357 files
-
Lectronamo (Stern-1978) (FizX3.3)
By Popotte
Lectronamo (Stern-1978) FizX 3.3 V1.00
IPDB No. 1429:
NOTES:
Martin Bruncker: playfield
Popotte: plastics, back glass, script
You must use BAM 365 or higher
MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR
You can choose (by the Special1Key) to scroll or not the ball.
You can toggle (by the toggle HUD key) the HUD reel.
You access to the dip switches menu by the Special2Key.
You can read rules and switches explanations in the manual included in the .zip file.
RULES:
Bonus Score Feature:
A bonus score of 1,000 to 19,000 may be scored. The game starts with a bonus score of 1,000. The bonus score advances one step at a time, each time the ball goes into the top eject hole, every FOURTH spin of the spinning target, each time the ball goes over the rollover switch in the upper left lane. Single bonus advances are also scored when either of the two rebound rubbers are hit in the middle of the playfield or the stationary target is made. The two outlanes advance the bonus 3 steps as does the center eject when lit and the upper left lane when lit. The bonus is collected when the ball goes into the outhole or the side lane (upper left).
3 Bank DT:
Each target scores 500 points.
1st Time Down: Double Bonus is awarded. The lower 2X lite goes out when the ball goes into the outhole and the Bonus Score is collected.
2nd Time Down: Triple Bonus is awarded. The lower 3X lite goes out when the ball goes into the outhole and three times the lit Bonus Score is collected.
3rd Time Down: Five times the Bonus is awarded. The lower 5X lite goes out when the ball leaves the playfield and the Bonus Score is collected.
EVERY TIME: All drop targets are down an additional 6,000 points is awarded.
5 Bank DT Feature:
Each Target scores 500 points.
1st Time Down: Lites "Lights Extra Ball Lane"
2nd Time Down: Lites Extra Ball Lane (Right Return Lane) and lites "Score Special"
3rd Time Down: Scores Special adjustable to:
1) Go Out - 1 Special per ball
2) Open Ended - Continues to award special every time
Special Lite Feature (Adjustable to Award)
1) 1 free game
2) 1 extra ball
3) 1 free game and 1 extra ball
4) 100,000 points
EVERY TIME: All drop targets are down an additional 10,000 points is awarded.
EB Feature:
When the 5 Bank Target is made for the 2nd time, the right return lane is lit for extra ball. The ball going thru the lane when lit awards an extra ball and lites the Shoot Again lite
Rules are depending dip switches...
IPDB HIGHLIGHTS:
Date Of Manufacture:August, 1978
Production:2,423 units (confirmed)
Notable Features:Flippers (2), Pop bumpers (3), Slingshots (2), Standup targets (6), Kick-out hole (1), Spinning target (1). Ten star rollover buttons are in the shape of a rack of bowling pins. Plays a tune at start-up known in professional horseracing as "The Call to the Post".
Maximum displayed point score is 999,990 points per player.
Design by:Flippers (2), Pop bumpers (3), Slingshots (2), 5-bank drop targets (1), 3-bank drop targets (1), Spinning target (1), Kick-out hole (1), Upper left kickback lane.
Art by:Mike Kubin
Notes:First Stern game with electronic sound. Generated by the SB-100 sound board.
Service Bulletin #7A indicates this game uses the same ROMs as Stern's 1978 'Nugent'.
Pictured in this listing is a game with a narrow-neck, one of two of which we are aware. While the playfield is the same size as other games, the cabinet is almost three inches shorter than normal which required that the neck be narrower. The backbox uses three bolts instead of the usual four. An owner reports that the front leg bolts are in the same place as other Stern cabinets but the rear ones are 3/4 of a inch lower. We don't know the reason for this "narrow-neck" cabinet variation or how many of them were produced.
148 downloads
(0 reviews)0 comments
Updated
-
Strikes and Spares (Bally-1979) (FizX3.3)
By Popotte
Strikes and Spares (Bally-1978) FizX 3.3 V1.00
IPDB No. 2406:
NOTES:
You must use BAM 365 or higher
MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR
You can choose (by the Special1Key) to scroll or not the ball.
You can toggle (by the toggle HUD key) the HUD reel.
You access to the dip switches menu by the Special2Key.
RULES:
* Making A-B-C:
1st time lites 2x and center bumper
2nd time 3X
3rd time 5X
4th time and each additionnal time scores special
* Making S-P-A-R-E:
1st time lites return lanes for extra ball
2nd time lites outlanes for special
3rd time and each additionnal time scores special
* Making a strike advances and scores strike value
* Maximum 1 extra ball per ball in play
* Tilt penality - ball in play
Rules are depending dip switches...
IPDB HIGHLIGHTS:
Date Of Manufacture:June, 1978
Production:12,820 units (confirmed)
Notable Features:Flippers (2), Pop bumpers (3), Slingshots (2), Standup targets (6), Kick-out hole (1), Spinning target (1). Ten star rollover buttons are in the shape of a rack of bowling pins. Plays a tune at start-up known in professional horseracing as "The Call to the Post".
Maximum displayed point score is 999,990 points per player.
Design by:Gary Gayton
Art by:Kevin O'Connor
Notes:Artist Kevin O'Connor said at the 2004 Texas Pinball Festival that the girl in the backglass is a fantasy girl and was not based on an actual person.
173 downloads
-
Big Deal (Williams-1963) (FizX3.3 V1.00)
By Popotte
Miss O (Williams-1969) FizX 3.3 V1.00
IPDB No. 244
NOTES:
MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR
You can access to the menu with the Special2Key.
You can toggle (by the toggle HUD key) the HUD reel.
If you use arrows for plunger (optional), you have to use arrow down and arrow up (customisable) in order to pull or push the plunger.
Rules:
1 replay for making Ten, Jack, Queen, King and Ace.
1 replay each time all targets are knocked down after Ace has been made.
1 replay for ball thru top rollover when lit for special.
1 replay for matching last number in point score to lited number that appears on back glass when game is over.
All targets done spots next card and one joker.
Top rollover lites for special when both kokers are lit.
Cards remain lit, from game to game, until straight has been made.
IPDB HIGHLIGHTS:
Date Of Manufacture: February 7, 1963
Production: 1,350 units (confirmed)
Notable Features: Flippers (2), Pop bumpers (3), Passive bumpers (4), Slingshots (2), Drop targets (4), Rollover buttons (4). Large non-kicking rebound rubber between and below flippers. Backglass has a feature awarding a Special that carries over from game to game. Backglass light animation (playing cards light up). Reverse wedge head.
Maximum displayed point score is 1,999 points.
Design by: Steve Kordek
Art by: Unknown
Notes: Upper left corner of backglass has the words "Steve's Diner", an apparent reference to designer Steve Kordek.
