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Hello and welcome to Technology Connextras Sights and Sounds.

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It's been a long time since I've done one of these.

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Sorry about that.

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But today we are looking at and listening to Aztec by Williams.

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This is an electromechanical pinball machine

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from 1976, and being electromechanical,

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it is chock full of weird doodads and mechanisms,

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which means it makes quite a lot of interesting noises.

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Which is the primary purpose of this video

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is to record those noises and let you hear them.

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Now, right now I have the microphone set up

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pretty close to where my head is as I play the machine,

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and I've already tested.

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That's a very faithful sound to what the machine sounds like.

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Also, the machine is closed up

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with the glass in place and the back panel on.

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That way the mechanisms are not overly loud.

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I have a structure planned for this video,
which is going to begin with me

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simply playing this game with no commentary at all.

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I will let you know the score I got at the end of each game,

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but really, I'm just going to play it.

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Next, I'm going to explore all of the individual mechanisms

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that are on the playfield, and I will also

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also verbally describe the playfield.

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So hopefully you have a better understanding

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of where all of the parts are.

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And then I'll do some more recordings of the mechanisms.

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And finally, at the very end, I'm going to do some more gameplay

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where I actually explain what I'm trying to do as I play this game.

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But for now, I'm just going to start.

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And that involves putting in a quarter.

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So I'm just going to play a few games through

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and then we'll check in later.

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And that's game over.

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I realized I forgot to give you a little context

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on what the flippers sound like.

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I didn't actually have a lot of flipper action in that game.

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You sometimes don't with these electromechanical games,

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but we ended at 243,000 points,

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which is actually only a little more than 100,000 away from a replay.

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It's set up to 350,000 points.

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So I'm going to start another game
and give you a little bit more context.

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Okay.

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At this point the ball is in the shooter lane.

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But before I shoot the ball, I just want to make sure

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that I explain this noise.

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Those are the flippers.

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If you're hearing a buzzing,

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that means I'm holding the flipper up.

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But that buzzing is not always the same volume.

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The flipper linkages are a little worn,

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and so depending on each individual flip, sometimes the buzzer

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is louder than other times.

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But those are the flippers.

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If you hear this sound,

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that's me actually using the flippers.

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And if you hear this sound,

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I'm holding a flipper up to try and catch the ball.

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And then the very next sound you will hear is me

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releasing the ball into the playfield using the plunger.

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Ball two is now

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in play. The.

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Ball three is now in play.

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And that's game over.

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This one stayed going for a while,

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but I was never able to get into the real strategy
to get a bunch of points.

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So we're at 191 950.

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You just heard me

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open the coin door to get my two quarters back, because I only have two.

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Let's start another game.

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Let's.

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Ball two is now in play.

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That was quick.

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Ball three is now in play.

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And that's game over.

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That was not a very good game at all.

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Only 127,000 points.

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I'll play one more game before we move on to the next section.

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Oh, and by the way, I should explain the pop bumpers.

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Whenever the two on the top are not lit, the bottom one should be lit.

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The light sockets in the bumpers

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are notoriously bad for corroding

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and having a poor connection

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with the actual light bulb, which is what you're seeing happen.

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It doesn't help that they physically move

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and the lights tend to get loose over time.

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But anyway, that's what's going on there.

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The bottom one should be lit when the top two are not.

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Ball two is now in play.

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But boy.

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Ball three is now in play.

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Oh! That's horrible.

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That was an awful game.

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So we're playing one more.

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I saw that happening, and there was nothing I could do about it.

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Ball two is now in play.

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Ball three is now in play.

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Okay.

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Ended at 210,810.

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All right.

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And now that we've gone through some gameplay,

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I'm going to describe what the machine looks like,

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as well as the layout of the playfield.

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This section of the video is for those who are not sighted.

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So if you can see the playfield and the machine,

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there's probably not a whole lot for you here.

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I will be putting visuals on screen

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as I describe things,

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and there might be some extra trivia peppered in here and there,

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but if this doesn't sound like your jam,

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you might want to skip ahead to the time that's on your screen.

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Now, where I will resume gameplay.

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I'll begin with a dimensional overview of the machine itself.

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If you've never run across a pinball machine before,

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these are pretty large objects.

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You might have heard them described as pinball tables

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because that's effectively what they are.

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It is a slender table that the player stands

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at one end of as they play the game.

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The machine is made of two simple wooden boxes.

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There is the main cabinet which contains the playfield,

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the flipper buttons, the flippers, the coin door, the shooter,

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basically everything the player interacts with.

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And then there is the back box.

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I'm going to ignore the back box for now,

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and instead we'll focus just on the main cabinet.

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Again, this is a simple wooden box

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and it has dimensions of 22in wide.

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51.5in long

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and between 16 and 19in tall.

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That's 56cm wide,

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131cm long,

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and 40 to 48cm tall.

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The reason for the varying height is that the top of this box follows

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the slope of the playfield, which is slope towards the player.

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That way, the ball always rolls towards you.

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Now, you may have noticed

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that 16in or 40cm does

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not a very tall table make.

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And that's because this box is in fact sitting on steel legs,

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which elevated 21.5in

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or 54.5cm off the ground.

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This place is the front of the main cabinet,

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37in or 94cm off the ground.

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Quick note about those legs.

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They're bolted to the corners of the cabinet

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and flare out a little bit as they approach the floor.

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And then at their bottom, they each have a leg leveler,

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which allows you to change the height of the leg.

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It's basically a circular foot on the end of a threaded rod.

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Now those as the name implies, help

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make sure that the playfield is level side to side,

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but it's very common for the back legs

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to be much more extended than the front legs.

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That way the playfield has a more aggressive pitch.

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This makes the game faster and more difficult, but also more exciting.

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Then at the far end of the main cabinet,

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away from where the player stands, is a small black pedestal

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which is supporting the back box.

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This is another simple wooden box,

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and this one has dimensions of 30in wide,

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27.5in tall,

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and about ten inches deep.

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That's 76cm wide,

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70cm tall, and about 25cm deep.

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Now, you may

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have noticed that this is wider than the main cabinet,
and in fact it is.

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The back box overhangs the main cabinet

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by about four inches on each side or ten centimeters.

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This was done for a couple of reasons, in part

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when you have machines lined up side to side,

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there needs to be space between the main cabinet

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for people to put their hands, but also the back box serves

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almost like an advertisement for the game.

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the surface which faces the player, is quite large

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and has dimensions of 30 by 28in

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or 76 by 70cm,

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and it holds the back glass.

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Now, the back glass has quite a lot of colorful artwork on it.

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It has the game's theme, the game's name, the manufacturer

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logo, and various things that are enticing you to play the game,

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including often rather risque elements

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to attract young male players.

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This game actually has pretty tame artwork for its time.

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Additionally, the back glass has the score displays.

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In this game, there are four six digit displays

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which show the players the scores,

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and those displays are made of white plastic drums

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which have black numbers printed on them, and the drums

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rotate as the machine advances.

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Points.

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In addition to the score displays, the back box also serves

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as an informational display of the game's status.

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And this is done using light bulbs that illuminate behind it.

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Some of these informational displays are visible

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even when they are not lit.

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For example, on the bottom right,

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there's an area which says 1 to 4 can play.

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And there are four clear markings of the numbers

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one, two, three, and four, only one of which is illuminated right now.

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But other elements are hidden until they are lit up.

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For instance, the ball in play indicator shows as a symbol

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a yellow rectangle on the bottom left of the back glass,

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and you cannot see any of the numbers until they are illuminated.

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Right now the words game over are illuminated,

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but when the game is started, that light will go out

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and you will see A14 ball in play.

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Additionally, at the top of the back
glass are the match indicator lights.

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They shouldn't be visible,

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but this fact glass is falling apart a little bit,

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so you can see the outlines.

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Just slightly.

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And then there is also the one up, two up, three up, four up lights

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next to each score display which tells the players which player is up.

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so as you're looking at the machine head

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on, you basically see a skinny looking table

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with a weird box on one end of it.

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And if you're looking at the machine from the side,

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you're seeing an L-shaped contraption sitting on top of legs.

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now when it's put together, the machine is quite large,

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it has a pretty big footprint and it's very tall.

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But of course the back box can be removed

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and the legs can be taken off.

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So the machines themselves are not actually that huge,

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but they are pretty big when they're put together.

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During this time period, the back box

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had to be completely removed from the game

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if you wanted to make it smaller, but later games incorporated hinges

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which would allow the back box to be folded

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down on top of the main cabinets.

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This game predates that though, but that's not important.

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Anyway.

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Now, as interesting as the back glass is,

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of course the most interesting thing is the playfield,

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which is underneath a second sheet of glass

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on top of the main cabinet.

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But before I explain that,

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I want to touch on the side art.

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Pretty much all pinball machines

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have some form of artwork that's been printed on their sides,

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and during this time it was done,

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cheaply and sloppily.

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The machine's sides are painted

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an off white color, and then there are very basic

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stenciled graphics that were spray painted on,

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and they are a red and gold color in this machine.

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Up the sides of the back box,

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there is an Aztec motif with an Aztec pyramid.

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Basically going up the side.

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And then on the sides of the main cabinet, there are

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what I would describe as dragons,

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but there's likely some sort of Aztec

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creature that I just don't know what it's called,

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but it does actually does look like a dragon to me.

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And I should also note that although

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the main cabinet is basically just a wooden box,

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00:20:30,162 --> 00:20:32,831
there is a stainless steel side rail

258
00:20:32,931 --> 00:20:34,600
which is going on both sides of it,

259
00:20:34,600 --> 00:20:37,636
and it actually has a channel which holds on to the glass.

260
00:20:37,636 --> 00:20:41,573
So most of it is white with that gold and red artwork.

261
00:20:41,840 --> 00:20:45,777
But the top portion of it has a large stainless steel rail.

262
00:20:46,011 --> 00:20:49,448
And also embedded in that rail are these small red

263
00:20:49,448 --> 00:20:52,618
flipper buttons that the player will press to move the flippers.

264
00:20:53,218 --> 00:20:57,055
But now let's get to the meat and potatoes and talk about the playfield.

265
00:20:57,589 --> 00:21:00,926
The play field itself is nothing more than a wooden board

266
00:21:00,926 --> 00:21:03,195
that the steel pinball rolls around on,

267
00:21:03,629 --> 00:21:05,731
and this wooden board is sunken below

268
00:21:05,731 --> 00:21:09,368
the top surface of the main cabinet and covered by a piece of glass.

269
00:21:09,368 --> 00:21:12,371
That way, the players can't touch the ball and cheat.

270
00:21:13,038 --> 00:21:16,675
From the beginning of pinball up through the late 1970s,

271
00:21:16,675 --> 00:21:19,511
the playfield was essentially two dimensional,

272
00:21:19,511 --> 00:21:21,213
and this machine is no exception.

273
00:21:21,847 --> 00:21:25,284
The glass, when installed, sits only two inches,

274
00:21:25,284 --> 00:21:28,320
about five centimeters above the playfield surface,

275
00:21:28,587 --> 00:21:31,456
and it's positioned perfectly parallel to the playfield,

276
00:21:31,723 --> 00:21:34,026
meaning that two inch gap between the wood

277
00:21:34,026 --> 00:21:35,827
and the glass is consistent throughout.

278
00:21:36,828 --> 00:21:38,630
Starting in the 1980s, the

279
00:21:38,630 --> 00:21:42,334
manufacturers were experimenting with more three dimensional designs,

280
00:21:42,567 --> 00:21:45,070
moving the glass much farther from the playfield,

281
00:21:45,237 --> 00:21:48,640
especially towards the back of the machine, which made room for elements

282
00:21:48,640 --> 00:21:51,143
such as ramps and wire ball guides,

283
00:21:51,243 --> 00:21:54,313
which could carry the ball over other playfield elements

284
00:21:54,546 --> 00:21:56,181
and increase the number of targets.

285
00:21:56,448 --> 00:21:58,750
But this machine predates those features,

286
00:21:58,984 --> 00:22:00,852
and so everything is flat.

287
00:22:01,653 --> 00:22:04,890
But there's a whole bunch of stuff sticking out of the playfield

288
00:22:05,090 --> 00:22:08,627
which the ball is going to run into as it rolls around.

289
00:22:09,328 --> 00:22:11,630
Some of those are targets which you need to hit.

290
00:22:11,997 --> 00:22:14,166
Others are obstacles which get in the way,

291
00:22:14,399 --> 00:22:16,768
and others still are active elements

292
00:22:16,768 --> 00:22:19,071
which repel the ball when it gets near them.

293
00:22:19,671 --> 00:22:20,872
Those are the fun ones,

294
00:22:21,573 --> 00:22:23,508
but the simplest elements are the ones

295
00:22:23,508 --> 00:22:25,610
which end up making the game unique.

296
00:22:26,445 --> 00:22:30,148
Obstacles can divide the playfield into different sections,

297
00:22:30,349 --> 00:22:32,784
and giving those obstacles unique shapes

298
00:22:32,784 --> 00:22:35,387
can guide the ball along certain paths.

299
00:22:36,254 --> 00:22:39,491
The simplest obstacle you'll find is the humble post.

300
00:22:40,125 --> 00:22:41,960
This is simply a round molded

301
00:22:41,960 --> 00:22:44,629
plastic post roughly one inch tall

302
00:22:44,796 --> 00:22:47,799
and a half inch or 13mm in diameter,

303
00:22:47,999 --> 00:22:50,635
which is fastened to the playfield with a screw.

304
00:22:51,737 --> 00:22:54,539
Each post has a thick groove molded in it,

305
00:22:54,706 --> 00:22:58,977
which is designed to hold a rubber
ring one half inch above the playfield.

306
00:22:59,344 --> 00:23:02,147
This puts it at the midpoint of the ball's diameter,

307
00:23:02,414 --> 00:23:04,916
assuring the ball always touches the bouncy rubber

308
00:23:05,117 --> 00:23:06,618
and not the hard plastic.

309
00:23:07,319 --> 00:23:11,056
You'll find dozens of these posts in any pinball machine.

310
00:23:11,556 --> 00:23:13,725
They are often used individually to protect

311
00:23:13,725 --> 00:23:16,661
some of the more fragile mechanisms from being struck by the ball.

312
00:23:16,995 --> 00:23:20,732
And in that case, there are also tiny posts made of metal,

313
00:23:20,966 --> 00:23:24,035
which are sometimes used for that purpose when space is limited.

314
00:23:24,636 --> 00:23:27,072
But the more common large plastic posts

315
00:23:27,272 --> 00:23:30,509
can be paired up to create a tiny little fence

316
00:23:31,209 --> 00:23:33,745
position two posts with a gap between them,

317
00:23:33,945 --> 00:23:37,382
and you can stretch a large rubber ring across both of them.

318
00:23:37,783 --> 00:23:39,718
And since they all have that groove

319
00:23:39,718 --> 00:23:42,020
which keeps the rubber rings at the appropriate height,

320
00:23:42,387 --> 00:23:46,057
this forms an effective and bouncy linear barrier.

321
00:23:46,725 --> 00:23:50,061
And there are plenty of those in this machine as well.

322
00:23:50,629 --> 00:23:53,398
In fact, various types of obstacles often

323
00:23:53,398 --> 00:23:56,535
get combined to create large out of bounds areas

324
00:23:56,701 --> 00:23:58,270
with eccentric shapes.

325
00:23:59,004 --> 00:24:01,473
Now, what amounts to a bunch of rubber bands

326
00:24:01,473 --> 00:24:04,609
stretched across pegs isn't very visually interesting.

327
00:24:04,976 --> 00:24:07,746
Plus, in some of the larger off limits areas,

328
00:24:07,746 --> 00:24:09,614
there are often rather unsightly

329
00:24:09,614 --> 00:24:12,117
mechanical elements taking up space in the middle.

330
00:24:13,185 --> 00:24:14,653
That doesn't look very attractive.

331
00:24:14,753 --> 00:24:17,422
So wherever there's a cluster of ugly doodads,

332
00:24:17,622 --> 00:24:20,225
flat decorative elements called playfield

333
00:24:20,225 --> 00:24:24,029
plastics are fastened atop the posts in a similar way

334
00:24:24,029 --> 00:24:26,331
that a tabletop rests on the legs of a table.

335
00:24:27,332 --> 00:24:30,202
This not only hides some of the more unsightly stuff,

336
00:24:30,435 --> 00:24:32,971
but also makes the shape of the out of bounds

337
00:24:32,971 --> 00:24:35,240
areas much more visually apparent.

338
00:24:36,041 --> 00:24:39,311
These regions also provide a good place to tuck light bulbs

339
00:24:39,711 --> 00:24:41,780
the ball can't get under the plastics

340
00:24:41,780 --> 00:24:43,515
thanks to the rubber rings and posts,

341
00:24:43,748 --> 00:24:46,451
which protects the light bulbs under there from impact.

342
00:24:46,618 --> 00:24:49,488
And light shining from the sides of the light bulbs

343
00:24:49,488 --> 00:24:52,724
provides a wash of light on the surface of the playfield,

344
00:24:52,824 --> 00:24:54,993
so the game can be played in a dark room.

345
00:24:55,627 --> 00:24:59,731
Plus, the plastics themselves become gently backlit by the bulbs below,

346
00:24:59,798 --> 00:25:00,999
which is very pretty.

347
00:25:01,566 --> 00:25:04,135
When artfully combined with the graphics

348
00:25:04,135 --> 00:25:05,937
that are printed on the playfield.

349
00:25:06,271 --> 00:25:09,774
The plastics also help highlight the objectives of the game.

350
00:25:10,275 --> 00:25:12,210
For example, the negative space

351
00:25:12,210 --> 00:25:16,615
between two barriers can form a pathway which guides the ball,

352
00:25:16,848 --> 00:25:19,351
which is a feature found twice in this game.

353
00:25:20,151 --> 00:25:22,988
The floating plastics provide visual depth,

354
00:25:22,988 --> 00:25:25,390
which makes those pathways more obvious.

355
00:25:25,924 --> 00:25:28,693
And although plastics are usually just covering things

356
00:25:28,693 --> 00:25:33,098
which block the ball, they can also be barriers themselves.

357
00:25:33,865 --> 00:25:35,233
Kind of anyway.

358
00:25:35,567 --> 00:25:38,737
This game features two curved plastics,

359
00:25:38,737 --> 00:25:41,373
which guide the ball along a curved path.

