WEBVTT
Kind: captions
Language: en

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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.

00:00:05.638 --> 00:00:06.272
Sorry about that.

00:00:06.272 --> 00:00:10.877
But today we are looking at and listening to Aztec by Williams.

00:00:11.244 --> 00:00:13.446
This is an electromechanical pinball machine

00:00:13.446 --> 00:00:16.750
from 1976, and being electromechanical,

00:00:16.750 --> 00:00:19.919
it is chock full of weird doodads and mechanisms,

00:00:20.153 --> 00:00:23.156
which means it makes quite a lot of interesting noises.

00:00:23.423 --> 00:00:26.393
Which is the primary purpose of this video

00:00:26.393 --> 00:00:28.862
is to record those noises and let you hear them.

00:00:29.429 --> 00:00:32.098
Now, right now I have the microphone set up

00:00:32.098 --> 00:00:35.135
pretty close to where my head is as I play the machine,

00:00:35.402 --> 00:00:36.336
and I've already tested.

00:00:36.336 --> 00:00:39.572
That's a very faithful sound to what the machine sounds like.

00:00:39.873 --> 00:00:41.508
Also, the machine is closed up

00:00:41.508 --> 00:00:43.910
with the glass in place and the back panel on.

00:00:43.943 --> 00:00:46.212
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

00:00:50.917 --> 00:00:54.154
simply playing this game with no commentary at all.

00:00:54.554 --> 00:00:58.024
I will let you know the score I got at the end of each game,

00:00:58.224 --> 00:01:00.326
but really, I'm just going to play it.

00:01:00.794 --> 00:01:04.264
Next, I'm going to explore all of the individual mechanisms

00:01:04.264 --> 00:01:06.166
that are on the playfield, and I will also

00:01:06.166 --> 00:01:08.735
also verbally describe the playfield.

00:01:08.735 --> 00:01:10.503
So hopefully you have a better understanding

00:01:10.503 --> 00:01:12.572
of where all of the parts are.

00:01:12.972 --> 00:01:15.241
And then I'll do some more recordings of the mechanisms.

00:01:15.442 --> 00:01:18.678
And finally, at the very end, I'm going to do some more gameplay

00:01:18.678 --> 00:01:23.049
where I actually explain what I'm trying to do as I play this game.

00:01:23.583 --> 00:01:26.619
But for now, I'm just going to start.

00:01:27.020 --> 00:01:29.422
And that involves putting in a quarter.

00:01:29.756 --> 00:01:32.092
So I'm just going to play a few games through

00:01:32.292 --> 00:01:33.693
and then we'll check in later.

00:03:25.171 --> 00:03:26.873
And that's game over.

00:03:26.906 --> 00:03:29.008
I realized I forgot to give you a little context

00:03:29.008 --> 00:03:30.510
on what the flippers sound like.

00:03:30.643 --> 00:03:33.346
I didn't actually have a lot of flipper action in that game.

00:03:33.379 --> 00:03:35.815
You sometimes don't with these electromechanical games,

00:03:36.149 --> 00:03:38.251
but we ended at 243,000 points,

00:03:38.251 --> 00:03:43.022
which is actually only a little more than 100,000 away from a replay.

00:03:43.022 --> 00:03:45.225
It's set up to 350,000 points.

00:03:45.658 --> 00:03:48.995
So I'm going to start another game
and give you a little bit more context.

00:03:56.169 --> 00:03:56.502
Okay.

00:03:56.502 --> 00:03:58.504
At this point the ball is in the shooter lane.

00:03:58.871 --> 00:04:01.441
But before I shoot the ball, I just want to make sure

00:04:01.441 --> 00:04:03.243
that I explain this noise.

00:04:05.778 --> 00:04:06.813
Those are the flippers.

00:04:06.813 --> 00:04:08.014
If you're hearing a buzzing,

00:04:09.182 --> 00:04:10.850
that means I'm holding the flipper up.

00:04:11.284 --> 00:04:14.621
But that buzzing is not always the same volume.

00:04:14.654 --> 00:04:16.422
The flipper linkages are a little worn,

00:04:16.422 --> 00:04:19.592
and so depending on each individual flip, sometimes the buzzer

00:04:19.592 --> 00:04:20.793
is louder than other times.

00:04:24.364 --> 00:04:25.431
But those are the flippers.

00:04:25.431 --> 00:04:26.633
If you hear this sound,

00:04:27.700 --> 00:04:30.336
that's me actually using the flippers.

00:04:30.336 --> 00:04:31.638
And if you hear this sound,

00:04:33.606 --> 00:04:36.542
I'm holding a flipper up to try and catch the ball.

00:04:37.010 --> 00:04:39.045
And then the very next sound you will hear is me

00:04:39.045 --> 00:04:41.781
releasing the ball into the playfield using the plunger.

00:05:13.646 --> 00:05:14.547
Ball two is now

00:05:14.547 --> 00:05:40.039
in play. The.

00:06:08.167 --> 00:06:09.502
Ball three is now in play.

00:06:48.174 --> 00:06:49.142
And that's game over.

00:06:49.142 --> 00:06:51.878
This one stayed going for a while,

00:06:51.878 --> 00:06:54.881
but I was never able to get into the real strategy
to get a bunch of points.

00:06:54.881 --> 00:06:57.417
So we're at 191 950.

00:07:04.357 --> 00:07:05.191
You just heard me

00:07:05.191 --> 00:07:08.661
open the coin door to get my two quarters back, because I only have two.

00:07:09.762 --> 00:07:10.963
Let's start another game.

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Let's.

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Ball two is now in play.

00:08:22.001 --> 00:08:23.202
That was quick.

00:08:25.705 --> 00:08:26.906
Ball three is now in play.

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And that's game over.

00:08:49.862 --> 00:08:51.631
That was not a very good game at all.

00:08:51.631 --> 00:08:53.766
Only 127,000 points.

00:08:54.433 --> 00:08:56.936
I'll play one more game before we move on to the next section.

00:09:03.142 --> 00:09:06.712
Oh, and by the way, I should explain the pop bumpers.

00:09:06.712 --> 00:09:10.583
Whenever the two on the top are not lit, the bottom one should be lit.

00:09:10.983 --> 00:09:13.019
The light sockets in the bumpers

00:09:13.019 --> 00:09:15.855
are notoriously bad for corroding

00:09:16.088 --> 00:09:17.156
and having a poor connection

00:09:17.156 --> 00:09:19.392
with the actual light bulb, which is what you're seeing happen.

00:09:19.659 --> 00:09:21.727
It doesn't help that they physically move

00:09:21.727 --> 00:09:23.729
and the lights tend to get loose over time.

00:09:23.729 --> 00:09:25.131
But anyway, that's what's going on there.

00:09:25.131 --> 00:09:28.267
The bottom one should be lit when the top two are not.

00:09:55.227 --> 00:09:56.596
Ball two is now in play.

00:10:07.239 --> 00:10:08.441
But boy.

00:10:12.878 --> 00:10:14.413
Ball three is now in play.

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Oh! That's horrible.

00:10:34.567 --> 00:10:36.002
That was an awful game.

00:10:36.002 --> 00:10:37.203
So we're playing one more.

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

00:11:12.638 --> 00:11:14.040
Ball two is now in play.

00:12:10.963 --> 00:12:12.231
Ball three is now in play.

00:13:03.482 --> 00:13:03.883
Okay.

00:13:03.883 --> 00:13:06.452
Ended at 210,810.

00:13:06.619 --> 00:13:07.286
All right.

00:13:07.286 --> 00:13:09.421
And now that we've gone through some gameplay,

00:13:09.588 --> 00:13:12.158
I'm going to describe what the machine looks like,

00:13:12.158 --> 00:13:14.426
as well as the layout of the playfield.

00:13:15.227 --> 00:13:18.264
This section of the video is for those who are not sighted.

00:13:18.531 --> 00:13:21.567
So if you can see the playfield and the machine,

00:13:22.067 --> 00:13:24.904
there's probably not a whole lot for you here.

00:13:25.571 --> 00:13:27.339
I will be putting visuals on screen

00:13:27.339 --> 00:13:28.741
as I describe things,

00:13:28.741 --> 00:13:31.277
and there might be some extra trivia peppered in here and there,

00:13:31.677 --> 00:13:33.445
but if this doesn't sound like your jam,

00:13:33.445 --> 00:13:35.948
you might want to skip ahead to the time that's on your screen.

00:13:35.948 --> 00:13:38.050
Now, where I will resume gameplay.

00:13:38.584 --> 00:13:42.288
I'll begin with a dimensional overview of the machine itself.

00:13:43.022 --> 00:13:45.591
If you've never run across a pinball machine before,

00:13:46.192 --> 00:13:48.861
these are pretty large objects.

00:13:49.161 --> 00:13:51.730
You might have heard them described as pinball tables

00:13:51.730 --> 00:13:53.766
because that's effectively what they are.

00:13:54.166 --> 00:13:56.702
It is a slender table that the player stands

00:13:56.702 --> 00:13:58.737
at one end of as they play the game.

00:13:59.338 --> 00:14:02.675
The machine is made of two simple wooden boxes.

00:14:02.975 --> 00:14:06.045
There is the main cabinet which contains the playfield,

00:14:06.045 --> 00:14:09.248
the flipper buttons, the flippers, the coin door, the shooter,

00:14:09.281 --> 00:14:11.250
basically everything the player interacts with.

00:14:11.717 --> 00:14:13.719
And then there is the back box.

00:14:14.386 --> 00:14:16.188
I'm going to ignore the back box for now,

00:14:16.188 --> 00:14:18.657
and instead we'll focus just on the main cabinet.

00:14:19.425 --> 00:14:21.360
Again, this is a simple wooden box

00:14:21.560 --> 00:14:24.363
and it has dimensions of 22in wide.

00:14:24.663 --> 00:14:26.732
51.5in long

00:14:27.032 --> 00:14:30.236
and between 16 and 19in tall.

00:14:30.903 --> 00:14:33.072
That's 56cm wide,

00:14:33.239 --> 00:14:35.441
131cm long,

00:14:35.741 --> 00:14:37.877
and 40 to 48cm tall.

00:14:38.711 --> 00:14:42.448
The reason for the varying height is that the top of this box follows

00:14:42.448 --> 00:14:45.618
the slope of the playfield, which is slope towards the player.

00:14:45.618 --> 00:14:47.720
That way, the ball always rolls towards you.

00:14:49.021 --> 00:14:50.656
Now, you may have noticed

00:14:50.923 --> 00:14:53.926
that 16in or 40cm does

00:14:53.926 --> 00:14:56.228
not a very tall table make.

00:14:56.595 --> 00:15:00.432
And that's because this box is in fact sitting on steel legs,

00:15:00.432 --> 00:15:02.835
which elevated 21.5in

00:15:02.835 --> 00:15:05.437
or 54.5cm off the ground.

00:15:05.905 --> 00:15:08.407
This place is the front of the main cabinet,

00:15:08.641 --> 00:15:12.378
37in or 94cm off the ground.

00:15:13.178 --> 00:15:14.713
Quick note about those legs.

00:15:14.713 --> 00:15:16.916
They're bolted to the corners of the cabinet

00:15:16.916 --> 00:15:19.652
and flare out a little bit as they approach the floor.

00:15:19.952 --> 00:15:23.255
And then at their bottom, they each have a leg leveler,

00:15:23.255 --> 00:15:25.791
which allows you to change the height of the leg.

00:15:25.958 --> 00:15:28.894
It's basically a circular foot on the end of a threaded rod.

00:15:29.561 --> 00:15:32.431
Now those as the name implies, help

00:15:32.431 --> 00:15:34.800
make sure that the playfield is level side to side,

00:15:34.900 --> 00:15:37.169
but it's very common for the back legs

00:15:37.336 --> 00:15:40.306
to be much more extended than the front legs.

00:15:40.506 --> 00:15:43.208
That way the playfield has a more aggressive pitch.

00:15:43.208 --> 00:15:47.513
This makes the game faster and more difficult, but also more exciting.

00:15:47.947 --> 00:15:50.482
Then at the far end of the main cabinet,

00:15:50.482 --> 00:15:54.687
away from where the player stands, is a small black pedestal

00:15:54.687 --> 00:15:56.989
which is supporting the back box.

00:15:57.456 --> 00:15:59.558
This is another simple wooden box,

00:15:59.825 --> 00:16:02.695
and this one has dimensions of 30in wide,

00:16:02.895 --> 00:16:05.030
27.5in tall,

00:16:05.331 --> 00:16:07.166
and about ten inches deep.

00:16:07.566 --> 00:16:09.535
That's 76cm wide,

00:16:09.635 --> 00:16:13.205
70cm tall, and about 25cm deep.

00:16:14.173 --> 00:16:14.573
Now, you may

00:16:14.573 --> 00:16:18.911
have noticed that this is wider than the main cabinet,
and in fact it is.

00:16:19.111 --> 00:16:21.814
The back box overhangs the main cabinet

00:16:21.814 --> 00:16:24.817
by about four inches on each side or ten centimeters.

00:16:25.818 --> 00:16:28.287
This was done for a couple of reasons, in part

00:16:28.287 --> 00:16:30.756
when you have machines lined up side to side,

00:16:30.956 --> 00:16:33.525
there needs to be space between the main cabinet

00:16:33.525 --> 00:16:37.696
for people to put their hands, but also the back box serves

00:16:37.696 --> 00:16:39.965
almost like an advertisement for the game.

00:16:40.466 --> 00:16:43.202
the surface which faces the player, is quite large

00:16:43.369 --> 00:16:46.071
and has dimensions of 30 by 28in

00:16:46.071 --> 00:16:48.207
or 76 by 70cm,

00:16:48.640 --> 00:16:50.642
and it holds the back glass.

00:16:51.410 --> 00:16:55.080
Now, the back glass has quite a lot of colorful artwork on it.

00:16:55.147 --> 00:16:58.150
It has the game's theme, the game's name, the manufacturer

00:16:58.150 --> 00:17:01.687
logo, and various things that are enticing you to play the game,

00:17:01.687 --> 00:17:05.391
including often rather risque elements

00:17:05.391 --> 00:17:07.493
to attract young male players.

00:17:07.893 --> 00:17:11.263
This game actually has pretty tame artwork for its time.

00:17:12.164 --> 00:17:15.034
Additionally, the back glass has the score displays.

00:17:15.167 --> 00:17:18.237
In this game, there are four six digit displays

00:17:18.303 --> 00:17:19.805
which show the players the scores,

00:17:20.039 --> 00:17:23.275
and those displays are made of white plastic drums

00:17:23.275 --> 00:17:26.145
which have black numbers printed on them, and the drums

00:17:26.145 --> 00:17:28.881
rotate as the machine advances.

00:17:28.881 --> 00:17:29.782
Points.

00:17:29.782 --> 00:17:33.118
In addition to the score displays, the back box also serves

00:17:33.118 --> 00:17:36.188
as an informational display of the game's status.

00:17:36.455 --> 00:17:39.591
And this is done using light bulbs that illuminate behind it.

00:17:40.292 --> 00:17:42.961
Some of these informational displays are visible

00:17:42.961 --> 00:17:44.430
even when they are not lit.

00:17:44.463 --> 00:17:46.298
For example, on the bottom right,

00:17:46.298 --> 00:17:49.068
there's an area which says 1 to 4 can play.

00:17:49.334 --> 00:17:52.004
And there are four clear markings of the numbers

00:17:52.004 --> 00:17:55.974
one, two, three, and four, only one of which is illuminated right now.

00:17:56.475 --> 00:17:59.745
But other elements are hidden until they are lit up.

00:18:00.012 --> 00:18:03.749
For instance, the ball in play indicator shows as a symbol

00:18:03.749 --> 00:18:06.518
a yellow rectangle on the bottom left of the back glass,

00:18:06.785 --> 00:18:10.422
and you cannot see any of the numbers until they are illuminated.

00:18:10.756 --> 00:18:14.126
Right now the words game over are illuminated,

00:18:14.359 --> 00:18:16.595
but when the game is started, that light will go out

00:18:16.595 --> 00:18:19.298
and you will see A14 ball in play.

00:18:19.898 --> 00:18:23.435
Additionally, at the top of the back
glass are the match indicator lights.

00:18:23.769 --> 00:18:25.104
They shouldn't be visible,

00:18:25.104 --> 00:18:27.272
but this fact glass is falling apart a little bit,

00:18:27.272 --> 00:18:28.507
so you can see the outlines.

00:18:28.507 --> 00:18:30.075
Just slightly.

00:18:30.342 --> 00:18:33.912
And then there is also the one up, two up, three up, four up lights

00:18:33.912 --> 00:18:37.850
next to each score display which tells the players which player is up.

00:18:38.517 --> 00:18:40.652
so as you're looking at the machine head

00:18:40.652 --> 00:18:43.722
on, you basically see a skinny looking table

00:18:43.722 --> 00:18:46.024
with a weird box on one end of it.

00:18:46.225 --> 00:18:48.127
And if you're looking at the machine from the side,

00:18:48.127 --> 00:18:52.831
you're seeing an L-shaped contraption sitting on top of legs.

00:18:53.632 --> 00:18:56.835
now when it's put together, the machine is quite large,

00:18:56.835 --> 00:18:59.505
it has a pretty big footprint and it's very tall.

00:18:59.538 --> 00:19:02.374
But of course the back box can be removed

00:19:02.474 --> 00:19:04.042
and the legs can be taken off.

00:19:04.042 --> 00:19:07.346
So the machines themselves are not actually that huge,

00:19:07.346 --> 00:19:09.548
but they are pretty big when they're put together.

00:19:09.982 --> 00:19:12.017
During this time period, the back box

00:19:12.017 --> 00:19:14.086
had to be completely removed from the game

00:19:14.086 --> 00:19:17.789
if you wanted to make it smaller, but later games incorporated hinges

00:19:17.789 --> 00:19:19.992
which would allow the back box to be folded

00:19:19.992 --> 00:19:22.194
down on top of the main cabinets.

00:19:22.895 --> 00:19:25.097
This game predates that though, but that's not important.

00:19:25.097 --> 00:19:25.664
Anyway.

00:19:25.664 --> 00:19:27.866
Now, as interesting as the back glass is,

00:19:28.100 --> 00:19:31.069
of course the most interesting thing is the playfield,

00:19:31.069 --> 00:19:33.772
which is underneath a second sheet of glass

00:19:33.772 --> 00:19:35.774
on top of the main cabinet.

00:19:36.575 --> 00:19:38.110
But before I explain that,

00:19:38.277 --> 00:19:40.445
I want to touch on the side art.

