Play Meter

Issue: 1979 August 15 - Vol 5 Num 15

drop targets , something foreign
manufacturers do with abandon.
GRAPHICS: Lots of yellow-
that's what vou'll find with Screech-
along with a backglass that shows
GOd -only -knows what ; maybe a
witch or fortune teller. The playfield
is blandly colored with no real
unifying theme, just splashes of
color.
PLAY: Screech offers some de-
cent scoring potential , but you may
want to try some realistic limits on
three -ball , free play of about
180 ,000 to start , followed by
360 ,000 and 500,000 points . Lower
this by about 30,000 to 50,000
points for extra ball play . And on
five-ball play go up by about 20 ,000
to 50 ,000 pOints for some reachable
limits .
RATING : ##1/4
Gottlieb's TOTEM
The newest from Gottlieb features
a new and different sound system
and some interesting features and
play , as well as a motif of a truly
native American.
PLAYFIELD : Totem is something
borrowed and modified from other
Gottlieb machines with a top four
lane set (A-B-C-D) and a three
rollover button right side lane that
conjures up memories of Dragon .
Two thumper bumpers are at the
middle of the field just below the top
lanes and are almost enclosed with a
right side bull's-eye target, gate to or
from the bumper area to the rollover
lane (a la Solar Ride) .
Move down to three sets of two
drop targets each that have some
openings in between that may mean
a drain for some players. The targets
are keyed into the top lanes for extra
bonus values and multipliers as well
as bull's-eye targets behind the drop
targets (remember the Inder game?) .
The left side is a long varl-target shot
for bonus multiplier, while on the
right side sits a difficult to reach
kick-out hole . The bottom is a
change of pace , with a kicker and
flipper at the right and a double lane
set at the left .
ANAL YSIS: This is a game that
has come under some adverse
comments from a variety of sources,
but don't write the machine off if it
starts a bit slow. There are some
good shots to be made and high
scoring to be had with some good
bonus multipliers and a countdown
feature at a 20 ,000 point out-hole
bonus level in the right side kick-out
hole .
Most of the problems stem from
the fact that there may be too many
possible drains on the game : from
the right side rollover lane if the ball
bounces a bit at the bottom before
PLAY METER, August, 1979
Zaccaria's FUTURE WORLD
Inder's SCREECH
Zaccaria 's QUEEN'S CASTLE
Gottlieb's TOTEM
65
getting down to the flippers ; from the
left side vari-target, which can be
adjusted just like Dragon with that
lower side rubber post; and lastly,
with the ball coming down from the
thumper bumpers toward the flippers
(or , most often , between the flip -
pers) .
Because of the necessary precision
inherent in the design of the game ,
Totem may turn off some players.
But for the skilled flipperer , the shots
are there and so is the play , although
it may not be as swift as one would
like. It may feel a bit heavy at times .
When the ball is hitting off the
bumpers or even when the player Is
making shots from the flippers , it's
almost as if the game Is just missing ,
or on a slight delay-but once you
adjust to this , the required skill factor
is more than enough compensation .
GRAPHICS: Totem has artwork
which may not tie in with the new
sound , but it features a basic, strong
figure much like the games during
the time of Golden Arrow and , I feel ,
a much better direction than the
token futuristic figures found on
Solar Ride and even Pinball Pool. It
is good , basic pinball art with nothing
fancy or overpowering-a Gottlieb
trait which has become a company
trademark and tradition, more than
anything else .
PLAY: On three-ball, extra ball
play you may want to be a bit liberal
on the game and start with 100,000
pOints , followed by 200,000 and
350 ,000 points. On free play you
can Increase each limit by about
50,000 to 80,000 pOints . When it
comes to five-ball play start with
about 220,000 points and follow It
with 380,000 and 560,000 depend-
ing, of course , upon the players at
the location and any feedback you
may get .
RATING : ###
That's it for this time around . Next
time , a word on the wide-bodied (as
well as "supersize") games and some
other good stuff . Also a follow up on
Sharpshooter with some hoped-for
feedLack from any and all of you .
And until next month , let me revel
in the fact that the Cubs are once
again in the penant race (I wear my
T-shirt even when they lose , though
be it infrequently) . And , of course,
the White Sox continue to astound
those who thought Seattle could
overtake them - if only K.C . and
Minnesota could continue lOSing ,
who knows , they may be a third
place team yet. But it's off to Wrigley
Field . And so I sign off, as usual.. .be
well and prosper.
66
The Looking
Glass
[Editor's note: Roger Sharpe here re views his own game, Sharpshooter.
Although he discusses the playfield and graphics, and offers an analysis
and a view of its play in the usual Sharpe manner, he leaves the rating of
the game to his audience . It is his expressed desire that those who attend
his column every month will offer their own ratings of Sharpshooter.
Responses to the game can be directed to Roger Sharpe at PLA Y
METER .)
Game Plan 's SHARPSHOOTER
PLAYFIELD : The action begins
with three lanes at the top (S-H-A)
and leads down to two thumper
bumpers and two bull's-eye targets at
the top left. This Is followed by three
lanes just beneath (50 ,000 points -
R-P) . The right side offers some
balance with a kick-out hole that
controls bonus multiplier and multi-
ple values for scoring, and there's a
five rollover button loop lane . Also
on the right side is a spinner lane for
access back to the top of the field .
Move to the center of the board
and there's an angled set of seven
drop targets with the bank spelling
out S-H-O-O-T-E-R. The bottom
comes next with a variation on a
theme . There are two thumper
bumpers on the right side and a
conventional wire lane and flipper on
the left.
ANALYSIS: Sharpshooter offers
a full memory of features throughout
the game tied into bonus multiplier,
drop targets , and the lanes . Landing
in the kick-out hole or hitting down
the drop target bank increases bonus
multiplier, while spelling out the
lanes lights the extra ball feature .
Also included is a continually lit
50,000 point lane which has access
from the top or from the bottom right
flipper on a steep shot . And to really
get to the major point of the design .
Sharpshooter is a refinement of two
games from the glorious past , its
primary influence coming from a
Gottlieb golden oldie , Free Fall , or
from Sky Jump , depending upon
free play or add-a-ball version , and
Williams' Satin Doll with its bottom
thumper bumpers .
GRAPHICS : It is a harkening back
to "High Noon " and the old west
with the Gary Cooper figure taking
on a strong resemblance to yours
truly . Other figures are also real life
visages in a colorful glass that shows
the Molentin touch .
PLAY : Sharpshooter features the
first million light indicator of the
electronic era , and has the scoring
pote ntial for three -ball play to be set
for extra ball areas at 180,000 points
to start , followed by 360 ,000 and
600 ,000 pOints . For free play you
may want to increase these limits by
about 50 ,000 pOints each , while
five -ball play can sustain itself at
about 100,000 points more at each
level. And one final word has to do
with the sound . It is an integrated
sound that works into the theme of
the game . Hear it and you'll see what
I mean .
PLAY METER, August, 1979

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