360
00:25:41,673 --> 00:25:45,577
Though the decorative plastic is in fact above the height of the ball

361
00:25:45,844 --> 00:25:49,681
and a second, identically shaped piece of clear plastic, below

362
00:25:49,881 --> 00:25:51,449
is what the ball actually touches.

363
00:25:52,183 --> 00:25:55,220
I will do my best to describe the layout of the playfield

364
00:25:55,220 --> 00:25:57,989
and the shape of the areas the ball cannot go.

365
00:25:58,223 --> 00:26:02,193
But I want to start at the bottom of the playfield
where the flippers are.

366
00:26:02,561 --> 00:26:05,864
And this is actually a pretty wide open area.

367
00:26:06,765 --> 00:26:09,367
That's usually the case due to the nature of pinball,

368
00:26:09,467 --> 00:26:10,669
and as a matter of fact,

369
00:26:10,669 --> 00:26:13,171
the bottom third of this machine's playfield

370
00:26:13,338 --> 00:26:15,774
is identical across many,

371
00:26:15,774 --> 00:26:18,944
many games with only minor differences between them.

372
00:26:19,778 --> 00:26:22,113
It's a symmetrical design, where the left hand

373
00:26:22,113 --> 00:26:24,115
side is a mirror image of the right

374
00:26:24,616 --> 00:26:28,219
and the game's two flippers are positioned at the bottom center

375
00:26:28,219 --> 00:26:30,622
of the playfield and right in front of the player,

376
00:26:30,989 --> 00:26:35,226
approximately 10in or 25cm from the front edge of the cabinet.

377
00:26:36,494 --> 00:26:39,097
Flippers changed a few times over the years,

378
00:26:39,264 --> 00:26:41,866
but from the 70s onward they more or less

379
00:26:41,866 --> 00:26:44,603
standardized on slender plastic bats

380
00:26:44,603 --> 00:26:47,572
about 3in or 76mm long,

381
00:26:47,872 --> 00:26:50,108
with a slight taper along their length,

382
00:26:50,108 --> 00:26:51,710
which makes them somewhat pointy.

383
00:26:52,644 --> 00:26:54,713
They are surrounded by a thick rubber ring

384
00:26:54,980 --> 00:26:58,550
and attached on their outboard ends to a vertical shaft,

385
00:26:58,550 --> 00:27:01,186
which travels through a hole and below the playfield.

386
00:27:01,853 --> 00:27:04,322
That shaft is not visible to the player.

387
00:27:05,123 --> 00:27:08,593
In their resting position, they're pointing inward at each other

388
00:27:08,593 --> 00:27:12,030
and are angled downward about 20 degrees from horizontal.

389
00:27:12,864 --> 00:27:16,234
This means if you allow the ball to roll along the flipper,

390
00:27:16,801 --> 00:27:20,572
it will roll off the end and fall into the gap between the flippers.

391
00:27:21,239 --> 00:27:24,776
That gap is slightly smaller than each flippers length,

392
00:27:25,010 --> 00:27:27,345
and is one of the three ways you can lose the ball.

393
00:27:27,946 --> 00:27:30,915
There is nothing below the flippers but the out hole,

394
00:27:31,049 --> 00:27:34,185
so if the ball goes between them, you've lost it.

395
00:27:34,953 --> 00:27:36,554
But when the player presses

396
00:27:36,554 --> 00:27:38,823
one of the flipper buttons on the sides of the cabinet,

397
00:27:39,190 --> 00:27:41,559
a solenoid below the playfield is energized,

398
00:27:41,626 --> 00:27:44,195
which rotates the corresponding flipper shaft

399
00:27:44,295 --> 00:27:46,631
and causes it to quickly pivot upward

400
00:27:46,631 --> 00:27:48,299
by about 45 degrees.

401
00:27:49,067 --> 00:27:51,803
Press the button when the ball is touching the flipper

402
00:27:51,803 --> 00:27:54,305
and the flippers movement will throw the ball

403
00:27:54,305 --> 00:27:55,907
back up the playfield,

404
00:27:56,708 --> 00:27:59,477
where along the flippers length the ball is,

405
00:27:59,477 --> 00:28:02,681
as well as whether and how quickly it happens to be moving.

406
00:28:02,681 --> 00:28:06,384
At the instant you press the flipper button will affect its trajectory,

407
00:28:06,751 --> 00:28:09,254
making the player's perception and timing

408
00:28:09,320 --> 00:28:11,956
extremely important for ball control.

409
00:28:12,724 --> 00:28:15,493
Now, the flippers aren't just sitting by themselves.

410
00:28:15,894 --> 00:28:18,530
For one thing, they're only three inches long,

411
00:28:18,697 --> 00:28:21,933
but the playfield is more than 17in wide,

412
00:28:22,467 --> 00:28:26,204
so their pivot point is positioned at the end of a rigid wire

413
00:28:26,237 --> 00:28:28,473
guide sticking up from the playfield,

414
00:28:28,773 --> 00:28:31,042
which is aligned with the flippers top edge

415
00:28:31,209 --> 00:28:34,079
to effectively extend the length of the flippers

416
00:28:34,345 --> 00:28:36,214
almost to the sides of the cabinet.

417
00:28:37,215 --> 00:28:39,384
Once those wires are an inch and a half

418
00:28:39,384 --> 00:28:41,653
about four centimeters away from each side,

419
00:28:41,853 --> 00:28:46,191
they change direction and point
straight up with their vertical component.

420
00:28:46,191 --> 00:28:48,326
4in or 10cm long.

421
00:28:49,427 --> 00:28:51,663
This means at the bottom of the playfield,

422
00:28:51,730 --> 00:28:54,232
there's effectively a large funnel shape,

423
00:28:54,232 --> 00:28:56,634
which so long as the ball doesn't go around, it

424
00:28:57,035 --> 00:29:00,972
will sort of catch the ball and guide it onto the flippers.

425
00:29:01,840 --> 00:29:04,609
Now there's a complication to this funnel,

426
00:29:04,609 --> 00:29:07,612
which I've skipped for the moment, but what's important to note

427
00:29:07,612 --> 00:29:11,483
is that when a flipper is held up by holding in a flipper button,

428
00:29:12,016 --> 00:29:15,220
the bat's upward angle relative to that wire

429
00:29:15,286 --> 00:29:18,490
forms a corner between the flipper and the guide.

430
00:29:18,890 --> 00:29:20,925
Almost like the shape of a check mark.

431
00:29:21,860 --> 00:29:24,496
This allows the player to catch the ball

432
00:29:24,496 --> 00:29:26,131
and hold it stationary.

433
00:29:26,898 --> 00:29:30,335
This isn't always possible depending on the ball's speed and trajectory,

434
00:29:30,702 --> 00:29:34,205
but if the player is successful at catching the ball in this way,

435
00:29:34,506 --> 00:29:36,808
they can exert very precise control.

436
00:29:37,542 --> 00:29:39,577
Once the player releases the flipper button

437
00:29:39,744 --> 00:29:43,615
since the ball was stationary, it will begin rolling from a stop

438
00:29:43,715 --> 00:29:46,751
in a slow, controlled, repeatable fashion,

439
00:29:47,018 --> 00:29:50,922
which makes flipper timing and thus aim much more predictable.

440
00:29:51,589 --> 00:29:53,458
So what's the complication?

441
00:29:54,325 --> 00:29:57,796
Well, what I've described so far might sound like a large,

442
00:29:57,796 --> 00:30:00,965
unobstructed catch basin at the bottom of the playfield,

443
00:30:01,299 --> 00:30:02,867
but this isn't the case.

444
00:30:03,668 --> 00:30:07,138
Above each flipper and slightly outboard from their pivot

445
00:30:07,138 --> 00:30:10,842
points are active elements known as slingshots.

446
00:30:11,509 --> 00:30:14,546
Slingshots are our first example of an obstacle

447
00:30:14,546 --> 00:30:17,015
formed by posts and rubber rings.

448
00:30:17,749 --> 00:30:20,785
Three posts are arranged in the shape of a triangle,

449
00:30:20,952 --> 00:30:24,055
and a large rubber ring stretches across all of them.

450
00:30:24,923 --> 00:30:26,758
The three sides of the slingshot

451
00:30:26,858 --> 00:30:30,895
have lengths of about two and a half, four, and five inches.

452
00:30:31,095 --> 00:30:34,432
That's roughly six, ten, and 13cm.

453
00:30:35,266 --> 00:30:37,135
A simple triangular playfield

454
00:30:37,135 --> 00:30:39,704
plastic with Aztec graphics printed on it

455
00:30:39,938 --> 00:30:42,373
obscures the center void of each slingshot,

456
00:30:42,607 --> 00:30:44,943
and there's a light bulb below for illumination.

457
00:30:46,244 --> 00:30:49,347
Now, the two shorter sides of the slingshots

458
00:30:49,581 --> 00:30:52,917
exactly follow the profile of the wire

459
00:30:52,951 --> 00:30:56,387
guide funnel thing, which redirects the ball onto the flippers.

460
00:30:57,055 --> 00:31:00,425
They're positioned slightly inboard and above that guide,

461
00:31:00,592 --> 00:31:04,262
so there's a consistent gap between the slingshot and the wire,

462
00:31:04,462 --> 00:31:07,432
just a bit larger than the diameter of the ball.

463
00:31:08,299 --> 00:31:09,968
This means that the slingshots,

464
00:31:09,968 --> 00:31:12,503
in conjunction with the wire guides,

465
00:31:12,704 --> 00:31:16,808
create a pair of lanes on the extreme edges of the playfield.

466
00:31:17,575 --> 00:31:20,845
Remember how the wire guides change direction and go vertical

467
00:31:20,845 --> 00:31:22,513
when they're an inch and a half from the edges?

468
00:31:23,348 --> 00:31:25,116
That means the ball can end up

469
00:31:25,116 --> 00:31:28,186
between that wire and the edge of the playfield,

470
00:31:28,720 --> 00:31:32,123
and if it does, then it will fall straight down

471
00:31:32,123 --> 00:31:35,026
with nothing to keep it from entering the area below the flippers.

472
00:31:35,727 --> 00:31:37,795
This makes it an out lane.

473
00:31:38,263 --> 00:31:40,565
If the ball goes there, you've lost it,

474
00:31:41,132 --> 00:31:43,501
but on the inboard sides of the wire,

475
00:31:43,801 --> 00:31:46,137
the slingshots create an L-shaped

476
00:31:46,137 --> 00:31:50,541
channel formed between the wire and the short sides of the slingshot,

477
00:31:50,775 --> 00:31:53,544
which will redirect the ball onto the flipper,

478
00:31:54,145 --> 00:31:56,247
and that makes it an in-game.

479
00:31:56,714 --> 00:32:00,118
Now, the only thing separating the in lane from the out lane

480
00:32:00,118 --> 00:32:02,020
is that rigid wire guide.

481
00:32:02,320 --> 00:32:04,489
And because it makes a 90 degree bend

482
00:32:04,489 --> 00:32:06,491
down into the surface of the playfield,

483
00:32:06,891 --> 00:32:10,895
it forms something of a skinny post that the ball might hit.

484
00:32:11,095 --> 00:32:13,298
And that makes a pretty distinctive sound because

485
00:32:13,298 --> 00:32:14,832
it's metal to metal contact.

486
00:32:18,069 --> 00:32:19,203
When this happens, the

487
00:32:19,203 --> 00:32:21,839
pinball will often nearly come to a stop,

488
00:32:21,839 --> 00:32:24,108
which creates something of a nail biter moment

489
00:32:24,309 --> 00:32:26,511
as it's teetering on that edge

490
00:32:26,511 --> 00:32:29,347
and you can't quite tell if it's going to fall to the left

491
00:32:29,347 --> 00:32:30,548
or to the right.

492
00:32:34,419 --> 00:32:35,820
Better players than I am

493
00:32:35,820 --> 00:32:38,723
will be able to nudge the cabinet to help influence

494
00:32:38,723 --> 00:32:42,260
which way the ball will roll, but I'm useless at that.

495
00:32:42,660 --> 00:32:44,562
Now lanes as a rule.

496
00:32:44,595 --> 00:32:45,797
Award points.

497
00:32:46,297 --> 00:32:48,299
In this game, the in lanes are marked

498
00:32:48,299 --> 00:32:50,635
5000 by the playfield graphics,

499
00:32:50,935 --> 00:32:54,272
and when the ball rolls through the vertical portion of either end lane,

500
00:32:54,439 --> 00:32:57,141
it will depress a trip wire sticking out of a long,

501
00:32:57,141 --> 00:32:58,977
skinny slot carved in the wood.

502
00:32:59,777 --> 00:33:03,781
Once depressed, the trip wire closes a switch below the playfield,

503
00:33:03,948 --> 00:33:08,219
which energizes the 5000 point relay and awards 5000 points.

504
00:33:09,087 --> 00:33:10,621
The out lanes award

505
00:33:10,621 --> 00:33:13,358
10,000 points and advance the bonus,

506
00:33:13,524 --> 00:33:16,194
which serves as some consolation for losing your ball.

507
00:33:16,694 --> 00:33:19,030
And if you've completed other objectives,

508
00:33:19,030 --> 00:33:22,200
they may also award a replay or extra ball

509
00:33:22,333 --> 00:33:24,602
indicated by a red playfield insert

510
00:33:24,702 --> 00:33:28,139
directly above each out lane, labeled special when lit.

511
00:33:28,740 --> 00:33:30,908
What it awards is configured by the operator.

512
00:33:30,942 --> 00:33:33,878
That's why it's a special, not replay or extra ball.

513
00:33:34,846 --> 00:33:36,047
Also of note,

514
00:33:36,047 --> 00:33:38,316
the trip wire that the ball depresses

515
00:33:38,316 --> 00:33:40,251
is different for the out lanes.

516
00:33:40,852 --> 00:33:43,621
Every other lane in this game can be activated

517
00:33:43,621 --> 00:33:46,224
by the ball rolling through it in either direction.

518
00:33:46,657 --> 00:33:49,627
The trip wires sticking out of the slots are shaped

519
00:33:49,627 --> 00:33:51,029
like the peak of a rooftop,

520
00:33:51,229 --> 00:33:53,931
so the ball can push it down from either side,

521
00:33:54,065 --> 00:33:55,266
and it will award points

522
00:33:55,266 --> 00:33:56,801
even if the ball is traveling through it

523
00:33:56,801 --> 00:33:59,270
backwards against the pitch of the playfield.

524
00:34:00,171 --> 00:34:02,373
But the out lanes have a trip wire,

525
00:34:02,407 --> 00:34:05,510
which only pokes out from the top side of the slot

526
00:34:05,710 --> 00:34:07,178
and ends in the center.

527
00:34:07,845 --> 00:34:10,148
That floating end will prevent the ball

528
00:34:10,148 --> 00:34:12,583
from rolling backwards and up through the out lane.

529
00:34:12,617 --> 00:34:15,319
Should the player happen to get ridiculously lucky

530
00:34:15,319 --> 00:34:16,954
with the ball's rebound trajectory.

531
00:34:17,855 --> 00:34:21,426
In other words, if the ball is out, it's out.

532
00:34:21,893 --> 00:34:23,528
This game is not getting.

533
00:34:24,228 --> 00:34:26,297
But the in lanes and out lanes

534
00:34:26,297 --> 00:34:29,033
are at the extreme edges of the playfield,

535
00:34:29,367 --> 00:34:32,370
and since the adjacent slingshots are fairly narrow,

536
00:34:32,770 --> 00:34:35,773
there's a pretty wide open space above the flippers.

537
00:34:36,808 --> 00:34:38,242
Now, in large part this is

538
00:34:38,242 --> 00:34:40,445
simply to allow for wider shots.

539
00:34:40,912 --> 00:34:44,482
Generally, it's easiest to shoot the ball across the playfield

540
00:34:44,615 --> 00:34:48,319
using the flipper on the opposite side as your intended target,

541
00:34:48,753 --> 00:34:51,089
meaning you shoot for targets on the left

542
00:34:51,089 --> 00:34:53,257
with the right flipper and vice versa,

543
00:34:54,025 --> 00:34:57,528
so the path between the flippers and the sides of the cabinet

544
00:34:57,895 --> 00:35:01,199
needs to be relatively unobstructed, which it is.

545
00:35:01,532 --> 00:35:02,700
And as a matter of fact,

546
00:35:02,700 --> 00:35:05,303
the slingshots are shaped to stay out of the way

547
00:35:06,170 --> 00:35:08,272
at their bottom, closest to the flippers.

548
00:35:08,473 --> 00:35:11,242
They're 7in or 18cm apart,

549
00:35:11,642 --> 00:35:15,146
but their long edge is angled slightly outward,

550
00:35:15,346 --> 00:35:17,748
which means that their top they are 10in

551
00:35:17,748 --> 00:35:19,584
or 25cm apart.

552
00:35:20,451 --> 00:35:21,252
In other words,

553
00:35:21,252 --> 00:35:24,722
they're sort of leaning back and out of the way of a ball

554
00:35:24,755 --> 00:35:26,991
being launched by the flipper across from it.

555
00:35:27,859 --> 00:35:29,427
But as much as that helps.

556
00:35:29,760 --> 00:35:34,899
It's also terrible because that side of the slingshot is active

557
00:35:35,700 --> 00:35:39,570
behind the long edge of the rubber ring as a pair of switches.

558
00:35:40,138 --> 00:35:42,073
Either one of these switches will close

559
00:35:42,073 --> 00:35:43,908
when the ball pushes on the rubber ring,

560
00:35:44,175 --> 00:35:46,978
and that will energize a solenoid below

561
00:35:46,978 --> 00:35:49,680
the playfield, which fires a kicking element

562
00:35:49,914 --> 00:35:54,185
that pushes the long edge of the rubber ring outward from the center.

563
00:35:54,552 --> 00:35:56,154
And it's not a subtle push.

564
00:35:56,187 --> 00:35:57,488
It will move the rubber ring

565
00:35:57,588 --> 00:36:00,224
about a half inch away from its resting position.

566
00:36:01,325 --> 00:36:02,827
The result is when the ball

567
00:36:02,827 --> 00:36:05,163
touches the long edge of the slingshots.

568
00:36:05,563 --> 00:36:08,566
They push the ball away at very high speed,

569
00:36:09,167 --> 00:36:11,269
which makes them a dastardly element

570
00:36:11,435 --> 00:36:14,272
because they make it very hard to control the ball.

571
00:36:14,405 --> 00:36:16,707
If the ball so much as brushes up against them,

572
00:36:17,742 --> 00:36:18,976
they face each other.