80 downloads
(0 reviews)0 comments
Updated
-
Rocket III (Bally-1967) (FizX3.3)
By Popotte
Rocket III (Bally, 1967) FizX3.3 V1.00
IPDB No. 1989
NOTES:
You can access to the menu with the Special2Key.
You can toggle (by the toggle HUD key) the HUD reel.
If you use arrows for plunger (optional), you have to use arrow down and arrow up (customisable) in order to pull or push the plunger.
RULES:
Matching last number of score with numbers wich lights on backglass at end of game scores 1 Replay.
1 or 2 Replay(s) for reaching planet 8 or 9 (depending on settings).
Tilt ends game.
IPDB HIGHLIGHTS:
Date Of Manufacture: January 24, 1967
Production: 2,603 units (confirmed)
Notable Features: Zipper flippers (2), Pop bumpers (4), Mushroom bumpers (10), Spinning bumper (1). Slingshots (2), Left outlane ball kicker. Right outlane ball return gate.
Design by: Ted Zale
Art by: Christian Marche
Notes:
The manufacturer produced the backglasses in both crystal glass and Plexiglas.
Near the center of the motor board is a 10-pin jack with a 4-pin shorting plug. This shorting plug is required for replay operation. This jack will accommodate an Add-a-ball relay, likely ordered separately by the operator, required for Add-a-ball operation. The operator would remove (and save) the shorting plug and attach the Add-a-ball relay to the nearby vacant area of the motor board, plugging it into the vacated jack. In the Files section are instructions for converting this game from Replay operation to Add-a-ball operation. The schematic refers to the "add-a-ball relay".
Early Production games (like the ones featured in the promo photo and the flyer) differ from the rest of the production run because they have no "Special" on reaching letter 'E' of 'Rocket' on the playfield, thus no Special light on the left outlane, and no left outlane kickback. Also, they feature a bottom arch with different graphics, different colors on the playfield and the cabinet (while the plastics are the same), and a different playfield glass, being the familiar sliding glass, while later in production the glass was changed to lift upwards from the front in a metal frame.
Although the games featured in the flyer and in the promo photo are normal replay games, Federico Croci, a collector in Italy, tells us that several Early Production versions were found there with no replay unit and no replay window in the backglass.
The Italian add-a-ball version is Bally's 1967 'Rocket III (Italy)'.
82 downloads
(0 reviews)0 comments
Updated
-
Cleopatra (Gottlieb-1979) (FizX3.3)
By Popotte
Cleopatra (Gottlieb, 1979)
IPDB No. 532
NOTES:
This table is not a Popotte table but a tomásaco table. You can choose with Special1Key the color of the DMD, and with Special2Key the appearance of the playfield and plastics. You have a full HD version and a full 4K version.
RULES:
HITTING ROLLOVERS AND CORRESPONDING DROP TARGETS INCREASES
BONUS VALUE. COMPLETING DROP TARGETS LIGHTS CENTER TARGET
ALTERNATELY. COMPLETING ROLLOVERS OR DROP TARGETS LIGHTS
BULLS-EYE TARGETS ALTERNATELY FOR “EXTRA BALL”. COMPLETING
ROLLOVERS AND DROP TARGETS LIGHTS BULLS-EYE TARGETS .
ALTERNATELY FOR “SPECIAL”.
DROP TARGET VALUE IS 1000 POINTS FOR EACH COMPLETED ROLLOVER.
CENTER POP BUMPER VALUE IS 1000 POINTS (100 POINTS FOR 5 BALLS GAME).
CENTER TARGET VALUE IS 500 OR 5000 WHEN LIT.
HOLE VALUE IS 5000 POINTS (3000 POINTS FOR 5 BALLS GAME).
IPDB HIGHLIGHTS:
Date Of Manufacture:December, 1977
Production:7,300 units (confirmed)
Notable Features:
Flippers (2), Pop bumpers (3), Slingshots (2), Standup targets (3), 5-bank drop targets (1), Kick-out holes (2). One standup target is behind the drop targets.
Sound: 3 chimes.
Design by:
Ed Krynski
Art by:Gordon Morison
Notes:First solid state game from this manufacturer.
This game was also produced as a 4-player EM version Gottlieb's 1977 'Cleopatra' and a 2-player EM version Gottlieb's 1978 'Pyramid' but with different backglass art.
183 downloads
(0 reviews)0 comments
Updated
-
Fast Draw (Gottlieb-1975) (FizX3.3)
By Popotte
Fast Draw (Gottlieb - 1975)
IPDB No. 828
NOTES:
MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR
Cinematic for credit reel by kind permission of Greywolf
You can access to the menu with the Special2Key.
You can toggle (by the toggle HUD key) the HUD reel.
If you use arrows for plunger (optional), you have to use arrow down and arrow up (customisable) in order to pull or push the plunger.
RULES:
Insert coin or press credit button to reset machine. Repeat for additional players.
Points are scored as indicated.
Completing A-B-C sequence and either group of drop targets lights corresponding hole alternately for special. Completing both groups of drop targets resets center drop target for 5000 points.
Completing A-B-C sequence doubles bonus value (3 balls game).
Bonus scores double on last ball or triple if A-B-C sequence is completed.
A-B-C sequence and drop targets reset after each ball.
Center bumper scores 10 or 100 points (for 5 balls game, 1000 points for 3 balls game) when lit.
Bonus is scored after completion of ball in play.
A tilt does not disqualify a player.
Matching last two numbers in score to number that appears on back glass after game is over scores 1 replay.
IPDB HIGHLIGHTS:
Date Of Manufacture: April, 1975
Production: 8,282 units (confirmed)
Notable Features: Flippers (2), Pop bumpers (3), 5-bank drop targets (2) with trip arm, Standup targets (4), Kick-out holes (2), Dual inlanes, Half-moon credit window. End-of-ball bonus. No slingshots.
Maximum displayed point score is 99,990 points per player.
Replay wheel maximum: 9
Hitting all ten drop targets during a ball in play not only resets all targets but a drop target trip coil mounted on each drop target chassis operates a trip arm having four trip arm wireforms to immediately drop all eight yellow targets, leaving only the two center black targets to hit for 5000 points each. Dropping both black targets resets all ten targets then again trips the eight yellow ones to leave only the black targets for 5000 points, and this pattern will repeat until the end of the ball in play. All ten targets reset at start of next ball with none tripped.
Design by: Ed Krynski
Art by: Gordon Morison
Notes:
The 2-player version of this game is Gottlieb's 1975 'Quick Draw'.
We previously showed a date for this game of March 17, 1975. The new date is per Gottlieb documentation.
