Pinball Machines
Trap holes (16). No outhole; the bottom trough is worth 2000 points per ball. Game measures 42 1/2 inches long, 22 1/2 inches wide, and 35 1/2 inches high on its legs.
Flippers (4). The flippers are actually figures of people swinging tennis rackets. A large round knob next to the coin slide starts the game. Cabinet measured 110 X 56 X 27 CM.
This is a head-to-head game where two players at opposite ends of the playfie
Flippers (2), Pop bumper (1), Slingshot (1), Standup targets (5), Spinning target (1). A single score display on the plexiglass backglass is used for all four players. Woodgrain cabinet measures 46 inches long, 27 inches wide, and 64 inches high on its le
5 balls per play. Flippers (2), Passive bumpers (4), Kick-out holes (7).
Maximum displayed point score is 3,500,000 points.
Flippers (2), Pop bumpers (3), Slingshots (2), Standup targets (4), 4-bank drop targets (2). Up-post between flippers. Right outlane has gate to detour ball to the inlane. No left outlane. Wedge head backbox.
Game measures 76 cm long, 39 cm wide, 18 1.2 cm high at the front, and 23 1/2 cm high at the rear.
Ramps (3). The ramps are unpainted metal.
1-cent or 5-cent play. Walnut finish cabinet. Game advertised as 21 1/2 inches long by 13 inches wide.
Flippers (2), Pop bumpers (5), Slingshots (2), Standup targets (5), Kick-out hole (1), Right outlane free ball gate, Up-post between flippers. Doodle Bug animation unit below playfield uses an electromagnet to move a captive ball repeatedly across a point-scoring rollover button. 3 or 5 ball play.
1 play for 25 centimes. This game measures 85 cm long, 46 cm wide, 20 cm high in the front, and 25 cm high in the back.
Zipper flippers (2), Pop bumpers (3), Mushroom bumpers (6), Slingshots (2), Upper ball return gate, Skill shot from shooter lane.
Maximum displayed point score is 9,999 points.
Replay wheel maximum: 25
Sound: 1 bell, knocker
5-cent play. Ball is airborne when batted by the player.
Flippers (2), DC pop bumpers (3), DC slingshots (2), Standup targets (6), Spinning target (1), Upper right kickback lane.
Flippers (2), Pop bumpers (4), Slingshots (2), Standup targets (7), Spinning targets (2). Playfield is 4 feet by 8 feet. Plexiglas backglass. Six score reels per player, with the ‘ones’ digit being a fixed zero. Uses a cue ball.
Zipper flippers (2), Pop bumpers (3), Mushroom bumpers (6), Slingshots (3), Kick-out hole (1), Right side drop lane, Right outlane ball return gate. Backbox animation: ball shot into Blast Off area of playfield appears to take off into the lower left corner of backglass and orbit the Earth before returning to play.
Super-sized backbox with score reel scoring.
Replay or Novelty, plus Double Match feature (score number match plus lit star match).
Backbox animation (men run bases).
Lights on playfield indicate men on bases.
Single entry coin chute accepts nickels, dimes, and quarters.
Replay wheel maximum: 47
Flippers (3), Pop bumpers (3), Slingshots (2), Standup targets (13), Flyaway targets (3), Kick-out holes (2), 6-bank drop targets (1), Ramps (2), Multiball. The Time Expander mini-playfield raises and lowers during play: It its lowest position (Level 1), the kick-out holes are accessible. In its middle-position (Level 2), five round white standup targets are accessible, and when in its upper position (Level 3), three flyaway targets are accessible. Dalek backbox topper lights up (and its head moves from side to side on some games. See Notes below).
The two flippers at the bottom of the playfield are slightly shorter than Williams’ standard-size flippers. This was a change implemented by Williams management to hopefully shorten game time and increase earnings. These shorter flippers have a lightning bolt design embossed on the top of them.
10 balls per play. Captive balls (10). The captive balls are in two playfields not accessible by the balls shot by the player.
Flippers (2), Pop bumpers (2), Slingshots (4), Standup targets (6), 10-bank drop targets (2), Kick-out holes (5). Two slingshots are in upper playfield.
Flippers (2), Pop bumper (1), Slingshots (2), 7-bank drop targets (2), Standup targets (2), Kick-out hole (1).
