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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.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.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 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.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 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.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.
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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.