We have increased our confirmed production run quantity to include 237 Sample games produced in 1975 that were not part of the former quantity per handwritten documentation identified by Wayne Neyens as coming from Bob Malvasio, a draftsman for Gottlieb whose initials RHM can be found on schematics
79 downloads
(0 reviews)0 comments
Updated
-
Sheriff (Gottlieb-1971) (FizX3.3)
By Popotte
Sheriff (Gottlieb, 1971)
IPDB No. 2116
NOTES:
MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR
You can access to the menu with the Special2Key.
You can toggle (by the toggle HUD key) the HUD reel.
If you use arrows for plunger (optional), you have to use arrow down and arrow up (customisable) in order to pull or push the plunger.
RULES:
INSERT ONE COIN AND WAIT FOR MACHINE TO RESET BEFORE INSERTING COINS FOR ADDITIONAL PLAYERS.
PLAYERS TAKE TURNS SHOOTING AS SHOWN ON BACK GLASS.
POINTS ARE SCORED AS INDICATED.
ALL UNLIT ROLLOVERS AND DROP TARGETS SCORE 500 POINTS.
EACH 100 POINTS ADVANCES HORSESHOE LITE.
10 ADVANCES OF HORSESHOE LITE ADDS ONE BONUS.
BONUS IS SCORED UPON COMPLETION OF BALL IN PLAY.
A TILT DOES NOT DISQUALIFY A PLAYER.
MATCHING LAST TWO NUMBERS IN SCORE TO NUMBER THAT APPEARS ON BACK GLASS AFTER GAME IS OVER SCORES REPLAY.
IPDB HIGHLIGHTS:
Date Of Manufacture:September, 1971
Production:2,900 units (confirmed)
Notable Features:
Flippers (2), Pop bumpers (2), Slingshots (2), Drop targets (10), Standup targets (3), Right outlane ball return gate. Right side of playfield has parallel lanes of serial rollovers. End-of-ball bonus.
Design by:
Ed Krynski
Art by:Gordon Morison
Notes:Also released in a 2-player version Gottlieb's 1971 'Lawman' and as a single-player Italian version Gottlieb's 1972 'Texas Ranger'. A single-player Spanish version is Maresa's 1972 'Dakota'.
Compare playfield to that of Gottlieb's 1975 'Atlantis'.
We previously showed a date for this game of October 1, 1971. The new date is per Gottlieb documentation.
102 downloads
(0 reviews)0 comments
Updated
-
Bank Shot (Gottlieb-1976)
By Popotte
Bank Shot (Gottlieb-1976) FizX 3.3 V1.00
IPDB No. 169
NOTES:
MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHORS
You can access to the menu with the Special2Key.
You can toggle (by the toggle HUD key) the HUD reel.
If you use arrows for plunger (optional), you have to use arrow down and arrow up (customisable) in order to pull or push the plunger.
Rules:
Completing 1 through 15 sequence lights "WOW". Hole "WOW" remains lit for duration of ball in play. Rollover "WOW" remains on until hit after sequence resets.
Completed sequence resets and spots 2, 3, 7, 8, 13 and 14 after ball in play.
Hole value is 1000 points for each lit ball indicated and "WOW when lit.
Rollovers and targets score 500 points.
Pop bulpers score 100 points.
Bonus value is 1000 points for each lit ball.
"WOW" value 1 additional ball.
Tilt penalty, 1 ball plus ball in play.
IPDB HIGHLIGHTS:
Date Of Manufacture:March, 1976
Production:746 units (confirmed)
Notable Features:
Flippers (2), Pop bumpers (3), Slingshots (2), Standup targets (3), Kick-out holes (2). End-of-ball bonus. Wedge head.
Sound: 3 chimes.
Design by:Ed Krynski
Art by:Gordon Morison
Notes:
The replay version of this game is Gottlieb's 1976 'Sure Shot'. The Add-a-ball version for export to Italy is Gottlieb's 1976 'Spot Pool'.
Gottlieb Domestic & Export Sales Sheets for Bank Shot: 730 total
Domestic Sales: 730
Export Sales: 0
The above total does not include 16 Sample games produced in 1975 per handwritten documentation identified by Wayne Neyens as coming from Bob Malvasio, a draftsman for Gottlieb whose initials RHM can be found on schematics.
112 downloads
(0 reviews)0 comments
Updated
-
Bank a Ball (Gottlieb-1965) (FizX3.3)
By Popotte
Bank a Ball (Gottlieb, 1965)
IPDB No. 170
NOTES:
MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHORS
You can access to the menu with the Special2Key.
You can toggle (by the toggle HUD key) the HUD reel.
If you use arrows for plunger (optional), you have to use arrow down and arrow up (customisable) in order to pull or push the plunger.
You have to use the Special1Key in order to lift the ball or to choose automatic ball lift in the menu.
Menu in order to manage:
- balls per game,
- scrolling,
- difficulty with 3 levels: easy, normal (recommended by Gottlieb), hard,
- bumpers adjustment, based on match unit: bumpers are lit more or less frequently,
- reset high score entries,
- use arrows (up and down) for plunger,
- tilt handling: normal FP's way (8 warning allowed), liberal (16 warnings allowed), and not tilt,
- Automatic ball lift (for lazy boys).
Click to expand...
RULES:
Hitting rollovers increases score of corresponding holes.
Holes light intermittently after each hole sequence is completed.
Hitting four clubs lights top center rollover occasionally for special.
Special when lit hole or special when lit rollover scores 1 replay.
Rollovers score 5 points.
Matching last number in point score to lighted number that appears on backglass when game is over awards 1 replay
IPDB HIGHLIGHTS:
Date Of Manufacture:September, 1965
Production:3,400 units (confirmed)
Notable Features:
Flippers (2), Pop bumpers (3), Slingshots (2), Standup targets (7). Two backbox animations: at start of game, billiard table in backglass shows all balls lit up and all mechanical balls above it are reset out of view. Hitting lit numbered target on playfield turns off corresponding lit ball in backglass and mechanically drops that ball into view.
Maximum displayed score is 1,999 points.
Replay wheel maximum: 15
Sound: 3 bells, knocker
Design by:Ed Krynski
Art by:
Roy Parker
Notes:
The Add-a-ball version of this game is Gottlieb's 1965 'Flipper Pool'.
'Bank-A-Ball' was the first pinball machine produced with flipper return lanes, which are wireforms that allow the ball to roll behind the slingshot and towards a waiting flipper. According to the book All About Pinball, Paradise and its add-a-ball version Pleasure Isle were the first games designed to have return lanes. However, Gottlieb rescheduled the production of Bank-A-Ball so that it could be released first.