00:19:41.380 --> 00:19:42.915
Pretty much all pinball machines

00:19:42.915 --> 00:19:46.818
have some form of artwork that's been printed on their sides,

00:19:47.085 --> 00:19:48.987
and during this time it was done,

00:19:49.488 --> 00:19:51.857
cheaply and sloppily.

00:19:52.591 --> 00:19:54.393
The machine's sides are painted

00:19:54.393 --> 00:19:57.529
an off white color, and then there are very basic

00:19:57.529 --> 00:20:00.699
stenciled graphics that were spray painted on,

00:20:01.033 --> 00:20:04.336
and they are a red and gold color in this machine.

00:20:04.836 --> 00:20:06.305
Up the sides of the back box,

00:20:06.305 --> 00:20:09.841
there is an Aztec motif with an Aztec pyramid.

00:20:09.841 --> 00:20:11.210
Basically going up the side.

00:20:11.610 --> 00:20:13.645
And then on the sides of the main cabinet, there are

00:20:13.745 --> 00:20:16.315
what I would describe as dragons,

00:20:16.315 --> 00:20:18.951
but there's likely some sort of Aztec

00:20:18.951 --> 00:20:21.720
creature that I just don't know what it's called,

00:20:21.987 --> 00:20:24.323
but it does actually does look like a dragon to me.

00:20:24.890 --> 00:20:27.059
And I should also note that although

00:20:27.059 --> 00:20:29.895
the main cabinet is basically just a wooden box,

00:20:30.162 --> 00:20:32.831
there is a stainless steel side rail

00:20:32.931 --> 00:20:34.600
which is going on both sides of it,

00:20:34.600 --> 00:20:37.636
and it actually has a channel which holds on to the glass.

00:20:37.636 --> 00:20:41.573
So most of it is white with that gold and red artwork.

00:20:41.840 --> 00:20:45.777
But the top portion of it has a large stainless steel rail.

00:20:46.011 --> 00:20:49.448
And also embedded in that rail are these small red

00:20:49.448 --> 00:20:52.618
flipper buttons that the player will press to move the flippers.

00:20:53.218 --> 00:20:57.055
But now let's get to the meat and potatoes and talk about the playfield.

00:20:57.589 --> 00:21:00.926
The play field itself is nothing more than a wooden board

00:21:00.926 --> 00:21:03.195
that the steel pinball rolls around on,

00:21:03.629 --> 00:21:05.731
and this wooden board is sunken below

00:21:05.731 --> 00:21:09.368
the top surface of the main cabinet and covered by a piece of glass.

00:21:09.368 --> 00:21:12.371
That way, the players can't touch the ball and cheat.

00:21:13.038 --> 00:21:16.675
From the beginning of pinball up through the late 1970s,

00:21:16.675 --> 00:21:19.511
the playfield was essentially two dimensional,

00:21:19.511 --> 00:21:21.213
and this machine is no exception.

00:21:21.847 --> 00:21:25.284
The glass, when installed, sits only two inches,

00:21:25.284 --> 00:21:28.320
about five centimeters above the playfield surface,

00:21:28.587 --> 00:21:31.456
and it's positioned perfectly parallel to the playfield,

00:21:31.723 --> 00:21:34.026
meaning that two inch gap between the wood

00:21:34.026 --> 00:21:35.827
and the glass is consistent throughout.

00:21:36.828 --> 00:21:38.630
Starting in the 1980s, the

00:21:38.630 --> 00:21:42.334
manufacturers were experimenting with more three dimensional designs,

00:21:42.567 --> 00:21:45.070
moving the glass much farther from the playfield,

00:21:45.237 --> 00:21:48.640
especially towards the back of the machine, which made room for elements

00:21:48.640 --> 00:21:51.143
such as ramps and wire ball guides,

00:21:51.243 --> 00:21:54.313
which could carry the ball over other playfield elements

00:21:54.546 --> 00:21:56.181
and increase the number of targets.

00:21:56.448 --> 00:21:58.750
But this machine predates those features,

00:21:58.984 --> 00:22:00.852
and so everything is flat.

00:22:01.653 --> 00:22:04.890
But there's a whole bunch of stuff sticking out of the playfield

00:22:05.090 --> 00:22:08.627
which the ball is going to run into as it rolls around.

00:22:09.328 --> 00:22:11.630
Some of those are targets which you need to hit.

00:22:11.997 --> 00:22:14.166
Others are obstacles which get in the way,

00:22:14.399 --> 00:22:16.768
and others still are active elements

00:22:16.768 --> 00:22:19.071
which repel the ball when it gets near them.

00:22:19.671 --> 00:22:20.872
Those are the fun ones,

00:22:21.573 --> 00:22:23.508
but the simplest elements are the ones

00:22:23.508 --> 00:22:25.610
which end up making the game unique.

00:22:26.445 --> 00:22:30.148
Obstacles can divide the playfield into different sections,

00:22:30.349 --> 00:22:32.784
and giving those obstacles unique shapes

00:22:32.784 --> 00:22:35.387
can guide the ball along certain paths.

00:22:36.254 --> 00:22:39.491
The simplest obstacle you'll find is the humble post.

00:22:40.125 --> 00:22:41.960
This is simply a round molded

00:22:41.960 --> 00:22:44.629
plastic post roughly one inch tall

00:22:44.796 --> 00:22:47.799
and a half inch or 13mm in diameter,

00:22:47.999 --> 00:22:50.635
which is fastened to the playfield with a screw.

00:22:51.737 --> 00:22:54.539
Each post has a thick groove molded in it,

00:22:54.706 --> 00:22:58.977
which is designed to hold a rubber
ring one half inch above the playfield.

00:22:59.344 --> 00:23:02.147
This puts it at the midpoint of the ball's diameter,

00:23:02.414 --> 00:23:04.916
assuring the ball always touches the bouncy rubber

00:23:05.117 --> 00:23:06.618
and not the hard plastic.

00:23:07.319 --> 00:23:11.056
You'll find dozens of these posts in any pinball machine.

00:23:11.556 --> 00:23:13.725
They are often used individually to protect

00:23:13.725 --> 00:23:16.661
some of the more fragile mechanisms from being struck by the ball.

00:23:16.995 --> 00:23:20.732
And in that case, there are also tiny posts made of metal,

00:23:20.966 --> 00:23:24.035
which are sometimes used for that purpose when space is limited.

00:23:24.636 --> 00:23:27.072
But the more common large plastic posts

00:23:27.272 --> 00:23:30.509
can be paired up to create a tiny little fence

00:23:31.209 --> 00:23:33.745
position two posts with a gap between them,

00:23:33.945 --> 00:23:37.382
and you can stretch a large rubber ring across both of them.

00:23:37.783 --> 00:23:39.718
And since they all have that groove

00:23:39.718 --> 00:23:42.020
which keeps the rubber rings at the appropriate height,

00:23:42.387 --> 00:23:46.057
this forms an effective and bouncy linear barrier.

00:23:46.725 --> 00:23:50.061
And there are plenty of those in this machine as well.

00:23:50.629 --> 00:23:53.398
In fact, various types of obstacles often

00:23:53.398 --> 00:23:56.535
get combined to create large out of bounds areas

00:23:56.701 --> 00:23:58.270
with eccentric shapes.

00:23:59.004 --> 00:24:01.473
Now, what amounts to a bunch of rubber bands

00:24:01.473 --> 00:24:04.609
stretched across pegs isn't very visually interesting.

00:24:04.976 --> 00:24:07.746
Plus, in some of the larger off limits areas,

00:24:07.746 --> 00:24:09.614
there are often rather unsightly

00:24:09.614 --> 00:24:12.117
mechanical elements taking up space in the middle.

00:24:13.185 --> 00:24:14.653
That doesn't look very attractive.

00:24:14.753 --> 00:24:17.422
So wherever there's a cluster of ugly doodads,

00:24:17.622 --> 00:24:20.225
flat decorative elements called playfield

00:24:20.225 --> 00:24:24.029
plastics are fastened atop the posts in a similar way

00:24:24.029 --> 00:24:26.331
that a tabletop rests on the legs of a table.

00:24:27.332 --> 00:24:30.202
This not only hides some of the more unsightly stuff,

00:24:30.435 --> 00:24:32.971
but also makes the shape of the out of bounds

00:24:32.971 --> 00:24:35.240
areas much more visually apparent.

00:24:36.041 --> 00:24:39.311
These regions also provide a good place to tuck light bulbs

00:24:39.711 --> 00:24:41.780
the ball can't get under the plastics

00:24:41.780 --> 00:24:43.515
thanks to the rubber rings and posts,

00:24:43.748 --> 00:24:46.451
which protects the light bulbs under there from impact.

00:24:46.618 --> 00:24:49.488
And light shining from the sides of the light bulbs

00:24:49.488 --> 00:24:52.724
provides a wash of light on the surface of the playfield,

00:24:52.824 --> 00:24:54.993
so the game can be played in a dark room.

00:24:55.627 --> 00:24:59.731
Plus, the plastics themselves become gently backlit by the bulbs below,

00:24:59.798 --> 00:25:00.999
which is very pretty.

00:25:01.566 --> 00:25:04.135
When artfully combined with the graphics

00:25:04.135 --> 00:25:05.937
that are printed on the playfield.

00:25:06.271 --> 00:25:09.774
The plastics also help highlight the objectives of the game.

00:25:10.275 --> 00:25:12.210
For example, the negative space

00:25:12.210 --> 00:25:16.615
between two barriers can form a pathway which guides the ball,

00:25:16.848 --> 00:25:19.351
which is a feature found twice in this game.

00:25:20.151 --> 00:25:22.988
The floating plastics provide visual depth,

00:25:22.988 --> 00:25:25.390
which makes those pathways more obvious.

00:25:25.924 --> 00:25:28.693
And although plastics are usually just covering things

00:25:28.693 --> 00:25:33.098
which block the ball, they can also be barriers themselves.

00:25:33.865 --> 00:25:35.233
Kind of anyway.

00:25:35.567 --> 00:25:38.737
This game features two curved plastics,

00:25:38.737 --> 00:25:41.373
which guide the ball along a curved path.

00:25:41.673 --> 00:25:45.577
Though the decorative plastic is in fact above the height of the ball

00:25:45.844 --> 00:25:49.681
and a second, identically shaped piece of clear plastic, below

00:25:49.881 --> 00:25:51.449
is what the ball actually touches.

00:25:52.183 --> 00:25:55.220
I will do my best to describe the layout of the playfield

00:25:55.220 --> 00:25:57.989
and the shape of the areas the ball cannot go.

00:25:58.223 --> 00:26:02.193
But I want to start at the bottom of the playfield
where the flippers are.

00:26:02.561 --> 00:26:05.864
And this is actually a pretty wide open area.

00:26:06.765 --> 00:26:09.367
That's usually the case due to the nature of pinball,

00:26:09.467 --> 00:26:10.669
and as a matter of fact,

00:26:10.669 --> 00:26:13.171
the bottom third of this machine's playfield

00:26:13.338 --> 00:26:15.774
is identical across many,

00:26:15.774 --> 00:26:18.944
many games with only minor differences between them.

00:26:19.778 --> 00:26:22.113
It's a symmetrical design, where the left hand

00:26:22.113 --> 00:26:24.115
side is a mirror image of the right

00:26:24.616 --> 00:26:28.219
and the game's two flippers are positioned at the bottom center

00:26:28.219 --> 00:26:30.622
of the playfield and right in front of the player,

00:26:30.989 --> 00:26:35.226
approximately 10in or 25cm from the front edge of the cabinet.

00:26:36.494 --> 00:26:39.097
Flippers changed a few times over the years,

00:26:39.264 --> 00:26:41.866
but from the 70s onward they more or less

00:26:41.866 --> 00:26:44.603
standardized on slender plastic bats

00:26:44.603 --> 00:26:47.572
about 3in or 76mm long,

00:26:47.872 --> 00:26:50.108
with a slight taper along their length,

00:26:50.108 --> 00:26:51.710
which makes them somewhat pointy.

00:26:52.644 --> 00:26:54.713
They are surrounded by a thick rubber ring

00:26:54.980 --> 00:26:58.550
and attached on their outboard ends to a vertical shaft,

00:26:58.550 --> 00:27:01.186
which travels through a hole and below the playfield.

00:27:01.853 --> 00:27:04.322
That shaft is not visible to the player.

00:27:05.123 --> 00:27:08.593
In their resting position, they're pointing inward at each other

00:27:08.593 --> 00:27:12.030
and are angled downward about 20 degrees from horizontal.

00:27:12.864 --> 00:27:16.234
This means if you allow the ball to roll along the flipper,

00:27:16.801 --> 00:27:20.572
it will roll off the end and fall into the gap between the flippers.

00:27:21.239 --> 00:27:24.776
That gap is slightly smaller than each flippers length,

00:27:25.010 --> 00:27:27.345
and is one of the three ways you can lose the ball.

00:27:27.946 --> 00:27:30.915
There is nothing below the flippers but the out hole,

00:27:31.049 --> 00:27:34.185
so if the ball goes between them, you've lost it.

00:27:34.953 --> 00:27:36.554
But when the player presses

00:27:36.554 --> 00:27:38.823
one of the flipper buttons on the sides of the cabinet,

00:27:39.190 --> 00:27:41.559
a solenoid below the playfield is energized,

00:27:41.626 --> 00:27:44.195
which rotates the corresponding flipper shaft

00:27:44.295 --> 00:27:46.631
and causes it to quickly pivot upward

00:27:46.631 --> 00:27:48.299
by about 45 degrees.

00:27:49.067 --> 00:27:51.803
Press the button when the ball is touching the flipper

00:27:51.803 --> 00:27:54.305
and the flippers movement will throw the ball

00:27:54.305 --> 00:27:55.907
back up the playfield,

00:27:56.708 --> 00:27:59.477
where along the flippers length the ball is,

00:27:59.477 --> 00:28:02.681
as well as whether and how quickly it happens to be moving.

00:28:02.681 --> 00:28:06.384
At the instant you press the flipper button will affect its trajectory,

00:28:06.751 --> 00:28:09.254
making the player's perception and timing

00:28:09.320 --> 00:28:11.956
extremely important for ball control.

00:28:12.724 --> 00:28:15.493
Now, the flippers aren't just sitting by themselves.

00:28:15.894 --> 00:28:18.530
For one thing, they're only three inches long,

00:28:18.697 --> 00:28:21.933
but the playfield is more than 17in wide,

00:28:22.467 --> 00:28:26.204
so their pivot point is positioned at the end of a rigid wire

00:28:26.237 --> 00:28:28.473
guide sticking up from the playfield,

00:28:28.773 --> 00:28:31.042
which is aligned with the flippers top edge

00:28:31.209 --> 00:28:34.079
to effectively extend the length of the flippers

00:28:34.345 --> 00:28:36.214
almost to the sides of the cabinet.

00:28:37.215 --> 00:28:39.384
Once those wires are an inch and a half

00:28:39.384 --> 00:28:41.653
about four centimeters away from each side,

00:28:41.853 --> 00:28:46.191
they change direction and point
straight up with their vertical component.

00:28:46.191 --> 00:28:48.326
4in or 10cm long.

00:28:49.427 --> 00:28:51.663
This means at the bottom of the playfield,

00:28:51.730 --> 00:28:54.232
there's effectively a large funnel shape,

00:28:54.232 --> 00:28:56.634
which so long as the ball doesn't go around, it

00:28:57.035 --> 00:29:00.972
will sort of catch the ball and guide it onto the flippers.

00:29:01.840 --> 00:29:04.609
Now there's a complication to this funnel,

00:29:04.609 --> 00:29:07.612
which I've skipped for the moment, but what's important to note

00:29:07.612 --> 00:29:11.483
is that when a flipper is held up by holding in a flipper button,

00:29:12.016 --> 00:29:15.220
the bat's upward angle relative to that wire

00:29:15.286 --> 00:29:18.490
forms a corner between the flipper and the guide.

00:29:18.890 --> 00:29:20.925
Almost like the shape of a check mark.

00:29:21.860 --> 00:29:24.496
This allows the player to catch the ball

00:29:24.496 --> 00:29:26.131
and hold it stationary.

00:29:26.898 --> 00:29:30.335
This isn't always possible depending on the ball's speed and trajectory,

00:29:30.702 --> 00:29:34.205
but if the player is successful at catching the ball in this way,

00:29:34.506 --> 00:29:36.808
they can exert very precise control.

00:29:37.542 --> 00:29:39.577
Once the player releases the flipper button

00:29:39.744 --> 00:29:43.615
since the ball was stationary, it will begin rolling from a stop

00:29:43.715 --> 00:29:46.751
in a slow, controlled, repeatable fashion,

00:29:47.018 --> 00:29:50.922
which makes flipper timing and thus aim much more predictable.

00:29:51.589 --> 00:29:53.458
So what's the complication?

00:29:54.325 --> 00:29:57.796
Well, what I've described so far might sound like a large,

00:29:57.796 --> 00:30:00.965
unobstructed catch basin at the bottom of the playfield,

00:30:01.299 --> 00:30:02.867
but this isn't the case.

00:30:03.668 --> 00:30:07.138
Above each flipper and slightly outboard from their pivot

00:30:07.138 --> 00:30:10.842
points are active elements known as slingshots.

00:30:11.509 --> 00:30:14.546
Slingshots are our first example of an obstacle

00:30:14.546 --> 00:30:17.015
formed by posts and rubber rings.

00:30:17.749 --> 00:30:20.785
Three posts are arranged in the shape of a triangle,

00:30:20.952 --> 00:30:24.055
and a large rubber ring stretches across all of them.

00:30:24.923 --> 00:30:26.758
The three sides of the slingshot

00:30:26.858 --> 00:30:30.895
have lengths of about two and a half, four, and five inches.

00:30:31.095 --> 00:30:34.432
That's roughly six, ten, and 13cm.

00:30:35.266 --> 00:30:37.135
A simple triangular playfield

00:30:37.135 --> 00:30:39.704
plastic with Aztec graphics printed on it

00:30:39.938 --> 00:30:42.373
obscures the center void of each slingshot,

00:30:42.607 --> 00:30:44.943
and there's a light bulb below for illumination.

00:30:46.244 --> 00:30:49.347
Now, the two shorter sides of the slingshots

00:30:49.581 --> 00:30:52.917
exactly follow the profile of the wire

00:30:52.951 --> 00:30:56.387
guide funnel thing, which redirects the ball onto the flippers.