573
00:36:18,976 --> 00:36:21,279
So if the ball hits one at the right angle,

574
00:36:21,579 --> 00:36:23,714
it can end up rapidly flying back

575
00:36:23,714 --> 00:36:25,449
and forth between the two slingshots.

576
00:36:30,221 --> 00:36:32,089
That's hard enough to recover from.

577
00:36:32,290 --> 00:36:37,161
But to make matters worse, the slightly upward angle of the active side

578
00:36:37,328 --> 00:36:41,332
makes it likely that the ball will be propelled across the playfield

579
00:36:41,566 --> 00:36:44,268
just over the other slingshot

580
00:36:44,535 --> 00:36:47,371
and land directly in the outlane,

581
00:36:47,371 --> 00:36:48,906
which will cause you to lose the ball.

582
00:36:55,546 --> 00:36:58,015
The slingshots are only worth ten points,

583
00:36:58,015 --> 00:37:01,686
so this playfield element is all about creating chaos

584
00:37:01,986 --> 00:37:03,854
and it's best to avoid them if possible.

585
00:37:04,555 --> 00:37:07,191
But assuming you manage to avoid the slingshots

586
00:37:07,191 --> 00:37:10,628
and are able to catch the ball, where can you launch it?

587
00:37:11,495 --> 00:37:14,265
Now it's time to get into what makes this game unique.

588
00:37:15,066 --> 00:37:16,867
The area above the flippers

589
00:37:16,867 --> 00:37:19,270
and slingshots is mostly wide open space,

590
00:37:19,270 --> 00:37:23,374
but it's absolutely littered with playfield inserts.

591
00:37:24,141 --> 00:37:26,544
I mentioned those before when discussing the outlines.

592
00:37:26,978 --> 00:37:29,447
Playfield inserts are indicator

593
00:37:29,447 --> 00:37:31,916
lights embedded in the playfield surface.

594
00:37:32,783 --> 00:37:35,620
This was done by drilling a hole in the playfield,

595
00:37:35,753 --> 00:37:39,590
then filling it with a translucent piece of plastic called the insert.

596
00:37:40,558 --> 00:37:43,861
When installed, the inserts are flush with the playfield

597
00:37:43,928 --> 00:37:46,264
so they don't influence the ball's movement,

598
00:37:46,864 --> 00:37:48,799
or at least shouldn't.

599
00:37:49,200 --> 00:37:51,002
They can warp with age.

600
00:37:51,936 --> 00:37:53,971
Below each one is a light bulb,

601
00:37:53,971 --> 00:37:55,973
which causes it to glow when needed.

602
00:37:56,874 --> 00:37:58,776
This game has many,

603
00:37:59,010 --> 00:38:02,313
many inserts 36 if I've counted right,

604
00:38:02,747 --> 00:38:06,717
and most of them are simple white circles with thick black outlines,

605
00:38:07,285 --> 00:38:10,888
but the extra ball when lit and same player shoots again.

606
00:38:10,888 --> 00:38:13,924
Inserts are a transparent orange red

607
00:38:14,158 --> 00:38:16,560
and the special one lit inserts mentioned

608
00:38:16,560 --> 00:38:18,396
before are translucent red.

609
00:38:19,163 --> 00:38:21,032
There is also a single arrow

610
00:38:21,032 --> 00:38:23,934
shaped insert pointing at the spinner,

611
00:38:24,001 --> 00:38:25,670
which is a translucent yellow.

612
00:38:26,570 --> 00:38:28,639
Graphics could also be screen

613
00:38:28,639 --> 00:38:32,209
printed onto the inserts, along with the playfield artwork,

614
00:38:32,410 --> 00:38:35,846
which we see in this game as stylized red letters

615
00:38:35,946 --> 00:38:38,616
atop each of the five Aztec lights,

616
00:38:38,616 --> 00:38:42,019
which are found below the central target and in the kickback lane.

617
00:38:42,753 --> 00:38:45,923
Those are there to indicate which and how many letters have been lit.

618
00:38:46,123 --> 00:38:47,525
For the purposes of determining

619
00:38:47,525 --> 00:38:49,427
how many points those targets will be worth.

620
00:38:50,294 --> 00:38:53,564
Lighting those letters is the main objective of this game.

621
00:38:53,898 --> 00:38:56,734
But before I go over where their corresponding targets are,

622
00:38:57,068 --> 00:38:59,003
I want to talk about the bonus ladder.

623
00:38:59,704 --> 00:39:02,606
This isn't a target, it's just a status indicator

624
00:39:02,606 --> 00:39:05,576
which informs the player of the current bonus value.

625
00:39:06,410 --> 00:39:09,146
It fills most of the open space above the flippers,

626
00:39:09,380 --> 00:39:11,582
and is incorporated into the game's largest

627
00:39:11,582 --> 00:39:14,218
and most prominent piece of playfield artwork.

628
00:39:14,685 --> 00:39:18,389
An Aztec man who has blue skin for some reason

629
00:39:18,723 --> 00:39:21,325
in ceremonial dress, holding his arms

630
00:39:21,325 --> 00:39:23,661
up to give the appearance of having wings

631
00:39:24,528 --> 00:39:26,364
on the white feathers of the wings.

632
00:39:26,364 --> 00:39:30,968
Below his arms are ten playfield inserts, which together form an arc

633
00:39:31,068 --> 00:39:33,637
with the center of that arc closest to the player.

634
00:39:34,739 --> 00:39:36,707
Each individual light is labeled

635
00:39:36,707 --> 00:39:39,710
a point value, starting at 5000 points on the left,

636
00:39:39,944 --> 00:39:43,280
then 10,000, 15,000, and 20,000, and so on

637
00:39:43,581 --> 00:39:46,117
until the max value of 50,000.

638
00:39:46,951 --> 00:39:49,220
These points are awarded at the end of the ball,

639
00:39:49,387 --> 00:39:52,923
but each ball begins with 5000 points on the bonus ladder,

640
00:39:53,090 --> 00:39:54,859
so the 5000 light is lit.

641
00:39:55,793 --> 00:39:57,695
Targets which advance the bonus

642
00:39:57,895 --> 00:40:00,831
will step the bonus unit forward, which illuminates

643
00:40:00,831 --> 00:40:02,833
the next light on the bonus ladder.

644
00:40:03,868 --> 00:40:05,503
This game will not award

645
00:40:05,503 --> 00:40:09,140
any more than 50,000 bonus points, so if you get that far,

646
00:40:09,473 --> 00:40:12,843
it's just going to stop there and won't advance the bonus unit again.

647
00:40:13,911 --> 00:40:17,348
Right below the Aztec mans face is a slightly larger

648
00:40:17,348 --> 00:40:20,217
than typical white insert labeled double bonus

649
00:40:20,217 --> 00:40:23,120
when lit and well, when it's lit,

650
00:40:23,120 --> 00:40:26,824
the machine will double the bonus value as it awards the bonus points.

651
00:40:27,625 --> 00:40:28,859
But points are the point.

652
00:40:28,859 --> 00:40:30,094
So how do you get points?

653
00:40:30,661 --> 00:40:33,864
Well, you got to hit targets, so let's get to those.

654
00:40:34,732 --> 00:40:38,402
Everything you can deliberately hit in this game exists

655
00:40:38,402 --> 00:40:41,372
at roughly the midpoint of the playfield or higher.

656
00:40:42,139 --> 00:40:43,541
And to help get a sense of this,

657
00:40:43,874 --> 00:40:46,577
imagine that at the midpoint, there's a barrier

658
00:40:46,577 --> 00:40:50,247
which gently curves towards the player as it meets the sides.

659
00:40:50,481 --> 00:40:52,583
Something like a section of a ball.

660
00:40:53,517 --> 00:40:56,153
Now imagine there are two large holes

661
00:40:56,153 --> 00:40:58,823
in that barrier on either side of its center.

662
00:40:59,957 --> 00:41:02,326
That's pretty much what the landscape looks like.

663
00:41:02,626 --> 00:41:07,398
Targets and posts
cause the extreme left and right sides of the playfield

664
00:41:07,498 --> 00:41:10,601
to curve inwards somewhat towards the midpoint.

665
00:41:10,968 --> 00:41:15,039
And at that midpoint, there's a center target sitting by itself,

666
00:41:15,339 --> 00:41:17,475
with a large gap on either side of it

667
00:41:17,475 --> 00:41:19,343
where the ball can go around it.

668
00:41:20,377 --> 00:41:23,547
For now, we will ignore everything above the midpoint,

669
00:41:23,647 --> 00:41:26,417
and we'll focus on the five stand up targets

670
00:41:26,417 --> 00:41:27,918
which are closest to the player.

671
00:41:28,786 --> 00:41:32,256
stand up targets are the simplest form of target in pinball,

672
00:41:32,523 --> 00:41:35,125
and most of the time they take the form of small

673
00:41:35,125 --> 00:41:38,229
plastic circles with a metal rivet in the center.

674
00:41:39,196 --> 00:41:42,333
The targets are about the same size as the ball's diameter,

675
00:41:42,333 --> 00:41:45,236
which is one and one sixteenths inches, by the way.

676
00:41:45,369 --> 00:41:46,637
Don't know if I mentioned that yet.

677
00:41:46,837 --> 00:41:50,941
Very normal number and the targets stand vertically,

678
00:41:51,008 --> 00:41:54,411
peeking out from the front edge of a hole drilled in the playfield.

679
00:41:55,312 --> 00:41:57,515
The targets lean forward slightly,

680
00:41:57,781 --> 00:42:00,351
but when the ball hits them and pushes them back,

681
00:42:00,551 --> 00:42:05,222
a switch is closed which registers points and or something else

682
00:42:06,257 --> 00:42:07,291
on the left and

683
00:42:07,291 --> 00:42:09,894
slightly below the midpoint of the playfield,

684
00:42:10,027 --> 00:42:13,831
nearly parallel to and at the extreme edge of the cabinet,

685
00:42:14,198 --> 00:42:16,667
are the E and Z targets.

686
00:42:17,268 --> 00:42:19,236
These targets are nearly parallel

687
00:42:19,236 --> 00:42:21,438
to the sides and facing inward.

688
00:42:22,439 --> 00:42:26,710
The E target is below the Z target and is nearly as low

689
00:42:26,710 --> 00:42:29,914
as you could possibly hit something from the right flipper

690
00:42:30,014 --> 00:42:32,249
without grazing the left slingshot.

691
00:42:33,384 --> 00:42:34,985
Then, about an inch and a half

692
00:42:34,985 --> 00:42:37,421
or 38mm above the E target

693
00:42:37,621 --> 00:42:39,523
and just a tad bit inboard

694
00:42:39,823 --> 00:42:41,191
is the Z target,

695
00:42:42,159 --> 00:42:44,595
as explained by text on the playfield.

696
00:42:44,728 --> 00:42:48,098
Both of these targets are worth 1000 points whenever they're hit,

697
00:42:48,399 --> 00:42:51,268
but they will also light their respective letter

698
00:42:51,268 --> 00:42:52,937
when first hit by the ball.

699
00:42:53,804 --> 00:42:57,207
They both feature an illuminated insert in front of the target,

700
00:42:57,441 --> 00:43:00,344
which indicates that they have not yet been hit.

701
00:43:00,911 --> 00:43:03,914
Once they are hit, that insert goes dark

702
00:43:04,048 --> 00:43:06,750
and the corresponding letter inserts on the Aztec

703
00:43:06,750 --> 00:43:08,385
display lights become illuminated.

704
00:43:09,320 --> 00:43:12,423
Now there's a pretty huge gap of about 6in

705
00:43:12,423 --> 00:43:16,527
or 15cm between the Z target on the left and the center.

706
00:43:16,527 --> 00:43:19,129
Target, which is smack dab in the middle of the playfield.

707
00:43:20,297 --> 00:43:21,832
Well, actually, that gap is

708
00:43:21,832 --> 00:43:24,501
not between targets, but in fact between posts.

709
00:43:25,135 --> 00:43:27,404
Stand up targets are usually protected

710
00:43:27,404 --> 00:43:29,206
by a post on either side of them.

711
00:43:29,807 --> 00:43:32,176
Those posts keep the ball from hitting the target

712
00:43:32,176 --> 00:43:34,078
at a weird angle and breaking it,

713
00:43:34,411 --> 00:43:36,547
but they also have a rubber ring around them,

714
00:43:36,547 --> 00:43:40,284
which ends up causing the ball to rebound in unpredictable ways.

715
00:43:41,151 --> 00:43:44,388
Anyway, the center target is just as small as the rest,

716
00:43:44,388 --> 00:43:47,324
but since it has a post flanking its left and right side,

717
00:43:47,658 --> 00:43:51,962
it takes up a bit shy of three inches in width,
perhaps seven centimeters.

718
00:43:52,963 --> 00:43:56,867
This is the game's most complex target when it comes to scoring.

719
00:43:57,368 --> 00:44:00,904
It advances the bonus value and is worth 500 points

720
00:44:01,171 --> 00:44:04,074
or 1000 points for each lit letter.

721
00:44:04,308 --> 00:44:07,277
And there's a row of Aztec inserts just below to remind you

722
00:44:07,277 --> 00:44:11,148
how many are lit, and it will award an extra ball

723
00:44:11,148 --> 00:44:14,151
when indicated by an insert directly below the light.

724
00:44:14,985 --> 00:44:17,054
It's got a lot going on, all indicated

725
00:44:17,054 --> 00:44:19,990
by a bunch of written text screen printed onto the playfield.

726
00:44:20,858 --> 00:44:23,460
Now on the right hand side of the center target.

727
00:44:23,761 --> 00:44:25,763
Things are pretty similar to the left.

728
00:44:26,196 --> 00:44:29,700
There's another gap which leads to areas higher up the playfield.

729
00:44:30,000 --> 00:44:32,336
And then flanking the right side of the playfield

730
00:44:32,469 --> 00:44:34,438
is another pair of stand up targets.

731
00:44:34,505 --> 00:44:36,740
This time, the T and C targets.

732
00:44:37,408 --> 00:44:41,278
They score the same as the other letter targets 1000 points on each hit,

733
00:44:41,545 --> 00:44:43,681
but of course they like T and C.

734
00:44:44,548 --> 00:44:45,983
However, on this side

735
00:44:46,216 --> 00:44:50,287
the targets are following a much more aggressive curve inward.

736
00:44:51,021 --> 00:44:53,724
The Z and E targets are actually in a line

737
00:44:53,724 --> 00:44:55,826
almost parallel to the left side of the cabinet,

738
00:44:56,126 --> 00:44:59,296
but the C target is pointing towards the flippers

739
00:44:59,296 --> 00:45:01,432
and the T target even more so.

740
00:45:01,699 --> 00:45:04,034
Plus is positioned much farther inward.

741
00:45:04,968 --> 00:45:08,439
This is done to accommodate the mechanism for the kickback lane,

742
00:45:08,439 --> 00:45:10,607
which is adjacent to the T target,

743
00:45:10,974 --> 00:45:12,943
but I'll explain that in a moment.

744
00:45:13,777 --> 00:45:17,815
So to recap, from left to right we have the E and Z targets.

745
00:45:18,015 --> 00:45:19,550
Then there's a big old gap.

746
00:45:19,850 --> 00:45:21,518
Then there's the center target.

747
00:45:21,885 --> 00:45:23,887
Another gap though not quite as big.

748
00:45:24,121 --> 00:45:26,557
And then there's the T and C targets.

749
00:45:27,157 --> 00:45:30,527
That represents everything in the bottom half of the playfield.

750
00:45:30,761 --> 00:45:34,498
And those five shots are all very important to the gameplay,

751
00:45:34,698 --> 00:45:37,601
as you need to light some letters to score points quickly.

752
00:45:37,868 --> 00:45:40,437
And you need to hit the center target to get an extra ball.

753
00:45:41,271 --> 00:45:43,040
But what about those gaps?

754
00:45:43,707 --> 00:45:46,510
Well, they lead to the top half of the playfield,

755
00:45:46,810 --> 00:45:49,713
and it's much more complex than the bottom half.

756
00:45:50,714 --> 00:45:52,483
In the center, we find the

757
00:45:52,483 --> 00:45:54,518
game's three pop bumpers.

758
00:45:55,119 --> 00:45:58,288
These are a staple in pinball and appear to the player

759
00:45:58,288 --> 00:46:00,591
as round, mushroom shaped objects

760
00:46:00,758 --> 00:46:02,826
protruding from the playfield surface.

761
00:46:03,494 --> 00:46:08,932
There are 3in or 76mm in diameter, and are 1.5in tall.

762
00:46:08,932 --> 00:46:10,200
That's 38mm.

763
00:46:11,201 --> 00:46:12,469
They're not very tall,

764
00:46:12,503 --> 00:46:16,173
but they almost touch the playfield glass in these early games.

765
00:46:16,473 --> 00:46:18,609
That's how two dimensional these play fields were.

766
00:46:19,810 --> 00:46:23,313
A light bulb below a plastic cover can illuminate the bumper,

767
00:46:23,480 --> 00:46:26,450
and in this game they are marked 100 points

768
00:46:26,450 --> 00:46:29,086
or 1000 points when lit.

769
00:46:30,154 --> 00:46:33,157
In this game, the bumpers are arranged in a triangle

770
00:46:33,257 --> 00:46:36,059
close to, but not quite equilateral.

771
00:46:36,627 --> 00:46:39,763
One sits by itself in the dead center of the playfield.

772
00:46:39,930 --> 00:46:43,133
In fact, it's adjacent to and behind the center target,

773
00:46:43,634 --> 00:46:45,068
and the other two are above it.

774
00:46:45,836 --> 00:46:48,105
On average, they're spaced about 5in

775
00:46:48,105 --> 00:46:50,641
or 13cm apart center to center,

776
00:46:51,008 --> 00:46:54,611
but the top left bumper is just a little too high

777
00:46:54,611 --> 00:46:58,448
and a little too left to call this a truly equilateral triangle.

778
00:46:59,483 --> 00:47:02,085
Anyway, when the ball gets close to these bumpers,

779
00:47:02,319 --> 00:47:05,022
it rolls over a circular plastic skirt,

780
00:47:05,022 --> 00:47:08,025
which, when disturbed, closes a switch below

781
00:47:08,025 --> 00:47:11,895
the playfield that energizes a solenoid coil, below

782
00:47:12,029 --> 00:47:14,431
which pulls an angled metal ring

783
00:47:14,431 --> 00:47:17,367
straight down via two connecting rods.