Pictured in this listing are Early Production playfields that match the playfield shown in the manufacturer's flyer. The return lane white arrows show the words "Lights Bumpers" in them. Also, the lower playfield shows the 8-ball as an actual illuminating insert. Sometime during production, the words were moved to be below the arrows and the illuminating insert was removed, leaving the 8-ball painted on solid wood. One example we picture shows a certificate with serial number 01072. We know that Sample games do not show the 'S' designation on the certificate but only show it stamped into the wood of the cabinet. It's possible this game is a Sample.
The backbox on this game is sufficiently crowded with mechanisms such that there was no room on the back of the insert for the connector jacks to be installed to allow the playfield plugs to connect to them there. Instead, the connectors were placed onto a separate "plug mounting panel" that just hangs down into the cabinet through the access hole between the backbox and the cabinet. Because of this, Gottlieb affixed to the inside bottom of the backbox an Assembly Instructions card to assist the operator with proper placement of this separate panel to allow the insert to be lowered to its service position without obstruction. The example card pictured here is A-9487-1 and was stapled inside a Bank-A-Ball backbox even though the card carries the Model Number 222 for the game that immediately preceded it in production, the 4-player Gottlieb's 1965 'Dodge City'.
84 downloads
(0 reviews)0 comments
Updated
-
Spanish Eyes (Williams-1971) (FizX3.3)
By Popotte
Spanish Eyes (Williams, 1972) v1.1
IPDB No. 2265
NOTES:
MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR
You can access to the menu with the Special2Key.
You can toggle (by the toggle HUD key) the HUD reel.
If you use arrows for plunger (optional), you have to use arrow down and arrow up (customisable) in order to pull or push the plunger.
RULES:
* Making letters A, B, C, D and E scores extra ball.
* Making numbers 1, 2, 3, 4, 5 and 6 lites center hoop to score extra ball and lites bottom rollovers to score 5000 points.
* Tilt penalty - ball in play.
* 1 replay for matching last (2) numbers on score reels to lited number that appears on back glass when game is over.
IPDB HIGHLIGHTS:
Date Of Manufacture:November, 1971
Production:3,905 units (confirmed)
Notable Features:Flippers (2), Pop bumpers (4), Standup targets (6), Kick-out hole (1), Horseshoe lane. One pop bumper is located between the flippers. No slingshots.
Design by:Norm Clark
Art by:John Craig
Notes:
The add-a-ball version of this game is Williams' 1972 'Granada' but with a different playfield layout.
This game can be configured for replay, add-a-ball, or novelty play.
96 downloads
(0 reviews)0 comments
Updated
-
Ace High (Gottlieb-1957) (FizX3.3)
By Popotte
Ace High (Gottlieb, 1957) FizX 3.3 V1.00
IPDB No. 7
NOTES:
A really big than k to Carlos Guizzo and his friend Luiz Culik, owner of the Pinball Museum in São Paulo, Brazil, for the pics. Without them, I wouldn't have been able to do anything
You must use BAM 365 or higher
You can access to the menu with the Special2Key.
You can toggle (by the toggle HUD key) the HUD reel.
If you use arrows for plunger (optional), you have to use arrow down and arrow up (customisable) in order to pull or push the plunger.
You have to lift manually the balls with the Special1Key or set in the menu "Automatic Ball Lift" to yes.
RULES:
Hitting center of each target (bulls-eye) lights corresponding queen, king and ace lites in that order
Lighting 3 queens, 3 kings or any ace lights special hole lites
Special hole value:
Each ace 1 replay
3 queens 1 replay
3 kings 3 replays
3 aces 8 replays
Hitting spade, heart, diamond and club rollovers lights outhole for special. Special when lit,outhole awards 1 replay
Free replays depend on the difficulty level chosen
IPDB HIGHLIGHTS:
Date Of Manufacture:
February, 1957
Production:
2,100 units (confirmed)
Notable Features:
Flippers (2), Pop bumpers (4), Passive bumpers (3), Slingshots (2), Bullseye targets (3), Gobble holes (2), Left and right dual outlanes. The two slingshots are at mid-playfield just below the bullseye targets; the two rubbers nearest the flippers do not kick.
Maximum displayed point score is 7,990,000 points.
Sound: 3 bells, knocker.
Design by:
Wayne Neyens
Art by:
Roy Parker
Notes:
The backglass carries Gottlieb's famous phrase: Amusement Pinballs, as American as Baseball and Hot Dogs!
The BOM for this replay game is dated 12-21-56.
The single-player games manufactured by Gottlieb up to this point, including 'Ace High', did not have a match feature or a Game Over relay. This meant that the flippers could still be activated by the player even after all balls had been played.
Single-player Gottlieb games manufactured after 'Ace High' had a match feature and a Game Over relay which shut off power to the flippers.
An Extended Play version of this game was made as Gottlieb's 1957 'Ace High (Extended Play Prototype)'.
130 downloads
(0 reviews)0 comments
Updated
-
World Fair (Gottlieb-1964) (FizX3.3)
By Popotte
World Fair (Gottlieb, 1964)
IPDB No. 2812
NOTES:
You can access to the menu with the Special2Key.
You can toggle (by the toggle HUD key) the HUD reel.
If you use arrows for plunger (optional), you have to use arrow down and arrow up (customisable) in order to pull or push the plunger.
You have to lift manually the balls with the Special1Key.
RULES:
Hitting lighted bumper in center group advances light to next bumper.
Indicated number on spinning disc spots corresponding rollover.
Hitting all rollovers awards special and lights one rollover for special.
Matching last number in point score to lighted number that appears on back glass when game is over awards 1 replay.
IPDB HIGHLIGHTS:
Date Of Manufacture:April, 1964
Production:4,650 units (confirmed)
Notable Features:Flippers (2), Pop bumpers (5), Passive bumpers (4), Slingshots (2). Playfield "Spin-Disc" spots any one of 11 numbered cars on backglass. End-of-ball bonus scores 30 points and a spin of the spin-disc.
Maximum displayed point score is 1,999 points.
Replay wheel maximum: 15
Sound: 2 bells, knocker.
Design by:Wayne Neyens
Art by:Roy Parker
162 downloads
(1 review)0 comments
Updated
-
Magic City (Williams 1967)
By Popotte
NOTES:
- You can choose (by the Special2key) to play a 3 or 5 balls game.
- You can choose (by the Special1Key) to scroll or not the ball.
- You can toggle (by the toggle HUD key) the HUD reel.
RULES:
Making the word MAGIC CITY lites the outside bottom rollovers to score 1 REPLAY.
Making the star lites the center bumper to score 100 points and lites the inside bottom rollovers to score 1 REPLAY.
Matching last number in point score to lited number that appears on back glass when game is over scores 1 REPLAY.