00:30:57.055 --> 00:31:00.425
They're positioned slightly inboard and above that guide,

00:31:00.592 --> 00:31:04.262
so there's a consistent gap between the slingshot and the wire,

00:31:04.462 --> 00:31:07.432
just a bit larger than the diameter of the ball.

00:31:08.299 --> 00:31:09.968
This means that the slingshots,

00:31:09.968 --> 00:31:12.503
in conjunction with the wire guides,

00:31:12.704 --> 00:31:16.808
create a pair of lanes on the extreme edges of the playfield.

00:31:17.575 --> 00:31:20.845
Remember how the wire guides change direction and go vertical

00:31:20.845 --> 00:31:22.513
when they're an inch and a half from the edges?

00:31:23.348 --> 00:31:25.116
That means the ball can end up

00:31:25.116 --> 00:31:28.186
between that wire and the edge of the playfield,

00:31:28.720 --> 00:31:32.123
and if it does, then it will fall straight down

00:31:32.123 --> 00:31:35.026
with nothing to keep it from entering the area below the flippers.

00:31:35.727 --> 00:31:37.795
This makes it an out lane.

00:31:38.263 --> 00:31:40.565
If the ball goes there, you've lost it,

00:31:41.132 --> 00:31:43.501
but on the inboard sides of the wire,

00:31:43.801 --> 00:31:46.137
the slingshots create an L-shaped

00:31:46.137 --> 00:31:50.541
channel formed between the wire and the short sides of the slingshot,

00:31:50.775 --> 00:31:53.544
which will redirect the ball onto the flipper,

00:31:54.145 --> 00:31:56.247
and that makes it an in-game.

00:31:56.714 --> 00:32:00.118
Now, the only thing separating the in lane from the out lane

00:32:00.118 --> 00:32:02.020
is that rigid wire guide.

00:32:02.320 --> 00:32:04.489
And because it makes a 90 degree bend

00:32:04.489 --> 00:32:06.491
down into the surface of the playfield,

00:32:06.891 --> 00:32:10.895
it forms something of a skinny post that the ball might hit.

00:32:11.095 --> 00:32:13.298
And that makes a pretty distinctive sound because

00:32:13.298 --> 00:32:14.832
it's metal to metal contact.

00:32:18.069 --> 00:32:19.203
When this happens, the

00:32:19.203 --> 00:32:21.839
pinball will often nearly come to a stop,

00:32:21.839 --> 00:32:24.108
which creates something of a nail biter moment

00:32:24.309 --> 00:32:26.511
as it's teetering on that edge

00:32:26.511 --> 00:32:29.347
and you can't quite tell if it's going to fall to the left

00:32:29.347 --> 00:32:30.548
or to the right.

00:32:34.419 --> 00:32:35.820
Better players than I am

00:32:35.820 --> 00:32:38.723
will be able to nudge the cabinet to help influence

00:32:38.723 --> 00:32:42.260
which way the ball will roll, but I'm useless at that.

00:32:42.660 --> 00:32:44.562
Now lanes as a rule.

00:32:44.595 --> 00:32:45.797
Award points.

00:32:46.297 --> 00:32:48.299
In this game, the in lanes are marked

00:32:48.299 --> 00:32:50.635
5000 by the playfield graphics,

00:32:50.935 --> 00:32:54.272
and when the ball rolls through the vertical portion of either end lane,

00:32:54.439 --> 00:32:57.141
it will depress a trip wire sticking out of a long,

00:32:57.141 --> 00:32:58.977
skinny slot carved in the wood.

00:32:59.777 --> 00:33:03.781
Once depressed, the trip wire closes a switch below the playfield,

00:33:03.948 --> 00:33:08.219
which energizes the 5000 point relay and awards 5000 points.

00:33:09.087 --> 00:33:10.621
The out lanes award

00:33:10.621 --> 00:33:13.358
10,000 points and advance the bonus,

00:33:13.524 --> 00:33:16.194
which serves as some consolation for losing your ball.

00:33:16.694 --> 00:33:19.030
And if you've completed other objectives,

00:33:19.030 --> 00:33:22.200
they may also award a replay or extra ball

00:33:22.333 --> 00:33:24.602
indicated by a red playfield insert

00:33:24.702 --> 00:33:28.139
directly above each out lane, labeled special when lit.

00:33:28.740 --> 00:33:30.908
What it awards is configured by the operator.

00:33:30.942 --> 00:33:33.878
That's why it's a special, not replay or extra ball.

00:33:34.846 --> 00:33:36.047
Also of note,

00:33:36.047 --> 00:33:38.316
the trip wire that the ball depresses

00:33:38.316 --> 00:33:40.251
is different for the out lanes.

00:33:40.852 --> 00:33:43.621
Every other lane in this game can be activated

00:33:43.621 --> 00:33:46.224
by the ball rolling through it in either direction.

00:33:46.657 --> 00:33:49.627
The trip wires sticking out of the slots are shaped

00:33:49.627 --> 00:33:51.029
like the peak of a rooftop,

00:33:51.229 --> 00:33:53.931
so the ball can push it down from either side,

00:33:54.065 --> 00:33:55.266
and it will award points

00:33:55.266 --> 00:33:56.801
even if the ball is traveling through it

00:33:56.801 --> 00:33:59.270
backwards against the pitch of the playfield.

00:34:00.171 --> 00:34:02.373
But the out lanes have a trip wire,

00:34:02.407 --> 00:34:05.510
which only pokes out from the top side of the slot

00:34:05.710 --> 00:34:07.178
and ends in the center.

00:34:07.845 --> 00:34:10.148
That floating end will prevent the ball

00:34:10.148 --> 00:34:12.583
from rolling backwards and up through the out lane.

00:34:12.617 --> 00:34:15.319
Should the player happen to get ridiculously lucky

00:34:15.319 --> 00:34:16.954
with the ball's rebound trajectory.

00:34:17.855 --> 00:34:21.426
In other words, if the ball is out, it's out.

00:34:21.893 --> 00:34:23.528
This game is not getting.

00:34:24.228 --> 00:34:26.297
But the in lanes and out lanes

00:34:26.297 --> 00:34:29.033
are at the extreme edges of the playfield,

00:34:29.367 --> 00:34:32.370
and since the adjacent slingshots are fairly narrow,

00:34:32.770 --> 00:34:35.773
there's a pretty wide open space above the flippers.

00:34:36.808 --> 00:34:38.242
Now, in large part this is

00:34:38.242 --> 00:34:40.445
simply to allow for wider shots.

00:34:40.912 --> 00:34:44.482
Generally, it's easiest to shoot the ball across the playfield

00:34:44.615 --> 00:34:48.319
using the flipper on the opposite side as your intended target,

00:34:48.753 --> 00:34:51.089
meaning you shoot for targets on the left

00:34:51.089 --> 00:34:53.257
with the right flipper and vice versa,

00:34:54.025 --> 00:34:57.528
so the path between the flippers and the sides of the cabinet

00:34:57.895 --> 00:35:01.199
needs to be relatively unobstructed, which it is.

00:35:01.532 --> 00:35:02.700
And as a matter of fact,

00:35:02.700 --> 00:35:05.303
the slingshots are shaped to stay out of the way

00:35:06.170 --> 00:35:08.272
at their bottom, closest to the flippers.

00:35:08.473 --> 00:35:11.242
They're 7in or 18cm apart,

00:35:11.642 --> 00:35:15.146
but their long edge is angled slightly outward,

00:35:15.346 --> 00:35:17.748
which means that their top they are 10in

00:35:17.748 --> 00:35:19.584
or 25cm apart.

00:35:20.451 --> 00:35:21.252
In other words,

00:35:21.252 --> 00:35:24.722
they're sort of leaning back and out of the way of a ball

00:35:24.755 --> 00:35:26.991
being launched by the flipper across from it.

00:35:27.859 --> 00:35:29.427
But as much as that helps.

00:35:29.760 --> 00:35:34.899
It's also terrible because that side of the slingshot is active

00:35:35.700 --> 00:35:39.570
behind the long edge of the rubber ring as a pair of switches.

00:35:40.138 --> 00:35:42.073
Either one of these switches will close

00:35:42.073 --> 00:35:43.908
when the ball pushes on the rubber ring,

00:35:44.175 --> 00:35:46.978
and that will energize a solenoid below

00:35:46.978 --> 00:35:49.680
the playfield, which fires a kicking element

00:35:49.914 --> 00:35:54.185
that pushes the long edge of the rubber ring outward from the center.

00:35:54.552 --> 00:35:56.154
And it's not a subtle push.

00:35:56.187 --> 00:35:57.488
It will move the rubber ring

00:35:57.588 --> 00:36:00.224
about a half inch away from its resting position.

00:36:01.325 --> 00:36:02.827
The result is when the ball

00:36:02.827 --> 00:36:05.163
touches the long edge of the slingshots.

00:36:05.563 --> 00:36:08.566
They push the ball away at very high speed,

00:36:09.167 --> 00:36:11.269
which makes them a dastardly element

00:36:11.435 --> 00:36:14.272
because they make it very hard to control the ball.

00:36:14.405 --> 00:36:16.707
If the ball so much as brushes up against them,

00:36:17.742 --> 00:36:18.976
they face each other.

00:36:18.976 --> 00:36:21.279
So if the ball hits one at the right angle,

00:36:21.579 --> 00:36:23.714
it can end up rapidly flying back

00:36:23.714 --> 00:36:25.449
and forth between the two slingshots.

00:36:30.221 --> 00:36:32.089
That's hard enough to recover from.

00:36:32.290 --> 00:36:37.161
But to make matters worse, the slightly upward angle of the active side

00:36:37.328 --> 00:36:41.332
makes it likely that the ball will be propelled across the playfield

00:36:41.566 --> 00:36:44.268
just over the other slingshot

00:36:44.535 --> 00:36:47.371
and land directly in the outlane,

00:36:47.371 --> 00:36:48.906
which will cause you to lose the ball.

00:36:55.546 --> 00:36:58.015
The slingshots are only worth ten points,

00:36:58.015 --> 00:37:01.686
so this playfield element is all about creating chaos

00:37:01.986 --> 00:37:03.854
and it's best to avoid them if possible.

00:37:04.555 --> 00:37:07.191
But assuming you manage to avoid the slingshots

00:37:07.191 --> 00:37:10.628
and are able to catch the ball, where can you launch it?

00:37:11.495 --> 00:37:14.265
Now it's time to get into what makes this game unique.

00:37:15.066 --> 00:37:16.867
The area above the flippers

00:37:16.867 --> 00:37:19.270
and slingshots is mostly wide open space,

00:37:19.270 --> 00:37:23.374
but it's absolutely littered with playfield inserts.

00:37:24.141 --> 00:37:26.544
I mentioned those before when discussing the outlines.

00:37:26.978 --> 00:37:29.447
Playfield inserts are indicator

00:37:29.447 --> 00:37:31.916
lights embedded in the playfield surface.

00:37:32.783 --> 00:37:35.620
This was done by drilling a hole in the playfield,

00:37:35.753 --> 00:37:39.590
then filling it with a translucent piece of plastic called the insert.

00:37:40.558 --> 00:37:43.861
When installed, the inserts are flush with the playfield

00:37:43.928 --> 00:37:46.264
so they don't influence the ball's movement,

00:37:46.864 --> 00:37:48.799
or at least shouldn't.

00:37:49.200 --> 00:37:51.002
They can warp with age.

00:37:51.936 --> 00:37:53.971
Below each one is a light bulb,

00:37:53.971 --> 00:37:55.973
which causes it to glow when needed.

00:37:56.874 --> 00:37:58.776
This game has many,

00:37:59.010 --> 00:38:02.313
many inserts 36 if I've counted right,

00:38:02.747 --> 00:38:06.717
and most of them are simple white circles with thick black outlines,

00:38:07.285 --> 00:38:10.888
but the extra ball when lit and same player shoots again.

00:38:10.888 --> 00:38:13.924
Inserts are a transparent orange red

00:38:14.158 --> 00:38:16.560
and the special one lit inserts mentioned

00:38:16.560 --> 00:38:18.396
before are translucent red.

00:38:19.163 --> 00:38:21.032
There is also a single arrow

00:38:21.032 --> 00:38:23.934
shaped insert pointing at the spinner,

00:38:24.001 --> 00:38:25.670
which is a translucent yellow.

00:38:26.570 --> 00:38:28.639
Graphics could also be screen

00:38:28.639 --> 00:38:32.209
printed onto the inserts, along with the playfield artwork,

00:38:32.410 --> 00:38:35.846
which we see in this game as stylized red letters

00:38:35.946 --> 00:38:38.616
atop each of the five Aztec lights,

00:38:38.616 --> 00:38:42.019
which are found below the central target and in the kickback lane.

00:38:42.753 --> 00:38:45.923
Those are there to indicate which and how many letters have been lit.

00:38:46.123 --> 00:38:47.525
For the purposes of determining

00:38:47.525 --> 00:38:49.427
how many points those targets will be worth.

00:38:50.294 --> 00:38:53.564
Lighting those letters is the main objective of this game.

00:38:53.898 --> 00:38:56.734
But before I go over where their corresponding targets are,

00:38:57.068 --> 00:38:59.003
I want to talk about the bonus ladder.

00:38:59.704 --> 00:39:02.606
This isn't a target, it's just a status indicator

00:39:02.606 --> 00:39:05.576
which informs the player of the current bonus value.

00:39:06.410 --> 00:39:09.146
It fills most of the open space above the flippers,

00:39:09.380 --> 00:39:11.582
and is incorporated into the game's largest

00:39:11.582 --> 00:39:14.218
and most prominent piece of playfield artwork.

00:39:14.685 --> 00:39:18.389
An Aztec man who has blue skin for some reason

00:39:18.723 --> 00:39:21.325
in ceremonial dress, holding his arms

00:39:21.325 --> 00:39:23.661
up to give the appearance of having wings

00:39:24.528 --> 00:39:26.364
on the white feathers of the wings.

00:39:26.364 --> 00:39:30.968
Below his arms are ten playfield inserts, which together form an arc

00:39:31.068 --> 00:39:33.637
with the center of that arc closest to the player.

00:39:34.739 --> 00:39:36.707
Each individual light is labeled

00:39:36.707 --> 00:39:39.710
a point value, starting at 5000 points on the left,

00:39:39.944 --> 00:39:43.280
then 10,000, 15,000, and 20,000, and so on

00:39:43.581 --> 00:39:46.117
until the max value of 50,000.

00:39:46.951 --> 00:39:49.220
These points are awarded at the end of the ball,

00:39:49.387 --> 00:39:52.923
but each ball begins with 5000 points on the bonus ladder,

00:39:53.090 --> 00:39:54.859
so the 5000 light is lit.

00:39:55.793 --> 00:39:57.695
Targets which advance the bonus

00:39:57.895 --> 00:40:00.831
will step the bonus unit forward, which illuminates

00:40:00.831 --> 00:40:02.833
the next light on the bonus ladder.

00:40:03.868 --> 00:40:05.503
This game will not award

00:40:05.503 --> 00:40:09.140
any more than 50,000 bonus points, so if you get that far,

00:40:09.473 --> 00:40:12.843
it's just going to stop there and won't advance the bonus unit again.

00:40:13.911 --> 00:40:17.348
Right below the Aztec mans face is a slightly larger

00:40:17.348 --> 00:40:20.217
than typical white insert labeled double bonus

00:40:20.217 --> 00:40:23.120
when lit and well, when it's lit,

00:40:23.120 --> 00:40:26.824
the machine will double the bonus value as it awards the bonus points.

00:40:27.625 --> 00:40:28.859
But points are the point.

00:40:28.859 --> 00:40:30.094
So how do you get points?

00:40:30.661 --> 00:40:33.864
Well, you got to hit targets, so let's get to those.

00:40:34.732 --> 00:40:38.402
Everything you can deliberately hit in this game exists

00:40:38.402 --> 00:40:41.372
at roughly the midpoint of the playfield or higher.

00:40:42.139 --> 00:40:43.541
And to help get a sense of this,

00:40:43.874 --> 00:40:46.577
imagine that at the midpoint, there's a barrier

00:40:46.577 --> 00:40:50.247
which gently curves towards the player as it meets the sides.

00:40:50.481 --> 00:40:52.583
Something like a section of a ball.

00:40:53.517 --> 00:40:56.153
Now imagine there are two large holes

00:40:56.153 --> 00:40:58.823
in that barrier on either side of its center.

00:40:59.957 --> 00:41:02.326
That's pretty much what the landscape looks like.

00:41:02.626 --> 00:41:07.398
Targets and posts
cause the extreme left and right sides of the playfield

00:41:07.498 --> 00:41:10.601
to curve inwards somewhat towards the midpoint.

00:41:10.968 --> 00:41:15.039
And at that midpoint, there's a center target sitting by itself,

00:41:15.339 --> 00:41:17.475
with a large gap on either side of it

00:41:17.475 --> 00:41:19.343
where the ball can go around it.

00:41:20.377 --> 00:41:23.547
For now, we will ignore everything above the midpoint,

00:41:23.647 --> 00:41:26.417
and we'll focus on the five stand up targets

00:41:26.417 --> 00:41:27.918
which are closest to the player.

00:41:28.786 --> 00:41:32.256
stand up targets are the simplest form of target in pinball,

00:41:32.523 --> 00:41:35.125
and most of the time they take the form of small

00:41:35.125 --> 00:41:38.229
plastic circles with a metal rivet in the center.

00:41:39.196 --> 00:41:42.333
The targets are about the same size as the ball's diameter,

00:41:42.333 --> 00:41:45.236
which is one and one sixteenths inches, by the way.

00:41:45.369 --> 00:41:46.637
Don't know if I mentioned that yet.

00:41:46.837 --> 00:41:50.941
Very normal number and the targets stand vertically,

00:41:51.008 --> 00:41:54.411
peeking out from the front edge of a hole drilled in the playfield.

00:41:55.312 --> 00:41:57.515
The targets lean forward slightly,

00:41:57.781 --> 00:42:00.351
but when the ball hits them and pushes them back,

00:42:00.551 --> 00:42:05.222
a switch is closed which registers points and or something else

00:42:06.257 --> 00:42:07.291
on the left and

00:42:07.291 --> 00:42:09.894
slightly below the midpoint of the playfield,

00:42:10.027 --> 00:42:13.831
nearly parallel to and at the extreme edge of the cabinet,

00:42:14.198 --> 00:42:16.667
are the E and Z targets.

00:42:17.268 --> 00:42:19.236
These targets are nearly parallel

00:42:19.236 --> 00:42:21.438
to the sides and facing inward.

