assuming the A-B-C rollovers have been scored). If both black single drop targets are knocked down, the game resets these two black drop targets again. At the end of ball all targets and features reset, so it’s rinse and repeat for the next ball/player.
  • Gottlieb released the game “Sinbad” in both solid-state and electromechanical formats in June of the year. Designed by Ed Krynski with art by Gordon Morison, there were 12,000 S.S. games and 950 E.M. games made. This machine is the rare two-player version of the game, of which 730 were made. Drop targets are the main theme of this game. Knocking down the single white drop target awards a 2x bonus and lights the white rollover. The three yellow drops were next. If hit, 3x bonus is awarded when the ball drains and the 5,000 rollover lights at the top of the playfield. The four purple drops were next. Making these would award 4x bonus and light the extra ball rollover. Finally, the five red drops; when hit would award 5x bonus (the maximum bonus that could register is 15,000 points times the bonus) as well as light the special rollover. Four flippers allowed for interesting play, also.