114 downloads
- williams
- recreation
- (and 3 more)
(0 reviews)0 comments
Updated
-
Star-Jet (Bally-1963)
By Popotte
NOTES:
MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR
You must use the "L" key in order to lift the ball.
You can toggle (by the toggle HUD key) the HUD reel.
You access to the dip switches menu by the Special2Key.
RULES (replay mode):
> 1st AND 3rd PLAYERS PLAY SOLID BALLS 1 THRU 7, 2nd AND 4th PLAYERS
PLAY STRIPED BALLS 9 THRU 15.
> 8 BALL TARGET LITES WHEN ALL SOLID OR ALL STRIPED BALLS ARE MADE
> MAKING 8 BALL LITES RIGHT OUTLANE TO SCORE SPECIAL.
> 1 REPLAY FOR BALL THRU RIGHT OUTLANE WHEN LIT FOR SPECIAL.
> PLAYER MAKING 8 BALL QUALIFIES FOR SUPER BONUS ON HIS OR HER FOLLOWING
BALL IN PLAY.
> TILT PENALTY _ BALL IN PLAY.
> MAXIMUM _ 1 EXTRA BALL PER BALL IN PLAY.
162 downloads
(0 reviews)0 comments
Updated
-
Kings & Queens (Gottlieb-1965)
By Popotte
MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHORS
You can access to the menu with the Special2Key.
You can toggle (by the toggle HUD key) the HUD reel.
If you use arrows for plunger (optional), you have to use arrow down and arrow up (customisable) in order to pull or push the plunger.
You have to use the Special1Key in order to lift the ball or to choose automatic ball lift in the menu.
Menu in order to manage:
- balls per game,
- scrolling,
- difficulty with 3 levels: easy, normal (recommended by Gottlieb), hard,
- bumpers adjustment, based on match unit: bumpers are lit more or less frequently,
- reset high score entries,
- use arrows (up and down) for plunger,
- tilt handling: normal FP's way (8 warning allowed), liberal (16 warnings allowed), and not tilt,
- Automatic ball lift (for lazy boys).
RULES:
Hitting rollovers increases score of corresponding holes.
Holes light intermittently after each hole sequence is completed.
Hitting four clubs lights top center rollover occasionally for special.
Special when lit hole or special when lit rollover scores 1 replay.
Rollovers score 5 points.
Matching last number in point score to lighted number that appears on backglass when game is over awards 1 replay
159 downloads
(0 reviews)0 comments
Updated
-
Gotham City (Bat Man)
By mark1
Gotham City (Bat Man),
An original future pinball table, based on warner brothers television show "Batman,the animated series".
Table rules,
Light "Gotham City" for special at the top kicker, by hitting targets on the left side,and
in the rotospinner,
( special lasts for 90 seconds).
Knock down the three drop targets (on the mid right side) for a chance for a 5,000 point
bonus and bonus multiplier to increase at kicker behind the drop targets,( Under hologram))
Lighting "City" (with the rotospinner),also lights a chance for Multiball, in the upper left kicker (under hologram).
The Roto spinner will give small bonus chances (roto points doubled when the blue dub light is on).
Lighting "The Joker" gives a chance for 10,000 bonus points.
Lighting "Bat Man" gives a chance for 7,500 bonus points.
Replay scores on the table card.
( Some very well made Midi renditions of Bat Man music were used for background music.)
Visit https://mark1pinball.weebly.com/
79 downloads
(0 reviews)0 comments
Submitted
-
The Munsters Pro (v1.0)
By VP1000
'*********************************************************************
'** The Munsters **
'** Pro v1.0 **
'** Game Instructions **
'** **
'** 1 ) Award ExtraBall - Enter the Raceway to Spell Dracula **
'** **
'** MultiBall: **
'** 2) Hit Bumpers 5 Times or Light Up Lilly **
'** To open Trap Door behind left Spinner **
'** to lock the Ball. **
'** Lock Ball 3 Times **
'** for Eddie's Multi-Ball. **
'** **
'** 3) Bumpers have been adjusted for more ball control, **
'** as the levels increase the bumpers become more aggressive. **
'** **
'** 4) Be Patient with MidField Kickers **
'** Videos to Come for delays in kick out. **
'** 5) Will Add more music later with new call outs. **
'** **
'*********************************************************************
369 downloads
-
(0 reviews)
0 comments
Updated
-
(0 reviews)
0 comments
Updated
-
Megadeth (Thermo-Nuclear Protection) (v1.07)
By VP1000
Megadeth "Thermo-Nuclear Protection" (v1.06)
1) Knock Down Both Targets behind middle Spinner
to go to Upper Level.
2) Extra-Ball: There is a Trigger on the Upper Level
hit this 5 times Awards Extra-Ball.
3) Megadeth (Thermo-Nuclear) Multi-Ball: Top Of PlayField
on each side of Lane Guides are 2 Kickers
Fall into either one for Megadeth (Thermo-Nuclear) Multi-Ball.
4) R.I.P MultiBall:Left Ramp goes Down for 10 seconds
Knock ball under Ramp without going to the end of the tunnel,
If ramp lifts up while ball is under Ramp
Ball Is Captured and Released within Time for R.I.P. Multi-Ball.
5) Knock Ball through Left Spinner to enter "The Cage"
For A Period Of Time the Ball will Bounce around until Released.
6) Change Song: Add Coin to Change Song.
Enjoy Playing,
More To Come.
373 downloads
-
Sunny
By Francisco
Manufacturer:Williams Manufacturing Company (1944-1958) [Trade Name: Williams]
Date Of Manufacture:December 29, 1947
Model Number:14
Type:Electro-mechanical (EM)
Serial Number Database:View at The Internet Pinball Serial Number Database (IPSND.net) (External site)
Notable Features:5 balls for 5 cents. Flippers (4), Passive bumpers (13), Kick-out holes (3).
Design by:Gordon Horlick
Art by:George Molentin
Notes:'Sunny' was the first flipper pinball machine made by Williams.
We previously showed the designer of this game was Harry Williams. The manufacturer’s original playfield drawing (not shown here) is dated x/x/49 (edge of paper is missing) and is signed with initials GTH. It also indicates the original game name was 'Super Bonanza'.
NOTE:" VERSION 1.0 "
This version 1.0 is a new, corrected version due to a bug detected in the original version by me that affects the game's gameplay.
Now you can play it with no problem. Is 100% playable.
Enjoy ioThis version 1.0 is a new, corrected version due to a bug detected in the original version that affects the game's gameplay.
Feel free to send me comments. Thank you.
113 downloads
(0 reviews)0 comments
Submitted
-
Dragonette
By Francisco
1954 Gottlieb Dragonette pinball
Description: Dragonette, Gottlieb, 6/54, 950 produced, 5 trap holes, double award, BALL COLLECT TRAY, complete side bumpers 1 to 8 in order to light playfield replays, outstanding Roy Parker backglass and playfield art, woodrail pinball. Dragonette came out first, but was so popular Gottlieb released 4 Belles, which is a copy of Dragonette.