00:42:22.439 --> 00:42:26.710
The E target is below the Z target and is nearly as low

00:42:26.710 --> 00:42:29.914
as you could possibly hit something from the right flipper

00:42:30.014 --> 00:42:32.249
without grazing the left slingshot.

00:42:33.384 --> 00:42:34.985
Then, about an inch and a half

00:42:34.985 --> 00:42:37.421
or 38mm above the E target

00:42:37.621 --> 00:42:39.523
and just a tad bit inboard

00:42:39.823 --> 00:42:41.191
is the Z target,

00:42:42.159 --> 00:42:44.595
as explained by text on the playfield.

00:42:44.728 --> 00:42:48.098
Both of these targets are worth 1000 points whenever they're hit,

00:42:48.399 --> 00:42:51.268
but they will also light their respective letter

00:42:51.268 --> 00:42:52.937
when first hit by the ball.

00:42:53.804 --> 00:42:57.207
They both feature an illuminated insert in front of the target,

00:42:57.441 --> 00:43:00.344
which indicates that they have not yet been hit.

00:43:00.911 --> 00:43:03.914
Once they are hit, that insert goes dark

00:43:04.048 --> 00:43:06.750
and the corresponding letter inserts on the Aztec

00:43:06.750 --> 00:43:08.385
display lights become illuminated.

00:43:09.320 --> 00:43:12.423
Now there's a pretty huge gap of about 6in

00:43:12.423 --> 00:43:16.527
or 15cm between the Z target on the left and the center.

00:43:16.527 --> 00:43:19.129
Target, which is smack dab in the middle of the playfield.

00:43:20.297 --> 00:43:21.832
Well, actually, that gap is

00:43:21.832 --> 00:43:24.501
not between targets, but in fact between posts.

00:43:25.135 --> 00:43:27.404
Stand up targets are usually protected

00:43:27.404 --> 00:43:29.206
by a post on either side of them.

00:43:29.807 --> 00:43:32.176
Those posts keep the ball from hitting the target

00:43:32.176 --> 00:43:34.078
at a weird angle and breaking it,

00:43:34.411 --> 00:43:36.547
but they also have a rubber ring around them,

00:43:36.547 --> 00:43:40.284
which ends up causing the ball to rebound in unpredictable ways.

00:43:41.151 --> 00:43:44.388
Anyway, the center target is just as small as the rest,

00:43:44.388 --> 00:43:47.324
but since it has a post flanking its left and right side,

00:43:47.658 --> 00:43:51.962
it takes up a bit shy of three inches in width,
perhaps seven centimeters.

00:43:52.963 --> 00:43:56.867
This is the game's most complex target when it comes to scoring.

00:43:57.368 --> 00:44:00.904
It advances the bonus value and is worth 500 points

00:44:01.171 --> 00:44:04.074
or 1000 points for each lit letter.

00:44:04.308 --> 00:44:07.277
And there's a row of Aztec inserts just below to remind you

00:44:07.277 --> 00:44:11.148
how many are lit, and it will award an extra ball

00:44:11.148 --> 00:44:14.151
when indicated by an insert directly below the light.

00:44:14.985 --> 00:44:17.054
It's got a lot going on, all indicated

00:44:17.054 --> 00:44:19.990
by a bunch of written text screen printed onto the playfield.

00:44:20.858 --> 00:44:23.460
Now on the right hand side of the center target.

00:44:23.761 --> 00:44:25.763
Things are pretty similar to the left.

00:44:26.196 --> 00:44:29.700
There's another gap which leads to areas higher up the playfield.

00:44:30.000 --> 00:44:32.336
And then flanking the right side of the playfield

00:44:32.469 --> 00:44:34.438
is another pair of stand up targets.

00:44:34.505 --> 00:44:36.740
This time, the T and C targets.

00:44:37.408 --> 00:44:41.278
They score the same as the other letter targets 1000 points on each hit,

00:44:41.545 --> 00:44:43.681
but of course they like T and C.

00:44:44.548 --> 00:44:45.983
However, on this side

00:44:46.216 --> 00:44:50.287
the targets are following a much more aggressive curve inward.

00:44:51.021 --> 00:44:53.724
The Z and E targets are actually in a line

00:44:53.724 --> 00:44:55.826
almost parallel to the left side of the cabinet,

00:44:56.126 --> 00:44:59.296
but the C target is pointing towards the flippers

00:44:59.296 --> 00:45:01.432
and the T target even more so.

00:45:01.699 --> 00:45:04.034
Plus is positioned much farther inward.

00:45:04.968 --> 00:45:08.439
This is done to accommodate the mechanism for the kickback lane,

00:45:08.439 --> 00:45:10.607
which is adjacent to the T target,

00:45:10.974 --> 00:45:12.943
but I'll explain that in a moment.

00:45:13.777 --> 00:45:17.815
So to recap, from left to right we have the E and Z targets.

00:45:18.015 --> 00:45:19.550
Then there's a big old gap.

00:45:19.850 --> 00:45:21.518
Then there's the center target.

00:45:21.885 --> 00:45:23.887
Another gap though not quite as big.

00:45:24.121 --> 00:45:26.557
And then there's the T and C targets.

00:45:27.157 --> 00:45:30.527
That represents everything in the bottom half of the playfield.

00:45:30.761 --> 00:45:34.498
And those five shots are all very important to the gameplay,

00:45:34.698 --> 00:45:37.601
as you need to light some letters to score points quickly.

00:45:37.868 --> 00:45:40.437
And you need to hit the center target to get an extra ball.

00:45:41.271 --> 00:45:43.040
But what about those gaps?

00:45:43.707 --> 00:45:46.510
Well, they lead to the top half of the playfield,

00:45:46.810 --> 00:45:49.713
and it's much more complex than the bottom half.

00:45:50.714 --> 00:45:52.483
In the center, we find the

00:45:52.483 --> 00:45:54.518
game's three pop bumpers.

00:45:55.119 --> 00:45:58.288
These are a staple in pinball and appear to the player

00:45:58.288 --> 00:46:00.591
as round, mushroom shaped objects

00:46:00.758 --> 00:46:02.826
protruding from the playfield surface.

00:46:03.494 --> 00:46:08.932
There are 3in or 76mm in diameter, and are 1.5in tall.

00:46:08.932 --> 00:46:10.200
That's 38mm.

00:46:11.201 --> 00:46:12.469
They're not very tall,

00:46:12.503 --> 00:46:16.173
but they almost touch the playfield glass in these early games.

00:46:16.473 --> 00:46:18.609
That's how two dimensional these play fields were.

00:46:19.810 --> 00:46:23.313
A light bulb below a plastic cover can illuminate the bumper,

00:46:23.480 --> 00:46:26.450
and in this game they are marked 100 points

00:46:26.450 --> 00:46:29.086
or 1000 points when lit.

00:46:30.154 --> 00:46:33.157
In this game, the bumpers are arranged in a triangle

00:46:33.257 --> 00:46:36.059
close to, but not quite equilateral.

00:46:36.627 --> 00:46:39.763
One sits by itself in the dead center of the playfield.

00:46:39.930 --> 00:46:43.133
In fact, it's adjacent to and behind the center target,

00:46:43.634 --> 00:46:45.068
and the other two are above it.

00:46:45.836 --> 00:46:48.105
On average, they're spaced about 5in

00:46:48.105 --> 00:46:50.641
or 13cm apart center to center,

00:46:51.008 --> 00:46:54.611
but the top left bumper is just a little too high

00:46:54.611 --> 00:46:58.448
and a little too left to call this a truly equilateral triangle.

00:46:59.483 --> 00:47:02.085
Anyway, when the ball gets close to these bumpers,

00:47:02.319 --> 00:47:05.022
it rolls over a circular plastic skirt,

00:47:05.022 --> 00:47:08.025
which, when disturbed, closes a switch below

00:47:08.025 --> 00:47:11.895
the playfield that energizes a solenoid coil, below

00:47:12.029 --> 00:47:14.431
which pulls an angled metal ring

00:47:14.431 --> 00:47:17.367
straight down via two connecting rods.

00:47:18.202 --> 00:47:21.071
That ring is normally above the height of the ball,

00:47:21.405 --> 00:47:25.843
but it will come crashing down against the ball when the solenoid fires,

00:47:26.176 --> 00:47:29.313
and the roughly 45 degree angle of the descending ring

00:47:29.546 --> 00:47:33.016
will force the ball away from the bumper at high speed.

00:47:33.817 --> 00:47:37.120
And because there are three of these bumpers in close proximity

00:47:37.287 --> 00:47:39.489
and they can launch the ball into each other.

00:47:39.990 --> 00:47:41.758
The results are often chaotic.

00:47:41.758 --> 00:47:43.360
Rapid movement of the ball.

00:47:49.399 --> 00:47:50.234
Fun fact

00:47:50.234 --> 00:47:52.402
because the rings of the pop bumper

00:47:52.402 --> 00:47:54.972
jammed the ball into the wooden playfield,

00:47:55.305 --> 00:47:58.141
it's very common for there to be a lot of wear

00:47:58.141 --> 00:48:01.011
around the pop bumpers to prevent that.

00:48:01.044 --> 00:48:03.914
Many games are equipped with a transparent mylar

00:48:03.914 --> 00:48:06.483
protective sheet surrounding the pop bumpers,

00:48:06.650 --> 00:48:09.953
which is visible here as a faint ring surrounding each one.

00:48:10.587 --> 00:48:13.156
Now, this central area with the pop bumpers

00:48:13.423 --> 00:48:16.393
is sort of enclosed on three sides.

00:48:16.960 --> 00:48:19.563
To the left of the pop bumpers is a pair of linear

00:48:19.563 --> 00:48:22.666
barriers, the standard rubber ring stretched across posts.

00:48:23.500 --> 00:48:26.937
These two barriers are not quite parallel to the side of the cabinet.

00:48:27.237 --> 00:48:30.374
The longer of the two is above the other and is leaning

00:48:30.374 --> 00:48:31.575
towards the right a bit,

00:48:31.842 --> 00:48:34.711
and the shorter one below is leaning in the opposite direction.

00:48:35.612 --> 00:48:37.581
That means they meet in a corner

00:48:37.814 --> 00:48:40.617
that sort of hugs the top left pop bumper.

00:48:41.685 --> 00:48:44.254
On the other side of these barriers is a curved

00:48:44.254 --> 00:48:47.024
pathway hugging the left side of the cabinet.

00:48:47.324 --> 00:48:48.926
But we'll get back to that in a bit.

00:48:49.927 --> 00:48:52.329
Because of the corner where those two barriers meet,

00:48:52.629 --> 00:48:55.632
the ball will often bounce back into the pop bumpers

00:48:55.632 --> 00:48:58.869
if it's propelled into that corner, which can make for quite a show.

00:48:59.937 --> 00:49:01.838
Then to the right of the pop

00:49:01.838 --> 00:49:04.074
bumpers is another linear barrier,

00:49:04.374 --> 00:49:09.212
this one straight and very long, about ten inches 25cm in length.

00:49:10.080 --> 00:49:13.183
This barrier is nearly parallel to the machine's sides,

00:49:13.417 --> 00:49:15.852
and it's so long that it's actually made of

00:49:15.852 --> 00:49:18.522
two rubber rings stretched across four posts,

00:49:18.755 --> 00:49:23.126
the lowest of which is adjacent to and protecting the T stand up target.

00:49:23.927 --> 00:49:26.363
This long, skinny barrier ends up

00:49:26.363 --> 00:49:29.366
top in a point which the ball can get around,

00:49:29.633 --> 00:49:32.502
and on the other side of that barrier to its right

00:49:32.869 --> 00:49:34.871
is another path of sorts.

00:49:34.938 --> 00:49:36.506
But again, I'll get back to that.

00:49:37.574 --> 00:49:39.276
And finally, above the pop

00:49:39.309 --> 00:49:42.546
bumpers are four posts which are themselves

00:49:42.546 --> 00:49:44.848
at the bottom of three lanes.

00:49:45.649 --> 00:49:48.085
Those lanes lead to a small area

00:49:48.085 --> 00:49:50.988
at the very top of the playfield that I call the entry point,

00:49:51.221 --> 00:49:53.390
which is where the ball first enters the playfield.

00:49:53.390 --> 00:49:54.591
At the start of each ball.

00:49:55.525 --> 00:49:57.327
I'll describe that more in a bit,

00:49:57.661 --> 00:50:00.897
but while the pop bumpers can absolutely send the ball

00:50:00.897 --> 00:50:04.167
back up through one of those lanes, quite often the ball

00:50:04.201 --> 00:50:08.372
bounces off the posts which separate them and back into the pop bumpers,

00:50:08.372 --> 00:50:12.376
which is why I described this area as being enclosed on three sides.

00:50:13.276 --> 00:50:16.813
There are a few other details to note in this central area,

00:50:16.980 --> 00:50:19.616
but most important to understanding the layout here

00:50:19.883 --> 00:50:23.487
is that the ball can go completely around this area

00:50:23.487 --> 00:50:26.957
by going through the spinning target on the left.

00:50:28.158 --> 00:50:31.428
This element doesn't really fit neatly into a single region,

00:50:31.428 --> 00:50:33.163
which is why I haven't brought it up yet.

00:50:33.897 --> 00:50:35.866
Remember how the lower half of the playfield

00:50:35.899 --> 00:50:39.636
has a gap between the center target below the center pop bumper,

00:50:39.636 --> 00:50:42.205
and the E and Z targets on the left edge?

00:50:43.240 --> 00:50:46.343
Well, that gap is in fact split in two

00:50:46.576 --> 00:50:48.745
by that two piece linear barrier,

00:50:48.745 --> 00:50:50.514
which is hugging the left pop bumper.

00:50:51.548 --> 00:50:53.950
The lowest post, which makes up that barrier

00:50:54.418 --> 00:50:57.587
is sort of floating 4in or 10cm

00:50:57.587 --> 00:51:00.157
to the right of the cabinet's left hand side.

00:51:01.091 --> 00:51:03.593
If the ball travels to the right of that post,

00:51:03.794 --> 00:51:05.695
it will end up amongst the pop bumpers,

00:51:05.962 --> 00:51:08.398
but if it travels to the left of the post,

00:51:08.665 --> 00:51:10.867
it will hit the spinning target,

00:51:11.501 --> 00:51:14.871
which is less of a target and more of a doorway.

00:51:15.772 --> 00:51:20.210
The spinner itself is a simple metal plate,
which is suspended on an axle

00:51:20.410 --> 00:51:24.548
and supported by a square archway, roughly 2.5in wide.

00:51:24.548 --> 00:51:26.049
That's 63mm.

00:51:26.817 --> 00:51:28.819
The arch is spanning the gap

00:51:28.819 --> 00:51:31.688
between the left side of the cabinet and the floating post.

00:51:31.688 --> 00:51:33.490
It's attached to the.

00:51:33.523 --> 00:51:36.860
The left side of the arch is in fact slightly inboard from the edge,

00:51:36.860 --> 00:51:39.963
fastened to a second post directly above the Z target.

00:51:41.198 --> 00:51:44.000
The archway, and thus the plate, is angled

00:51:44.000 --> 00:51:46.870
slightly with its right side higher than its left,

00:51:47.104 --> 00:51:50.207
which means it's sort of directly facing the right flipper,

00:51:50.407 --> 00:51:53.276
with an easy shot possible across the playfield.

00:51:54.578 --> 00:51:56.213
When the ball hits this plate,

00:51:56.480 --> 00:52:00.717
it gives way and begins to spin rapidly in a tumbling motion.

00:52:01.485 --> 00:52:05.489
Each rotation causes a crankshaft to pull up on a rod,

00:52:05.689 --> 00:52:08.225
which closes a switch contact below the playfield

00:52:08.892 --> 00:52:11.695
that awards points, so you'll end up with a rapid

00:52:11.695 --> 00:52:14.297
chattering of the score reels and chimes.

00:52:14.297 --> 00:52:16.600
If the spinner is hit hard and straight enough.

00:52:23.373 --> 00:52:24.674
Ordinarily, this scores

00:52:24.674 --> 00:52:28.111
100 points per rotation, but if A is lit,

00:52:28.378 --> 00:52:32.015
the yellow arrow shaped playfield insert pointing at the spinner

00:52:32.015 --> 00:52:34.451
illuminates to indicate that the spinner is now

00:52:34.451 --> 00:52:36.720
worth 1000 points per rotation.

00:52:37.420 --> 00:52:40.557
Fun fact the spinners plate is painted white

00:52:40.724 --> 00:52:43.793
and has a simple red Aztec mask graphic

00:52:43.793 --> 00:52:46.229
on the right hand side, facing the left

00:52:46.663 --> 00:52:49.065
and on the other side of the plate, which you can't

00:52:49.099 --> 00:52:52.135
normally see is a matching blue Aztec

00:52:52.135 --> 00:52:54.938
mask on the left hand side facing the right.

00:52:55.639 --> 00:52:58.408
This causes a visual effect when the plate is spinning,

00:52:58.575 --> 00:53:01.545
which allows you to see both masks at the same time,

00:53:01.678 --> 00:53:04.614
so it looks like the red and blue mask are facing each other.

00:53:04.814 --> 00:53:05.815
It's a fun little effect.

00:53:05.815 --> 00:53:07.017
The designers put in their.

00:53:07.617 --> 00:53:10.520
spinners since the ball passes through them when they're hit,

00:53:10.954 --> 00:53:14.224
usually form the entrance to some sort of pathway

00:53:14.824 --> 00:53:18.795
and directly behind the spinner is a long curved path

00:53:18.895 --> 00:53:21.965
which bends to the left, running right at the edge of the playfield

00:53:22.265 --> 00:53:24.768
before it curves back to the right and delivers

00:53:24.768 --> 00:53:28.104
the ball to the entry points at the very top of the playfield.

00:53:29.105 --> 00:53:30.574
That path is to the

00:53:30.574 --> 00:53:32.709
left of the central pop bumper area

00:53:33.043 --> 00:53:35.946
and effectively provides a bypass around it.

00:53:36.546 --> 00:53:39.049
However, you have to hit the ball fairly

00:53:39.049 --> 00:53:41.518
accurately in order for it to make it to the top.

00:53:42.219 --> 00:53:44.454
If it doesn't hit the plate straight on

00:53:44.454 --> 00:53:47.023
and instead brushes up against either of the posts

00:53:47.023 --> 00:53:48.258
protecting the entrance,

00:53:48.725 --> 00:53:52.562
it will rebound into the sides of the pathway, lose speed,

00:53:52.829 --> 00:53:54.197
and won't make it to the top.