Maximum displayed point score is 199,990 points.
Reversed flippers (2), Pop bumpers (2), Passive bumpers (4), Kick-out holes (2). Tilt penalty is ball in play, tilt is reset by ball passing through rollunder wire at bottom of playfield below flippers.
Flippers (2), Pop bumpers (3), 5-bank drop targets (2), Standup targets (4), Kickout holes (2), Dual inlanes.
10 balls for 5 cents. Game advertised as 19 inches by 38 inches.
Patent #1,966,134 [COIN CHUTE ATTACHMENT] filed November 29, 1933. Granted July 10, 1934 to Bruno Radtke.
Patent #1,973,814 [GAME APPARATUS] filed May 23, 1934. Granted September 18, 1934 to Claude R. Kirk.
Passive bumpers (10), Kick-out holes (7), Free Play hole (1). 3 or 5 ball play. Operator option for Free Play (Replay) or Novelty.
Sound: 2 bells.
Flippers (2), Pop bumpers (4), Kick-out holes (2), Gobble hole (1). Rollovers and kick-out holes light playing cards on backglass.
Flippers (2), Slingshots (2), 5-bank drop targets (1), Standup targets (8), Kick-out hole (1), Horseshoe lane, Kickback lane. Video score display.
2 balls for 5 cents. Scoring bumpers (10). The bowling gutters are actually long outholes, and the manufacturer promoted them to operators as “the biggest outs ever placed on any game”, saying that players liked them because it added to the thrill of the game. Convertible to 5-ball play by adding three more balls and changing the score card. The manufacturer flyer states that up to five people could play at the same time. Advertised as 42 inches long by 22 inches wide. Battery-powered.
Flippers (2), Pop bumpers (4), Slingshots (2), Standup targets (7), Kick-out holes (2), Projection roto unit under playfield, Stationary post between flippers, Backbox animation (illuminated clown face bounces up and down whenever 1-point values are scored).
Maximum displayed point score is 1,999 points per player.
Replay wheel maximum: 26
Sound: 3 bells, knocker.
Flippers (2), Pop bumpers (2), Slingshots (2), Captive balls (5). The looping captured ball feature scores Special when 5 balls are on lit side. 3 or 5 ball play.
Maximum displayed point score is 199,990 points.
Flippers (4), Pop bumpers (3), Ramps (2), Dual left inlanes, “Rocket” kicker. Dual autoplunger/manual plunger arrangement. Maximum 1 buy-in ball per player (operator option).Magnets on the main playfield are situated on the looping lane and catch the ball to aid in hitting shots into the camera and piano. They are not under player control.Magnets on the mini-playfield ‘flip’ the ball during “Battle the Power” mode when the player presses the flipper buttons.The “Powerball” is a ceramic pinball about 20% lighter than a steel pinball, much faster, and not affected by the game’s magnets. Five possible multiball modes: “Powerball Mania”, 3-ball; “Fast Lock”, 3-ball; “Lost in the Zone”, 6-ball wizard mode; “Regular Multiball”, 3-ball sequential release, without 3rd magnet installed; “Regular Multiball”, 3-ball simultaneous release, with 3rd magnet installed.
The game pictured in this listing as #1 measures 18 1/2 inches by 8 1/2 inches.
Flippers (2), Pop bumpers (3). Wedge head backbox.
Trap holes (25). Six cards.
7 balls per game.
9 scoring pockets along bottom end of playfield. 5 holes in playfield score from 100 to 300 points and return the balls to a ball tray on front of table to shoot again. The name of this game is on the front end of the table above the tray.
Made of cherry wood. Measured 8 feet long and 2 feet, 8 inches wide. The inclined playfield was caused by having longer legs in the back than in the front.
7 balls for 5 cents. No pins. Revolving center playfield dial controlled by knob on cabinet front. Advertised as 46 inches long, 22 inches wide, and 37 inches high.
Trap holes (25), Six cards, Six coin maximum. The backglass does not have the ‘Bally’ logo.
1 nickel per play. Measurements are 31 inches long, 16 inches wide, and 36 inches high.
Flippers (2), Pop bumpers (3), Slingshots (2), Rollover buttons (4), Standup targets (3), Horseshoe lane (1). Cigarette holder on each side rail. Wedge head. 3 or 5 ball play.
