downward slope. Tucked away at the top left, and almost hidden by the plastic coverings is another kick-out hole that brings the action back to the top three roll -overs. All work well in tandem. At top mid-field are three thumper bumpers which supply some good nudging possibilities for the major part of the game-the sequential numbered targets, of which there are six. Four grace the top surrounded by posts. At the left one finds a short lane and post arrangement that is a pure shot from the right flipper. On the opposite side a narrower version of Williams' Aztec's kick-back lane appears to further send the flow of play back up toward the top of this playfield. Twin spinners with diamond artwork form the central target and a twist in this configuration is the addition of a kick-out hole tied into the silver bonus at the middle. Two remaining numbered targets are at mid-right side field, while also reoccuring at the bottom lanes. The Gottlieb bottom finishes off the basic features of this little gem of a game. The one problem which may develop with this model is the flipper stroke, although I've been told that it will be altered. The range is far less than American players are used to, although Spanish players won't think twice about it. But for us over here, a wider power zone and fuller extension will be needed. Even the slope of this Spanish effort isn't as drastic as past ones. In terms of play, if the flippers are changed, there are solid areas to aim for, with little nooks and crannies that should please even the ardent pinball admirer. In fact, the total effect tends to border on the "cluttered" compared to most of the other machines coming outbut I think this is an advantage here. There's an equal balance of play action throughout the board and the pacing is quick, except for some brief stops in the kick-out holes that are thoughtfully placed on the playfield . Players for the most part are going to go for the center spinners since it means points as well as noisy action. The top bumpers should supply more than enough nudging possibilities. Getting the top four targets means an extra ball opportunity, so players should be more than occupied at the top of the field. With the skilled player, aiming for the side 5 and 6 targets should prove challenging, although the potential double bonus is more than worth the risk. The feel is good and the principle of play makes this machine a solid competitor in the pinball gold rush. From a graphic standpoint, the rendition of Laurel and Hardy leaves something to be desired, although the flashes of bright colors give it more a surreal quality rather than anything else. But I think that, if this aspect is a drawback, the action of the game itself should more than compensate for it. Rating: #### Segasa d.b.a Sonic's FACES This four-player is an interesting piece that combines some eye-opening artwork with some incomprehensible play action. A kick-out hole is in use at the top of the playfield that tends to blend and modify many of Williams' Grand Prix's features- only in this case it falls short of the mark. Two top thumper bumpers have all the power and rebound potential of the old 'pop' bumpers, leaving much of the work to the player's flipper ability. The theme of the game is to light up the faces of the girls on the mid-portion of the playfield. This can be accomplished only by going over the five roll-overs that dot the center of the playfield. A central target A & B offers double bonus possibilities and also the chance for a sucker shot straight back to the out-hole. The flipper arrangement is a conventional Gottlieb bottom with one extra flipper at the left of mid-field. Unfortunately there are some wasted features on this model. The bonus, which alternates from left to right much like Grand Prix, can be changed by hitting a right side target at mid-field. But at this portion of the game lies two problems. One is a 5000 point bonus when lit lane, that won't get as much as maybe the designer hoped. At the top of this feature is a spinner gate, that angles in such a way that the ball can get hung up on the post if the player doesn't hit the ball hard enough, or doesn't nudge the machine at the right time. Heading back to the top of the playfield one finds the most disappointing characteristic of the game. When one lands in the kick-out hole, as one should try to do-a left top gate opens to reveal a side lane similar to Playmatic's New World's version. The problem though, with this spinner entry is that it serves no useful purpose for the player; in fact it tends to hinder play since it's wide open in terms of what it adds to the flow of the ball. You shoot the ball up and it returns right back to you, and usually right through the out-hole in a frustrating fashion. Players beware! By modifying the two spinner areas this game could be a solid machine, since the play offers some Two top variety of skill shots. targets that advance the bonus value in the bumper area would be better off if the bumpers supplied more rebound action and greater speed. In fact, the slope of this Spanish game is the only thing, besides the wide open playfield, that speeds up the pace of the game. The artwork comes right out at you, with striking eyes staring off into space in a rather ethereal fashion. Color is sparse although it's bright, and the play at a local New York City arcade was strong until the game was pulled recently. On the whole though, for Sonic the hands-down winner seems to be Prospector at the moment. Six digit scoring is here as it is with the other Sonic effort, and getting the machine to turn isn't so hard a task if the player utilizes the shortened stroke to aim for the A & B double bonus targets as well as the center roll-overs. The one problem may rest in building up a right hand bonus when it's the left hand bonus that's going to count once the ball leaves the playfield . Rating: ## 1h Well, that's it for now concerning a sample of the games you might not ordinarily see about town. Next month should begin the onslaught on domestic issues that are hitting the game rooms at a fast and furious pace. Until then, be well and prosper. Roger Sharpe's series "Are You Game: a pinball player's view" will continue in next month's Play Meter. The series focuses on the ;i player's attitudes towards the ma- ~ chines he plays. Roger draws on his • own vast experience and that of others for this series. Watch for it. ; 47