00:53:55.065 --> 00:53:57.934
Also, just before the top of this pathway,

00:53:58.235 --> 00:54:00.637
there's a rollover switch sticking out of a slot

00:54:00.837 --> 00:54:02.639
which advances the bonus value.

00:54:03.306 --> 00:54:06.276
It also has a playfield insert below labeled lights.

00:54:06.276 --> 00:54:10.313
Double bonus when lit after the Z or T target have been hit.

00:54:10.413 --> 00:54:11.915
That feature is activated,

00:54:11.915 --> 00:54:15.018
and this rollover switch is one of two that will lock in.

00:54:15.018 --> 00:54:16.386
Double bonus once hit.

00:54:17.254 --> 00:54:19.589
So the spinner provides a bypass

00:54:19.589 --> 00:54:22.125
around the left of the pop bumpers and back to the top.

00:54:22.659 --> 00:54:24.961
But what's going on to the right of the pop bumpers?

00:54:25.862 --> 00:54:28.064
Well, that long, skinny barrier

00:54:28.064 --> 00:54:30.700
to their right ends in a point above

00:54:30.700 --> 00:54:34.337
which is a rigid playfield plastic with a semi-circular shape.

00:54:35.038 --> 00:54:38.508
The combination creates a negative space between the two elements,

00:54:38.508 --> 00:54:40.377
which is shaped like a cane.

00:54:41.211 --> 00:54:45.148
The hook of that cane is pointing down at the top right pop bumper,

00:54:45.515 --> 00:54:49.519
and the stem of the cane is on the other side of that linear barrier.

00:54:49.786 --> 00:54:51.788
Parallel to the side of the playfield

00:54:52.022 --> 00:54:54.824
and ending to the right of the target.

00:54:55.725 --> 00:54:57.894
This is what I call the kickback lane.

00:54:58.428 --> 00:55:01.064
The hook shape forms something of a scoop,

00:55:01.364 --> 00:55:04.200
so if the ball is hit upward into that area,

00:55:04.467 --> 00:55:08.271
it will be caught and deflected back down into the stem of the cane,

00:55:08.471 --> 00:55:09.973
where it will then fall to the bottom.

00:55:10.874 --> 00:55:12.742
The ball would be trapped there,

00:55:12.976 --> 00:55:16.413
but at the bottom is a wired trip switch poking up through a slot

00:55:16.413 --> 00:55:19.182
to register that the ball is there and award points,

00:55:19.516 --> 00:55:23.353
and then a solenoid powered kicker will propel the ball

00:55:23.386 --> 00:55:25.722
back up and out of the kickback lane.

00:55:26.756 --> 00:55:29.659
This is the highest value target in the game,

00:55:29.893 --> 00:55:35.332
worth 5000 points, or 10,000 points for each lit letter.

00:55:35.932 --> 00:55:38.535
A second set of illuminated playfield inserts

00:55:38.535 --> 00:55:41.404
for each of the five letters in Aztec is positioned

00:55:41.404 --> 00:55:43.206
down the stem of the kickback lane

00:55:43.440 --> 00:55:46.009
to make it more obvious how many points will be awarded

00:55:46.009 --> 00:55:47.544
based on how many letters are lit,

00:55:48.411 --> 00:55:50.780
and this target will also activate

00:55:50.780 --> 00:55:53.316
double bonus indicated by another insert

00:55:53.316 --> 00:55:56.653
at the top of the entrance to this area with a large graphic

00:55:56.653 --> 00:55:59.022
which says lights double bonus when lit.

00:56:00.023 --> 00:56:02.859
Because of that scoop shape at the entrance of this target,

00:56:03.226 --> 00:56:05.028
it's actually quite easy to hit.

00:56:05.695 --> 00:56:09.699
There's an unobstructed shot between the left flipper and that scoop,

00:56:09.999 --> 00:56:12.569
so as long as the ball clears the center target,

00:56:13.002 --> 00:56:16.106
even though it's quite far up the playfield and near the top,

00:56:16.306 --> 00:56:19.542
you don't need a very accurate shot to get the ball in there.

00:56:20.176 --> 00:56:23.012
And of course, since the scoop is pointing at the top right pop

00:56:23.046 --> 00:56:26.950
bumper on occasion, the ball will leave the kickback lane

00:56:27.183 --> 00:56:29.252
and then get pushed right back in there.

00:56:29.319 --> 00:56:33.390
If you're lucky, that can be a quick 100,000 points.

00:56:33.390 --> 00:56:34.591
If all letters are lit.

00:56:35.392 --> 00:56:38.395
There is actually a second way to get lucky with this target,

00:56:38.395 --> 00:56:43.266
and that is if the ball bounces when it hits the bottom on occasion,

00:56:43.266 --> 00:56:47.003
the ball will bounce with the right timing such that it is above

00:56:47.003 --> 00:56:49.072
the kicking element at the moment it kicks,

00:56:49.539 --> 00:56:51.708
which means it misses the ball

00:56:51.708 --> 00:56:53.977
and it lands on the trip wire again,

00:56:54.110 --> 00:56:55.945
so it scores twice in a row.

00:56:56.646 --> 00:56:59.849
This isn't that common though, because the game designers were clever.

00:57:00.150 --> 00:57:03.586
They put a second wire guide at the bottom of this channel,

00:57:03.820 --> 00:57:06.890
which is designed to knock the ball to the side a little bit

00:57:07.090 --> 00:57:09.659
and hopefully prevent it from bouncing in the first place,

00:57:09.926 --> 00:57:13.329
which is pretty effective, but it's not always effective.

00:57:13.329 --> 00:57:16.433
So sometimes you get a double scoring just from pure luck.

00:57:16.933 --> 00:57:19.903
now there's really just one area left to describe,

00:57:20.069 --> 00:57:21.704
and that's the entry point.

00:57:21.704 --> 00:57:23.006
And the lanes below it.

00:57:24.107 --> 00:57:25.842
Something that's a little weird

00:57:25.842 --> 00:57:28.445
about most pinball games, including this one,

00:57:28.812 --> 00:57:31.915
is that everything we've been talking about so far

00:57:32.115 --> 00:57:34.784
is not actually centered in the cabinet.

00:57:35.618 --> 00:57:38.721
That's because of the shooter lane to the right,

00:57:39.656 --> 00:57:42.625
while the shooter lane is part of the wooden board,

00:57:42.625 --> 00:57:44.027
which is the playfield.

00:57:44.360 --> 00:57:48.965
It is functionally adjacent to the playable area and on its right.

00:57:49.365 --> 00:57:51.468
And in this game it serves merely

00:57:51.468 --> 00:57:53.203
as a ball delivery mechanism.

00:57:54.037 --> 00:57:56.139
It exists as a narrow channel formed

00:57:56.139 --> 00:57:59.709
between two long pieces of wood that are sticking up from the playfield.

00:58:00.343 --> 00:58:04.180
The wood piece on the right is literally the edge of the wooden board,

00:58:04.180 --> 00:58:05.615
which everything is fastened to,

00:58:06.015 --> 00:58:08.051
and the one on the left defines the right hand

00:58:08.051 --> 00:58:09.652
side of the playable area.

00:58:10.587 --> 00:58:13.122
The shooter lane is not much wider than the ball,

00:58:13.356 --> 00:58:16.426
and it extends nearly the entire length of the cabinet.

00:58:17.360 --> 00:58:19.496
When the game is started, the machine uses

00:58:19.496 --> 00:58:23.199
a solenoid to knock the ball sideways
from where it sits in the out hole,

00:58:23.533 --> 00:58:26.569
after which it finds itself at the bottom of the shooter lane,

00:58:26.703 --> 00:58:29.839
where it will then rest on the tip of the spring loaded plunger.

00:58:30.607 --> 00:58:34.410
The plunger sticks out the front of the cabinet on the right hand side,

00:58:34.577 --> 00:58:36.346
and the handle allows the player

00:58:36.346 --> 00:58:39.349
to pull back on the plunger, which compresses the spring.

00:58:40.316 --> 00:58:41.284
When this is done,

00:58:41.284 --> 00:58:44.888
the ball rolls back only slightly as the plunger

00:58:44.888 --> 00:58:48.525
tip is protruding through a piece of metal
which holds the ball in place.

00:58:49.459 --> 00:58:50.960
You can pull the plunger back

00:58:50.960 --> 00:58:55.031
about 4in or 10cm, which compresses the spring quite a lot.

00:58:55.331 --> 00:58:57.534
So when you let go of the plunger, handle

00:58:57.834 --> 00:59:00.470
it rapidly moves forward and strikes the ball,

00:59:00.603 --> 00:59:03.206
propelling it upward at very high speed.

00:59:04.374 --> 00:59:06.843
At about three quarters of the way up the playfield,

00:59:07.076 --> 00:59:09.479
the shooter lane begins curving to the left

00:59:09.479 --> 00:59:13.316
thanks to a large metal piece which blocks the corners of the playfield

00:59:13.449 --> 00:59:15.385
and forms a semi-circle at the top.

00:59:16.052 --> 00:59:18.888
So when a ball is shot up by the plunger,

00:59:19.155 --> 00:59:22.692
it follows the path of the semi-circle and starts curving to the left.

00:59:23.259 --> 00:59:25.762
It quickly reaches the apex of that semi-circle

00:59:25.762 --> 00:59:28.698
at the center line, the very top of the playfield,

00:59:29.065 --> 00:59:31.034
and then it starts curving back downward

00:59:31.034 --> 00:59:33.202
as it continues towards the left hand side,

00:59:34.037 --> 00:59:36.906
but it quickly encounters an obstacle.

00:59:37.907 --> 00:59:39.342
At roughly the 10:00

00:59:39.342 --> 00:59:41.844
and 2:00 position of that semi-circle

00:59:42.145 --> 00:59:44.614
are simple mechanisms called gates.

00:59:45.315 --> 00:59:47.183
These are metal brackets akin

00:59:47.183 --> 00:59:49.552
to archways which the ball will travel under.

00:59:49.819 --> 00:59:53.389
And they have a moving flap which the ball can push open from one side

00:59:53.523 --> 00:59:54.891
but not the other.

00:59:55.792 --> 00:59:58.361
The gate at the 2:00 position prevents

00:59:58.361 --> 01:00:00.964
the ball from traveling back down the shooter lane.

01:00:00.964 --> 01:00:02.732
Once it has entered the playfield,

01:00:03.399 --> 01:00:06.302
but thanks to the second gate at the 10:00 position,

01:00:06.636 --> 01:00:09.472
once the ball enters the playfield, it rapidly

01:00:09.472 --> 01:00:11.908
bounces back and forth between the two gates

01:00:12.275 --> 01:00:15.244
until it loses enough speed that gravity takes over

01:00:15.244 --> 01:00:16.679
and it starts rolling towards you.

01:00:17.313 --> 01:00:18.982
That's this sound here.

01:00:23.853 --> 01:00:26.055
The ball moves so rapidly during this

01:00:26.055 --> 01:00:28.191
that it's sliding more than it's rolling,

01:00:28.491 --> 01:00:32.362
and over time it has carved a wear line into the wood of the playfield.

01:00:33.296 --> 01:00:35.765
I want to note that this basic arrangement of a shooter

01:00:35.765 --> 01:00:39.569
lane on the right, sending the ball up and along that semi-circular top

01:00:39.902 --> 01:00:43.272
was quite common going back to the 1940s,

01:00:43.640 --> 01:00:46.342
but it's less common for there to be two gates.

01:00:46.843 --> 01:00:49.145
In many games, the left hand gate is instead

01:00:49.145 --> 01:00:51.748
a simple rubber bumper which the ball bounces off.

01:00:52.081 --> 01:00:54.751
But here that's replaced by a gate

01:00:54.751 --> 01:00:57.920
at the top of the pathway behind the spinning target.

01:00:58.655 --> 01:00:59.756
As a matter of fact,

01:00:59.756 --> 01:01:02.759
the top of the curved pathway behind the spinning target

01:01:02.925 --> 01:01:06.229
joins up with the semi-circular metal shield at the top.

01:01:06.562 --> 01:01:08.998
So if that gate weren't there,

01:01:09.165 --> 01:01:10.800
the game would start with the ball

01:01:10.800 --> 01:01:14.437
making a very fast trip up and over the top of the playfield

01:01:14.570 --> 01:01:17.407
before curving back and being shot out of the spinner

01:01:17.573 --> 01:01:19.342
and across to the right flipper.

01:01:19.876 --> 01:01:21.077
That'd be fun.

01:01:21.077 --> 01:01:23.079
But anyway, because of the gates,

01:01:23.079 --> 01:01:26.082
the ball will always get trapped in this area.

01:01:26.082 --> 01:01:28.451
If it comes up either through the shooter lane

01:01:28.651 --> 01:01:31.120
or through the path behind the spinning target.

01:01:32.155 --> 01:01:34.924
This entry point at the very top is shaped

01:01:34.924 --> 01:01:36.793
almost like a slice of pizza.

01:01:37.493 --> 01:01:40.229
The semi-circular top forms the shape of the crust,

01:01:40.496 --> 01:01:43.900
and linear barriers under playfield plastics forms

01:01:43.900 --> 01:01:46.602
straight lines perpendicular to that semicircle,

01:01:46.836 --> 01:01:50.173
which extend inward and downward from the gates,

01:01:50.440 --> 01:01:52.308
similar to the sides of a pizza slice.

01:01:53.176 --> 01:01:56.012
And by the way, I've already talked about these plastics.

01:01:56.512 --> 01:01:58.481
The one on the left is the same one

01:01:58.481 --> 01:02:00.216
which covers the linear barriers

01:02:00.216 --> 01:02:02.985
separating the pop bumpers from the pathway behind the spinner,

01:02:03.553 --> 01:02:05.722
and the plastic on the right is the same one

01:02:05.722 --> 01:02:08.291
that creates the scoop shape for the kickback lane.

01:02:09.425 --> 01:02:11.828
These are very oddly shaped

01:02:11.828 --> 01:02:14.363
playfield plastics because of all the stuff they're covering up.

01:02:14.731 --> 01:02:16.833
But each one has a straight section

01:02:16.833 --> 01:02:18.634
which comes inward from the gates,

01:02:18.634 --> 01:02:21.137
creating the sides of our pretend pizza slice

01:02:21.337 --> 01:02:23.506
and funneling the ball towards the center.

01:02:24.207 --> 01:02:26.442
But rather than converging to a point,

01:02:26.676 --> 01:02:29.812
those sides stop short and lead into three

01:02:29.812 --> 01:02:32.715
parallel lanes arranged left to right.

01:02:33.483 --> 01:02:36.185
Those lanes are created by simple dividers

01:02:36.185 --> 01:02:39.322
made of two posts with a plastic cover spanning them,

01:02:39.756 --> 01:02:44.060
and they break up an otherwise open area into three distinct paths.

01:02:44.093 --> 01:02:46.262
The ball could take as it falls towards you.

01:02:47.196 --> 01:02:49.599
The game registers the ball passing through the lanes,

01:02:49.599 --> 01:02:50.967
using the same piece of wire

01:02:50.967 --> 01:02:53.136
sticking up from the bottom of the playfield through a slot.

01:02:53.136 --> 01:02:54.337
Trick.

01:02:54.504 --> 01:02:56.839
The outer lanes award 1000 points

01:02:57.073 --> 01:03:01.110
and may also advance the bonus if that lane is lit.

01:03:01.210 --> 01:03:02.678
When the ball passes through it,

01:03:03.513 --> 01:03:07.116
the lanes are lit by a white playfield insert directly above each lane,

01:03:07.383 --> 01:03:10.253
and which lane is lit varies throughout the game.

01:03:11.254 --> 01:03:13.923
The center lane awards 1000 points as well,

01:03:14.223 --> 01:03:17.660
but it also lights A in Aztec

01:03:17.660 --> 01:03:20.229
and the spinning target for 1000 points.

01:03:21.197 --> 01:03:21.664
That's right.

01:03:21.664 --> 01:03:24.233
If you've been wondering where A is this whole time,

01:03:24.467 --> 01:03:26.869
it's the center lane at the very top.

01:03:27.503 --> 01:03:30.206
And that means whether or not you'll light

01:03:30.206 --> 01:03:32.575
A is mostly down to chance,

01:03:32.742 --> 01:03:35.378
especially since it's in the middle and isn't helped

01:03:35.378 --> 01:03:38.347
by the funneling effect of those linear barriers.

01:03:38.815 --> 01:03:40.149
But because you're able

01:03:40.149 --> 01:03:42.485
to get the ball back up to this point through the spinner,

01:03:42.819 --> 01:03:45.488
you can theoretically have as many goes at it as you like.

01:03:46.422 --> 01:03:49.892
Now, those entry lanes are the most important part up top,

01:03:49.892 --> 01:03:52.195
but they aren't the only thing going on up there.

01:03:53.029 --> 01:03:57.066
Just below the semi-circular path,
the ball first bounces back and forth.

01:03:57.066 --> 01:03:59.602
Along are three rollover buttons.

01:04:00.269 --> 01:04:02.371
Those are literally small translucent

01:04:02.371 --> 01:04:05.174
red buttons that protrude from the playfield slightly

01:04:05.408 --> 01:04:07.844
and are depressed by the ball when it rolls over them.

01:04:08.678 --> 01:04:11.480
These buttons may be depressed by the ball once it loses

01:04:11.480 --> 01:04:14.050
speed and falls toward you, but they might not.

01:04:14.884 --> 01:04:17.420
The two outer buttons award 100 points,

01:04:17.687 --> 01:04:20.323
and the center button, which is faintly illuminated

01:04:20.323 --> 01:04:23.259
by a light bulb below, advances the bonus value.

01:04:23.759 --> 01:04:26.329
And fun fact that's all it does.

01:04:26.462 --> 01:04:29.065
You don't get points, so the chimes do not sound.

01:04:29.398 --> 01:04:33.069
All you hear as a player is the stepping action of the bonus unit.

01:04:33.069 --> 01:04:34.303
When the ball rolls over, it.

01:04:35.171 --> 01:04:35.771
Also,

01:04:35.771 --> 01:04:39.308
the straight lines of our pizza slice are in fact made by rubber

01:04:39.308 --> 01:04:40.576
rings stretched across post,

01:04:40.576 --> 01:04:42.578
like most of the linear barriers found throughout.

01:04:42.845 --> 01:04:45.581
And they have a switch behind the rubber ring to register

01:04:45.581 --> 01:04:47.550
ten points whenever the ball hits them.