784
00:47:18,202 --> 00:47:21,071
That ring is normally above the height of the ball,

785
00:47:21,405 --> 00:47:25,843
but it will come crashing down against the ball when the solenoid fires,

786
00:47:26,176 --> 00:47:29,313
and the roughly 45 degree angle of the descending ring

787
00:47:29,546 --> 00:47:33,016
will force the ball away from the bumper at high speed.

788
00:47:33,817 --> 00:47:37,120
And because there are three of these bumpers in close proximity

789
00:47:37,287 --> 00:47:39,489
and they can launch the ball into each other.

790
00:47:39,990 --> 00:47:41,758
The results are often chaotic.

791
00:47:41,758 --> 00:47:43,360
Rapid movement of the ball.

792
00:47:49,399 --> 00:47:50,234
Fun fact

793
00:47:50,234 --> 00:47:52,402
because the rings of the pop bumper

794
00:47:52,402 --> 00:47:54,972
jammed the ball into the wooden playfield,

795
00:47:55,305 --> 00:47:58,141
it's very common for there to be a lot of wear

796
00:47:58,141 --> 00:48:01,011
around the pop bumpers to prevent that.

797
00:48:01,044 --> 00:48:03,914
Many games are equipped with a transparent mylar

798
00:48:03,914 --> 00:48:06,483
protective sheet surrounding the pop bumpers,

799
00:48:06,650 --> 00:48:09,953
which is visible here as a faint ring surrounding each one.

800
00:48:10,587 --> 00:48:13,156
Now, this central area with the pop bumpers

801
00:48:13,423 --> 00:48:16,393
is sort of enclosed on three sides.

802
00:48:16,960 --> 00:48:19,563
To the left of the pop bumpers is a pair of linear

803
00:48:19,563 --> 00:48:22,666
barriers, the standard rubber ring stretched across posts.

804
00:48:23,500 --> 00:48:26,937
These two barriers are not quite parallel to the side of the cabinet.

805
00:48:27,237 --> 00:48:30,374
The longer of the two is above the other and is leaning

806
00:48:30,374 --> 00:48:31,575
towards the right a bit,

807
00:48:31,842 --> 00:48:34,711
and the shorter one below is leaning in the opposite direction.

808
00:48:35,612 --> 00:48:37,581
That means they meet in a corner

809
00:48:37,814 --> 00:48:40,617
that sort of hugs the top left pop bumper.

810
00:48:41,685 --> 00:48:44,254
On the other side of these barriers is a curved

811
00:48:44,254 --> 00:48:47,024
pathway hugging the left side of the cabinet.

812
00:48:47,324 --> 00:48:48,926
But we'll get back to that in a bit.

813
00:48:49,927 --> 00:48:52,329
Because of the corner where those two barriers meet,

814
00:48:52,629 --> 00:48:55,632
the ball will often bounce back into the pop bumpers

815
00:48:55,632 --> 00:48:58,869
if it's propelled into that corner, which can make for quite a show.

816
00:48:59,937 --> 00:49:01,838
Then to the right of the pop

817
00:49:01,838 --> 00:49:04,074
bumpers is another linear barrier,

818
00:49:04,374 --> 00:49:09,212
this one straight and very long, about ten inches 25cm in length.

819
00:49:10,080 --> 00:49:13,183
This barrier is nearly parallel to the machine's sides,

820
00:49:13,417 --> 00:49:15,852
and it's so long that it's actually made of

821
00:49:15,852 --> 00:49:18,522
two rubber rings stretched across four posts,

822
00:49:18,755 --> 00:49:23,126
the lowest of which is adjacent to and protecting the T stand up target.

823
00:49:23,927 --> 00:49:26,363
This long, skinny barrier ends up

824
00:49:26,363 --> 00:49:29,366
top in a point which the ball can get around,

825
00:49:29,633 --> 00:49:32,502
and on the other side of that barrier to its right

826
00:49:32,869 --> 00:49:34,871
is another path of sorts.

827
00:49:34,938 --> 00:49:36,506
But again, I'll get back to that.

828
00:49:37,574 --> 00:49:39,276
And finally, above the pop

829
00:49:39,309 --> 00:49:42,546
bumpers are four posts which are themselves

830
00:49:42,546 --> 00:49:44,848
at the bottom of three lanes.

831
00:49:45,649 --> 00:49:48,085
Those lanes lead to a small area

832
00:49:48,085 --> 00:49:50,988
at the very top of the playfield that I call the entry point,

833
00:49:51,221 --> 00:49:53,390
which is where the ball first enters the playfield.

834
00:49:53,390 --> 00:49:54,591
At the start of each ball.

835
00:49:55,525 --> 00:49:57,327
I'll describe that more in a bit,

836
00:49:57,661 --> 00:50:00,897
but while the pop bumpers can absolutely send the ball

837
00:50:00,897 --> 00:50:04,167
back up through one of those lanes, quite often the ball

838
00:50:04,201 --> 00:50:08,372
bounces off the posts which separate them and back into the pop bumpers,

839
00:50:08,372 --> 00:50:12,376
which is why I described this area as being enclosed on three sides.

840
00:50:13,276 --> 00:50:16,813
There are a few other details to note in this central area,

841
00:50:16,980 --> 00:50:19,616
but most important to understanding the layout here

842
00:50:19,883 --> 00:50:23,487
is that the ball can go completely around this area

843
00:50:23,487 --> 00:50:26,957
by going through the spinning target on the left.

844
00:50:28,158 --> 00:50:31,428
This element doesn't really fit neatly into a single region,

845
00:50:31,428 --> 00:50:33,163
which is why I haven't brought it up yet.

846
00:50:33,897 --> 00:50:35,866
Remember how the lower half of the playfield

847
00:50:35,899 --> 00:50:39,636
has a gap between the center target below the center pop bumper,

848
00:50:39,636 --> 00:50:42,205
and the E and Z targets on the left edge?

849
00:50:43,240 --> 00:50:46,343
Well, that gap is in fact split in two

850
00:50:46,576 --> 00:50:48,745
by that two piece linear barrier,

851
00:50:48,745 --> 00:50:50,514
which is hugging the left pop bumper.

852
00:50:51,548 --> 00:50:53,950
The lowest post, which makes up that barrier

853
00:50:54,418 --> 00:50:57,587
is sort of floating 4in or 10cm

854
00:50:57,587 --> 00:51:00,157
to the right of the cabinet's left hand side.

855
00:51:01,091 --> 00:51:03,593
If the ball travels to the right of that post,

856
00:51:03,794 --> 00:51:05,695
it will end up amongst the pop bumpers,

857
00:51:05,962 --> 00:51:08,398
but if it travels to the left of the post,

858
00:51:08,665 --> 00:51:10,867
it will hit the spinning target,

859
00:51:11,501 --> 00:51:14,871
which is less of a target and more of a doorway.

860
00:51:15,772 --> 00:51:20,210
The spinner itself is a simple metal plate,
which is suspended on an axle

861
00:51:20,410 --> 00:51:24,548
and supported by a square archway, roughly 2.5in wide.

862
00:51:24,548 --> 00:51:26,049
That's 63mm.

863
00:51:26,817 --> 00:51:28,819
The arch is spanning the gap

864
00:51:28,819 --> 00:51:31,688
between the left side of the cabinet and the floating post.

865
00:51:31,688 --> 00:51:33,490
It's attached to the.

866
00:51:33,523 --> 00:51:36,860
The left side of the arch is in fact slightly inboard from the edge,

867
00:51:36,860 --> 00:51:39,963
fastened to a second post directly above the Z target.

868
00:51:41,198 --> 00:51:44,000
The archway, and thus the plate, is angled

869
00:51:44,000 --> 00:51:46,870
slightly with its right side higher than its left,

870
00:51:47,104 --> 00:51:50,207
which means it's sort of directly facing the right flipper,

871
00:51:50,407 --> 00:51:53,276
with an easy shot possible across the playfield.

872
00:51:54,578 --> 00:51:56,213
When the ball hits this plate,

873
00:51:56,480 --> 00:52:00,717
it gives way and begins to spin rapidly in a tumbling motion.

874
00:52:01,485 --> 00:52:05,489
Each rotation causes a crankshaft to pull up on a rod,

875
00:52:05,689 --> 00:52:08,225
which closes a switch contact below the playfield

876
00:52:08,892 --> 00:52:11,695
that awards points, so you'll end up with a rapid

877
00:52:11,695 --> 00:52:14,297
chattering of the score reels and chimes.

878
00:52:14,297 --> 00:52:16,600
If the spinner is hit hard and straight enough.

879
00:52:23,373 --> 00:52:24,674
Ordinarily, this scores

880
00:52:24,674 --> 00:52:28,111
100 points per rotation, but if A is lit,

881
00:52:28,378 --> 00:52:32,015
the yellow arrow shaped playfield insert pointing at the spinner

882
00:52:32,015 --> 00:52:34,451
illuminates to indicate that the spinner is now

883
00:52:34,451 --> 00:52:36,720
worth 1000 points per rotation.

884
00:52:37,420 --> 00:52:40,557
Fun fact the spinners plate is painted white

885
00:52:40,724 --> 00:52:43,793
and has a simple red Aztec mask graphic

886
00:52:43,793 --> 00:52:46,229
on the right hand side, facing the left

887
00:52:46,663 --> 00:52:49,065
and on the other side of the plate, which you can't

888
00:52:49,099 --> 00:52:52,135
normally see is a matching blue Aztec

889
00:52:52,135 --> 00:52:54,938
mask on the left hand side facing the right.

890
00:52:55,639 --> 00:52:58,408
This causes a visual effect when the plate is spinning,

891
00:52:58,575 --> 00:53:01,545
which allows you to see both masks at the same time,

892
00:53:01,678 --> 00:53:04,614
so it looks like the red and blue mask are facing each other.

893
00:53:04,814 --> 00:53:05,815
It's a fun little effect.

894
00:53:05,815 --> 00:53:07,017
The designers put in their.

895
00:53:07,617 --> 00:53:10,520
spinners since the ball passes through them when they're hit,

896
00:53:10,954 --> 00:53:14,224
usually form the entrance to some sort of pathway

897
00:53:14,824 --> 00:53:18,795
and directly behind the spinner is a long curved path

898
00:53:18,895 --> 00:53:21,965
which bends to the left, running right at the edge of the playfield

899
00:53:22,265 --> 00:53:24,768
before it curves back to the right and delivers

900
00:53:24,768 --> 00:53:28,104
the ball to the entry points at the very top of the playfield.

901
00:53:29,105 --> 00:53:30,574
That path is to the

902
00:53:30,574 --> 00:53:32,709
left of the central pop bumper area

903
00:53:33,043 --> 00:53:35,946
and effectively provides a bypass around it.

904
00:53:36,546 --> 00:53:39,049
However, you have to hit the ball fairly

905
00:53:39,049 --> 00:53:41,518
accurately in order for it to make it to the top.

906
00:53:42,219 --> 00:53:44,454
If it doesn't hit the plate straight on

907
00:53:44,454 --> 00:53:47,023
and instead brushes up against either of the posts

908
00:53:47,023 --> 00:53:48,258
protecting the entrance,

909
00:53:48,725 --> 00:53:52,562
it will rebound into the sides of the pathway, lose speed,

910
00:53:52,829 --> 00:53:54,197
and won't make it to the top.

911
00:53:55,065 --> 00:53:57,934
Also, just before the top of this pathway,

912
00:53:58,235 --> 00:54:00,637
there's a rollover switch sticking out of a slot

913
00:54:00,837 --> 00:54:02,639
which advances the bonus value.

914
00:54:03,306 --> 00:54:06,276
It also has a playfield insert below labeled lights.

915
00:54:06,276 --> 00:54:10,313
Double bonus when lit after the Z or T target have been hit.

916
00:54:10,413 --> 00:54:11,915
That feature is activated,

917
00:54:11,915 --> 00:54:15,018
and this rollover switch is one of two that will lock in.

918
00:54:15,018 --> 00:54:16,386
Double bonus once hit.

919
00:54:17,254 --> 00:54:19,589
So the spinner provides a bypass

920
00:54:19,589 --> 00:54:22,125
around the left of the pop bumpers and back to the top.

921
00:54:22,659 --> 00:54:24,961
But what's going on to the right of the pop bumpers?

922
00:54:25,862 --> 00:54:28,064
Well, that long, skinny barrier

923
00:54:28,064 --> 00:54:30,700
to their right ends in a point above

924
00:54:30,700 --> 00:54:34,337
which is a rigid playfield plastic with a semi-circular shape.

925
00:54:35,038 --> 00:54:38,508
The combination creates a negative space between the two elements,

926
00:54:38,508 --> 00:54:40,377
which is shaped like a cane.

927
00:54:41,211 --> 00:54:45,148
The hook of that cane is pointing down at the top right pop bumper,

928
00:54:45,515 --> 00:54:49,519
and the stem of the cane is on the other side of that linear barrier.

929
00:54:49,786 --> 00:54:51,788
Parallel to the side of the playfield

930
00:54:52,022 --> 00:54:54,824
and ending to the right of the target.

931
00:54:55,725 --> 00:54:57,894
This is what I call the kickback lane.

932
00:54:58,428 --> 00:55:01,064
The hook shape forms something of a scoop,

933
00:55:01,364 --> 00:55:04,200
so if the ball is hit upward into that area,

934
00:55:04,467 --> 00:55:08,271
it will be caught and deflected back down into the stem of the cane,

935
00:55:08,471 --> 00:55:09,973
where it will then fall to the bottom.

936
00:55:10,874 --> 00:55:12,742
The ball would be trapped there,

937
00:55:12,976 --> 00:55:16,413
but at the bottom is a wired trip switch poking up through a slot

938
00:55:16,413 --> 00:55:19,182
to register that the ball is there and award points,

939
00:55:19,516 --> 00:55:23,353
and then a solenoid powered kicker will propel the ball

940
00:55:23,386 --> 00:55:25,722
back up and out of the kickback lane.

941
00:55:26,756 --> 00:55:29,659
This is the highest value target in the game,

942
00:55:29,893 --> 00:55:35,332
worth 5000 points, or 10,000 points for each lit letter.

943
00:55:35,932 --> 00:55:38,535
A second set of illuminated playfield inserts

944
00:55:38,535 --> 00:55:41,404
for each of the five letters in Aztec is positioned

945
00:55:41,404 --> 00:55:43,206
down the stem of the kickback lane

946
00:55:43,440 --> 00:55:46,009
to make it more obvious how many points will be awarded

947
00:55:46,009 --> 00:55:47,544
based on how many letters are lit,

948
00:55:48,411 --> 00:55:50,780
and this target will also activate

949
00:55:50,780 --> 00:55:53,316
double bonus indicated by another insert

950
00:55:53,316 --> 00:55:56,653
at the top of the entrance to this area with a large graphic

951
00:55:56,653 --> 00:55:59,022
which says lights double bonus when lit.

952
00:56:00,023 --> 00:56:02,859
Because of that scoop shape at the entrance of this target,

953
00:56:03,226 --> 00:56:05,028
it's actually quite easy to hit.

954
00:56:05,695 --> 00:56:09,699
There's an unobstructed shot between the left flipper and that scoop,

955
00:56:09,999 --> 00:56:12,569
so as long as the ball clears the center target,

956
00:56:13,002 --> 00:56:16,106
even though it's quite far up the playfield and near the top,

957
00:56:16,306 --> 00:56:19,542
you don't need a very accurate shot to get the ball in there.

958
00:56:20,176 --> 00:56:23,012
And of course, since the scoop is pointing at the top right pop

959
00:56:23,046 --> 00:56:26,950
bumper on occasion, the ball will leave the kickback lane

960
00:56:27,183 --> 00:56:29,252
and then get pushed right back in there.

961
00:56:29,319 --> 00:56:33,390
If you're lucky, that can be a quick 100,000 points.

962
00:56:33,390 --> 00:56:34,591
If all letters are lit.

963
00:56:35,392 --> 00:56:38,395
There is actually a second way to get lucky with this target,

964
00:56:38,395 --> 00:56:43,266
and that is if the ball bounces when it hits the bottom on occasion,

965
00:56:43,266 --> 00:56:47,003
the ball will bounce with the right timing such that it is above

966
00:56:47,003 --> 00:56:49,072
the kicking element at the moment it kicks,

967
00:56:49,539 --> 00:56:51,708
which means it misses the ball

968
00:56:51,708 --> 00:56:53,977
and it lands on the trip wire again,

969
00:56:54,110 --> 00:56:55,945
so it scores twice in a row.

970
00:56:56,646 --> 00:56:59,849
This isn't that common though, because the game designers were clever.

971
00:57:00,150 --> 00:57:03,586
They put a second wire guide at the bottom of this channel,

972
00:57:03,820 --> 00:57:06,890
which is designed to knock the ball to the side a little bit

973
00:57:07,090 --> 00:57:09,659
and hopefully prevent it from bouncing in the first place,

974
00:57:09,926 --> 00:57:13,329
which is pretty effective, but it's not always effective.

975
00:57:13,329 --> 00:57:16,433
So sometimes you get a double scoring just from pure luck.

976
00:57:16,933 --> 00:57:19,903
now there's really just one area left to describe,

977
00:57:20,069 --> 00:57:21,704
and that's the entry point.

978
00:57:21,704 --> 00:57:23,006
And the lanes below it.

979
00:57:24,107 --> 00:57:25,842
Something that's a little weird

980
00:57:25,842 --> 00:57:28,445
about most pinball games, including this one,

981
00:57:28,812 --> 00:57:31,915
is that everything we've been talking about so far

982
00:57:32,115 --> 00:57:34,784
is not actually centered in the cabinet.

983
00:57:35,618 --> 00:57:38,721
That's because of the shooter lane to the right,

984
00:57:39,656 --> 00:57:42,625
while the shooter lane is part of the wooden board,

985
00:57:42,625 --> 00:57:44,027
which is the playfield.

986
00:57:44,360 --> 00:57:48,965
It is functionally adjacent to the playable area and on its right.

987
00:57:49,365 --> 00:57:51,468
And in this game it serves merely

988
00:57:51,468 --> 00:57:53,203
as a ball delivery mechanism.

989
00:57:54,037 --> 00:57:56,139
It exists as a narrow channel formed

990
00:57:56,139 --> 00:57:59,709
between two long pieces of wood that are sticking up from the playfield.

