Play Meter

Issue: 1977 March - Vol 3 Num 5

self. "
" Thank - puff-puff - YO ll, Mord,
sir . "
" How about those coin micro-
switches that fail to give th e player
proper credit for a quarter? Has
your department remedied that?"
The Colonel mumbled somethi nn
unintelligible, obscene, and negd
tive .
" Da Fonz is taking shape, men,"
Mord beamed , basking his com-
rades in a fatherly grin , " and I, for
my part , will be out signing our star,
Henry Winkler , to be a personal
endorsement and appearance con-
tract .
This pinball machine, I
predict, will be the biggest seller
since The Wizard . About the only
thing that co uld go wrong is if Henry
Winkler would co me out in the
middle of our promotion campaign
and co nfess to being a bi-sexual or
something .
" And how likely is that? . . .
Dismissed , men ."
YOU HA VE INPUT. " Mailbox" is
the part of Play Meter that is most
truly yours . If you like something , let
us know . If you don 't , let us know . '
If you don ' t talk . We can't listen.
Critic's Corner
(continued from page 34 )
that if you ' re good at something ,
keep doing it because you'll only get
better and better . Well , welcome to
yet another drop target heaven (or
should I say haven?) with this
one-player entry that should cause
quite a 'racket' if you 're ' courting '
some 'net' gains in play . (Don't
mind the previous line, it's a
throwback to an era when I was an
advertising copywriter filled with
punishing remarks.) Anyway back
to the matter at hand, Volley, wh ich
does serve up a great deal of action .
Fifteen, count 'eml Fifteen drop
targets in a splendid array of blue,
green and yellow dot the center of
the playfield . And this is the action
of the game although everything
here pulls together nicely. The most
important aspect of the game is that
Gottlieb hasn' t forgotten the single-
player. And this I think is important
only because the play action can be
different than what it is for
mUlti-player games . Plus Gottlieb
has a way with feeling very
comfortable with this type of game;
they've proven it in the past and
show no sign of letting up . (I've
seen three other single-player
models yet to be released which are
truly good games for their own
genre .)
The top of Volley is difficult, but
the challenge to beat it may rest
more with how the location has
'tightened' or ' loosened' the lanes .
There's three of them, interestingly
(from left to right) colored blue,
yellow and green . Three thumper
bumpers spread the top for some
good upward mobility although the
placement makes for a hard return-
to-the-top shot from the flippers .
Skill. Remember that word for this
game, because a player can 't get by
on good looks alone . (I know .)
The drop targets, which I men-
tioned earlier, are placed at the
center in such a way that the blue
targets (five in all) are placed at the
left at a rather perpendicular angle
to the flippers . The same holds true
for the green drop targets at the
right . While at the top middle facing
head on are the yellow targets .
Side lanes at either edge behind
the plastic of the drop targets can
be dead man' s land if the ball drains
down the side. The Gottlieb bottom
harkens back to Bank Shot and
Sure Shot with those annoying little
rubber-ringed posts that beg for a
nudge; or even a shove. The kickers
once again don't offer too much in
the way of forceful action and tend
to glide the ball rather than 'strike'
it.
Although the game may appear
fairly open to the average player,
there is a lot of action if one can
control the tempo of the game . The
big thing to playing Volley and
winning is to get those top lane
lights out. This then increases the
value of the drop targets from 500
points to 5000 and hence means
higher scores, happier players, and ,
of course, more money for the
operator.
How does one get the best of the
machine for the special? It ain 't so
easy, unless you think hitting down
fifteen drop targets in a three ball
(better as a five ball) game is easy.
Once the targets are down the first
time, they'll bounce back up if
you ' re not careful, the special
magically appears at one of the top
lanes - so stop aiming for targets
and get that ball back to the top,
nudge the little beggar until it goes
where you want it to . That's Volley,
and that's the kind of action this
game can generate.
It plays smoothly and can be
further alluring because of the drop
targets and the potential for a skilled
player to try his luck at beating a
machine where you can have a low
score and still have done half-way
decent .
In terms of the graphics, Forest
Hills this isn't . Nor is it Wimbledon
or even shades of Connors, Evert,
King, Nastase, Ashe or any other
tournament delight. Yes, there is
colo: and it should find a home for
those thinking about spring : but a
Target Alpha this isn't in terms of its
visual impact. Still it is a good game
regardless of the artwork and should