01:04:48.084 --> 01:04:51.554
But once the ball has fallen through one of the three entry lanes,

01:04:51.554 --> 01:04:55.324
it will roll directly into one of the game's three pop bumpers.

01:04:55.691 --> 01:04:59.762
In fact, the pop bumpers are nearly perfectly centered below each lane,

01:05:00.029 --> 01:05:03.599
though the lower center bumper is much farther below the other two.

01:05:04.600 --> 01:05:05.334
This means

01:05:05.334 --> 01:05:09.605
every ball in play starts out by flailing around a bit at the top,

01:05:09.805 --> 01:05:11.641
falling into one of the three lanes,

01:05:11.874 --> 01:05:15.244
and then falling down into the pop bumpers, where chaos ensues

01:05:15.745 --> 01:05:19.615
and eventually either by force of the pop bumper
or through a gentle roll,

01:05:19.682 --> 01:05:22.618
it will make its way through one of the gaps between the center targets

01:05:22.618 --> 01:05:23.819
and the sides,

01:05:23.886 --> 01:05:27.156
and wind up down by the flippers,
where the player can hopefully catch it,

01:05:27.356 --> 01:05:29.692
or at least flip it back up for some more points.

01:05:30.493 --> 01:05:33.629
Now, at this point, I've described everything on the playfield,

01:05:33.629 --> 01:05:35.564
but there are a couple of things to note here.

01:05:36.198 --> 01:05:38.668
First, nearly every linear barrier

01:05:38.668 --> 01:05:41.337
which is made of a rubber ring has a switch behind it

01:05:41.337 --> 01:05:42.605
which awards ten points.

01:05:43.306 --> 01:05:45.875
Those aren't likely to get you over to a replay,

01:05:45.908 --> 01:05:48.544
but that's how the match units, which quasi

01:05:48.577 --> 01:05:51.347
randomly awards free games, gets advanced.

01:05:51.948 --> 01:05:53.883
And since the pop bumpers tend

01:05:53.883 --> 01:05:56.452
to bounce the ball off those other linear bumpers,

01:05:56.886 --> 01:05:58.921
this moves the match unit a lot.

01:05:59.622 --> 01:06:02.091
Plus, in this game, the match unit causes

01:06:02.091 --> 01:06:04.327
a few of the targets to alternate point values.

01:06:04.627 --> 01:06:07.763
For example, the pop bumpers are worth 1000 points when lit,

01:06:07.863 --> 01:06:09.498
but they're never all lit together.

01:06:09.532 --> 01:06:12.735
It's either the top two that are lit or the bottom by itself.

01:06:12.969 --> 01:06:16.272
And when the match unit advances, it
alternates between these two states.

01:06:16.505 --> 01:06:19.308
So hitting a ten point bumper is what switches between them.

01:06:20.242 --> 01:06:23.679
That can lead to some interesting patterns of chimes sounding

01:06:23.879 --> 01:06:25.348
when the ball keeps bouncing

01:06:25.348 --> 01:06:27.950
between the same pop bumper and a ten point bumper

01:06:28.484 --> 01:06:31.687
every other hit of the pop bumper is worth 1000 points,

01:06:31.687 --> 01:06:33.723
which changes which chime is sounded.

01:06:34.557 --> 01:06:35.858
Oh, right side note.

01:06:36.058 --> 01:06:38.694
Which of the game's three chimes sounds

01:06:38.694 --> 01:06:41.397
depends on the point value of the target you hit.

01:06:41.964 --> 01:06:46.469
Or more accurately, which point relay is firing in the back box.

01:06:47.436 --> 01:06:48.904
In this game, the highest

01:06:48.904 --> 01:06:51.173
tone sounds for 100 point targets.

01:06:51.540 --> 01:06:54.010
The middle tone sounds for ten point targets,

01:06:54.310 --> 01:06:58.914
and the lowest tone sounds for 1010 thousand point targets.

01:06:59.448 --> 01:07:02.551
Some games had a fourth chime, but that's pretty rare.

01:07:03.319 --> 01:07:04.920
And on that note,

01:07:05.021 --> 01:07:06.989
there's one target I've left out.

01:07:07.690 --> 01:07:10.092
Tucked into the corner formed between the top

01:07:10.092 --> 01:07:13.062
post of the linear bumper to the left of the pop bumpers

01:07:13.362 --> 01:07:15.998
and the bottom post of the left entry lane.

01:07:16.232 --> 01:07:17.933
Is another stand up target.

01:07:18.667 --> 01:07:22.505
This one is worth 1000 points and advances the bonus value

01:07:22.538 --> 01:07:25.074
when that target is lit again, indicated

01:07:25.074 --> 01:07:27.443
by a white playfield insert next to the target.

01:07:28.377 --> 01:07:30.780
That target is only lit to advance the bonus

01:07:30.813 --> 01:07:32.882
after every other ten point bumper hit.

01:07:33.115 --> 01:07:36.352
So it often does not do anything but award 1000 points.

01:07:37.119 --> 01:07:40.022
The position of this stand up target makes hitting it

01:07:40.022 --> 01:07:43.125
deliberately using the flippers nearly impossible.

01:07:43.692 --> 01:07:45.995
The top left pop bumper is in the way,

01:07:46.262 --> 01:07:48.697
although that pop bumper will often send the ball

01:07:48.697 --> 01:07:51.100
right into the target, sometimes repeatedly.

01:07:51.834 --> 01:07:53.402
And if it helps to get your bearings.

01:07:53.602 --> 01:07:56.605
The position of this target is effectively opposite

01:07:56.605 --> 01:07:58.908
to the entry scoop of the kickback lane.

01:07:59.575 --> 01:08:00.342
From left to right,

01:08:00.342 --> 01:08:03.312
it's stand up target left lane, center lane, right lane,

01:08:03.546 --> 01:08:06.248
and then the post at the bottom of the right lane forms

01:08:06.248 --> 01:08:10.019
the left hand edge of the scoop shape, which directs the ball downward.

01:08:10.719 --> 01:08:13.522
So that's everything going on with this playfield.

01:08:14.123 --> 01:08:17.660
As you can probably imagine, the playfield is a blank canvas

01:08:17.660 --> 01:08:20.162
that game designers could do pretty much anything with,

01:08:20.529 --> 01:08:22.765
and there's a huge variety of games out there.

01:08:23.365 --> 01:08:26.969
Plus,
there are many more elements that this game doesn't feature at all.

01:08:28.170 --> 01:08:30.606
I'll now be switching back to more gameplay

01:08:30.606 --> 01:08:33.209
where I describe what I'm trying to accomplish as I play.

01:08:33.609 --> 01:08:36.112
But before I do, I want to provide a brief recap

01:08:36.112 --> 01:08:39.315
of what happens when you plunge the ball and what you can do.

01:08:40.449 --> 01:08:43.152
Every game starts with the ball at the entry point

01:08:43.285 --> 01:08:45.521
and falling through one of the three lanes.

01:08:46.088 --> 01:08:49.291
You might get lucky and light A, or you might not.

01:08:49.925 --> 01:08:52.862
The ball is going to bounce around in the central area for a while,

01:08:52.862 --> 01:08:55.297
thanks to the pop bumpers hitting various targets

01:08:55.297 --> 01:08:57.700
and possibly getting shot into the kickback lane,

01:08:58.167 --> 01:09:00.569
but eventually it will roll towards the flippers.

01:09:01.337 --> 01:09:03.172
If it touches a slingshot on its way

01:09:03.172 --> 01:09:04.740
down, you'll have to be on your toes

01:09:04.740 --> 01:09:06.942
and try to catch it before things get out of hand.

01:09:07.443 --> 01:09:08.878
And assuming you have caught it.

01:09:09.111 --> 01:09:11.747
You then have eight basic things to shoot for.

01:09:12.181 --> 01:09:14.350
The four letter targets flanking the sides,

01:09:14.517 --> 01:09:15.985
the center target in the middle.

01:09:16.352 --> 01:09:19.121
The scope of the kickback lane at the top right,

01:09:19.488 --> 01:09:21.557
the spinning target at the center left

01:09:21.557 --> 01:09:23.025
which will take the ball back to the top.

01:09:23.025 --> 01:09:24.226
If you hit it well enough.

01:09:24.593 --> 01:09:26.262
And the eighth option

01:09:26.695 --> 01:09:29.431
is just to fling the ball back up into where the pop bumpers are.

01:09:29.632 --> 01:09:32.001
Though that's not much of a strategy really.

01:09:32.535 --> 01:09:34.503
You might get lucky and light a

01:09:34.503 --> 01:09:37.373
if the pop bumpers push the ball back up through the center lane.

01:09:37.740 --> 01:09:38.941
But for the most part,

01:09:39.041 --> 01:09:41.410
there's no reason to deliberately send the ball there.

01:09:41.577 --> 01:09:43.212
You'll just be asking for trouble,

01:09:43.345 --> 01:09:46.949
as it's very possible for the outer pop bumpers to launch the ball

01:09:46.949 --> 01:09:49.852
right back and straight down the middle between the flippers.

01:09:50.352 --> 01:09:52.621
Oh, and real quick, I just want to apologize

01:09:52.621 --> 01:09:55.958
for the audio quality from my voice in this next section.

01:09:56.192 --> 01:09:58.594
I did a test recording with the microphones

01:09:58.594 --> 01:10:00.462
set up similar to where I had it,

01:10:00.462 --> 01:10:03.566
and I thought that I was actually being picked up
pretty well by the mic.

01:10:04.200 --> 01:10:08.270
But then when I did the actual recording, something changed.

01:10:08.270 --> 01:10:10.539
And I'm not that clearly audible.

01:10:10.639 --> 01:10:13.475
I should have been wearing a laugh mic, but I wasn't.

01:10:13.475 --> 01:10:17.980
So I am sorry for the audio quality here, but the machine itself

01:10:18.147 --> 01:10:20.316
sounds just as good as it did at the beginning.

01:10:20.683 --> 01:10:21.150
All right.

01:10:21.150 --> 01:10:22.785
And now I'm going to play some more games.

01:10:22.785 --> 01:10:25.387
But this time I'm going to slow down and explain

01:10:25.387 --> 01:10:27.756
what I'm trying to do as I play the game.

01:10:28.490 --> 01:10:30.593
I woke up to the fact that at the beginning,

01:10:30.593 --> 01:10:32.127
I wasn't really trying that hard.

01:10:32.228 --> 01:10:35.497
I needed to slow down myself, but, it's often

01:10:35.798 --> 01:10:37.967
very hard to do that in the moment.

01:10:37.967 --> 01:10:39.969
So now I'm going to play some more

01:10:39.969 --> 01:10:42.538
and actually explain the strategy behind this game.

01:10:48.544 --> 01:10:48.978
Okay.

01:10:48.978 --> 01:10:51.247
So with the ball now served, to me,

01:10:51.847 --> 01:10:53.949
the most important thing about this game

01:10:53.949 --> 01:10:56.852
is the fact that the center target and the kickback lane,

01:10:57.186 --> 01:11:00.189
their value changes depending on how many letters are lit.

01:11:00.189 --> 01:11:03.359
And critically, the kickback lane, which is at the top

01:11:03.359 --> 01:11:07.630
right of the playfield that awards 10,000 points for every lit letter.

01:11:07.930 --> 01:11:11.467
And that's a fairly easy target to hit regularly.

01:11:11.800 --> 01:11:13.936
You have, it's easier from the left flipper,

01:11:13.936 --> 01:11:16.105
but you can also backhand it from the right flipper

01:11:16.405 --> 01:11:18.674
so it's much harder to backhand it.

01:11:18.674 --> 01:11:22.778
I tend to find it's easier if it's rolling down the lane.

01:11:22.778 --> 01:11:24.580
I give, let it bounce, then kick it back up.

01:11:24.947 --> 01:11:26.949
But, regardless,

01:11:27.316 --> 01:11:30.419
the real strategy of this game is get some letters lit.

01:11:30.519 --> 01:11:32.988
Hopefully Z and T are part of them

01:11:32.988 --> 01:11:36.458
because that will activate double bonus,
but get at least two letters lit

01:11:36.558 --> 01:11:38.494
and then keep going for that target.

01:11:38.827 --> 01:11:41.297
That's going to rack your points up faster than anything else.

01:11:41.563 --> 01:11:45.334
The temptation to complete as tech is actually quite risky,

01:11:45.334 --> 01:11:48.037
because all of the side stand up targets,

01:11:48.604 --> 01:11:52.841
they all have the ball rebound in disastrous ways.

01:11:53.208 --> 01:11:58.113
The layout of this playfield is quite good at having the targets.

01:11:58.113 --> 01:12:01.350
You need to make that target worth more,

01:12:01.383 --> 01:12:04.453
be a risky shot, and that's really the wonder

01:12:04.453 --> 01:12:07.356
of how pinball works as far as I'm concerned.

01:12:07.356 --> 01:12:08.924
I really like that aspect of the game.

01:12:09.992 --> 01:12:11.193
It just makes it challenging.

01:12:11.460 --> 01:12:15.364
These old games are surprisingly replayable,

01:12:15.698 --> 01:12:18.801
even though they are so simple, and it's because of how

01:12:18.801 --> 01:12:21.070
risky those target combinations are, I think.

01:12:21.503 --> 01:12:24.073
But anyway, when I plunge the ball,

01:12:24.606 --> 01:12:27.810
I may light a if it goes through the center lane

01:12:28.043 --> 01:12:29.812
and a is useful

01:12:29.812 --> 01:12:33.082
because it's another letter, it increases the value of those targets,

01:12:33.349 --> 01:12:37.286
and it increases the spinner value from 100 to 1000 points.

01:12:37.286 --> 01:12:41.290
However, it's generally not too worth fixating on that,

01:12:41.557 --> 01:12:44.660
because even if you give the spinner a right whack, you're

01:12:44.827 --> 01:12:47.529
not really going to get any more than 30,000 points.

01:12:47.529 --> 01:12:48.697
And that's if you're lucky.

01:12:48.964 --> 01:12:51.233
So anyway, let me just start the game and I'll explain

01:12:51.233 --> 01:12:52.434
what I'm trying to do.

01:12:53.035 --> 01:12:56.405
I also explain what's happening as we're going along.

01:12:56.739 --> 01:12:57.973
So we did light a.

01:13:00.175 --> 01:13:01.377
And we lost the ball already.

01:13:05.748 --> 01:13:07.116
We happened to light E

01:13:07.149 --> 01:13:09.017
but I didn't even get to hit it with the flippers,

01:13:09.017 --> 01:13:11.286
which again is something that happens with these games.

01:13:11.754 --> 01:13:12.955
It's just what happens.

01:13:13.288 --> 01:13:15.624
So we only got 23,000 points on that ball.

01:13:20.462 --> 01:13:21.663
Did not light a.

01:13:25.200 --> 01:13:26.101
The ball was pushed

01:13:26.101 --> 01:13:28.604
back up through the lanes by the bumpers,

01:13:28.604 --> 01:13:30.806
but now I have caught it in the left flipper.

01:13:31.273 --> 01:13:33.809
So what I want to do right now

01:13:33.809 --> 01:13:35.878
is probably try and light t,

01:13:36.245 --> 01:13:39.448
and in order to aim what you're hitting at,

01:13:39.782 --> 01:13:41.917
it's a it's not that complicated,

01:13:41.917 --> 01:13:44.586
but when you think about it too much, it becomes more complicated

01:13:44.887 --> 01:13:46.989
because the speed of the ball

01:13:46.989 --> 01:13:49.458
as it's rolling down the flipper is going to influence

01:13:49.458 --> 01:13:53.462
the angle that it departs the flipper from when you hit it.

01:13:53.829 --> 01:13:56.999
So a lot of this is just timing.

01:13:56.999 --> 01:13:58.634
You get good at recognizing

01:13:58.967 --> 01:14:01.770
how long, I should say, once you've caught the ball.

01:14:01.770 --> 01:14:02.971
A lot of it is timing.

01:14:03.038 --> 01:14:05.340
You get good at recognizing how long you have to wait,

01:14:05.340 --> 01:14:07.209
once you release it to then flip.

01:14:07.810 --> 01:14:10.312
And that is sometimes more important

01:14:10.312 --> 01:14:13.515
than where the ball actually is as it's rolling down the flipper.

01:14:14.416 --> 01:14:16.752
But as a general rule,

01:14:17.052 --> 01:14:20.389
the wider the shot you have to make, the more difficult it is.

01:14:20.389 --> 01:14:22.591
It's pretty easy to make shots

01:14:23.492 --> 01:14:25.027
towards the center of the playfield,

01:14:25.027 --> 01:14:28.030
like it's pretty easy to get the ball back up towards the pop bumpers,

01:14:28.330 --> 01:14:30.199
but it's fairly difficult

01:14:30.399 --> 01:14:34.002
to get them to go to the stand up targets on one hit.

01:14:34.002 --> 01:14:37.506
And even if you get there, the rebound is dangerous.

01:14:37.506 --> 01:14:38.807
And that's why this game,

01:14:39.308 --> 01:14:41.443
despite being so simple, is actually quite fun to play.

01:14:41.710 --> 01:14:44.246
So I'm going to try to hit T,

01:14:44.246 --> 01:14:47.683
which will involve me letting go of the ball and I can go the flipper,

01:14:47.950 --> 01:14:51.086
letting it roll down the flipper probably until about the two thirds

01:14:51.086 --> 01:14:53.622
mark, and then hitting it again.

01:14:55.424 --> 01:14:56.625
And I was too early.

01:15:01.497 --> 01:15:04.132
The ball was bouncing around the bumpers right there.

01:15:05.000 --> 01:15:06.869
I've now caught it in the right flipper,

01:15:07.269 --> 01:15:08.770
so I haven't really done anything yet.

01:15:09.338 --> 01:15:12.040
No letters are lit, the ball is just bouncing around.

01:15:12.040 --> 01:15:13.809
So we only got like 15,000 points.

01:15:13.809 --> 01:15:15.377
We're at 38,000 points right now.

01:15:15.377 --> 01:15:17.479
So again, now I have the right flipper.

01:15:17.479 --> 01:15:18.747
I'm going to try to hit Z.

01:15:20.716 --> 01:15:21.950
I was just short.

01:15:25.354 --> 01:15:26.555
Unfortunately, I'm.

01:15:28.657 --> 01:15:28.991
Okay.

01:15:28.991 --> 01:15:29.525
Hold on.

01:15:29.525 --> 01:15:30.726
I don't have control. The ball

01:15:31.627 --> 01:15:32.427
okay.