991
00:58:00,343 --> 00:58:04,180
The wood piece on the right is literally the edge of the wooden board,

992
00:58:04,180 --> 00:58:05,615
which everything is fastened to,

993
00:58:06,015 --> 00:58:08,051
and the one on the left defines the right hand

994
00:58:08,051 --> 00:58:09,652
side of the playable area.

995
00:58:10,587 --> 00:58:13,122
The shooter lane is not much wider than the ball,

996
00:58:13,356 --> 00:58:16,426
and it extends nearly the entire length of the cabinet.

997
00:58:17,360 --> 00:58:19,496
When the game is started, the machine uses

998
00:58:19,496 --> 00:58:23,199
a solenoid to knock the ball sideways
from where it sits in the out hole,

999
00:58:23,533 --> 00:58:26,569
after which it finds itself at the bottom of the shooter lane,

1000
00:58:26,703 --> 00:58:29,839
where it will then rest on the tip of the spring loaded plunger.

1001
00:58:30,607 --> 00:58:34,410
The plunger sticks out the front of the cabinet on the right hand side,

1002
00:58:34,577 --> 00:58:36,346
and the handle allows the player

1003
00:58:36,346 --> 00:58:39,349
to pull back on the plunger, which compresses the spring.

1004
00:58:40,316 --> 00:58:41,284
When this is done,

1005
00:58:41,284 --> 00:58:44,888
the ball rolls back only slightly as the plunger

1006
00:58:44,888 --> 00:58:48,525
tip is protruding through a piece of metal
which holds the ball in place.

1007
00:58:49,459 --> 00:58:50,960
You can pull the plunger back

1008
00:58:50,960 --> 00:58:55,031
about 4in or 10cm, which compresses the spring quite a lot.

1009
00:58:55,331 --> 00:58:57,534
So when you let go of the plunger, handle

1010
00:58:57,834 --> 00:59:00,470
it rapidly moves forward and strikes the ball,

1011
00:59:00,603 --> 00:59:03,206
propelling it upward at very high speed.

1012
00:59:04,374 --> 00:59:06,843
At about three quarters of the way up the playfield,

1013
00:59:07,076 --> 00:59:09,479
the shooter lane begins curving to the left

1014
00:59:09,479 --> 00:59:13,316
thanks to a large metal piece which blocks the corners of the playfield

1015
00:59:13,449 --> 00:59:15,385
and forms a semi-circle at the top.

1016
00:59:16,052 --> 00:59:18,888
So when a ball is shot up by the plunger,

1017
00:59:19,155 --> 00:59:22,692
it follows the path of the semi-circle and starts curving to the left.

1018
00:59:23,259 --> 00:59:25,762
It quickly reaches the apex of that semi-circle

1019
00:59:25,762 --> 00:59:28,698
at the center line, the very top of the playfield,

1020
00:59:29,065 --> 00:59:31,034
and then it starts curving back downward

1021
00:59:31,034 --> 00:59:33,202
as it continues towards the left hand side,

1022
00:59:34,037 --> 00:59:36,906
but it quickly encounters an obstacle.

1023
00:59:37,907 --> 00:59:39,342
At roughly the 10:00

1024
00:59:39,342 --> 00:59:41,844
and 2:00 position of that semi-circle

1025
00:59:42,145 --> 00:59:44,614
are simple mechanisms called gates.

1026
00:59:45,315 --> 00:59:47,183
These are metal brackets akin

1027
00:59:47,183 --> 00:59:49,552
to archways which the ball will travel under.

1028
00:59:49,819 --> 00:59:53,389
And they have a moving flap which the ball can push open from one side

1029
00:59:53,523 --> 00:59:54,891
but not the other.

1030
00:59:55,792 --> 00:59:58,361
The gate at the 2:00 position prevents

1031
00:59:58,361 --> 01:00:00,964
the ball from traveling back down the shooter lane.

1032
01:00:00,964 --> 01:00:02,732
Once it has entered the playfield,

1033
01:00:03,399 --> 01:00:06,302
but thanks to the second gate at the 10:00 position,

1034
01:00:06,636 --> 01:00:09,472
once the ball enters the playfield, it rapidly

1035
01:00:09,472 --> 01:00:11,908
bounces back and forth between the two gates

1036
01:00:12,275 --> 01:00:15,244
until it loses enough speed that gravity takes over

1037
01:00:15,244 --> 01:00:16,679
and it starts rolling towards you.

1038
01:00:17,313 --> 01:00:18,982
That's this sound here.

1039
01:00:23,853 --> 01:00:26,055
The ball moves so rapidly during this

1040
01:00:26,055 --> 01:00:28,191
that it's sliding more than it's rolling,

1041
01:00:28,491 --> 01:00:32,362
and over time it has carved a wear line into the wood of the playfield.

1042
01:00:33,296 --> 01:00:35,765
I want to note that this basic arrangement of a shooter

1043
01:00:35,765 --> 01:00:39,569
lane on the right, sending the ball up and along that semi-circular top

1044
01:00:39,902 --> 01:00:43,272
was quite common going back to the 1940s,

1045
01:00:43,640 --> 01:00:46,342
but it's less common for there to be two gates.

1046
01:00:46,843 --> 01:00:49,145
In many games, the left hand gate is instead

1047
01:00:49,145 --> 01:00:51,748
a simple rubber bumper which the ball bounces off.

1048
01:00:52,081 --> 01:00:54,751
But here that's replaced by a gate

1049
01:00:54,751 --> 01:00:57,920
at the top of the pathway behind the spinning target.

1050
01:00:58,655 --> 01:00:59,756
As a matter of fact,

1051
01:00:59,756 --> 01:01:02,759
the top of the curved pathway behind the spinning target

1052
01:01:02,925 --> 01:01:06,229
joins up with the semi-circular metal shield at the top.

1053
01:01:06,562 --> 01:01:08,998
So if that gate weren't there,

1054
01:01:09,165 --> 01:01:10,800
the game would start with the ball

1055
01:01:10,800 --> 01:01:14,437
making a very fast trip up and over the top of the playfield

1056
01:01:14,570 --> 01:01:17,407
before curving back and being shot out of the spinner

1057
01:01:17,573 --> 01:01:19,342
and across to the right flipper.

1058
01:01:19,876 --> 01:01:21,077
That'd be fun.

1059
01:01:21,077 --> 01:01:23,079
But anyway, because of the gates,

1060
01:01:23,079 --> 01:01:26,082
the ball will always get trapped in this area.

1061
01:01:26,082 --> 01:01:28,451
If it comes up either through the shooter lane

1062
01:01:28,651 --> 01:01:31,120
or through the path behind the spinning target.

1063
01:01:32,155 --> 01:01:34,924
This entry point at the very top is shaped

1064
01:01:34,924 --> 01:01:36,793
almost like a slice of pizza.

1065
01:01:37,493 --> 01:01:40,229
The semi-circular top forms the shape of the crust,

1066
01:01:40,496 --> 01:01:43,900
and linear barriers under playfield plastics forms

1067
01:01:43,900 --> 01:01:46,602
straight lines perpendicular to that semicircle,

1068
01:01:46,836 --> 01:01:50,173
which extend inward and downward from the gates,

1069
01:01:50,440 --> 01:01:52,308
similar to the sides of a pizza slice.

1070
01:01:53,176 --> 01:01:56,012
And by the way, I've already talked about these plastics.

1071
01:01:56,512 --> 01:01:58,481
The one on the left is the same one

1072
01:01:58,481 --> 01:02:00,216
which covers the linear barriers

1073
01:02:00,216 --> 01:02:02,985
separating the pop bumpers from the pathway behind the spinner,

1074
01:02:03,553 --> 01:02:05,722
and the plastic on the right is the same one

1075
01:02:05,722 --> 01:02:08,291
that creates the scoop shape for the kickback lane.

1076
01:02:09,425 --> 01:02:11,828
These are very oddly shaped

1077
01:02:11,828 --> 01:02:14,363
playfield plastics because of all the stuff they're covering up.

1078
01:02:14,731 --> 01:02:16,833
But each one has a straight section

1079
01:02:16,833 --> 01:02:18,634
which comes inward from the gates,

1080
01:02:18,634 --> 01:02:21,137
creating the sides of our pretend pizza slice

1081
01:02:21,337 --> 01:02:23,506
and funneling the ball towards the center.

1082
01:02:24,207 --> 01:02:26,442
But rather than converging to a point,

1083
01:02:26,676 --> 01:02:29,812
those sides stop short and lead into three

1084
01:02:29,812 --> 01:02:32,715
parallel lanes arranged left to right.

1085
01:02:33,483 --> 01:02:36,185
Those lanes are created by simple dividers

1086
01:02:36,185 --> 01:02:39,322
made of two posts with a plastic cover spanning them,

1087
01:02:39,756 --> 01:02:44,060
and they break up an otherwise open area into three distinct paths.

1088
01:02:44,093 --> 01:02:46,262
The ball could take as it falls towards you.

1089
01:02:47,196 --> 01:02:49,599
The game registers the ball passing through the lanes,

1090
01:02:49,599 --> 01:02:50,967
using the same piece of wire

1091
01:02:50,967 --> 01:02:53,136
sticking up from the bottom of the playfield through a slot.

1092
01:02:53,136 --> 01:02:54,337
Trick.

1093
01:02:54,504 --> 01:02:56,839
The outer lanes award 1000 points

1094
01:02:57,073 --> 01:03:01,110
and may also advance the bonus if that lane is lit.

1095
01:03:01,210 --> 01:03:02,678
When the ball passes through it,

1096
01:03:03,513 --> 01:03:07,116
the lanes are lit by a white playfield insert directly above each lane,

1097
01:03:07,383 --> 01:03:10,253
and which lane is lit varies throughout the game.

1098
01:03:11,254 --> 01:03:13,923
The center lane awards 1000 points as well,

1099
01:03:14,223 --> 01:03:17,660
but it also lights A in Aztec

1100
01:03:17,660 --> 01:03:20,229
and the spinning target for 1000 points.

1101
01:03:21,197 --> 01:03:21,664
That's right.

1102
01:03:21,664 --> 01:03:24,233
If you've been wondering where A is this whole time,

1103
01:03:24,467 --> 01:03:26,869
it's the center lane at the very top.

1104
01:03:27,503 --> 01:03:30,206
And that means whether or not you'll light

1105
01:03:30,206 --> 01:03:32,575
A is mostly down to chance,

1106
01:03:32,742 --> 01:03:35,378
especially since it's in the middle and isn't helped

1107
01:03:35,378 --> 01:03:38,347
by the funneling effect of those linear barriers.

1108
01:03:38,815 --> 01:03:40,149
But because you're able

1109
01:03:40,149 --> 01:03:42,485
to get the ball back up to this point through the spinner,

1110
01:03:42,819 --> 01:03:45,488
you can theoretically have as many goes at it as you like.

1111
01:03:46,422 --> 01:03:49,892
Now, those entry lanes are the most important part up top,

1112
01:03:49,892 --> 01:03:52,195
but they aren't the only thing going on up there.

1113
01:03:53,029 --> 01:03:57,066
Just below the semi-circular path,
the ball first bounces back and forth.

1114
01:03:57,066 --> 01:03:59,602
Along are three rollover buttons.

1115
01:04:00,269 --> 01:04:02,371
Those are literally small translucent

1116
01:04:02,371 --> 01:04:05,174
red buttons that protrude from the playfield slightly

1117
01:04:05,408 --> 01:04:07,844
and are depressed by the ball when it rolls over them.

1118
01:04:08,678 --> 01:04:11,480
These buttons may be depressed by the ball once it loses

1119
01:04:11,480 --> 01:04:14,050
speed and falls toward you, but they might not.

1120
01:04:14,884 --> 01:04:17,420
The two outer buttons award 100 points,

1121
01:04:17,687 --> 01:04:20,323
and the center button, which is faintly illuminated

1122
01:04:20,323 --> 01:04:23,259
by a light bulb below, advances the bonus value.

1123
01:04:23,759 --> 01:04:26,329
And fun fact that's all it does.

1124
01:04:26,462 --> 01:04:29,065
You don't get points, so the chimes do not sound.

1125
01:04:29,398 --> 01:04:33,069
All you hear as a player is the stepping action of the bonus unit.

1126
01:04:33,069 --> 01:04:34,303
When the ball rolls over, it.

1127
01:04:35,171 --> 01:04:35,771
Also,

1128
01:04:35,771 --> 01:04:39,308
the straight lines of our pizza slice are in fact made by rubber

1129
01:04:39,308 --> 01:04:40,576
rings stretched across post,

1130
01:04:40,576 --> 01:04:42,578
like most of the linear barriers found throughout.

1131
01:04:42,845 --> 01:04:45,581
And they have a switch behind the rubber ring to register

1132
01:04:45,581 --> 01:04:47,550
ten points whenever the ball hits them.

1133
01:04:48,084 --> 01:04:51,554
But once the ball has fallen through one of the three entry lanes,

1134
01:04:51,554 --> 01:04:55,324
it will roll directly into one of the game's three pop bumpers.

1135
01:04:55,691 --> 01:04:59,762
In fact, the pop bumpers are nearly perfectly centered below each lane,

1136
01:05:00,029 --> 01:05:03,599
though the lower center bumper is much farther below the other two.

1137
01:05:04,600 --> 01:05:05,334
This means

1138
01:05:05,334 --> 01:05:09,605
every ball in play starts out by flailing around a bit at the top,

1139
01:05:09,805 --> 01:05:11,641
falling into one of the three lanes,

1140
01:05:11,874 --> 01:05:15,244
and then falling down into the pop bumpers, where chaos ensues

1141
01:05:15,745 --> 01:05:19,615
and eventually either by force of the pop bumper
or through a gentle roll,

1142
01:05:19,682 --> 01:05:22,618
it will make its way through one of the gaps between the center targets

1143
01:05:22,618 --> 01:05:23,819
and the sides,

1144
01:05:23,886 --> 01:05:27,156
and wind up down by the flippers,
where the player can hopefully catch it,

1145
01:05:27,356 --> 01:05:29,692
or at least flip it back up for some more points.

1146
01:05:30,493 --> 01:05:33,629
Now, at this point, I've described everything on the playfield,

1147
01:05:33,629 --> 01:05:35,564
but there are a couple of things to note here.

1148
01:05:36,198 --> 01:05:38,668
First, nearly every linear barrier

1149
01:05:38,668 --> 01:05:41,337
which is made of a rubber ring has a switch behind it

1150
01:05:41,337 --> 01:05:42,605
which awards ten points.

1151
01:05:43,306 --> 01:05:45,875
Those aren't likely to get you over to a replay,

1152
01:05:45,908 --> 01:05:48,544
but that's how the match units, which quasi

1153
01:05:48,577 --> 01:05:51,347
randomly awards free games, gets advanced.

1154
01:05:51,948 --> 01:05:53,883
And since the pop bumpers tend

1155
01:05:53,883 --> 01:05:56,452
to bounce the ball off those other linear bumpers,

1156
01:05:56,886 --> 01:05:58,921
this moves the match unit a lot.

1157
01:05:59,622 --> 01:06:02,091
Plus, in this game, the match unit causes

1158
01:06:02,091 --> 01:06:04,327
a few of the targets to alternate point values.

1159
01:06:04,627 --> 01:06:07,763
For example, the pop bumpers are worth 1000 points when lit,

1160
01:06:07,863 --> 01:06:09,498
but they're never all lit together.

1161
01:06:09,532 --> 01:06:12,735
It's either the top two that are lit or the bottom by itself.

1162
01:06:12,969 --> 01:06:16,272
And when the match unit advances, it
alternates between these two states.

1163
01:06:16,505 --> 01:06:19,308
So hitting a ten point bumper is what switches between them.

1164
01:06:20,242 --> 01:06:23,679
That can lead to some interesting patterns of chimes sounding

1165
01:06:23,879 --> 01:06:25,348
when the ball keeps bouncing

1166
01:06:25,348 --> 01:06:27,950
between the same pop bumper and a ten point bumper

1167
01:06:28,484 --> 01:06:31,687
every other hit of the pop bumper is worth 1000 points,

1168
01:06:31,687 --> 01:06:33,723
which changes which chime is sounded.

1169
01:06:34,557 --> 01:06:35,858
Oh, right side note.

1170
01:06:36,058 --> 01:06:38,694
Which of the game's three chimes sounds

1171
01:06:38,694 --> 01:06:41,397
depends on the point value of the target you hit.

1172
01:06:41,964 --> 01:06:46,469
Or more accurately, which point relay is firing in the back box.

1173
01:06:47,436 --> 01:06:48,904
In this game, the highest

1174
01:06:48,904 --> 01:06:51,173
tone sounds for 100 point targets.

1175
01:06:51,540 --> 01:06:54,010
The middle tone sounds for ten point targets,

1176
01:06:54,310 --> 01:06:58,914
and the lowest tone sounds for 1010 thousand point targets.

1177
01:06:59,448 --> 01:07:02,551
Some games had a fourth chime, but that's pretty rare.

1178
01:07:03,319 --> 01:07:04,920
And on that note,

1179
01:07:05,021 --> 01:07:06,989
there's one target I've left out.

1180
01:07:07,690 --> 01:07:10,092
Tucked into the corner formed between the top

1181
01:07:10,092 --> 01:07:13,062
post of the linear bumper to the left of the pop bumpers

1182
01:07:13,362 --> 01:07:15,998
and the bottom post of the left entry lane.

1183
01:07:16,232 --> 01:07:17,933
Is another stand up target.

1184
01:07:18,667 --> 01:07:22,505
This one is worth 1000 points and advances the bonus value

1185
01:07:22,538 --> 01:07:25,074
when that target is lit again, indicated

1186
01:07:25,074 --> 01:07:27,443
by a white playfield insert next to the target.

1187
01:07:28,377 --> 01:07:30,780
That target is only lit to advance the bonus

1188
01:07:30,813 --> 01:07:32,882
after every other ten point bumper hit.

1189
01:07:33,115 --> 01:07:36,352
So it often does not do anything but award 1000 points.

1190
01:07:37,119 --> 01:07:40,022
The position of this stand up target makes hitting it

1191
01:07:40,022 --> 01:07:43,125
deliberately using the flippers nearly impossible.

1192
01:07:43,692 --> 01:07:45,995
The top left pop bumper is in the way,

1193
01:07:46,262 --> 01:07:48,697
although that pop bumper will often send the ball

1194
01:07:48,697 --> 01:07:51,100
right into the target, sometimes repeatedly.