Flippers (2), Pop bumper (1), Slingshots (2), Standup targets (8), Solitary drop targets (4), Left and right outlane detour gates.
Flippers (4), Pop bumpers (3), Slingshots (2), Mini-inserts (36), Standup targets (9), Magnets (7), Vertical up-kickers (2), Spinning target (1), Messenger ball (1), Kick-out hole (1), Cellar hole (1) rotates to enable/disable access to it. Left dual inlanes, Left outlane kickback. Shaker motor.
Playfield has 36 illuminating mini-inserts, in two clusters of 18 each. Each is 1/4 inch in diameter and 1 3/4 inches long. The Operations Manual page C-113 refers to them as “light rods”.
Digital camera in backbox makes images of player and displays them on backglass display. 7-inch LCD mounted onto playfield. 27-inch LCD backbox display. Invisiglass playfield glass.
Sparkle blue cabinet armor, legs, and wireforms. A backglass is used instead of a translite.
Passive bumpers (4), Trap holes (31).
Game advertised as 40 inches by 20 inches. Nameplate on lower playfield apron indicates “Model No 40”. Battery operated.
The Patent Office made designer Bon MacDougall split his original patent request into three requests:
Patent No. 1,973,820 [COIN CONTROLLED GAME APPARATUS] filed June 28, 1934. Granted September 18, 1934 to Bon MacDougall.
Patent No. 1,983,811 [GAME APPARATUS] filed June 28, 1934. Granted December 11, 1934 to Bon MacDougall.
Patent No. 2,035,271 [GAME APPARATUS] filed June 28, 1934. Granted March 24, 1936 to Bon MacDougall.
Trap holes (25). Six cards. 220v operation. Optional payout hopper.
5-cent play. Horseshoe diverter (1).
Flippers (2), Pop bumpers (3), Slingshots (2), Standup targets (20), Spinning target (1), Kick-out hole (1), Vertical up-kicker (1), Magnet (1), Diverter (1). Rotating mini-playfield. 8-ball multiball. Both ramps are chrome finish. Speech. Action footage from the TV series plays on backbox LED screen.
A spinning disc doubles as a prize wheel. Floating slam ramp to upper playfield.
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”).
Flippers (2), Pop bumpers (3), Slingshots (2), Standup targets (3).
Flippers (3), Pop bumpers (6), Spinning discs (3), Ramps (2).
Flippers (2), Pop bumpers (2), Slingshots (2), 5-bank drop targets (2), Standup targets (2), Kick-out hole (1).
Game features 4 video tables, in color, each showing a different pinball playfield layout. Sound volume is adjusted by a variable resistor. No speech. The monitor is Phillips brand, made in Italy. The backbox has two pendulum tilts and a fluorescent light. The backglass art might suggest this is a 4-player game but all the tables have only two-player scoring.
Dry-cell battery operated (pre-electric).
Flippers (4), Pop bumpers (5), Slingshots (2), 3-bank drop targets (4), Kick targets (5), Kick-out holes (2).
Flippers (4), Pop bumpers (3), Slingshots (2), 5-bank drop targets (1), 4-bank drop targets (2), Standup targets (3).
5-cent play.
Game was available in both payout and non-payout versions. It is uncertain how many balls per game the payout version has.
This italicized text appeared in a Genco ad from December 1935 for the non-payout version which has 6 balls per play:
TWO PLAYING FIELDS…
FIRST BALL GOES TO THE LOWER –
OTHER FIVE TO THE UPPER!
The first ball travels past the rebound spring to the lower playing field. Here there are holes that designate the reward for skillful play. The player then has five balls to spell either of the words, Red, Blue, or White on the upper field. Extra large holes and one-inch steel balls add plenty of pep to the action.
Flippers (2), Pop bumpers (2), Slingshots (2), Spinning targets (2), Drop targets (2), Kick-out hole (1).
Maximum displayed point score is 199,990 points per player.
3 in-line drop target lane. Electronic (digitized) chime pop bumper sounds. Wide flipper stance with a center bumper. Dual outlane drains that need to be bumped and nudged to keep the ball in play. Cabinet advertised as 55 inches long, 27 inches wide, and 75 1/2 inches high; 250 lbs.