Gottlieb Dragonette has several ways to win a replay (or if game played as Double award, two replays). First is to complete the 1-8 side bumper sequence (in order). If this is done, the red "ding dong" bottom rollovers (A/B lanes next to the flipper) lights for a replay. These two left/right side rollovers alternate with the 10,000 unit. Next is to complete both the A and B rollovers next to the flippers, as this awards a Replay. It also lights the center rollover between the red pop bumpers for a Replay. The next way is to put a ball in each of the four outside trap holes. This also awards a Replay. Putting a ball into the fifth center trap hole gives another replay.
Notes:Same playfield layout as Gottlieb's 1954 '4-Belles'.
'Dragonette' artwork satirized the popular 'Dragnet' television show.
90 downloads
(0 reviews)0 comments
Submitted
-
The Addams Family, Revised Slamt1lt Edition (Bally, 1992) (Color DMD, SSF, 3 Monitor Setup, FizX 3.3)
By GeorgeH
Happy Halloween!
Just in time for Halloween, I am sharing my update to Slamt1lt’s Addams Family ULTIMATE Pro version 1.05. Slamt1lt brilliantly expanded Bally’s 1992 classic with changing playfield light insert colors during gameplay. He added a new Mansion Mode that he calls Classic Addams TV Show, replacing the old six-million-point mode. He added the switchable retro and modern modes. The retro mode plays the original sounds and music where the modern mode adds new sounds, music and other features. He added sideblades with pictures of the Addams family members textured with a bump map. He also added movie clips, revamped DMD graphics, and attract mode enhancements.
Video Overview of the Table and Game Play
In my Revised Slamt1lt Edition, my goal was to enhance and polish Slamt1lt’s work while leaving his core design and gameplay untouched. Slamt1lt mentioned in the script that he not able to add a black and white mode. At the time he created the ULTIMATE Pro version, the only way to replace a texture in the script was to list a table object's name and the texture. Unfortunately, Future Pinball leaves many table objects unnamed. A newer BAM feature later introduced global texture replacement by name, allowing textures on unnamed objects to be replaced as well. Using this new capability, I was able to add the black-and-white mode.
The best place to showcase the black and white mode is on the Classic Addams TV Show mode, reflecting the original show’s black-and-white broadcast. You can also choose to play the entire game in black and white or disable the mode entirely to enjoy full color — all adjustable through the new game menu.
Gimli and I developed a menu system that we call a "tweaker". Tweakers were added for game, lighting and FizX. You can adjust parameters like camera views, physics, and sound levels. It has cabinet-friendly DMD displays and overlays. See the instruction manual in the download for not only how to operate the tweaker but other features on the table as well.
Another major upgrade is the complete overhaul of the table’s audio system. Every sound and piece of music is now categorized as music, game sound, sound effect, or voice quote, with independent volume controls for each category available in the game tweaker.
Cabinet users will also appreciate the addition of Surround Sound Feedback (SSF) which uses Fleep’s recordings and adds FizX 3.3.
My friend Paolo replaced the low-polygon bear rug model with a new, higher-quality version — it now raises its head and its eyes glow red at various points during the game.
Something that is very popular with the desktop and VR users is the addition of a color DMD which you can see in the screenshots. Unfortunately, DMDExt normally used on cabinets does not support the color DMD. I have requested a new feature to be added to DMDExt to pass the DMD colors at the website linked below. This change would allow you to expand the color pallet you use on other tables also. Please post comments that you would like to see this change happen. It requires a login ID that you can set up in a few minutes.
https://github.com/freezy/dmd-extensions/issues/520
The Addams Family is my favorite table that Slamt1lt created, and if you’ve been thinking about trying one of my tables, this is the perfect place to start. I feel like the four months of development time paid off.
A big thank-you to Paolo for the new bear model and animation script, to Fourbanks for testing assistance, and to DigitalArts for testing the three-monitor cabinet version. You can see a photo of his cabinet setup in the image gallery included with the posting. Please be sure to read the included PDF for setup instructions and additional tips.
Thank you for downloading my table mod — and enjoy The Addams Family, Revised Slamt1lt Edition!
— George
List of Changes
1) Replaced nearly all of the textures on the plastics with higher resolution graphics.
2) Replaced the playfield textures with unbaked textures from the previous version. Replaced the apron textures with higher resolution unbaked textures.
3) Created instruction cards and added them onto new surfaces on top of the apron (The new surfaces allow higher resolution textures be used.)
4) Added new backglass texture and speaker panel with higher resolution graphics.
5) Added the electric shock onto the left flipper with the same one that was on the right flipper. (It displays the status report that Slamt1lt added).
6) Identified 2 playfield textures that were being loaded into memory but never used and so they were deleted.
7) Replaced the HUD texture that had Addams Family logo with picture of the family with logo.
😎 Removed dynamic flippers and installed FizX with Hud toggle key code. Removed Smoke's ball rolling sound so as to not conflict with the version of ball rolling sound on the FizX template. Removed all of Slamt1lt's triggers that added ball hit sounds. The ones added by FizX sound better and use Fleep's recordings.
9) After installing FizX, the ball would only travel about 2/3 of the way up the right bear ramp before rolling back down. Found that Slamt1lt had changed the custom ramps to be not collidable and added FP ramps. It was determined that he did this because of the prior physics made the ball jump off the ramp. An effort was made to fix the FP ramps but the custom ramps from the previous version worked better so they were added and the old FP ramps deleted. This made the ramps fully functional.
10) Moved the upper left flipper slightly and reconfigured the area around it to allow the flipper to hit the stationary targets and kickers on the right side of the table. Made corresponding changes to the playfield texture to make it match the position of the flipper. Blackened the playfield behind the 2 grave targets.
11) Reconfigured the upper right flipper and surrounding objects to make it easier to hit the ramp and the train lane.
12) Changed the code for the camera so that the message is no longer displayed that asks permission for the game to take over camera control.
13) Added and tested lighting and game tweakers.
14) The slingshots flash when hit on Slamt1lt's version. The shadow maps were changed to be brighter during the flashes by adding more bulbs.
15) Slamt1lt added black and white versions of the playfield and plastics to the texture manager; however, he posted in the script "BAM seems capable of switching all textures to Black and White, but it didn't work when I tested it. The code is still here should I wish to return to the idea in a later update." Since Slamt1lt posted this table, a new method of swapping textures was added to BAM that swaps one texture for another rather than having to apply a new texture to each surface. This makes it easier to replace the textures on the plastics. I managed to create black and white version using the new code. Slam created a new mode called "Classic Addams TV Show" that replaces the 6 million point mode on the original table. I decided to apply the black and white colors to this mode since the show was broadcast in black and white. I think it is what he would have done. Most textures where changed to B&W but a little bit of color was retained to keep it from looking sterile.