01:15:32.427 --> 01:15:34.062
Unfortunately on this game

01:15:34.496 --> 01:15:36.465
when the ball comes in an end lane, it's

01:15:36.465 --> 01:15:37.966
pretty much impossible to catch it.

01:15:37.966 --> 01:15:42.070
It has just enough momentum to where it will bounce off the flipper.

01:15:42.070 --> 01:15:45.274
So you do kind of have to just hit it.

01:15:45.541 --> 01:15:47.910
If the ball goes into an end lane and see what you can do.

01:15:47.910 --> 01:15:49.611
But again, I'm going to try to hit T.

01:15:51.113 --> 01:15:52.648
And again was a little too early.

01:15:53.815 --> 01:15:55.017
When I go for Z.

01:15:55.250 --> 01:15:57.486
Technically got it.

01:15:57.486 --> 01:16:00.055
So I've let Z in a bit of a weird way.

01:16:00.055 --> 01:16:01.223
I didn't hit it directly.

01:16:01.223 --> 01:16:04.059
It bounced off of the slingshot, then went back up into Z,

01:16:04.226 --> 01:16:05.427
but Z is now lit.

01:16:05.527 --> 01:16:08.463
That's important because double bonus is now possible.

01:16:08.764 --> 01:16:12.100
So I can go into that kickback lane and get double bonus,

01:16:12.100 --> 01:16:14.469
which means that the value of the bonus, which is currently

01:16:14.469 --> 01:16:16.672
10,000, will be doubled at the end of the ball.

01:16:16.905 --> 01:16:19.441
But also now that target is worth 10,000 points.

01:16:19.775 --> 01:16:21.076
That's not a whole lot,

01:16:21.310 --> 01:16:24.580
but because it's going to double the bonus effectively

01:16:24.680 --> 01:16:27.516
just hitting that right now is worth 20,000 points.

01:16:27.516 --> 01:16:28.350
So I'm going to go for it.

01:16:32.087 --> 01:16:34.890
And that's how easy that target is to get

01:16:36.425 --> 01:16:38.594
because it's almost got a scoop shape.

01:16:39.294 --> 01:16:41.797
It's going to guide the ball into where it needs to go.

01:16:41.964 --> 01:16:44.866
It's a lot harder to get on the right flipper, but you can do it.

01:16:45.167 --> 01:16:46.268
But in this case,

01:16:46.268 --> 01:16:48.637
I'm going to try to go up through the spinner

01:16:48.637 --> 01:16:51.406
and get the ball back at the top of the playfield to try and light

01:16:51.406 --> 01:16:53.709
A, because lightning E is very risky.

01:16:54.176 --> 01:16:57.112
I'm just happy if he happens to get lit during game.

01:16:57.112 --> 01:16:58.413
For now, I'm going to try to get back up

01:16:58.447 --> 01:16:59.648
to the top of the playfield,

01:17:01.183 --> 01:17:06.054
but I was the one time we did light E just there.

01:17:06.188 --> 01:17:07.990
Okay, I have the ball again in the right flipper.

01:17:07.990 --> 01:17:10.559
I'm going to try to whack it up through the spinner to the top

01:17:14.429 --> 01:17:15.597
and there we go.

01:17:15.597 --> 01:17:16.431
The ball is at the top.

01:17:16.431 --> 01:17:18.467
But we did not like a we.

01:17:18.467 --> 01:17:19.668
We still

01:17:20.202 --> 01:17:21.403
never mind.

01:17:24.539 --> 01:17:24.906
Okay.

01:17:24.906 --> 01:17:28.110
Right there I tried to hit the ball back up to the top,

01:17:28.110 --> 01:17:30.212
but it didn't quite have enough, speed.

01:17:30.312 --> 01:17:31.346
So it fell back down.

01:17:31.346 --> 01:17:32.814
And I have it again in the right flipper.

01:17:33.148 --> 01:17:35.083
We have Z and E lit now,

01:17:35.250 --> 01:17:37.886
so the kickback line is worth 10,000 points.

01:17:37.886 --> 01:17:40.322
It may be worth trying to repeatedly hit that target.

01:17:41.289 --> 01:17:44.893
So what I will do is I'm going to try to attempt a post transfer,

01:17:45.127 --> 01:17:48.563
which is where I will very briefly let this flipper go,

01:17:48.997 --> 01:17:52.267
then hit it again so the ball bounces up into that post

01:17:52.567 --> 01:17:53.802
and into the other flipper.

01:17:54.236 --> 01:17:58.006
Quick addendum that post is the bottom post of the slingshot.

01:17:58.040 --> 01:18:00.442
It's just above the pivot point of the flipper.

01:18:00.609 --> 01:18:03.745
So if you briefly let go of the flipper and then flip it again,

01:18:03.745 --> 01:18:06.348
the ball is going to get shot right up into that post

01:18:06.581 --> 01:18:08.950
and hopefully bounce over to the other flipper.

01:18:08.984 --> 01:18:10.185
That's what I'm trying to do.

01:18:10.719 --> 01:18:12.888
I find it harder to do that on this game

01:18:12.888 --> 01:18:15.624
than my more modern games, but I'm going to try it anyway.

01:18:17.359 --> 01:18:18.560
They did it all

01:18:18.560 --> 01:18:20.729
right, so now that I have the ball on the left flipper,

01:18:20.962 --> 01:18:23.498
I'm going to push it up into that kickback target hopefully

01:18:23.732 --> 01:18:25.133
and get 20,000 points.

01:18:25.801 --> 01:18:27.969
And I missed.

01:18:30.038 --> 01:18:31.206
Oh well.

01:18:34.443 --> 01:18:35.644
And go for it again.

01:18:36.478 --> 01:18:37.779
It's much much too late.

01:18:40.148 --> 01:18:41.616
And the ball's out.

01:18:46.088 --> 01:18:47.556
But because we had double bonus,

01:18:47.556 --> 01:18:49.825
we got 40,000 bonus points, which is not bad.

01:18:50.058 --> 01:18:52.360
So our 142,000 points right now.

01:18:58.533 --> 01:18:59.735
We got a.

01:19:03.505 --> 01:19:04.005
Okay.

01:19:04.005 --> 01:19:05.207
That didn't work.

01:19:05.974 --> 01:19:07.175
That also didn't work.

01:19:09.144 --> 01:19:11.646
Sometimes you really just cannot catch the ball.

01:19:13.014 --> 01:19:14.216
All right I caught it again.

01:19:14.216 --> 01:19:16.318
So right now we have a and t lit.

01:19:16.685 --> 01:19:20.055
I'm going to try and go for Z actually just to get another letter.

01:19:20.422 --> 01:19:21.923
Really?

01:19:21.923 --> 01:19:23.125
Well.

01:19:25.093 --> 01:19:25.927
Oh, boy.

01:19:25.927 --> 01:19:27.496
Okay. All right.

01:19:28.096 --> 01:19:31.566
Through sheer luck, we now have AZT and C lit.

01:19:31.566 --> 01:19:34.669
So every time we hit that target, it's going to be worth 40,000 points.

01:19:34.703 --> 01:19:36.671
Let's go for it. There we are.

01:19:40.408 --> 01:19:40.809
And we're just

01:19:40.809 --> 01:19:43.178
going to try again the next time we get an opportunity.

01:19:45.313 --> 01:19:46.915
That was really bad and dumb of me.

01:19:46.915 --> 01:19:48.116
Okay.

01:19:50.085 --> 01:19:51.553
I was trying to do a backhanded

01:19:51.553 --> 01:19:55.490
kick up into that target, but I hit the center target,

01:19:55.490 --> 01:19:57.159
which is also extremely risky.

01:19:57.292 --> 01:19:58.960
And it is pop, right? Damaging the flipper.

01:19:58.960 --> 01:20:01.897
So we had a really good shot of getting a replay on that last ball,

01:20:01.897 --> 01:20:04.332
but I screwed it up with that last move there.

01:20:04.332 --> 01:20:08.136
So we ended at 239,930,

01:20:08.403 --> 01:20:11.239
and I completely forgot there was a credit on the machine.

01:20:11.239 --> 01:20:12.474
I'm recording this out of sequence,

01:20:12.474 --> 01:20:15.744
so there was a credit on the machine
from when I did the just playthrough.

01:20:15.877 --> 01:20:17.078
So I can just hit start.

01:20:23.018 --> 01:20:24.219
Let's try again

01:20:24.719 --> 01:20:27.189
and hopefully I'm describing decently well what's happening.

01:20:27.422 --> 01:20:28.957
When you're hearing a lot of random

01:20:28.957 --> 01:20:31.359
chatter, that's when it's amongst the pop bumpers.

01:20:31.359 --> 01:20:32.928
And I really I'm just watching it.

01:20:32.928 --> 01:20:34.629
I cannot really describe what's happening

01:20:34.830 --> 01:20:38.667
because I need to be paying attention to catch it
when it gets inevitably

01:20:38.800 --> 01:20:41.937
shoved down towards the outlines and or the flippers.

01:20:48.476 --> 01:20:49.678
Got a let there?

01:20:53.949 --> 01:20:56.384
Oh, I wasn't able to catch the ball.

01:20:57.319 --> 01:20:58.587
We just got up in the ticker.

01:21:00.622 --> 01:21:02.557
Got 20,000 on the bonus. Now

01:21:03.925 --> 01:21:05.126
and lost the ball.

01:21:11.233 --> 01:21:12.434
So not a great ball.

01:21:12.434 --> 01:21:14.436
39,120 points.

01:21:26.715 --> 01:21:29.384
I okay, I have the ball on the right flipper.

01:21:29.384 --> 01:21:30.919
No letters are lit right now.

01:21:30.919 --> 01:21:33.488
You did hear it go into the kickback lane and awarded

01:21:33.488 --> 01:21:35.857
5000 points because there are no lit letters.

01:21:36.291 --> 01:21:38.693
Let's try it once again to light Z.

01:21:40.362 --> 01:21:42.230
And I did it all right.

01:21:42.230 --> 01:21:43.431
So now

01:21:44.499 --> 01:21:45.667
that flipper is quite buzzy.

01:21:45.667 --> 01:21:46.868
Apologies for that.

01:21:46.902 --> 01:21:49.137
Because I have it in the right flipper again.

01:21:49.137 --> 01:21:51.206
I'm going to try a post transfer.

01:21:52.641 --> 01:21:53.208
All right.

01:21:53.208 --> 01:21:54.643
Now I have it in the left flipper

01:21:55.176 --> 01:21:57.279
and I'm going to go for that target.

01:21:57.279 --> 01:21:58.179
The kickback target.

01:21:59.381 --> 01:22:00.582
Have you got it?

01:22:03.018 --> 01:22:04.786
That means double bonus is now lit.

01:22:05.220 --> 01:22:10.225
Not super useful because we only have 5000 points on the bonus.

01:22:10.225 --> 01:22:11.526
Okay, I got the ball again.

01:22:12.160 --> 01:22:13.295
I'm going to.

01:22:13.295 --> 01:22:16.364
I'm actually just going to go back up through the spinner lane again.

01:22:16.364 --> 01:22:17.565
Try to get it to the top.

01:22:20.969 --> 01:22:23.138
Well I got there but I didn't have enough momentum.

01:22:23.138 --> 01:22:24.406
But now I have in the left flipper.

01:22:24.406 --> 01:22:27.008
So I still only have one letter left.

01:22:27.008 --> 01:22:30.779
So each time going for that, kickback lane is not that lucrative.

01:22:30.979 --> 01:22:33.548
Let's try to get another letter, which again, is risky,

01:22:33.548 --> 01:22:34.749
but I'm going to go for t.

01:22:36.518 --> 01:22:37.152
Got it.

01:22:37.152 --> 01:22:38.920
And we went to the out lane.

01:22:42.257 --> 01:22:43.758
Which is why that's so risky.

01:22:43.892 --> 01:22:47.896
It really tends to go right back to the out lane.

01:22:49.731 --> 01:22:50.932
Again these games,

01:22:51.232 --> 01:22:53.468
they're really well designed to frustrate you,

01:22:53.468 --> 01:22:55.937
but give you just enough control

01:22:56.438 --> 01:22:58.139
to have some skill involved.

01:22:58.907 --> 01:23:00.241
You might think it's a wonderful game.

01:23:00.241 --> 01:23:01.710
You might think it's a little insidious.

01:23:02.010 --> 01:23:03.211
I think it's both.

01:23:12.053 --> 01:23:13.321
Okay, well, that was terrible.

01:23:16.091 --> 01:23:19.060
Oh, the ball is stuck.

01:23:28.036 --> 01:23:30.071
There is a rubber ringed post

01:23:30.071 --> 01:23:33.541
right in front of the out hole that may bounce off of.

01:23:33.541 --> 01:23:37.278
And anytime there's a rubber ring, the ball can get stuck there.

01:23:37.278 --> 01:23:38.146
And that's what just happened.

01:23:38.146 --> 01:23:40.915
So we should have ended at 117,000.

01:23:40.915 --> 01:23:43.685
But because we tilted we're only at 102,000.

01:23:44.052 --> 01:23:46.087
I will do one more game with explanation.

01:23:46.087 --> 01:23:47.088
Maybe another.

01:23:47.088 --> 01:23:48.289
Let's see.

01:23:53.261 --> 01:23:54.863
But before I actually play the game,

01:23:54.863 --> 01:23:57.866
I realized I haven't touched on something which I meant to.

01:23:58.299 --> 01:24:01.102
You've probably seen me do this many times

01:24:02.437 --> 01:24:03.972
now on camera.

01:24:04.439 --> 01:24:06.808
It might not come across what exactly I'm doing.

01:24:07.809 --> 01:24:09.644
I have not actually hit the flippers

01:24:09.644 --> 01:24:11.846
at the same time I'm hitting one, then the other.

01:24:12.414 --> 01:24:15.583
And this is actually a really effective strategy

01:24:15.583 --> 01:24:18.853
to save the ball from draining,

01:24:18.853 --> 01:24:22.057
because the tip of the flipper travels in an arc

01:24:22.624 --> 01:24:23.858
as it moves up.

01:24:25.093 --> 01:24:26.528
The tip is actually moving

01:24:26.528 --> 01:24:28.830
a little bit closer to the center line.

01:24:29.364 --> 01:24:31.066
So if you have the ball

01:24:31.232 --> 01:24:32.667
rolling between the flippers

01:24:32.667 --> 01:24:34.369
and it really looks like you're going to lose it,

01:24:35.070 --> 01:24:36.571
you might be able to save it

01:24:36.838 --> 01:24:39.974
by hitting the flipper that it's closest to first,

01:24:40.375 --> 01:24:44.446
and the tip will just barely pop it into the other flipper.

01:24:44.779 --> 01:24:46.414
And then you hit that other flipper

01:24:46.614 --> 01:24:48.817
and it will push it back up to the playfield.

01:24:49.117 --> 01:24:52.620
This strategy is shockingly effective.

01:24:52.620 --> 01:24:56.191
It surprises me how often it's able to save the ball,

01:24:56.524 --> 01:25:00.562
but the downside is you don't have control over the ball.

01:25:00.562 --> 01:25:04.365
You've just kept it from draining, but you had no idea where it went.

01:25:04.632 --> 01:25:06.067
So you have to be on your toes

01:25:06.067 --> 01:25:09.037
because it might come right back to the flippers very, very quickly.

01:25:09.404 --> 01:25:11.172
But it's still a really effective strategy.

01:25:11.606 --> 01:25:13.875
Better players than me will be able

01:25:13.875 --> 01:25:16.744
to nudge the machine in that same scenario.

01:25:17.112 --> 01:25:20.048
And by that I mean physically pushing the machine from side to side.

01:25:20.849 --> 01:25:22.050
Because if you think about it,

01:25:22.217 --> 01:25:24.619
when the ball is rolling down the playfield,

01:25:24.786 --> 01:25:28.256
this is a flat board and it's pretty low friction.

01:25:28.556 --> 01:25:30.492
So if it's rolling down the playfield

01:25:30.625 --> 01:25:33.228
and you suddenly push the machines of the left,

01:25:33.761 --> 01:25:37.132
well, the ball is not really going to change directions.

01:25:37.132 --> 01:25:39.434
It's just going to keep going in the path it was going in.

01:25:39.601 --> 01:25:42.604
But you've now moved the flipper to the left

01:25:42.604 --> 01:25:46.040
relative to the ball, so you can actually change

01:25:46.040 --> 01:25:49.777
what's it seems like you're changing the path of the ball,

01:25:49.777 --> 01:25:52.213
but really you're just moving the playfield underneath it.

01:25:52.981 --> 01:25:54.249
I'm just no good at that.

01:25:54.249 --> 01:25:57.752
Plus, these electromechanical games, they are not forgiving.

01:25:57.752 --> 01:25:59.687
Newer games will give you a tilt warning.

01:25:59.854 --> 01:26:02.757
These you trip the tilt mechanism balls done.

01:26:03.024 --> 01:26:06.761
So I'm would even probably do that very much on this game.

01:26:07.095 --> 01:26:09.430
You can only do very subtle nudging.

01:26:09.430 --> 01:26:12.167
And, I'm just bad at it anyway.

01:26:12.167 --> 01:26:14.002
But I wanted to just explain that's

01:26:14.002 --> 01:26:15.970
what you're seeing happen when I'm doing that move.

01:26:15.970 --> 01:26:19.607
I'm not just hitting both flippers at the same time.

01:26:19.874 --> 01:26:20.608
Okie dokie.

01:26:20.608 --> 01:26:22.076
Through the magic of light.

01:26:22.076 --> 01:26:23.044
Video editing.

01:26:23.044 --> 01:26:26.047
Here's what an actually good game looks like.

01:26:26.214 --> 01:26:27.649
I'm going to get a replay this time.

01:26:27.649 --> 01:26:28.850
I can feel it.

01:26:29.184 --> 01:26:31.152
And no, it has nothing to do with the order

01:26:31.152 --> 01:26:32.620
these clips were put into the video.

01:26:32.620 --> 01:26:33.621
I don't know what you're talking about.

01:26:35.123 --> 01:26:36.324
Here we go.

01:26:39.594 --> 01:26:41.229
Got some bonus points, that's all.

01:26:41.829 --> 01:26:43.565
Another one of those points.

01:26:44.232 --> 01:26:45.266
Okay.

01:26:45.266 --> 01:26:48.036
Can't I have the ball in the left flipper now?

01:26:48.236 --> 01:26:51.206
It came in through the end lane,
which meant I couldn't really catch it,

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.

01:26:53.741 --> 01:26:54.943
Z was lit.

01:26:55.009 --> 01:26:56.144
Didn't really try to do that.