Flippers (2), Pop bumpers (3), Slingshots (2), Tiger Saw Multiball (2), Trunk Multiball (3), Trunk Multiball w/Vanish Lock (4), Magna-Save (2), Captive ball (1), Newton ball post (1), Rotating trunk with magnet, Levitating ball. Maximum 3 buy-in balls per player (operator option).
Flippers (2), Pop bumpers (3), Slingshots (2), Standup targets (20), Spinning target (1), Kick-out hole (1), Vertical up-kicker (1), Magnet (1), Diverter (1). Rotating mini-playfield. Shaker motor. 8-ball multiball. Left ramp is finished in translucent blue color, right ramps are chrome finish. Speech. Headphone jack and volume control on coin door. Action footage from the TV series plays on backbox LED screen.
Wood board with metal frame. Approximately 27 inches high by 15 inches wide.
Six cards. Game advertised as 132 cm long, 70 cm wide, and 202 cm high.
Flippers (2), Pop bumpers (4), Slingshots (2), Standup targets (6), Rollunders (2). Bagatelle in backbox. Illuminated backglass marquee. Double match awards 2 or 5 replays (operator adjustable). Drop-down cabinet.
Flippers (4), Pop bumpers (3), Slingshots (2), Standup targets (8), 5-bank drop targets (1), 3-bank drop targets (1), Spinning target (1), Rotating ball cannon, Lower mini-playfield, Swinging bell w/mounted pinball, TNT detonator with moving handle, Factory LED’s (inserts, GI & Special LED’s), Moving band members. Cabinet advertised as 55 inches long, 27 inches wide, and 75 1/2 inches high; 250 lbs.
Ramps (3). The ramps are unpainted metal.
Gold Star bagatelles of copyright 1934 were made in two Round Metal Top versions and are numbered here:
1) Brown spotted Triangular sides and bottom apron showing date 1934 (24″ x 14″) w/label
2) Green Triangular sides and bottom apron showing date 1934 (24″ x 14″) w/label
Both have a “Figure 8” playfield layout.
Flippers (2), Pop bumpers (7). Separate coin box access door below coin door. Metal rails with cigarette holders. Wood legs.
Flippers (2), Pop bumpers (3), Slingshot (1), Standup targets (7), Star rollovers (2), Spinning target (1), Left crossover return lane. Side edges of backbox are beveled.
Has two balls, one silver and one gold, but no multiball feature. The gold ball feature as issued from the factory uses an operator-adjustable percentage (1-15%) for the random release of the gold-colored ball into the shooter lane, awarded as an extra ball. When the gold ball is in play, all playfield scores are tripled.
The field service upgrade kit converts the gold ball release rules to a skill feature instead of a percentage. The player must light G-O-L-D-B-A-L-L using the center standup target, the star rollovers, or the left return lane. The gold ball will be issued once the current ball has been lost and is considered an extra ball.
Flippers (2), Pop bumpers (3), Slingshots (2), Game-controlled magnets (3), Scoops (3), Captive balls (2), 5-bank drop targets (1), Spinning target (1), Ramp (1), 6-ball multiball mode, Automatic plunger, Shaker motor, Motorized crane target moves ball from one ramp to another, Ripper target when hit returns ball at fast speed, Smart Missile button awards current award when pressed. Three electromagnets under the playfield affect ball movement when energized.
Actual measured weight: 256 lbs (includes legs).
Flippers (3), Pop bumper (1), Slingshots (2), Action ring in upper playfield.
Passive bumpers (12).
8 balls for 5 cents. Ball kickers (2), Captive balls (3). At start of game, three blue balls in enclosed center scoring area are kicked into play to form the Dealer’s score. Player must beat the Dealer’s score without exceeding 2100 points. If the Dealer’s score exceeds 2100 then the Dealer has “bust” and the player must try not to exceed 2100 as well.
Cabinet including moldings measures 39 inches long by 19 3/4 inches wide.
Cabinet not including moldings measures 38 1/4 inches long by 19 inches wide.
Cabinet without legs measures 9 inches high at front and 11 inches high at back.
Cabinet on legs measures 38 1/4 inches high at front and 40 1/2 inches high at back. The legs are 34 1/2 inches long.