1195
01:07:51,834 --> 01:07:53,402
And if it helps to get your bearings.

1196
01:07:53,602 --> 01:07:56,605
The position of this target is effectively opposite

1197
01:07:56,605 --> 01:07:58,908
to the entry scoop of the kickback lane.

1198
01:07:59,575 --> 01:08:00,342
From left to right,

1199
01:08:00,342 --> 01:08:03,312
it's stand up target left lane, center lane, right lane,

1200
01:08:03,546 --> 01:08:06,248
and then the post at the bottom of the right lane forms

1201
01:08:06,248 --> 01:08:10,019
the left hand edge of the scoop shape, which directs the ball downward.

1202
01:08:10,719 --> 01:08:13,522
So that's everything going on with this playfield.

1203
01:08:14,123 --> 01:08:17,660
As you can probably imagine, the playfield is a blank canvas

1204
01:08:17,660 --> 01:08:20,162
that game designers could do pretty much anything with,

1205
01:08:20,529 --> 01:08:22,765
and there's a huge variety of games out there.

1206
01:08:23,365 --> 01:08:26,969
Plus,
there are many more elements that this game doesn't feature at all.

1207
01:08:28,170 --> 01:08:30,606
I'll now be switching back to more gameplay

1208
01:08:30,606 --> 01:08:33,209
where I describe what I'm trying to accomplish as I play.

1209
01:08:33,609 --> 01:08:36,112
But before I do, I want to provide a brief recap

1210
01:08:36,112 --> 01:08:39,315
of what happens when you plunge the ball and what you can do.

1211
01:08:40,449 --> 01:08:43,152
Every game starts with the ball at the entry point

1212
01:08:43,285 --> 01:08:45,521
and falling through one of the three lanes.

1213
01:08:46,088 --> 01:08:49,291
You might get lucky and light A, or you might not.

1214
01:08:49,925 --> 01:08:52,862
The ball is going to bounce around in the central area for a while,

1215
01:08:52,862 --> 01:08:55,297
thanks to the pop bumpers hitting various targets

1216
01:08:55,297 --> 01:08:57,700
and possibly getting shot into the kickback lane,

1217
01:08:58,167 --> 01:09:00,569
but eventually it will roll towards the flippers.

1218
01:09:01,337 --> 01:09:03,172
If it touches a slingshot on its way

1219
01:09:03,172 --> 01:09:04,740
down, you'll have to be on your toes

1220
01:09:04,740 --> 01:09:06,942
and try to catch it before things get out of hand.

1221
01:09:07,443 --> 01:09:08,878
And assuming you have caught it.

1222
01:09:09,111 --> 01:09:11,747
You then have eight basic things to shoot for.

1223
01:09:12,181 --> 01:09:14,350
The four letter targets flanking the sides,

1224
01:09:14,517 --> 01:09:15,985
the center target in the middle.

1225
01:09:16,352 --> 01:09:19,121
The scope of the kickback lane at the top right,

1226
01:09:19,488 --> 01:09:21,557
the spinning target at the center left

1227
01:09:21,557 --> 01:09:23,025
which will take the ball back to the top.

1228
01:09:23,025 --> 01:09:24,226
If you hit it well enough.

1229
01:09:24,593 --> 01:09:26,262
And the eighth option

1230
01:09:26,695 --> 01:09:29,431
is just to fling the ball back up into where the pop bumpers are.

1231
01:09:29,632 --> 01:09:32,001
Though that's not much of a strategy really.

1232
01:09:32,535 --> 01:09:34,503
You might get lucky and light a

1233
01:09:34,503 --> 01:09:37,373
if the pop bumpers push the ball back up through the center lane.

1234
01:09:37,740 --> 01:09:38,941
But for the most part,

1235
01:09:39,041 --> 01:09:41,410
there's no reason to deliberately send the ball there.

1236
01:09:41,577 --> 01:09:43,212
You'll just be asking for trouble,

1237
01:09:43,345 --> 01:09:46,949
as it's very possible for the outer pop bumpers to launch the ball

1238
01:09:46,949 --> 01:09:49,852
right back and straight down the middle between the flippers.

1239
01:09:50,352 --> 01:09:52,621
Oh, and real quick, I just want to apologize

1240
01:09:52,621 --> 01:09:55,958
for the audio quality from my voice in this next section.

1241
01:09:56,192 --> 01:09:58,594
I did a test recording with the microphones

1242
01:09:58,594 --> 01:10:00,462
set up similar to where I had it,

1243
01:10:00,462 --> 01:10:03,566
and I thought that I was actually being picked up
pretty well by the mic.

1244
01:10:04,200 --> 01:10:08,270
But then when I did the actual recording, something changed.

1245
01:10:08,270 --> 01:10:10,539
And I'm not that clearly audible.

1246
01:10:10,639 --> 01:10:13,475
I should have been wearing a laugh mic, but I wasn't.

1247
01:10:13,475 --> 01:10:17,980
So I am sorry for the audio quality here, but the machine itself

1248
01:10:18,147 --> 01:10:20,316
sounds just as good as it did at the beginning.

1249
01:10:20,683 --> 01:10:21,150
All right.

1250
01:10:21,150 --> 01:10:22,785
And now I'm going to play some more games.

1251
01:10:22,785 --> 01:10:25,387
But this time I'm going to slow down and explain

1252
01:10:25,387 --> 01:10:27,756
what I'm trying to do as I play the game.

1253
01:10:28,490 --> 01:10:30,593
I woke up to the fact that at the beginning,

1254
01:10:30,593 --> 01:10:32,127
I wasn't really trying that hard.

1255
01:10:32,228 --> 01:10:35,497
I needed to slow down myself, but, it's often

1256
01:10:35,798 --> 01:10:37,967
very hard to do that in the moment.

1257
01:10:37,967 --> 01:10:39,969
So now I'm going to play some more

1258
01:10:39,969 --> 01:10:42,538
and actually explain the strategy behind this game.

1259
01:10:48,544 --> 01:10:48,978
Okay.

1260
01:10:48,978 --> 01:10:51,247
So with the ball now served, to me,

1261
01:10:51,847 --> 01:10:53,949
the most important thing about this game

1262
01:10:53,949 --> 01:10:56,852
is the fact that the center target and the kickback lane,

1263
01:10:57,186 --> 01:11:00,189
their value changes depending on how many letters are lit.

1264
01:11:00,189 --> 01:11:03,359
And critically, the kickback lane, which is at the top

1265
01:11:03,359 --> 01:11:07,630
right of the playfield that awards 10,000 points for every lit letter.

1266
01:11:07,930 --> 01:11:11,467
And that's a fairly easy target to hit regularly.

1267
01:11:11,800 --> 01:11:13,936
You have, it's easier from the left flipper,

1268
01:11:13,936 --> 01:11:16,105
but you can also backhand it from the right flipper

1269
01:11:16,405 --> 01:11:18,674
so it's much harder to backhand it.

1270
01:11:18,674 --> 01:11:22,778
I tend to find it's easier if it's rolling down the lane.

1271
01:11:22,778 --> 01:11:24,580
I give, let it bounce, then kick it back up.

1272
01:11:24,947 --> 01:11:26,949
But, regardless,

1273
01:11:27,316 --> 01:11:30,419
the real strategy of this game is get some letters lit.

1274
01:11:30,519 --> 01:11:32,988
Hopefully Z and T are part of them

1275
01:11:32,988 --> 01:11:36,458
because that will activate double bonus,
but get at least two letters lit

1276
01:11:36,558 --> 01:11:38,494
and then keep going for that target.

1277
01:11:38,827 --> 01:11:41,297
That's going to rack your points up faster than anything else.

1278
01:11:41,563 --> 01:11:45,334
The temptation to complete as tech is actually quite risky,

1279
01:11:45,334 --> 01:11:48,037
because all of the side stand up targets,

1280
01:11:48,604 --> 01:11:52,841
they all have the ball rebound in disastrous ways.

1281
01:11:53,208 --> 01:11:58,113
The layout of this playfield is quite good at having the targets.

1282
01:11:58,113 --> 01:12:01,350
You need to make that target worth more,

1283
01:12:01,383 --> 01:12:04,453
be a risky shot, and that's really the wonder

1284
01:12:04,453 --> 01:12:07,356
of how pinball works as far as I'm concerned.

1285
01:12:07,356 --> 01:12:08,924
I really like that aspect of the game.

1286
01:12:09,992 --> 01:12:11,193
It just makes it challenging.

1287
01:12:11,460 --> 01:12:15,364
These old games are surprisingly replayable,

1288
01:12:15,698 --> 01:12:18,801
even though they are so simple, and it's because of how

1289
01:12:18,801 --> 01:12:21,070
risky those target combinations are, I think.

1290
01:12:21,503 --> 01:12:24,073
But anyway, when I plunge the ball,

1291
01:12:24,606 --> 01:12:27,810
I may light a if it goes through the center lane

1292
01:12:28,043 --> 01:12:29,812
and a is useful

1293
01:12:29,812 --> 01:12:33,082
because it's another letter, it increases the value of those targets,

1294
01:12:33,349 --> 01:12:37,286
and it increases the spinner value from 100 to 1000 points.

1295
01:12:37,286 --> 01:12:41,290
However, it's generally not too worth fixating on that,

1296
01:12:41,557 --> 01:12:44,660
because even if you give the spinner a right whack, you're

1297
01:12:44,827 --> 01:12:47,529
not really going to get any more than 30,000 points.

1298
01:12:47,529 --> 01:12:48,697
And that's if you're lucky.

1299
01:12:48,964 --> 01:12:51,233
So anyway, let me just start the game and I'll explain

1300
01:12:51,233 --> 01:12:52,434
what I'm trying to do.

1301
01:12:53,035 --> 01:12:56,405
I also explain what's happening as we're going along.

1302
01:12:56,739 --> 01:12:57,973
So we did light a.

1303
01:13:00,175 --> 01:13:01,377
And we lost the ball already.

1304
01:13:05,748 --> 01:13:07,116
We happened to light E

1305
01:13:07,149 --> 01:13:09,017
but I didn't even get to hit it with the flippers,

1306
01:13:09,017 --> 01:13:11,286
which again is something that happens with these games.

1307
01:13:11,754 --> 01:13:12,955
It's just what happens.

1308
01:13:13,288 --> 01:13:15,624
So we only got 23,000 points on that ball.

1309
01:13:20,462 --> 01:13:21,663
Did not light a.

1310
01:13:25,200 --> 01:13:26,101
The ball was pushed

1311
01:13:26,101 --> 01:13:28,604
back up through the lanes by the bumpers,

1312
01:13:28,604 --> 01:13:30,806
but now I have caught it in the left flipper.

1313
01:13:31,273 --> 01:13:33,809
So what I want to do right now

1314
01:13:33,809 --> 01:13:35,878
is probably try and light t,

1315
01:13:36,245 --> 01:13:39,448
and in order to aim what you're hitting at,

1316
01:13:39,782 --> 01:13:41,917
it's a it's not that complicated,

1317
01:13:41,917 --> 01:13:44,586
but when you think about it too much, it becomes more complicated

1318
01:13:44,887 --> 01:13:46,989
because the speed of the ball

1319
01:13:46,989 --> 01:13:49,458
as it's rolling down the flipper is going to influence

1320
01:13:49,458 --> 01:13:53,462
the angle that it departs the flipper from when you hit it.

1321
01:13:53,829 --> 01:13:56,999
So a lot of this is just timing.

1322
01:13:56,999 --> 01:13:58,634
You get good at recognizing

1323
01:13:58,967 --> 01:14:01,770
how long, I should say, once you've caught the ball.

1324
01:14:01,770 --> 01:14:02,971
A lot of it is timing.

1325
01:14:03,038 --> 01:14:05,340
You get good at recognizing how long you have to wait,

1326
01:14:05,340 --> 01:14:07,209
once you release it to then flip.

1327
01:14:07,810 --> 01:14:10,312
And that is sometimes more important

1328
01:14:10,312 --> 01:14:13,515
than where the ball actually is as it's rolling down the flipper.

1329
01:14:14,416 --> 01:14:16,752
But as a general rule,

1330
01:14:17,052 --> 01:14:20,389
the wider the shot you have to make, the more difficult it is.

1331
01:14:20,389 --> 01:14:22,591
It's pretty easy to make shots

1332
01:14:23,492 --> 01:14:25,027
towards the center of the playfield,

1333
01:14:25,027 --> 01:14:28,030
like it's pretty easy to get the ball back up towards the pop bumpers,

1334
01:14:28,330 --> 01:14:30,199
but it's fairly difficult

1335
01:14:30,399 --> 01:14:34,002
to get them to go to the stand up targets on one hit.

1336
01:14:34,002 --> 01:14:37,506
And even if you get there, the rebound is dangerous.

1337
01:14:37,506 --> 01:14:38,807
And that's why this game,

1338
01:14:39,308 --> 01:14:41,443
despite being so simple, is actually quite fun to play.

1339
01:14:41,710 --> 01:14:44,246
So I'm going to try to hit T,

1340
01:14:44,246 --> 01:14:47,683
which will involve me letting go of the ball and I can go the flipper,

1341
01:14:47,950 --> 01:14:51,086
letting it roll down the flipper probably until about the two thirds

1342
01:14:51,086 --> 01:14:53,622
mark, and then hitting it again.

1343
01:14:55,424 --> 01:14:56,625
And I was too early.

1344
01:15:01,497 --> 01:15:04,132
The ball was bouncing around the bumpers right there.

1345
01:15:05,000 --> 01:15:06,869
I've now caught it in the right flipper,

1346
01:15:07,269 --> 01:15:08,770
so I haven't really done anything yet.

1347
01:15:09,338 --> 01:15:12,040
No letters are lit, the ball is just bouncing around.

1348
01:15:12,040 --> 01:15:13,809
So we only got like 15,000 points.

1349
01:15:13,809 --> 01:15:15,377
We're at 38,000 points right now.

1350
01:15:15,377 --> 01:15:17,479
So again, now I have the right flipper.

1351
01:15:17,479 --> 01:15:18,747
I'm going to try to hit Z.

1352
01:15:20,716 --> 01:15:21,950
I was just short.

1353
01:15:25,354 --> 01:15:26,555
Unfortunately, I'm.

1354
01:15:28,657 --> 01:15:28,991
Okay.

1355
01:15:28,991 --> 01:15:29,525
Hold on.

1356
01:15:29,525 --> 01:15:30,726
I don't have control. The ball

1357
01:15:31,627 --> 01:15:32,427
okay.

1358
01:15:32,427 --> 01:15:34,062
Unfortunately on this game

1359
01:15:34,496 --> 01:15:36,465
when the ball comes in an end lane, it's

1360
01:15:36,465 --> 01:15:37,966
pretty much impossible to catch it.

1361
01:15:37,966 --> 01:15:42,070
It has just enough momentum to where it will bounce off the flipper.

1362
01:15:42,070 --> 01:15:45,274
So you do kind of have to just hit it.

1363
01:15:45,541 --> 01:15:47,910
If the ball goes into an end lane and see what you can do.

1364
01:15:47,910 --> 01:15:49,611
But again, I'm going to try to hit T.

1365
01:15:51,113 --> 01:15:52,648
And again was a little too early.

1366
01:15:53,815 --> 01:15:55,017
When I go for Z.

1367
01:15:55,250 --> 01:15:57,486
Technically got it.

1368
01:15:57,486 --> 01:16:00,055
So I've let Z in a bit of a weird way.

1369
01:16:00,055 --> 01:16:01,223
I didn't hit it directly.

1370
01:16:01,223 --> 01:16:04,059
It bounced off of the slingshot, then went back up into Z,

1371
01:16:04,226 --> 01:16:05,427
but Z is now lit.

1372
01:16:05,527 --> 01:16:08,463
That's important because double bonus is now possible.

1373
01:16:08,764 --> 01:16:12,100
So I can go into that kickback lane and get double bonus,

1374
01:16:12,100 --> 01:16:14,469
which means that the value of the bonus, which is currently

1375
01:16:14,469 --> 01:16:16,672
10,000, will be doubled at the end of the ball.

1376
01:16:16,905 --> 01:16:19,441
But also now that target is worth 10,000 points.

1377
01:16:19,775 --> 01:16:21,076
That's not a whole lot,

1378
01:16:21,310 --> 01:16:24,580
but because it's going to double the bonus effectively

1379
01:16:24,680 --> 01:16:27,516
just hitting that right now is worth 20,000 points.

1380
01:16:27,516 --> 01:16:28,350
So I'm going to go for it.

1381
01:16:32,087 --> 01:16:34,890
And that's how easy that target is to get

1382
01:16:36,425 --> 01:16:38,594
because it's almost got a scoop shape.

1383
01:16:39,294 --> 01:16:41,797
It's going to guide the ball into where it needs to go.

1384
01:16:41,964 --> 01:16:44,866
It's a lot harder to get on the right flipper, but you can do it.

1385
01:16:45,167 --> 01:16:46,268
But in this case,

1386
01:16:46,268 --> 01:16:48,637
I'm going to try to go up through the spinner

1387
01:16:48,637 --> 01:16:51,406
and get the ball back at the top of the playfield to try and light

1388
01:16:51,406 --> 01:16:53,709
A, because lightning E is very risky.

1389
01:16:54,176 --> 01:16:57,112
I'm just happy if he happens to get lit during game.

1390
01:16:57,112 --> 01:16:58,413
For now, I'm going to try to get back up

1391
01:16:58,447 --> 01:16:59,648
to the top of the playfield,

1392
01:17:01,183 --> 01:17:06,054
but I was the one time we did light E just there.

1393
01:17:06,188 --> 01:17:07,990
Okay, I have the ball again in the right flipper.

1394
01:17:07,990 --> 01:17:10,559
I'm going to try to whack it up through the spinner to the top

1395
01:17:14,429 --> 01:17:15,597
and there we go.

1396
01:17:15,597 --> 01:17:16,431
The ball is at the top.

1397
01:17:16,431 --> 01:17:18,467
But we did not like a we.

1398
01:17:18,467 --> 01:17:19,668
We still

1399
01:17:20,202 --> 01:17:21,403
never mind.

1400
01:17:24,539 --> 01:17:24,906
Okay.

1401
01:17:24,906 --> 01:17:28,110
Right there I tried to hit the ball back up to the top,

1402
01:17:28,110 --> 01:17:30,212
but it didn't quite have enough, speed.