01:26:56.144 --> 01:26:57.979
I think it just I don't remember when that happened.

01:26:57.979 --> 01:26:59.080
We have zealot.

01:26:59.080 --> 01:27:01.216
I'm going to now try to get T or C

01:27:02.717 --> 01:27:03.918
and I failed

01:27:04.686 --> 01:27:06.254
but I have it back in the left flipper.

01:27:06.254 --> 01:27:08.823
So let's try again okay I got C.

01:27:13.962 --> 01:27:16.831
There's with oh no okay.

01:27:16.831 --> 01:27:18.066
When this happens

01:27:19.601 --> 01:27:21.936
I'm probably going to tilt the game.

01:27:29.410 --> 01:27:30.612
I don't know we say that.

01:27:30.645 --> 01:27:31.145
All right.

01:27:37.986 --> 01:27:38.786
That's a good sign.

01:27:38.786 --> 01:27:39.854
We're going to win this game.

01:27:39.854 --> 01:27:41.055
I know it.

01:27:42.223 --> 01:27:44.592
The tilt mechanism gave us some grace.

01:27:45.994 --> 01:27:47.262
Got three letters left. Now.

01:27:49.330 --> 01:27:50.531
Awesome.

01:27:50.798 --> 01:27:52.834
Okay, Z, E and C are all lit.

01:27:56.938 --> 01:27:58.573
I had the ball in the right flipper.

01:27:58.573 --> 01:28:00.475
I'm not entirely sure what I want to do.

01:28:00.842 --> 01:28:02.543
I'm going to go up through the spinner, I think.

01:28:02.543 --> 01:28:05.179
Try to get some more bonus points because we have double bonus lit.

01:28:08.549 --> 01:28:09.317
Okay we did.

01:28:09.317 --> 01:28:11.986
We got some more bonus points or 84,000

01:28:13.354 --> 01:28:14.555
more bonus.

01:28:17.292 --> 01:28:19.394
Oh, we have the bonus ladder filled.

01:28:20.561 --> 01:28:21.763
Oh crap.

01:28:24.465 --> 01:28:26.000
Honestly though, cannot complain.

01:28:26.000 --> 01:28:29.704
We're at one 9898, nearly 200,000 points,

01:28:29.704 --> 01:28:31.105
which is great for ball one.

01:28:39.113 --> 01:28:40.982
Top bumper pushed it into the shooter.

01:28:41.316 --> 01:28:42.483
I just got a lit.

01:28:42.483 --> 01:28:43.685
That was nice. I

01:28:45.253 --> 01:28:46.654
still have not touched the ball

01:28:47.021 --> 01:28:48.222
and we had the outlines.

01:28:55.063 --> 01:28:55.596
That's okay.

01:28:55.596 --> 01:28:57.332
It makes our odds of winning harder,

01:28:57.332 --> 01:29:00.902
but we only need 111,000 points to get a replay.

01:29:02.303 --> 01:29:03.504
Very doable.

01:29:19.721 --> 01:29:20.922
Oh, boy.

01:29:22.256 --> 01:29:23.458
I got Z lit.

01:29:24.559 --> 01:29:26.928
There's some miracle we didn't just take me out, Lane,

01:29:26.928 --> 01:29:28.663
but I need to slow down here.

01:29:29.997 --> 01:29:31.199
Okay.

01:29:32.333 --> 01:29:34.402
I'm going to go

01:29:34.402 --> 01:29:37.505
because we can get double bonus now

01:29:37.538 --> 01:29:39.507
if I go up through the spinner, that's what I'm going to do.

01:29:47.849 --> 01:29:48.783
We can get there.

01:29:48.783 --> 01:29:49.984
We really can.

01:29:55.356 --> 01:29:56.991
In fact, we almost have it in the back.

01:30:02.196 --> 01:30:03.398
Oh, crap.

01:30:11.539 --> 01:30:14.909
A replay is not guaranteed on the bonus score.

01:30:16.644 --> 01:30:18.413
Sorry, I have not gone explaining.

01:30:21.549 --> 01:30:22.383
But there we go.

01:30:22.383 --> 01:30:27.288
394,680 points, which crossed 350.

01:30:27.288 --> 01:30:29.257
So we now have a credit on the machine.

01:30:29.724 --> 01:30:31.058
Do we want to play our free game?

01:30:31.058 --> 01:30:32.193
Let's play our free game.

01:30:35.763 --> 01:30:36.964
Let's see if we can do it again.

01:30:38.166 --> 01:30:40.301
And I'll try to explain more what I'm doing.

01:30:40.301 --> 01:30:42.937
So all right we're into the popovers.

01:30:42.937 --> 01:30:44.138
We got some bonus points

01:30:45.406 --> 01:30:46.140
okay.

01:30:46.140 --> 01:30:47.542
The ball is going a little wild.

01:30:48.509 --> 01:30:50.144
I now have it caught in the left flipper.

01:30:50.778 --> 01:30:51.979
I'm going to go for t

01:30:52.814 --> 01:30:53.381
I got it.

01:30:53.381 --> 01:30:56.451
Can't really catch it right now.

01:30:57.952 --> 01:30:59.153
Oh my goodness.

01:30:59.854 --> 01:31:01.055
Okay.

01:31:02.023 --> 01:31:03.157
Had a hard time getting control,

01:31:03.157 --> 01:31:05.460
but I have t let's I'm not going to go for C.

01:31:05.460 --> 01:31:07.728
Let's do a post transfer I'm going a left flipper now.

01:31:09.997 --> 01:31:11.265
Well that didn't really work.

01:31:15.536 --> 01:31:18.172
Okay.
Here we got e lit by accident.

01:31:18.172 --> 01:31:19.540
So we have TNT lit.

01:31:20.041 --> 01:31:21.909
I'm just going to go back up to the top.

01:31:21.909 --> 01:31:23.377
Oh, boy. So they didn't.

01:31:24.579 --> 01:31:25.780
Okay, well that's all right.

01:31:25.913 --> 01:31:27.415
I have the ball on the left flipper

01:31:28.416 --> 01:31:29.884
and now it's in a kickback lane.

01:31:30.918 --> 01:31:32.620
So there's 20,000 points.

01:31:38.759 --> 01:31:40.862
I just picked it back up through the spinner

01:31:40.862 --> 01:31:42.263
because I wouldn't have been able to catch it.

01:31:43.965 --> 01:31:45.600
I got some more bonus points.

01:31:45.600 --> 01:31:47.602
There is 25,000 on the bonus ladder.

01:31:49.704 --> 01:31:50.872
When in the in lane

01:31:50.872 --> 01:31:52.073
and I just push it back up.

01:31:54.075 --> 01:31:55.243
We got a double kicker.

01:31:55.243 --> 01:31:57.311
That sometimes happens if the ball bounces.

01:31:57.311 --> 01:31:59.013
Just right now we got a land.

01:31:59.680 --> 01:32:02.617
So we got a T and E all that.

01:32:02.884 --> 01:32:04.085
Oh crap.

01:32:04.652 --> 01:32:06.220
Fire the flipper a little early there.

01:32:06.220 --> 01:32:08.122
I almost caught it off of a rebound,

01:32:08.122 --> 01:32:09.590
but now I have it in the right flipper.

01:32:10.091 --> 01:32:11.759
Let's do another post transfer.

01:32:12.693 --> 01:32:13.995
Great. Oh,

01:32:15.263 --> 01:32:16.397
not great enough, though.

01:32:16.397 --> 01:32:17.598
Let's try it again.

01:32:20.801 --> 01:32:22.003
What was that?

01:32:23.538 --> 01:32:25.273
Well, I was around about post transfer.

01:32:25.273 --> 01:32:26.474
Here we go.

01:32:27.975 --> 01:32:30.211
There's another 30,000 points off the kickback.

01:32:32.580 --> 01:32:33.281
Hit the outline.

01:32:33.281 --> 01:32:35.149
But not a problem because.

01:32:39.120 --> 01:32:40.121
With those bonus points,

01:32:40.121 --> 01:32:44.125
we were at 219,910 points on the beginning of ball two.

01:32:44.125 --> 01:32:45.326
That's really good.

01:32:46.160 --> 01:32:47.361
Let's keep going.

01:32:48.930 --> 01:32:50.131
Hey, is lit.

01:32:52.266 --> 01:32:53.634
I have the ball and the right flipper.

01:32:53.634 --> 01:32:54.835
I'm going to go for E!

01:32:56.070 --> 01:32:58.573
I did it and I also got C,

01:32:58.573 --> 01:33:01.409
so we now have three letters already A, B and C

01:33:01.676 --> 01:33:04.412
double bonus isn't available, but 30,000 points

01:33:04.412 --> 01:33:06.547
per hit on that target is good enough for me.

01:33:08.349 --> 01:33:09.884
There's another 30,000 points,

01:33:10.217 --> 01:33:11.519
so we're at 258.

01:33:13.955 --> 01:33:15.323
There's another 30,000 points.

01:33:15.323 --> 01:33:17.158
So we are now at 294.

01:33:23.197 --> 01:33:23.831
Loss ball.

01:33:23.831 --> 01:33:25.032
No big deal.

01:33:30.037 --> 01:33:32.940
I'm at 326,000 points right now.

01:33:33.174 --> 01:33:35.610
So if I don't get a replay

01:33:35.776 --> 01:33:37.411
that's going to be it's going to be

01:33:37.411 --> 01:33:39.747
because the ball is just abjectly horrible.

01:33:40.081 --> 01:33:42.750
Hopefully I can manage to squeeze in 24,000 points.

01:33:49.023 --> 01:33:51.225
With those bonus points, that puts us in a better spot.

01:33:56.163 --> 01:33:58.866
A win's not guaranteed yet, but it's close.

01:34:07.775 --> 01:34:08.976
There we go.

01:34:15.816 --> 01:34:17.018
Excuse me.

01:34:17.585 --> 01:34:18.786
Two replays in a row.

01:34:19.153 --> 01:34:20.321
It is possible.

01:34:20.888 --> 01:34:23.024
And now I'm going to play another game.

01:34:23.891 --> 01:34:25.593
Yeah.

01:34:25.593 --> 01:34:26.794
One more.

01:34:28.062 --> 01:34:29.330
You're still watching, right?

01:34:40.074 --> 01:34:40.508
All right.

01:34:40.508 --> 01:34:41.942
We got some bonus points there.

01:34:41.942 --> 01:34:43.144
And lot left, though.

01:34:45.379 --> 01:34:46.947
Oh, I'm surprised that happened.

01:34:47.381 --> 01:34:50.818
Okay, I have the ball in the right flipper.

01:34:50.818 --> 01:34:52.019
Let's go for Z.

01:34:52.653 --> 01:34:54.088
I was just too short.

01:34:55.856 --> 01:34:58.125
The cops are having their fun with the ball.

01:35:03.698 --> 01:35:04.899
Okay,

01:35:05.566 --> 01:35:07.001
we have t lit now,

01:35:07.134 --> 01:35:09.637
but I don't have control the ball now I do.

01:35:10.071 --> 01:35:11.138
So it's in the left flipper.

01:35:11.138 --> 01:35:15.042
So, we have 20,000 points on the bonus, so it's very worth doubling it.

01:35:15.209 --> 01:35:16.677
Even though we've only got t lit.

01:35:16.677 --> 01:35:18.245
I'm going to hit for that kickback lane.

01:35:19.113 --> 01:35:20.314
And there we go.

01:35:21.015 --> 01:35:23.551
There's 10,000 points and double bonus is now lit.

01:35:24.018 --> 01:35:26.721
I have the ball again in the left, flipper.

01:35:27.388 --> 01:35:29.423
I'll go for C,

01:35:29.423 --> 01:35:31.025
even though I don't really want to.

01:35:32.493 --> 01:35:33.694
Yeah,

01:35:34.028 --> 01:35:36.163
that is a really hard target to deliberately hit.

01:35:36.397 --> 01:35:37.598
And look what I just did.

01:35:40.067 --> 01:35:42.403
I tried to be clever and catch the ball,

01:35:42.403 --> 01:35:44.205
but it was just too far to the left,

01:35:44.405 --> 01:35:45.539
so he lost it down the middle.

01:35:45.539 --> 01:35:46.941
But not a terrible ball.

01:35:46.941 --> 01:35:50.778
70,000 points could be a lot better, but could be a lot worse.

01:35:54.715 --> 01:35:55.916
Got some bonus points.

01:35:56.250 --> 01:35:57.551
Got some more bonus points.

01:36:00.221 --> 01:36:01.922
And some more bonus points.

01:36:08.229 --> 01:36:09.430
Okay, that's.

01:36:11.398 --> 01:36:13.267
The ball had too much speed to catch there,

01:36:13.267 --> 01:36:15.102
so I could just hit it and hope for the best.

01:36:16.771 --> 01:36:20.608
Okay, I got t hit on the left flipper there, so T is now lit.

01:36:20.841 --> 01:36:22.042
Can I go for Z?

01:36:22.877 --> 01:36:24.044
Z is now lit.

01:36:24.044 --> 01:36:25.913
Okay.

01:36:27.281 --> 01:36:30.017
With z and T lit.

01:36:31.152 --> 01:36:33.320
Yeah.
I'm going to do I have the ball on the right flipper.

01:36:33.320 --> 01:36:34.955
I will try another post transfer.

01:36:37.057 --> 01:36:39.093
It's not quite how I want it to go, but it worked.

01:36:40.261 --> 01:36:40.828
Oh, shoot.

01:36:40.828 --> 01:36:41.195
Okay.

01:36:41.195 --> 01:36:42.396
Saved it barely.

01:36:44.198 --> 01:36:44.532
Yeah.

01:36:44.532 --> 01:36:45.866
Get in that target.

01:36:48.369 --> 01:36:50.504
Sometimes the pop bumpers will do it for you.

01:36:51.338 --> 01:36:52.540
Not today.

01:36:52.740 --> 01:36:53.941
We'll end that link.

01:37:00.281 --> 01:37:02.082
And awarded 25,000 bonus points.

01:37:02.082 --> 01:37:04.151
We're only at 126,000 points.

01:37:04.151 --> 01:37:07.288
It's pretty bleak to get a replay, but not impossible.

01:37:20.134 --> 01:37:21.335
Dang it!

01:37:25.206 --> 01:37:26.106
Well, that didn't go well.

01:37:26.106 --> 01:37:28.375
We're at 152,810.

01:37:28.843 --> 01:37:33.180
And with that rather abrupt ending, this is the end of the video.

01:37:33.414 --> 01:37:36.350
But I want to leave you with two extra pieces of information.

01:37:36.750 --> 01:37:37.885
First,

01:37:37.885 --> 01:37:40.221
I wasn't describing what was going on earlier

01:37:40.221 --> 01:37:41.755
when I was banging on the machine.

01:37:42.256 --> 01:37:44.859
What sometimes happens with these games?

01:37:44.859 --> 01:37:48.395
And I think it happens as they age because of the way

01:37:48.395 --> 01:37:52.266
the playfield where's the slot in the lanes

01:37:52.266 --> 01:37:53.734
that has the wire sticking out

01:37:53.734 --> 01:37:55.302
so it can register the ball rolling through it?

01:37:55.769 --> 01:37:59.840
The bottom edge of that slot will sometimes get compressed a little bit.

01:38:00.074 --> 01:38:02.743
I think that happens because over time the ball,

01:38:03.110 --> 01:38:05.713
when it rides in the slot, it sinks down a little bit.

01:38:05.913 --> 01:38:09.483
And then as it's coming out of the slot,
it kind of impacts the playfield.

01:38:09.483 --> 01:38:12.586
And so it gets sunken in just a little bit.

01:38:12.887 --> 01:38:16.390
And very occasionally the ball will have

01:38:16.390 --> 01:38:18.893
the perfect speed to get stuck there.

01:38:19.126 --> 01:38:19.960
And that's what happened.

01:38:19.960 --> 01:38:22.529
So the ball was barely caught.

01:38:22.997 --> 01:38:24.865
So it was pretty easy to dislodge.

01:38:24.865 --> 01:38:28.202
But because the tilt mechanism is so sensitive in these early games

01:38:28.202 --> 01:38:31.205
and one firing of it and the ball's over,

01:38:31.205 --> 01:38:32.406
I was trying to be very gentle.

01:38:33.274 --> 01:38:35.910
The other thing I want to mention is there will be a second

01:38:35.910 --> 01:38:38.579
Sights and Sounds video on this machine, focused

01:38:38.579 --> 01:38:41.482
exclusively on the mechanisms that make it work.

01:38:42.016 --> 01:38:44.752
I was originally planning that to be part of this video,

01:38:45.052 --> 01:38:49.390
but while you might have noticed, it
taken me forever to make this, partly

01:38:49.390 --> 01:38:54.128
that's because I am absolutely no good at recording things off the cuff,

01:38:54.428 --> 01:38:58.599
and I wanted to describe the playfield layout as well as I could.

01:38:58.599 --> 01:39:00.901
So I ended up scripting most of that,

01:39:01.235 --> 01:39:03.671
and I wasn't happy with the script for a long time.

01:39:04.071 --> 01:39:06.840
So this video just got back Bernard forever.

01:39:07.041 --> 01:39:10.377
And, once I got it all put together,

01:39:10.377 --> 01:39:12.346
I realized, oh, this is going to be way too long

01:39:12.379 --> 01:39:13.781
to include everything in one video.

01:39:14.048 --> 01:39:17.318
So there will be a second video, and it's going to be much more casual

01:39:17.451 --> 01:39:20.587
and likely it's only going to be recycled B-roll

01:39:20.587 --> 01:39:23.357
from the original video, original main channel videos.

01:39:23.357 --> 01:39:26.126
But I've got tons of B-roll

01:39:26.260 --> 01:39:29.129
that was not used in those videos, so I can show more

01:39:29.129 --> 01:39:32.166
what's going on in the mechanisms, and I will be doing that

01:39:32.967 --> 01:39:37.705
hopefully sooner than half a year or however long it has been.

01:39:38.272 --> 01:39:41.976
But I have a lot of other stuff that I need to get going on.

01:39:41.976 --> 01:39:44.545
So that's going to be, in the

01:39:44.979 --> 01:39:48.215
not too distant future, but not very, very soon.

01:39:48.515 --> 01:39:51.185
But anyway, thank you for watching and or listening.

01:39:51.385 --> 01:39:53.687
And I will have that part two

01:39:53.787 --> 01:39:55.255
or whatever we're calling it for you

01:39:56.156 --> 01:39:57.358
at some point.

01:39:57.791 --> 01:39:59.093
How's that for a promise?

