Play Meter

Issue: 1980 January 15 - Vol 6 Num 1

artist (G.M.) gets flack for the types
and style of his work, it's nice to see
what he can do when set loose on a
subject. The backglass is flashy and
powerful with its black background
and bursts of color. The princess
looks shamefully alluring ( yet still
"G" rated) and the effort is just super
given what Gottlieb usually offers in
the way of art. And another nice
touch is the placement of the scoring
readouts down toward the bottom of
the head which gives the appearance
of a much larger glass and an impact
for the player when he walks into an
arcade. Plus, the recognizable theme
is going to be a definite bonus for the
effort from Gottlieb.
PLAY: The play of Buck Rogers
can be sustained for three- or five-ball
play, and, in fact, the majority of
Gottlieb games are still better values
at the longer setting. For three-ball,
extra ball areas try a 150,000
beginning and follow it up with a
280 ,000 and 450,000 limit. For free
play on three-ball you can get away
with 100,000 points more to each
limit depending upon the caliber of
players in your location and for
five-ball levels you might even be
able to get away with another
100 ,000 points tacked on.
PROS & CONS: Someone said
to me that rather than having the top
lanes start lit, that maybe the lanes
should be out and a player would
have to light them and hence get
greater points that way , rather than
less points each succeeding shot back
up to the top, but that's the least of
my concerns on this game. One
major thing I mentioned last month
Gottlieb is going to have to sort out is
the integration of memory into a
pinball machine, where basic values
and play can increase from ball to ball
( the old one-player machine men-
tality that Gottlieb championed for so
long before solid state).
My understanding is that the
present system won't allow them to
do it , except for some machines
which retained values on extra-ball
play, and that's unfortunate because
the design and utilization of features
becomes so limited. In a way,
Sharpshooter, which was based
primarily on a Gottlieb game design ,
shows what can be possible to
program into a game , but the
company is still forced to think in
terms of electro-mechanical action
in a solid state world. And this is the
biggest weakness which has effected
its games of late.
Another area of involvement is the
strength of the flippers, long a
trademark of the Gottlieb game,
which has lessened in strength on
some recent efforts and is the case
here for power and for direction to
that top center target. Also, the
problem of shots from the left flipper
and the flexibility of action with
multiple areas to aim for, is
Stern's GALAXY
A fitting close to the first games of
'80 to be reviewed is this effort from
the king of kings , Harry Williams,
one of my all-time personal favorite
people in this industry. And Harrv is
making the jump to solid state in fine
fashion , with some nice touches as
witnessed by this spaced out theme .
PLA YFIELD:
In what is a
departure from the norm for the top
of a game, Harry has come up with a
swirling little area called the "space
warp arch" that combines a kick-out
hole and saucer with multiple point
values along with a top right bumper.
The action then leads down to a
three lane set-up ( G-A-L) and a
right side star rollover button (A),
while at the lett of the lanes sits a
spinner with a curved arch above it.
Two thumper bumpers are at
midfield to cut down on drains
from the lanes , while the right side
features flush three targets ala
"Dracula."
At the left side is a "horseshoe"
kick-back kicker while just below this
Williams' GORGAR
Gottlieb's BUCK ROGERS
Stern's GALAXY
PLAY METER, January, 1980
something that gives the field a
feeling of confinement. Buck , how-
ever, still is the best game Gottlieb
has come out with in a while. There's
some good skillful play and enough
shots for the above average player
while also being forgiving enough for
the novice .
RATING: ###
93
is a four drop target bank . The rest of
the center is wide open and the
bottom is something that found much
favor on Wild Fyre, the four lanes
down to the flippers controlling extra
ball values when lit as well as X and
Y and the outside out lanes feature
star rollovers while spotting letters
for a bit of a difference as well.
ANALYSIS: The action on Galaxy
is relatively simple: spell out the
name and hit down drop targets.
Along with this comes some great
background and playfield sounds as
well as flashing displays when
G-A-L-A-X-Y is gotten. It is a fitting
follow-up to the success of Meteor
and once again here we find those
great remote drop targets with full
memory for building up bonus
multiplier possibilities up to 5X and
even greater point values , with the
drop targets also providing scoring
punch up to 40 ,000 points and
special values.
Everything is tied in to the neat
package where economy of space
and features are worked together
and nothing is lost. Shots are good
from all angles, although the left
flipper back to the top offers some
difficulty, but there is some good
lateral movement from the kicking
rubbers and some tentative play on
the bottom with the formation of
posts and lanes.
GRAPHICS: The artwork is a
dark burst of space with Stern going
all out in black with hints of bright
primary colors to offset the total look.
But the detail work is lacking and
shows that the Stern artist has to
follow through from backglass to
playfield for a complete effort .
PLAY: With scoring up in outer
space, at least potentially with a max
of 40,000 on the out-hole bonus
multiplied by 5X and the planet
values tied into the drop targets along
with the kick-back kicker and its
potential of almost 20,000 points ,
this game doesn't lack for ways to
mount up some impressive scores.
For three-ball play try a 180,000 start
in extra ball areas and follow it with a
360,000 and 500,000 limits. For free
play you might want to go up by
about 100,000 to 150,000 points for
each limit, depending again on level
of play in your location.
PROS & CONS: Galaxy has a
great deal to offer in terms of design ,
a top left kick-back kicker that gives
the player a little respite from the
wars and a twist and twirl here and
there. One of the major problems
facing this company, however , is the
flipper strength. If this can be
overcome , you're talking about
machines inventively designed that
will play with the best of them
beyond the 4 to 6 week period. And
this game needs the power since
much of the action has to come from
the flippers and shots back to the
field.
The continued utilization of the
drop targets with memory is just
super, and it shouldn't take others
too long to recognize this achieve-
ment for what it is-a true innovation
in the history of pinball and by now , a
Stern trademark. A weakness ,
though, is the access back up to the
top since shots to the spinner really
only direct the ball back over the top
of the lanes and not necessarily back
to the too kick-out hole. And the
right side rollover button area isn 't
the clearest shot from the left hand
flipper to get the arc and velocity
back to the swirl top.
Apart from these things , Galaxy is
sure to be another winner in the
Stern stable. And a nice touch ,
continued from Meteor , is the last
ball display of high scores to date ,
which I think is just a great touch.
RATING: ###
And that , fun seekers, is it for the
first issu e of the new decade. From
Joshua Lucas and myself you're
wished good resolutions for a year of
hopes and dreams where all can get
what they set out for , and as always,
for each and everyone to be well and
prosper.
Visit the 36th Annual
AMUSEMENT TRADES EXHIBITION
Alexandra Palace, London, England
29th-31st January, 1980
Over 145 Exhibitors
45,000 sq. feet of display area
EUROPE,S LARGEST AND MOST
IMPORTANT EXHIBITION OF COIN
MACHINES AND RELATED EQUIPMENT
94
PLAY METER, January, 1980

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