Pinball

Classic Collection at its best

The proof that a certain Pat Lawlor is one of the most brilliant pinball designers of all time? Well, the first four pinballs from our Retro Gaming section that we present here were all designed by Lawlor. 

The designer of a pinball machine is the one who layouts the playing field and sets the theme for a new pinball machine. He also distributes the familiar ingredients like slingshots, targets, ramps and gimmicks on the playfield in a way that ensures a smooth game. The layout of the head disc, playfield and cabinet is in turn refined by the graphic designer to create a work of art. OTR interaction at its best.

Funhouse

The amusement park in the games lounge

The "Funhouse" has a special feature on the outside, namely a second ball trigger on the left side. On the playing field Rudi is bustling about, looking behind the ball and commenting bitingly on what happens during the game. Rudi, however, also gets tired quickly and has to be shaken up again by a well-aimed shot in the mouth - and off he goes with Multiball. The "Funhouse" has a nice fluid ball run with challenging combination shots. To make Rudi shut up, the player has to use a third pinball finger.

The features in detail:

3 pinball fingers
3 striking towers
4 single targets
1 row of three targets
Double ball trigger
1 ramp
2 and 3 Multiball

Data:
height 191 cm, width 74 cm, depth 137 cm
Weight 102 kg

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Twilight Zone

Lost in the....

A real superpin in two aspects. A series of four pinball machines from Bally/Williams was marketed as Superpin. They appeared around 1993, had a wider playing field and accordingly even more features. A Superpin also meant that the "Twilight Zone" leads the list of the best pinball machines ever according to the "Internet Pinball Database". The "Twilight Zone" has a lot to offer The small but fully functional chewing gum machine is an eye-catcher. The mini playing field ("Battle the Power") has its very own attraction, because with the pinball buttons the player activates two magnets and must use them to bring the ball to the target. And at the "Twilight Zone" not only silver balls rock, but also a white ceramic ball. This Powerball is 20 percent lighter than the steel balls and is non-magnetic. As a result, it naturally displays a completely different playing behaviour, is much faster on the move and demands even faster reactions from the player. It is best to sink it in the Gumball machine, then continue with real pinball balls.

Data about the "Twilight Zone":

4 pinball fingers
3 striking towers
2 ramps
Rocket Kicker
Magnetic mini playing field
Chewing gum machine
Ceramic ball
3- and 6-man Multiball

height 194 cm, width 74 cm, depth 140 cm
weight approx. 130 kg

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Earthshaker

The pinball natural force

Shaken, but not stirred: The "Earthshaker" has a shaking motor inside the bottom part, which makes the pinball earthquake really realistic. This was the first time the shaker motor was used in a pinball machine. The game involves strategy to get to the multiball and then chase the high jackpots. On the playing field the player has to act strategically to avoid the earthquakes. Nine different targets represent a total of nine earthquake zones. These only have to be hit in the first round, in higher rounds they have to be hit in a certain order. But the "Earthshaker" makes it easy for the player. Thanks to two ramps, a loop and a third pinball machine, a fluid game is achieved.

The most important elements on the playfield:

Three pinball fingers.
3 striking towers
2 ramps
1 row of three targets
2 and 3 Multiball
2 Vertical Upright Kicker
2 ramps
1 spinner
1 kickout hole

Data:

height 191 cm, width 74 cm, depth 137 cm
weight 102 kg

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Whirlwind

Stormy event

If it should get stormy at your event - we have the suitable theme pinball machine: "Whirlwind". The very special gimmick of this machine is the ventilator installed on the light box, which makes the players' hair whirl around. On the playing field, too, it literally goes round and round. Three rotating rubber discs ensure that the balls are chased across the playing field in an unpredictable manner. And six batting towers - arranged in two groups of three - in a pinball machine is a word. Only a few pinball machines are likely to contain as many of these action elements. A typical pin by designer Pat-Lawlor with the obligatory third pinball finger, which here on the right halfway up the playing field waits for well timed shots. In addition the batting towers provide plenty of action, but the fan brings the necessary cooling to the pinball match.
These features convince in the tornado pinball machine:

3 pinball fingers
6 striking towers
2 ramps
3 rotating discs
Fan
2 and 3 Multiball

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Do you have any further questions?

Jan Moerchen
F  +49.2309.78425-10
games@ontherock.de