Flippers (3), Pop bumpers (3), Slingshots (2), Vertical Up-kickers (3), Spinning target (1), 3-bank drop targets (1), Solitary drop target (1), Magna-Save magnet (1), 6-ball multiball. Entrance of center ramp has a bi-directional motorized ball gate designed to represent a knight’s flail. Another gate nearby is shaped like the Black Knight’s fighting shield. Button on lockdown bar. Shaker motor. Player can choose to shoot ball into play to upper playfield or lower playfield.
Transparent upper playfield has 3-ball lock mechanism.
Gloss black/gold metal flake side armor, legs, backbox hinges, and gold leg bolts. Powder-coated Steel bottom arch. Playfield art blades. Anti-reflection pinball glass. A mirrored backglass is used instead of a translite. Decal cabinet art.
5 balls for 5 cents. Spring bumpers (13), Ball kicker (1). Backglass light animation (players run bases). Cabinet advertised as 44 inches long by 22 inches wide.
Flippers (2), Pop bumpers (2), Kick-out holes (2), 4-bank drop targets (2), 2-bank drop targets (1), Single drop target (1).
Spring bumpers (13). Mechanical backbox animation (spaceships fly in and out of view). Two backglasses, spaced 3.1 cm apart, each have artwork on them, and the player can look through both of them to see a distant city and mountains on the inside of the backbox door. This provides a 3-D effect to the player.
The player places a coin in the coin slide and pushes it in, which starts the game, sets the game timer (approximately 4 minutes), and starts the rotating spaceship motor in the backbox. This motor turns at a constant rate of speed and a full revolution takes 12 seconds, always making one of two moving spaceships viewable by the player for approximately 6 seconds, having a short gap of time when no spaceship is in view. A light bulb illuminates the backbox scene whenever a spaceship is in view. The only light bulbs on the playfield are inside two of the thirteen bumpers, both having red caps, and both labeled “Repeater”. When a spaceship comes into view, the two red Repeater bumpers illuminate simultaneously and if a ball in play hits either of them when lit, the rotating spaceship mechanism awards 100 points repeatedly until the spaceship disappears from view. Therefore, hitting a lit Repeater just as it lights up would catch the spaceship at the beginning of its viewable arc of travel and would maximize the number of 100-point awards before the spaceship disappears from view (and the red bumpers turn off). The maximum points possible for timely hitting a lit Repeater bumper is 700 but only because the operator can option each spaceship to award from 100 to 700 points in 100-point increments. The operator does this by installing one to seven screws on the outer ring of two rings of holes in the rotating disk of the backbox motor, for each spaceship. If desired, one spaceship can be made liberal and one can be conservative. Each screw head generates a pulse to the score stepping unit as the disk rotates, but only when the “repeater relay” is activated by hitting a lit Repeater bumper.
In the small gap of time after a spaceship leaves the view and before the other one comes into view, the entire playfield is disabled and cannot score points, the red bumper lights are turned off, and the repeater relay is deactivated. The operator can increase the amount of dead playfield time by setting a portion of a spaceship’s 6-second travel time to disable the playfield. The operator does this by installing either one, two, or three screws on the inner ring of the two rings of holes in the rotating disk of the backbox motor, for each spaceship. If desired, the two gaps can be of different lengths of time by setting one spaceship to be liberal and one to be conservative.
The three options per spaceship provide these approximate time intervals:
1 screw = 1.5 seconds of playfield disable time and 4.5 seconds enable time = 6.0 seconds.
2 screws = 1.0 second of playfield disable time and 5.0 seconds enable time = 6.0 seconds.
3 screws = 0.5 second of playfield disable time and 5.5 seconds enable time = 6.0 seconds.
This game has ten high score levels for the player to beat. The first high score is an operator choice of only one of these five score levels: 2800, 2900, 3000, 3100, or 3200. After that, nine hardwired score levels are always active: 3600, 3900, 4200, 4500, 4600, 4700, 4800, 4900 and 5000. Maximum score stops at 5200 points. As no replays are given by the machine, these score levels are “active” in that they are wired to a counter inside the game that increments each time a score level is reached. It does not count the number of games played. If the location chose to pay out cash to patrons who reach any of these high score levels, the backglass score had to be witnessed before the timer shut the game off. The operator would later reimburse the location based on the counter’s new total since the last visit.
The rotating disk does not stop when the game is tilted. It stops only when the main voltage is turned off once the game timer runs out.