15) Fourbanks found that after launching the ball, the ball would hit the blue plastic that was sticking out into the lane. The blue plastic was moved and the launch ramp was moved slightly so the ball falls directly into the lane instead of bouncing off the wall.
16) Replaced the default textures for the targets with custom textures.
17) Changed the geometry of the table so that after the skill shot is hit, the ball will roll down to the right main flipper if the upper flipper is not moved.
18) Found a lane wall on the approach to the left ramp that was not correctly aligned with the ramp and fixed it. The change makes the upper right flipper hit the ramp better.
19) Added option for end users to be able to turn the camera view during multiball on or off.
20) Added camera view options to the game tweaker that allow full view of the plunger window so end users can see when to release the plunger to hit the skill shot (except for option #14). Also set the views up to be able to see the full overlay on the backwall that displays video clips.
21) Found a small bug on spelling THING on the backbox. The stars could not be lit up but it has been fixed.
22) Fixed a place that Fourbanks found where the ball would get stuck between the bookcase (after it rotates 90 degrees) and a rubber band. Changed the playfield texture to incorporate changes need for changing the rubber band.
23) Slamt1lt added a bump map to the side blades which included the photographs of family members. The photographs didn't look good with the bump maps so they were removed although the bump maps were retained for the rest of the side blades. Also removed the burned in shadows on the texture for the side blades.
24) Replaced the rap music that played during quick multiball with new music. The rap music still plays with the video during the attract mode.
25) Added frames to the DMD during the attract mode that identify the keys to press to open the tweaker, choose modern or retro mode, change lighting modes and view in-game statistics.
26) Found a high resolution texture to replace the ramp stair case texture which does not have burned in shadows.
27) Added code that allows the score to exceed 2 billion points and tested it by adding a score of nine hundred trillion points.
28) When the partially clear plastic on the swamp near the upper right flipper) was illuminated, a narrow white border around all the images. Found a higher resolution texture and identified a way to remove the white borders.
29) Added a light blue texture to the large posts and set them to crystal in the FP editor.
30) Added a spotlight on Fester and turned it on during the appropriate sequences.
31) Changed Uncle Lester's model from gray to a skin tone with reduced shininess.
32) Revised the playfield texture to remove the exposed wood on the left side of the plunger lane. Blacked the exposed wood on the playfield texture where the ball drains. Removed exposed wood on playfield texture for the train wreck lane. Changed the green area of the playfield texture on the left of the bumpers to color in areas where raw wood was visible.
33) Reshaped the green plastic under the ramp to cover the exposed wood and other markings on the playfield texture.
34) Paolo added a new model of the bear and animated the head.
35) Changed Fester's kicker hole so it blinks red at the same time as the red light on the side of the chair prior to multiball.
36) Added an option where the end user can toggle the playfield so it does not turns black and white or have it on for the whole game (default).
37) Added TGA file to the image manager to eliminate the saving of the shadow maps to the cache.
38) Changed the backbox lights so they change brightness with the lighting modes (Day, Dusk, Night, Dark Night).
39) Fixed the short ramp between the train wreck and the bear ramp to prevent the ball from bouncing back when going up the ramp.
40) Added color to the DMDs with an option in the script that turns it off for cabinet users that have DMDExt installed which does not allow the color to pass.
41) Added an option in the game tweaker to adjust the amount of time needed to hold a flipper down to display a status report during gameplay.
42) Added an option in the script where the DMD transition effects can be disabled. Many of these effects are not as smoothly on DMDext as they are on FP. Also the last frame of any DMD transition doesn't get picked up by DMDext and the DMD may still show the last frame until the next display.
44) Duplicated the spelling of THING onto the Hud which will free desktop users from having to look at the backglass periodically.
45) Added a plunger modification that still functions like the one that Slamt1lt added but it changes it so you can press the arrow up and down keys to move the plunger up and down so it can be finely adjusted before pressing the plunger key to launch the ball. It makes it easier to hit the skill shot. Code was also added that allows the flippers to operate in place of the arrow keys for the cabinet users.
46) Duplicated the video display onto the playfield apron and made it switchable on the game tweaker so that the video can be display on either the backwall or the apron or also displayed on both (the default). This makes the video easily displayed on a cabinet because it is not easily seen on the backwall of cabinets. Desktop users may like the video better on the apron.
47) Changed the topper lighting so it stays lit during the game but gets brighter during the lightning effects.
48) Removed execute commands in the script and changed to use standard coding to prevent possible stuttering.
49) Added code for ball/flipper shadows at the beginning of the script.
50) Added third place scores to the attract mode.
51) Added a parameter to the game tweaker where users can adjust the number of seconds they have between hitting the left orbit and hitting the left ramp so that a star is lit on the display for the spelling of THING.
52) If you change the camera view to one of FP's standard views, the option was added so you can press the letter "V" and change the view back to the view that is selected on the game tweaker. Note that if you want to change to a different view, you will need to open the game tweaker and change the "Desktop Camera View" option.
53) Added option to the game tweaker where the end user can select when the playfield goes dark. The first option is to display all dark sequences that Slamt1lt created. The second is for no dark sequences and have the playfield bright during the entire game. The third option is to have the dark sequences run during the attract mode, the two multiball modes, when the swamp kicker is hit, and when the ball drains.
54) Added the Retro/Modern switch to the tweaker but kept the Special 2 key. Both options save your setting for the next time you play the table.
55) Replaced the table sounds with Fleep's recordings and Surround Sound Feedback (SSF). Added ball rolling sound to the playfield and ramps.
56) Categorized all the music and every sound used on the table into the groups: background music, game sounds, sound effects and voice quotes.
57) Added volume controls for each of the categories of sound and ball rolling sound controls on the game tweaker.
58) With the help of Popotte, TerryRed and Shiva, fixed the code for the train wreck target so it no longer registers double hits which made 2 sets of code run at the same time and made 2 conflicting sets of audio run at the same time.
59) Created versions for 3 monitor cabinets and rotated display for desktops turned to portrait orientation.
60) Created instruction manual for the table in PDF format.
Table Developers
GLXB
Highlnder00
PolyGame
Slamt1lt
Paolo – added new bear model and head animations script
GeorgeH
Valued Contributors
Gimli – Codeveloper of the Tweaker
JLou5641 - Creator of FizX
Fleep - Created recordings for mechanical sounds
TerryRed – developed the FizX template
Popotte - Developer of the plunger modification
Fourbanks –Tester of the desktop version
Digitalarts – Tester of DOF and PUP SSF on this cabinet
Popotte, TerryRed, and Shiva – Resolved the issue of 2 hits on a target registering as a single hit.
