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  • 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.
  • 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.
  • 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.
  • Here is one you do not see every day. This is a Gottlieb Challenger from 1971. Only 110 of these were produced back in the day. How many are still around now … head-to-head pinball game with two players at opposite ends of the playfield, simultaneous soccer like play, can not be played with one player. Each player has flipper buttons which control only those flippers facing the opponent. Ball enters play from between the flippers. Game has 8 flippers and vertically mounted score reels. The playfield actually tilts towards and away from the players, depending on which end served the ball.
  • This game was an “add-a-ball” game; the replay version was called 2001. Production run was 490 units. This was the first game to feature the in-line drop targets in a bank of targets. It was designed by Ed Krynski with art by Gordon Morison. A total of 20 drop targets divided into 5 targets per color. Knocking down a full left set of targets or a right set of targets awarded extra balls to be played during your current game (versus free games as the replay version awarded). The targets would reset after each ball. Extra balls were also awarded if certain scores were achieved as set by the operator. Previous high scores could be posted by the arcade on the backglass as a contest to try and beat the high score. This game was near the end of single-player Gottieb games with the smaller flippers. All in all, a classic game requiring accuracy in your shots to gain extra balls!
  • This pinball had a run of 1750 units. Designed by Ed Krynski with artwork by Art Stenholm, this 2 player four flipper game has no specials. The object of the game is to score a lot of points by advancing the yellow and red multipliers up to 100x where up to 500 points could be hit. Hitting the 100x level resets the hit column back to 1x. Extra balls are awarded if the roto spin target is hit when the star is in position. The use of the four flippers in the game makes one feels that the machine has two playfields in one. The new design pop bumpers, and auto ball lift are in early use here as well as the ball count meter. A challenging game that’s hard to beat!!!
  • October was the birthdate for this machine. It was designed by Ed Krynski with artwork by Art Stenholm. Low production run of 550 units. This is an add-a-ball game, the replay version being called Sing Along. This game was a variation on a classic Gottlieb game Kings and Queens, in that it contains the four side-by-side kickout holes made popular in 1965. Here, the object of the game is to complete four same-colored numbers vertically in a row to randomly cause the kickout hole to light to score an extra ball if you land in the hole when it’s lit. If you didn’t win a ball, each light in the column would award 10 points. If you have most of the lights lit, a run at the kickout holes awards a lot of points in a hurry which, in this game, also awards extra balls. One center target is also incorporated into the game, awarding 100 points when hit and lights the pop bumpers for higher scoring.