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  • 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.
  • 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.
  • 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!
  • Official Baseball, Williams #232, 2/60, two players, woodrail with players on the playfield and animated umpire and pitcher, plus a running man unit. Uses 3/4″ balls. Very often the playfield men get broken from the ball play (or the catcher is just plain missing!) A very cool woodrail (maple side rail) baseball arcade game with hole style scoring (opposed to the 1963 and later target scoring scheme), and a very good looking game. Two player game, so competitive play is encouraged. High score is kept, with a default of 15 runs as the minimum high score to beat. Game can be set for one to three innings per game. Game uses a buzzer which sounds between innings and players. Most of the players have lights under their fielding hole. If the light is on, the runner advances if the ball goes in this hole. If the light is out, the field hole is an out. Whether the light is on or off is determined by how many players are currently on base (via the running man unit in the backbox). So hitting to the first basemen’s field hole could get the player an out or a single. Official baseball is easily the best looking of all post-WW2 pitch and bat baseballs. With the metal playfield men and classic design, it’s a handsome game. It is not though the best playing of the Williams pitch and bats. Since it does not have a home-run deck (like most of the other Williams p&b games), it’s not riveting from a game play perspective. But the pitching unit (the umpire hands the ball to the pitcher, and then the pitcher moves forward to pitch the ball).
  • 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.
  • This game is one of the most colorful machines ever produced and it has a lot of toys to boot. 2704 of them were made and when they came out, demand was low so many sat around for years in their shipping boxes. Today it’s a top 10 collectible machine. John papadiuk designed the game with linda deal penning the artwork. Neon, disappearing pop bumper, managerie ball, magnetized ringmaster, cannon ball backglass animation and a dot matrix display embedded above the playfield are a few of its unique features. The object of the game is to complete all the playfield insert parts by defeating them. This spells out the word circus.. The ringmaster must also be completed. If you’re skillful enough to do this, you become part of the circus which brings you into 6 levels of multiball competition to complete the game. Good luck!!!