2227 downloads
-
Capt. Fantastic and The Brown Dirt Cowboy (Bally-1976) (FizX 3.3)
By Popotte
Capt. Fantastic and The Brown Dirt Cowboy (Bally-1976) FizX 3.3 V1.00
IPDB No. 438:
NOTES:
You must use BAM 365 or higher
MOD UNAUTHORIZED WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR
You can access to the menu with the Special2Key.
You can toggle (by the toggle HUD key) the HUD reel.
If you use arrows for plunger (optional), you have to use arrow down and arrow up (customisable) in order to pull or push the plunger.
RULES:
You can find more explanations in the manual included in the .zip
* Insert coin and wait for machine to reset before inserting coin for next player.
* Knocking all targets down lites ball return lane to score 1 extra ball.
* Knocking all targets down 2nd times lites left out lane to score special.
* Knocking down all targets 3rd and each additional times score special.
* 1 replay for ball thru left outlane when lit for special.
* 1 replay for knocking all targets down when lit for special.
* 1 extra ball for ball thru ball return lane when lit.
* Lit bumpers score 100 points.
* Making "A" and "B" lites double bonus.
* Maximum - 1 extral ball per ball in play.
* Tilt penalty - ball in play.
* 1 replay for each player matching last two numbers on score reels with number wich lites on back glass at end of game.
IPDB HIGHLIGHTS:
Date Of Manufacture:June, 1976
Production:16,155 units (confirmed)
Notable Features:Flippers (4), Pop bumpers (3), Slingshots (2), Star rollovers (8), Standup targets (2), 5-bank drop targets (1), Right outlane detour gate. End-of-ball bonus.
Maximum displayed point score depends on the version:
Early production Over The Top games show 99,990 points per player.
Modified production games show 199,990 points per player.
Design by:Greg Kmiec
Art by:Dave Christensen
Notes:'Capt. Fantastic' was inspired by the movie 'Tommy' and includes a representation of Elton John, as his character from the movie, playing pinball on the backglass. The game name, however, is the title of Elton John's 1975 autobiographical song and album where "Captain Fantastic" was Elton and "The Brown Dirt Cowboy" was his then-lyricist Bernie Taupin. Included in the song lyrics are the words "From the end of the world to your town" which appear at the very top center of the backglass.
Tom Nieman, VP of Marketing for Bally Pinball, tells us the flyer was made while Elton was recording a new album in Canada. For this flyer, a game was shipped to the Toronto hotel where Elton was staying. That is why he is shown wearing a Canadian hockey jersey. Elton then asked Nieman to send a game to his various residences and one to his "mum" in the UK.
Artist Dave Christensen included in the backglass several depictions of people doing things that, at first, escaped notice by Bally management. A small number of games with these so-called "X-rated" or "uncensored" backglasses made it through production before changes were required to be made. Specifically, small mirrored stars were added over the objectionable parts and, curiously, these stars did not effectively obscure the offending art in all instances. Nieman explained to us that he and Christensen wanted the correction to be as minimal as possible because they knew they had "a monster hit" on their hands. The X-rated version is often referred to as the "no stars" version even though all of the backglasses in the production run did contain a certain number of peripheral decorative stars anyway. Nieman is depicted in the backglass as the man in the three-piece suit, and he says that 'Brutus' is artist Paul Faris.
Mr. Nieman attended the 1975 New York premier party for the movie "Tommy" held in the 57th Street subway station. He had agreed with artist Christensen to represent the date of this event in the backglass art as the score 31775. A biography of Keith Moon records the date of this party as March 18, 1975. It is easy to believe that the party extended over both days.
Bally made an unknown quantity of playfields for this game having orange star rollover inserts instead of the usual green ones. This version is seldom seen, which indicates the quantity made was small. Pictured in this listing are three different examples of this "orange version" playfield. Two of the three also have a white drop target Special insert, instead of the expected red-colored one. The production run of this game was over 16,000 units, and these "orange version" playfields may have simply resulted from spot shortages during the production run of playfield parts having the correct colors. More information is needed to understand the reason for these playfield differences.
The Early Production game pictured here has serial number 1088 and has green star rollover inserts on its playfield. It has the Over The Top backglass which is uncensored and, like the game in the flyer, its cabinet front has the "reversed" red and blue striping as compared to the striping on the cabinet sides.
Included in this listing is a playfield showing signatures of both the designer and artist silkscreened in the black area at the bottom where the outlanes exit towards the outhole. Greg Kmiec tells us that Christensen had sneaked their signatures there but when Bally management heard about it and saw it, they made Christensen remove the signatures. Greg initially stated that only ten playfields were produced like this in a pilot run, not to appear on production games, but when the production game with serial number 1087 was identified as having a signed playfield, it caused him to wonder if a larger quantity of, say, 100 was actually made, to have appeared on production games. Another explanation would be that game 1087 was retrofitted with a pilot run playfield after it left the factory. We note that the game with serial number 1088 does not have a signed playfield.
One game in this listing has a backbox frame painted red instead of the usual white. We have no further information on this except the same variation has been seen on Bally's 1978 'Bobby Orr Power Play'.
A home version of this game was also produced; see Bally's 1977 'Captain Fantastic & The Brown Dirt Cowboy'.
166 downloads
(0 reviews)0 comments
Updated
-
Mermaid
By Francisco
Mermaid / IPD No. 1574 / May, 1951 / 1 Player
Manufacturer:D. Gottlieb & Company (1931-1977) [Trade Name: Gottlieb]
Date Of Manufacture:May, 1951
Model Number:50
Type:Electro-mechanical (EM)
Production:600 units (confirmed)
Serial Number Database:View at The Internet Pinball Serial Number Database (IPSND.net) (External site)
Theme:Sports - Fishing
Specialty:Mechanical Backbox Animation
Notable Features:Flippers (2), Pop bumpers (3), Passive bumpers (7), Kick-out holes (2), V-shaped Safety Gate between flippers. Backbox animation (man catches boot when points are scored while a fish surfaces to apparently thumb its "nose").
Design by:Wayne Neyens
Art by:Roy Parker
202 downloads
-
VPU Staff's Top Picks
-
New & Updated Visual Pinball
-
New & Updated Future Pinball
-
New & Updated Backglasses
-
New & Updated DMD Colorizations
-
New & Updated Virtual Reality Enabled Tables
-
VPU Remix & Mods
-
New & Updated Popper Media
-
Updated Files
-
Download Statistics
29028
Files103238
Comments42365
Reviews