1403
01:17:30,312 --> 01:17:31,346
So it fell back down.

1404
01:17:31,346 --> 01:17:32,814
And I have it again in the right flipper.

1405
01:17:33,148 --> 01:17:35,083
We have Z and E lit now,

1406
01:17:35,250 --> 01:17:37,886
so the kickback line is worth 10,000 points.

1407
01:17:37,886 --> 01:17:40,322
It may be worth trying to repeatedly hit that target.

1408
01:17:41,289 --> 01:17:44,893
So what I will do is I'm going to try to attempt a post transfer,

1409
01:17:45,127 --> 01:17:48,563
which is where I will very briefly let this flipper go,

1410
01:17:48,997 --> 01:17:52,267
then hit it again so the ball bounces up into that post

1411
01:17:52,567 --> 01:17:53,802
and into the other flipper.

1412
01:17:54,236 --> 01:17:58,006
Quick addendum that post is the bottom post of the slingshot.

1413
01:17:58,040 --> 01:18:00,442
It's just above the pivot point of the flipper.

1414
01:18:00,609 --> 01:18:03,745
So if you briefly let go of the flipper and then flip it again,

1415
01:18:03,745 --> 01:18:06,348
the ball is going to get shot right up into that post

1416
01:18:06,581 --> 01:18:08,950
and hopefully bounce over to the other flipper.

1417
01:18:08,984 --> 01:18:10,185
That's what I'm trying to do.

1418
01:18:10,719 --> 01:18:12,888
I find it harder to do that on this game

1419
01:18:12,888 --> 01:18:15,624
than my more modern games, but I'm going to try it anyway.

1420
01:18:17,359 --> 01:18:18,560
They did it all

1421
01:18:18,560 --> 01:18:20,729
right, so now that I have the ball on the left flipper,

1422
01:18:20,962 --> 01:18:23,498
I'm going to push it up into that kickback target hopefully

1423
01:18:23,732 --> 01:18:25,133
and get 20,000 points.

1424
01:18:25,801 --> 01:18:27,969
And I missed.

1425
01:18:30,038 --> 01:18:31,206
Oh well.

1426
01:18:34,443 --> 01:18:35,644
And go for it again.

1427
01:18:36,478 --> 01:18:37,779
It's much much too late.

1428
01:18:40,148 --> 01:18:41,616
And the ball's out.

1429
01:18:46,088 --> 01:18:47,556
But because we had double bonus,

1430
01:18:47,556 --> 01:18:49,825
we got 40,000 bonus points, which is not bad.

1431
01:18:50,058 --> 01:18:52,360
So our 142,000 points right now.

1432
01:18:58,533 --> 01:18:59,735
We got a.

1433
01:19:03,505 --> 01:19:04,005
Okay.

1434
01:19:04,005 --> 01:19:05,207
That didn't work.

1435
01:19:05,974 --> 01:19:07,175
That also didn't work.

1436
01:19:09,144 --> 01:19:11,646
Sometimes you really just cannot catch the ball.

1437
01:19:13,014 --> 01:19:14,216
All right I caught it again.

1438
01:19:14,216 --> 01:19:16,318
So right now we have a and t lit.

1439
01:19:16,685 --> 01:19:20,055
I'm going to try and go for Z actually just to get another letter.

1440
01:19:20,422 --> 01:19:21,923
Really?

1441
01:19:21,923 --> 01:19:23,125
Well.

1442
01:19:25,093 --> 01:19:25,927
Oh, boy.

1443
01:19:25,927 --> 01:19:27,496
Okay. All right.

1444
01:19:28,096 --> 01:19:31,566
Through sheer luck, we now have AZT and C lit.

1445
01:19:31,566 --> 01:19:34,669
So every time we hit that target, it's going to be worth 40,000 points.

1446
01:19:34,703 --> 01:19:36,671
Let's go for it. There we are.

1447
01:19:40,408 --> 01:19:40,809
And we're just

1448
01:19:40,809 --> 01:19:43,178
going to try again the next time we get an opportunity.

1449
01:19:45,313 --> 01:19:46,915
That was really bad and dumb of me.

1450
01:19:46,915 --> 01:19:48,116
Okay.

1451
01:19:50,085 --> 01:19:51,553
I was trying to do a backhanded

1452
01:19:51,553 --> 01:19:55,490
kick up into that target, but I hit the center target,

1453
01:19:55,490 --> 01:19:57,159
which is also extremely risky.

1454
01:19:57,292 --> 01:19:58,960
And it is pop, right? Damaging the flipper.

1455
01:19:58,960 --> 01:20:01,897
So we had a really good shot of getting a replay on that last ball,

1456
01:20:01,897 --> 01:20:04,332
but I screwed it up with that last move there.

1457
01:20:04,332 --> 01:20:08,136
So we ended at 239,930,

1458
01:20:08,403 --> 01:20:11,239
and I completely forgot there was a credit on the machine.

1459
01:20:11,239 --> 01:20:12,474
I'm recording this out of sequence,

1460
01:20:12,474 --> 01:20:15,744
so there was a credit on the machine
from when I did the just playthrough.

1461
01:20:15,877 --> 01:20:17,078
So I can just hit start.

1462
01:20:23,018 --> 01:20:24,219
Let's try again

1463
01:20:24,719 --> 01:20:27,189
and hopefully I'm describing decently well what's happening.

1464
01:20:27,422 --> 01:20:28,957
When you're hearing a lot of random

1465
01:20:28,957 --> 01:20:31,359
chatter, that's when it's amongst the pop bumpers.

1466
01:20:31,359 --> 01:20:32,928
And I really I'm just watching it.

1467
01:20:32,928 --> 01:20:34,629
I cannot really describe what's happening

1468
01:20:34,830 --> 01:20:38,667
because I need to be paying attention to catch it
when it gets inevitably

1469
01:20:38,800 --> 01:20:41,937
shoved down towards the outlines and or the flippers.

1470
01:20:48,476 --> 01:20:49,678
Got a let there?

1471
01:20:53,949 --> 01:20:56,384
Oh, I wasn't able to catch the ball.

1472
01:20:57,319 --> 01:20:58,587
We just got up in the ticker.

1473
01:21:00,622 --> 01:21:02,557
Got 20,000 on the bonus. Now

1474
01:21:03,925 --> 01:21:05,126
and lost the ball.

1475
01:21:11,233 --> 01:21:12,434
So not a great ball.

1476
01:21:12,434 --> 01:21:14,436
39,120 points.

1477
01:21:26,715 --> 01:21:29,384
I okay, I have the ball on the right flipper.

1478
01:21:29,384 --> 01:21:30,919
No letters are lit right now.

1479
01:21:30,919 --> 01:21:33,488
You did hear it go into the kickback lane and awarded

1480
01:21:33,488 --> 01:21:35,857
5000 points because there are no lit letters.

1481
01:21:36,291 --> 01:21:38,693
Let's try it once again to light Z.

1482
01:21:40,362 --> 01:21:42,230
And I did it all right.

1483
01:21:42,230 --> 01:21:43,431
So now

1484
01:21:44,499 --> 01:21:45,667
that flipper is quite buzzy.

1485
01:21:45,667 --> 01:21:46,868
Apologies for that.

1486
01:21:46,902 --> 01:21:49,137
Because I have it in the right flipper again.

1487
01:21:49,137 --> 01:21:51,206
I'm going to try a post transfer.

1488
01:21:52,641 --> 01:21:53,208
All right.

1489
01:21:53,208 --> 01:21:54,643
Now I have it in the left flipper

1490
01:21:55,176 --> 01:21:57,279
and I'm going to go for that target.

1491
01:21:57,279 --> 01:21:58,179
The kickback target.

1492
01:21:59,381 --> 01:22:00,582
Have you got it?

1493
01:22:03,018 --> 01:22:04,786
That means double bonus is now lit.

1494
01:22:05,220 --> 01:22:10,225
Not super useful because we only have 5000 points on the bonus.

1495
01:22:10,225 --> 01:22:11,526
Okay, I got the ball again.

1496
01:22:12,160 --> 01:22:13,295
I'm going to.

1497
01:22:13,295 --> 01:22:16,364
I'm actually just going to go back up through the spinner lane again.

1498
01:22:16,364 --> 01:22:17,565
Try to get it to the top.

1499
01:22:20,969 --> 01:22:23,138
Well I got there but I didn't have enough momentum.

1500
01:22:23,138 --> 01:22:24,406
But now I have in the left flipper.

1501
01:22:24,406 --> 01:22:27,008
So I still only have one letter left.

1502
01:22:27,008 --> 01:22:30,779
So each time going for that, kickback lane is not that lucrative.

1503
01:22:30,979 --> 01:22:33,548
Let's try to get another letter, which again, is risky,

1504
01:22:33,548 --> 01:22:34,749
but I'm going to go for t.

1505
01:22:36,518 --> 01:22:37,152
Got it.

1506
01:22:37,152 --> 01:22:38,920
And we went to the out lane.

1507
01:22:42,257 --> 01:22:43,758
Which is why that's so risky.

1508
01:22:43,892 --> 01:22:47,896
It really tends to go right back to the out lane.

1509
01:22:49,731 --> 01:22:50,932
Again these games,

1510
01:22:51,232 --> 01:22:53,468
they're really well designed to frustrate you,

1511
01:22:53,468 --> 01:22:55,937
but give you just enough control

1512
01:22:56,438 --> 01:22:58,139
to have some skill involved.

1513
01:22:58,907 --> 01:23:00,241
You might think it's a wonderful game.

1514
01:23:00,241 --> 01:23:01,710
You might think it's a little insidious.

1515
01:23:02,010 --> 01:23:03,211
I think it's both.

1516
01:23:12,053 --> 01:23:13,321
Okay, well, that was terrible.

1517
01:23:16,091 --> 01:23:19,060
Oh, the ball is stuck.

1518
01:23:28,036 --> 01:23:30,071
There is a rubber ringed post

1519
01:23:30,071 --> 01:23:33,541
right in front of the out hole that may bounce off of.

1520
01:23:33,541 --> 01:23:37,278
And anytime there's a rubber ring, the ball can get stuck there.

1521
01:23:37,278 --> 01:23:38,146
And that's what just happened.

1522
01:23:38,146 --> 01:23:40,915
So we should have ended at 117,000.

1523
01:23:40,915 --> 01:23:43,685
But because we tilted we're only at 102,000.

1524
01:23:44,052 --> 01:23:46,087
I will do one more game with explanation.

1525
01:23:46,087 --> 01:23:47,088
Maybe another.

1526
01:23:47,088 --> 01:23:48,289
Let's see.

1527
01:23:53,261 --> 01:23:54,863
But before I actually play the game,

1528
01:23:54,863 --> 01:23:57,866
I realized I haven't touched on something which I meant to.

1529
01:23:58,299 --> 01:24:01,102
You've probably seen me do this many times

1530
01:24:02,437 --> 01:24:03,972
now on camera.

1531
01:24:04,439 --> 01:24:06,808
It might not come across what exactly I'm doing.

1532
01:24:07,809 --> 01:24:09,644
I have not actually hit the flippers

1533
01:24:09,644 --> 01:24:11,846
at the same time I'm hitting one, then the other.

1534
01:24:12,414 --> 01:24:15,583
And this is actually a really effective strategy

1535
01:24:15,583 --> 01:24:18,853
to save the ball from draining,

1536
01:24:18,853 --> 01:24:22,057
because the tip of the flipper travels in an arc

1537
01:24:22,624 --> 01:24:23,858
as it moves up.

1538
01:24:25,093 --> 01:24:26,528
The tip is actually moving

1539
01:24:26,528 --> 01:24:28,830
a little bit closer to the center line.

1540
01:24:29,364 --> 01:24:31,066
So if you have the ball

1541
01:24:31,232 --> 01:24:32,667
rolling between the flippers

1542
01:24:32,667 --> 01:24:34,369
and it really looks like you're going to lose it,

1543
01:24:35,070 --> 01:24:36,571
you might be able to save it

1544
01:24:36,838 --> 01:24:39,974
by hitting the flipper that it's closest to first,

1545
01:24:40,375 --> 01:24:44,446
and the tip will just barely pop it into the other flipper.

1546
01:24:44,779 --> 01:24:46,414
And then you hit that other flipper

1547
01:24:46,614 --> 01:24:48,817
and it will push it back up to the playfield.

1548
01:24:49,117 --> 01:24:52,620
This strategy is shockingly effective.

1549
01:24:52,620 --> 01:24:56,191
It surprises me how often it's able to save the ball,

1550
01:24:56,524 --> 01:25:00,562
but the downside is you don't have control over the ball.

1551
01:25:00,562 --> 01:25:04,365
You've just kept it from draining, but you had no idea where it went.

1552
01:25:04,632 --> 01:25:06,067
So you have to be on your toes

1553
01:25:06,067 --> 01:25:09,037
because it might come right back to the flippers very, very quickly.

1554
01:25:09,404 --> 01:25:11,172
But it's still a really effective strategy.

1555
01:25:11,606 --> 01:25:13,875
Better players than me will be able

1556
01:25:13,875 --> 01:25:16,744
to nudge the machine in that same scenario.

1557
01:25:17,112 --> 01:25:20,048
And by that I mean physically pushing the machine from side to side.

1558
01:25:20,849 --> 01:25:22,050
Because if you think about it,

1559
01:25:22,217 --> 01:25:24,619
when the ball is rolling down the playfield,

1560
01:25:24,786 --> 01:25:28,256
this is a flat board and it's pretty low friction.

1561
01:25:28,556 --> 01:25:30,492
So if it's rolling down the playfield

1562
01:25:30,625 --> 01:25:33,228
and you suddenly push the machines of the left,

1563
01:25:33,761 --> 01:25:37,132
well, the ball is not really going to change directions.

1564
01:25:37,132 --> 01:25:39,434
It's just going to keep going in the path it was going in.

1565
01:25:39,601 --> 01:25:42,604
But you've now moved the flipper to the left

1566
01:25:42,604 --> 01:25:46,040
relative to the ball, so you can actually change

1567
01:25:46,040 --> 01:25:49,777
what's it seems like you're changing the path of the ball,

1568
01:25:49,777 --> 01:25:52,213
but really you're just moving the playfield underneath it.

1569
01:25:52,981 --> 01:25:54,249
I'm just no good at that.

1570
01:25:54,249 --> 01:25:57,752
Plus, these electromechanical games, they are not forgiving.

1571
01:25:57,752 --> 01:25:59,687
Newer games will give you a tilt warning.

1572
01:25:59,854 --> 01:26:02,757
These you trip the tilt mechanism balls done.

1573
01:26:03,024 --> 01:26:06,761
So I'm would even probably do that very much on this game.

1574
01:26:07,095 --> 01:26:09,430
You can only do very subtle nudging.

1575
01:26:09,430 --> 01:26:12,167
And, I'm just bad at it anyway.

1576
01:26:12,167 --> 01:26:14,002
But I wanted to just explain that's

1577
01:26:14,002 --> 01:26:15,970
what you're seeing happen when I'm doing that move.

1578
01:26:15,970 --> 01:26:19,607
I'm not just hitting both flippers at the same time.

1579
01:26:19,874 --> 01:26:20,608
Okie dokie.

1580
01:26:20,608 --> 01:26:22,076
Through the magic of light.

1581
01:26:22,076 --> 01:26:23,044
Video editing.

1582
01:26:23,044 --> 01:26:26,047
Here's what an actually good game looks like.

1583
01:26:26,214 --> 01:26:27,649
I'm going to get a replay this time.

1584
01:26:27,649 --> 01:26:28,850
I can feel it.

1585
01:26:29,184 --> 01:26:31,152
And no, it has nothing to do with the order

1586
01:26:31,152 --> 01:26:32,620
these clips were put into the video.

1587
01:26:32,620 --> 01:26:33,621
I don't know what you're talking about.

1588
01:26:35,123 --> 01:26:36,324
Here we go.

1589
01:26:39,594 --> 01:26:41,229
Got some bonus points, that's all.

1590
01:26:41,829 --> 01:26:43,565
Another one of those points.

1591
01:26:44,232 --> 01:26:45,266
Okay.

1592
01:26:45,266 --> 01:26:48,036
Can't I have the ball in the left flipper now?

1593
01:26:48,236 --> 01:26:51,206
It came in through the end lane,
which meant I couldn't really catch it,

1594
01:26:51,206 --> 01:26:53,441
so I kind of just had to play around a little bit, but I got it now.

1595
01:26:53,741 --> 01:26:54,943
Z was lit.

1596
01:26:55,009 --> 01:26:56,144
Didn't really try to do that.

1597
01:26:56,144 --> 01:26:57,979
I think it just I don't remember when that happened.

1598
01:26:57,979 --> 01:26:59,080
We have zealot.

1599
01:26:59,080 --> 01:27:01,216
I'm going to now try to get T or C

1600
01:27:02,717 --> 01:27:03,918
and I failed

1601
01:27:04,686 --> 01:27:06,254
but I have it back in the left flipper.

1602
01:27:06,254 --> 01:27:08,823
So let's try again okay I got C.

1603
01:27:13,962 --> 01:27:16,831
There's with oh no okay.

1604
01:27:16,831 --> 01:27:18,066
When this happens

1605
01:27:19,601 --> 01:27:21,936
I'm probably going to tilt the game.

1606
01:27:29,410 --> 01:27:30,612
I don't know we say that.

1607
01:27:30,645 --> 01:27:31,145
All right.

1608
01:27:37,986 --> 01:27:38,786
That's a good sign.

1609
01:27:38,786 --> 01:27:39,854
We're going to win this game.

1610
01:27:39,854 --> 01:27:41,055
I know it.

1611
01:27:42,223 --> 01:27:44,592
The tilt mechanism gave us some grace.

1612
01:27:45,994 --> 01:27:47,262
Got three letters left. Now.

1613
01:27:49,330 --> 01:27:50,531
Awesome.

1614
01:27:50,798 --> 01:27:52,834
Okay, Z, E and C are all lit.

1615
01:27:56,938 --> 01:27:58,573
I had the ball in the right flipper.

1616
01:27:58,573 --> 01:28:00,475
I'm not entirely sure what I want to do.

1617
01:28:00,842 --> 01:28:02,543
I'm going to go up through the spinner, I think.

1618
01:28:02,543 --> 01:28:05,179
Try to get some more bonus points because we have double bonus lit.

1619
01:28:08,549 --> 01:28:09,317
Okay we did.