match up fairly well in most set ups.
Rating : ### ~
Williams'BLUE CHIP
While we're on the subject of
one-player games, let's turn our
attention to a machine, which
interestingly enough , features 1975
printed on the playfield . That is not
the number of a target, but rather
the copyright date . Could Space
Mission and Space Odyssey put
them this far behind? Still, all things
being equal , the game holds the test
of time from when I first played it
over a year ago. But don't get me
wrong, production on it is a recent
thing, so consider this machine a
" new" one in the pinball sweep-
stakes.
The attention here is on the use of
numbered targets and spinners.
From the top, we find a feature that
is almost a Williams trademark - the
kick-out hole; which is protected
much like on Triple Strike or even
the more recent Grand Prix . Two
thumper bumpers are placed at the
middle top of this fairly symmetrical
field , with two targets (number 1
and 2) at the left and the other
target (number 3) at the right . Also
at the top right corner is a kick-out
hole which gives points or a special
if the player has done all that can be
done .
Moving slightly farther down the
playfield, on either side is a lane
which has a spinner next to it (on
both sides) . At the middle of the
playfield rest the toughies. Num-
bers 4,5, and 6 stand protected by
four red posts; making this the
sucker shots of the game if you
can't hit the targets. Lower down at
either side rest numbers 7 and 8.
Finish off the features with a
Gottlieb bottom; add the usual
Williams' speed, and you have a
game that can be a chore to play or
something that's thoroughly chall-
enging .
The problem with the machine
rests in the movement of the ball.
The bottom slingshot kickers offer
some good angle action, but some
of the flipper shots aren't all that
they could be. The play tends to
center around the spinners from the
player's angle. Those middle targets
are best left forgotten since they're
fraught with danger . But then , one
isn't playing it the way it should be
played - and the build up of points
and bonuses or specials are directly
tied in with getting the eight targets
hit.
So what one has here is a good
standard pinball machine, but not
anything that could be considered a
pinball machine (if you get what I
mean) . The six digit scorintg is nice,
as is the build-up and tolling of
out-hole bonus points, but there's
nothing remarkable about the play-
field design . Also , some may write
it off as a " single-player" game.
However the connotation doesn 't
have to be totally forlorned .
The artwork is crisply uninspired
and sends images of Chicago Coin's
Red Baron and Blue Max . There
remains no unity of purpose, nor
even a playing out of some "Scene as
was the case with Roy Parker's
imaginative renditions . With Blue
Chip one feels that the market is not
bullish, nor is it likely to be bearable
in the distant future.
Rating: ## 'h
Bally's FREEDOM
Better late than never I suppose,
although Williams' Bicentennial
game has yet to surface in produc-
tion . This new four-player from
Bally is going to confuse some only
because the brochures show a
slightly different game; but I'll get to
that later. Also, Freedom looks to be
the model that's going into dual
production - both solid-state and
electromechanical. For our pur-
poses here, let's direct our attention
to the more standard version and
leave for another time the whys and
wherefores of chips and circuits.
Right off the bat, let's admit that
this isn't a bad game. In fact, it's
pretty good ... . at least that's what
Art Genatt told me . Besides, while
playing this game head to head, he
even managed to win a few games.
(This previous statement is a paid
political announcement that should
warm the cockles of Art's heart and
send tremors through Runyon,
since now, there will be no living
with the instant fame Art has
garnered.) But back to Freedom
with its resplendent reds, whites
and blues. This is an open game that
has a lot going for it, the playfield
offers something that should remind
many of Smart Set a golden oldie
that featured a "wheel" in the
middle of the playfield as well.
At top, you'll notice that the
game has a large are of space bor-
dered by two high powered kickers.
At the center is a kick-out hole
which locks into the wheel value
depending upon how well you time
your nudges off the rubbers. A
player can get an instant 5000
points, a double bonus, an advance
of the bonus or even some lit
spinners.
A side-way triangular set-up of
thumper bumpers is next with the
tip of the triangle pointing toward
the right . Within the sweeping
plastic is an advance bonus target at
the right. Move down a little and the ;i
spinner appears, reminiscent of _
Triple Action and a few of Williams' •
other goodies from the past. Just ""I
down from this, to break up the flow ;
53

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