1620
01:28:09,317 --> 01:28:11,986
We got some more bonus points or 84,000

1621
01:28:13,354 --> 01:28:14,555
more bonus.

1622
01:28:17,292 --> 01:28:19,394
Oh, we have the bonus ladder filled.

1623
01:28:20,561 --> 01:28:21,763
Oh crap.

1624
01:28:24,465 --> 01:28:26,000
Honestly though, cannot complain.

1625
01:28:26,000 --> 01:28:29,704
We're at one 9898, nearly 200,000 points,

1626
01:28:29,704 --> 01:28:31,105
which is great for ball one.

1627
01:28:39,113 --> 01:28:40,982
Top bumper pushed it into the shooter.

1628
01:28:41,316 --> 01:28:42,483
I just got a lit.

1629
01:28:42,483 --> 01:28:43,685
That was nice. I

1630
01:28:45,253 --> 01:28:46,654
still have not touched the ball

1631
01:28:47,021 --> 01:28:48,222
and we had the outlines.

1632
01:28:55,063 --> 01:28:55,596
That's okay.

1633
01:28:55,596 --> 01:28:57,332
It makes our odds of winning harder,

1634
01:28:57,332 --> 01:29:00,902
but we only need 111,000 points to get a replay.

1635
01:29:02,303 --> 01:29:03,504
Very doable.

1636
01:29:19,721 --> 01:29:20,922
Oh, boy.

1637
01:29:22,256 --> 01:29:23,458
I got Z lit.

1638
01:29:24,559 --> 01:29:26,928
There's some miracle we didn't just take me out, Lane,

1639
01:29:26,928 --> 01:29:28,663
but I need to slow down here.

1640
01:29:29,997 --> 01:29:31,199
Okay.

1641
01:29:32,333 --> 01:29:34,402
I'm going to go

1642
01:29:34,402 --> 01:29:37,505
because we can get double bonus now

1643
01:29:37,538 --> 01:29:39,507
if I go up through the spinner, that's what I'm going to do.

1644
01:29:47,849 --> 01:29:48,783
We can get there.

1645
01:29:48,783 --> 01:29:49,984
We really can.

1646
01:29:55,356 --> 01:29:56,991
In fact, we almost have it in the back.

1647
01:30:02,196 --> 01:30:03,398
Oh, crap.

1648
01:30:11,539 --> 01:30:14,909
A replay is not guaranteed on the bonus score.

1649
01:30:16,644 --> 01:30:18,413
Sorry, I have not gone explaining.

1650
01:30:21,549 --> 01:30:22,383
But there we go.

1651
01:30:22,383 --> 01:30:27,288
394,680 points, which crossed 350.

1652
01:30:27,288 --> 01:30:29,257
So we now have a credit on the machine.

1653
01:30:29,724 --> 01:30:31,058
Do we want to play our free game?

1654
01:30:31,058 --> 01:30:32,193
Let's play our free game.

1655
01:30:35,763 --> 01:30:36,964
Let's see if we can do it again.

1656
01:30:38,166 --> 01:30:40,301
And I'll try to explain more what I'm doing.

1657
01:30:40,301 --> 01:30:42,937
So all right we're into the popovers.

1658
01:30:42,937 --> 01:30:44,138
We got some bonus points

1659
01:30:45,406 --> 01:30:46,140
okay.

1660
01:30:46,140 --> 01:30:47,542
The ball is going a little wild.

1661
01:30:48,509 --> 01:30:50,144
I now have it caught in the left flipper.

1662
01:30:50,778 --> 01:30:51,979
I'm going to go for t

1663
01:30:52,814 --> 01:30:53,381
I got it.

1664
01:30:53,381 --> 01:30:56,451
Can't really catch it right now.

1665
01:30:57,952 --> 01:30:59,153
Oh my goodness.

1666
01:30:59,854 --> 01:31:01,055
Okay.

1667
01:31:02,023 --> 01:31:03,157
Had a hard time getting control,

1668
01:31:03,157 --> 01:31:05,460
but I have t let's I'm not going to go for C.

1669
01:31:05,460 --> 01:31:07,728
Let's do a post transfer I'm going a left flipper now.

1670
01:31:09,997 --> 01:31:11,265
Well that didn't really work.

1671
01:31:15,536 --> 01:31:18,172
Okay.
Here we got e lit by accident.

1672
01:31:18,172 --> 01:31:19,540
So we have TNT lit.

1673
01:31:20,041 --> 01:31:21,909
I'm just going to go back up to the top.

1674
01:31:21,909 --> 01:31:23,377
Oh, boy. So they didn't.

1675
01:31:24,579 --> 01:31:25,780
Okay, well that's all right.

1676
01:31:25,913 --> 01:31:27,415
I have the ball on the left flipper

1677
01:31:28,416 --> 01:31:29,884
and now it's in a kickback lane.

1678
01:31:30,918 --> 01:31:32,620
So there's 20,000 points.

1679
01:31:38,759 --> 01:31:40,862
I just picked it back up through the spinner

1680
01:31:40,862 --> 01:31:42,263
because I wouldn't have been able to catch it.

1681
01:31:43,965 --> 01:31:45,600
I got some more bonus points.

1682
01:31:45,600 --> 01:31:47,602
There is 25,000 on the bonus ladder.

1683
01:31:49,704 --> 01:31:50,872
When in the in lane

1684
01:31:50,872 --> 01:31:52,073
and I just push it back up.

1685
01:31:54,075 --> 01:31:55,243
We got a double kicker.

1686
01:31:55,243 --> 01:31:57,311
That sometimes happens if the ball bounces.

1687
01:31:57,311 --> 01:31:59,013
Just right now we got a land.

1688
01:31:59,680 --> 01:32:02,617
So we got a T and E all that.

1689
01:32:02,884 --> 01:32:04,085
Oh crap.

1690
01:32:04,652 --> 01:32:06,220
Fire the flipper a little early there.

1691
01:32:06,220 --> 01:32:08,122
I almost caught it off of a rebound,

1692
01:32:08,122 --> 01:32:09,590
but now I have it in the right flipper.

1693
01:32:10,091 --> 01:32:11,759
Let's do another post transfer.

1694
01:32:12,693 --> 01:32:13,995
Great. Oh,

1695
01:32:15,263 --> 01:32:16,397
not great enough, though.

1696
01:32:16,397 --> 01:32:17,598
Let's try it again.

1697
01:32:20,801 --> 01:32:22,003
What was that?

1698
01:32:23,538 --> 01:32:25,273
Well, I was around about post transfer.

1699
01:32:25,273 --> 01:32:26,474
Here we go.

1700
01:32:27,975 --> 01:32:30,211
There's another 30,000 points off the kickback.

1701
01:32:32,580 --> 01:32:33,281
Hit the outline.

1702
01:32:33,281 --> 01:32:35,149
But not a problem because.

1703
01:32:39,120 --> 01:32:40,121
With those bonus points,

1704
01:32:40,121 --> 01:32:44,125
we were at 219,910 points on the beginning of ball two.

1705
01:32:44,125 --> 01:32:45,326
That's really good.

1706
01:32:46,160 --> 01:32:47,361
Let's keep going.

1707
01:32:48,930 --> 01:32:50,131
Hey, is lit.

1708
01:32:52,266 --> 01:32:53,634
I have the ball and the right flipper.

1709
01:32:53,634 --> 01:32:54,835
I'm going to go for E!

1710
01:32:56,070 --> 01:32:58,573
I did it and I also got C,

1711
01:32:58,573 --> 01:33:01,409
so we now have three letters already A, B and C

1712
01:33:01,676 --> 01:33:04,412
double bonus isn't available, but 30,000 points

1713
01:33:04,412 --> 01:33:06,547
per hit on that target is good enough for me.

1714
01:33:08,349 --> 01:33:09,884
There's another 30,000 points,

1715
01:33:10,217 --> 01:33:11,519
so we're at 258.

1716
01:33:13,955 --> 01:33:15,323
There's another 30,000 points.

1717
01:33:15,323 --> 01:33:17,158
So we are now at 294.

1718
01:33:23,197 --> 01:33:23,831
Loss ball.

1719
01:33:23,831 --> 01:33:25,032
No big deal.

1720
01:33:30,037 --> 01:33:32,940
I'm at 326,000 points right now.

1721
01:33:33,174 --> 01:33:35,610
So if I don't get a replay

1722
01:33:35,776 --> 01:33:37,411
that's going to be it's going to be

1723
01:33:37,411 --> 01:33:39,747
because the ball is just abjectly horrible.

1724
01:33:40,081 --> 01:33:42,750
Hopefully I can manage to squeeze in 24,000 points.

1725
01:33:49,023 --> 01:33:51,225
With those bonus points, that puts us in a better spot.

1726
01:33:56,163 --> 01:33:58,866
A win's not guaranteed yet, but it's close.

1727
01:34:07,775 --> 01:34:08,976
There we go.

1728
01:34:15,816 --> 01:34:17,018
Excuse me.

1729
01:34:17,585 --> 01:34:18,786
Two replays in a row.

1730
01:34:19,153 --> 01:34:20,321
It is possible.

1731
01:34:20,888 --> 01:34:23,024
And now I'm going to play another game.

1732
01:34:23,891 --> 01:34:25,593
Yeah.

1733
01:34:25,593 --> 01:34:26,794
One more.

1734
01:34:28,062 --> 01:34:29,330
You're still watching, right?

1735
01:34:40,074 --> 01:34:40,508
All right.

1736
01:34:40,508 --> 01:34:41,942
We got some bonus points there.

1737
01:34:41,942 --> 01:34:43,144
And lot left, though.

1738
01:34:45,379 --> 01:34:46,947
Oh, I'm surprised that happened.

1739
01:34:47,381 --> 01:34:50,818
Okay, I have the ball in the right flipper.

1740
01:34:50,818 --> 01:34:52,019
Let's go for Z.

1741
01:34:52,653 --> 01:34:54,088
I was just too short.

1742
01:34:55,856 --> 01:34:58,125
The cops are having their fun with the ball.

1743
01:35:03,698 --> 01:35:04,899
Okay,

1744
01:35:05,566 --> 01:35:07,001
we have t lit now,

1745
01:35:07,134 --> 01:35:09,637
but I don't have control the ball now I do.

1746
01:35:10,071 --> 01:35:11,138
So it's in the left flipper.

1747
01:35:11,138 --> 01:35:15,042
So, we have 20,000 points on the bonus, so it's very worth doubling it.

1748
01:35:15,209 --> 01:35:16,677
Even though we've only got t lit.

1749
01:35:16,677 --> 01:35:18,245
I'm going to hit for that kickback lane.

1750
01:35:19,113 --> 01:35:20,314
And there we go.

1751
01:35:21,015 --> 01:35:23,551
There's 10,000 points and double bonus is now lit.

1752
01:35:24,018 --> 01:35:26,721
I have the ball again in the left, flipper.

1753
01:35:27,388 --> 01:35:29,423
I'll go for C,

1754
01:35:29,423 --> 01:35:31,025
even though I don't really want to.

1755
01:35:32,493 --> 01:35:33,694
Yeah,

1756
01:35:34,028 --> 01:35:36,163
that is a really hard target to deliberately hit.

1757
01:35:36,397 --> 01:35:37,598
And look what I just did.

1758
01:35:40,067 --> 01:35:42,403
I tried to be clever and catch the ball,

1759
01:35:42,403 --> 01:35:44,205
but it was just too far to the left,

1760
01:35:44,405 --> 01:35:45,539
so he lost it down the middle.

1761
01:35:45,539 --> 01:35:46,941
But not a terrible ball.

1762
01:35:46,941 --> 01:35:50,778
70,000 points could be a lot better, but could be a lot worse.

1763
01:35:54,715 --> 01:35:55,916
Got some bonus points.

1764
01:35:56,250 --> 01:35:57,551
Got some more bonus points.

1765
01:36:00,221 --> 01:36:01,922
And some more bonus points.

1766
01:36:08,229 --> 01:36:09,430
Okay, that's.

1767
01:36:11,398 --> 01:36:13,267
The ball had too much speed to catch there,

1768
01:36:13,267 --> 01:36:15,102
so I could just hit it and hope for the best.

1769
01:36:16,771 --> 01:36:20,608
Okay, I got t hit on the left flipper there, so T is now lit.

1770
01:36:20,841 --> 01:36:22,042
Can I go for Z?

1771
01:36:22,877 --> 01:36:24,044
Z is now lit.

1772
01:36:24,044 --> 01:36:25,913
Okay.

1773
01:36:27,281 --> 01:36:30,017
With z and T lit.

1774
01:36:31,152 --> 01:36:33,320
Yeah.
I'm going to do I have the ball on the right flipper.

1775
01:36:33,320 --> 01:36:34,955
I will try another post transfer.

1776
01:36:37,057 --> 01:36:39,093
It's not quite how I want it to go, but it worked.

1777
01:36:40,261 --> 01:36:40,828
Oh, shoot.

1778
01:36:40,828 --> 01:36:41,195
Okay.

1779
01:36:41,195 --> 01:36:42,396
Saved it barely.

1780
01:36:44,198 --> 01:36:44,532
Yeah.

1781
01:36:44,532 --> 01:36:45,866
Get in that target.

1782
01:36:48,369 --> 01:36:50,504
Sometimes the pop bumpers will do it for you.

1783
01:36:51,338 --> 01:36:52,540
Not today.

1784
01:36:52,740 --> 01:36:53,941
We'll end that link.

1785
01:37:00,281 --> 01:37:02,082
And awarded 25,000 bonus points.

1786
01:37:02,082 --> 01:37:04,151
We're only at 126,000 points.

1787
01:37:04,151 --> 01:37:07,288
It's pretty bleak to get a replay, but not impossible.

1788
01:37:20,134 --> 01:37:21,335
Dang it!

1789
01:37:25,206 --> 01:37:26,106
Well, that didn't go well.

1790
01:37:26,106 --> 01:37:28,375
We're at 152,810.

1791
01:37:28,843 --> 01:37:33,180
And with that rather abrupt ending, this is the end of the video.

1792
01:37:33,414 --> 01:37:36,350
But I want to leave you with two extra pieces of information.

1793
01:37:36,750 --> 01:37:37,885
First,

1794
01:37:37,885 --> 01:37:40,221
I wasn't describing what was going on earlier

1795
01:37:40,221 --> 01:37:41,755
when I was banging on the machine.

1796
01:37:42,256 --> 01:37:44,859
What sometimes happens with these games?

1797
01:37:44,859 --> 01:37:48,395
And I think it happens as they age because of the way

1798
01:37:48,395 --> 01:37:52,266
the playfield where's the slot in the lanes

1799
01:37:52,266 --> 01:37:53,734
that has the wire sticking out

1800
01:37:53,734 --> 01:37:55,302
so it can register the ball rolling through it?

1801
01:37:55,769 --> 01:37:59,840
The bottom edge of that slot will sometimes get compressed a little bit.

1802
01:38:00,074 --> 01:38:02,743
I think that happens because over time the ball,

1803
01:38:03,110 --> 01:38:05,713
when it rides in the slot, it sinks down a little bit.

1804
01:38:05,913 --> 01:38:09,483
And then as it's coming out of the slot,
it kind of impacts the playfield.

1805
01:38:09,483 --> 01:38:12,586
And so it gets sunken in just a little bit.

1806
01:38:12,887 --> 01:38:16,390
And very occasionally the ball will have

1807
01:38:16,390 --> 01:38:18,893
the perfect speed to get stuck there.

1808
01:38:19,126 --> 01:38:19,960
And that's what happened.

1809
01:38:19,960 --> 01:38:22,529
So the ball was barely caught.

1810
01:38:22,997 --> 01:38:24,865
So it was pretty easy to dislodge.

1811
01:38:24,865 --> 01:38:28,202
But because the tilt mechanism is so sensitive in these early games

1812
01:38:28,202 --> 01:38:31,205
and one firing of it and the ball's over,

1813
01:38:31,205 --> 01:38:32,406
I was trying to be very gentle.

1814
01:38:33,274 --> 01:38:35,910
The other thing I want to mention is there will be a second

1815
01:38:35,910 --> 01:38:38,579
Sights and Sounds video on this machine, focused

1816
01:38:38,579 --> 01:38:41,482
exclusively on the mechanisms that make it work.

1817
01:38:42,016 --> 01:38:44,752
I was originally planning that to be part of this video,

1818
01:38:45,052 --> 01:38:49,390
but while you might have noticed, it
taken me forever to make this, partly

1819
01:38:49,390 --> 01:38:54,128
that's because I am absolutely no good at recording things off the cuff,

1820
01:38:54,428 --> 01:38:58,599
and I wanted to describe the playfield layout as well as I could.

1821
01:38:58,599 --> 01:39:00,901
So I ended up scripting most of that,

1822
01:39:01,235 --> 01:39:03,671
and I wasn't happy with the script for a long time.

1823
01:39:04,071 --> 01:39:06,840
So this video just got back Bernard forever.

1824
01:39:07,041 --> 01:39:10,377
And, once I got it all put together,

1825
01:39:10,377 --> 01:39:12,346
I realized, oh, this is going to be way too long

1826
01:39:12,379 --> 01:39:13,781
to include everything in one video.

1827
01:39:14,048 --> 01:39:17,318
So there will be a second video, and it's going to be much more casual

1828
01:39:17,451 --> 01:39:20,587
and likely it's only going to be recycled B-roll

1829
01:39:20,587 --> 01:39:23,357
from the original video, original main channel videos.

1830
01:39:23,357 --> 01:39:26,126
But I've got tons of B-roll

1831
01:39:26,260 --> 01:39:29,129
that was not used in those videos, so I can show more

1832
01:39:29,129 --> 01:39:32,166
what's going on in the mechanisms, and I will be doing that

1833
01:39:32,967 --> 01:39:37,705
hopefully sooner than half a year or however long it has been.

1834
01:39:38,272 --> 01:39:41,976
But I have a lot of other stuff that I need to get going on.

1835
01:39:41,976 --> 01:39:44,545
So that's going to be, in the

1836
01:39:44,979 --> 01:39:48,215
not too distant future, but not very, very soon.

1837
01:39:48,515 --> 01:39:51,185
But anyway, thank you for watching and or listening.

1838
01:39:51,385 --> 01:39:53,687
And I will have that part two

1839
01:39:53,787 --> 01:39:55,255
or whatever we're calling it for you

1840
01:39:56,156 --> 01:39:57,358
at some point.

1841
01:39:57,791 --> 01:39:59,093
How's that for a promise?

