Gottlieb Jockey Club woodrail pinball - rules and gameplay

Описание к видео Gottlieb Jockey Club woodrail pinball - rules and gameplay

A tutorial on Gottlieb's 1954 Jockey Club pinball. This game really showcases the sensibilities of woodrails (compared to the 60’s and 70’s) with an overabundance of objectives for the player to manage. There are at least five (5!) chances to win:
- Score 3+ million points in the grandstand.
- Score 58+ points on the infield.
- Shoot 1-7 to light the Special targets.
- Light all five horses via the gobble holes.
- Light any one horse three times via the gobble hole.
The Double Award is a rare "gambling" feature that allowed users to insert a second coin to double the number of replays awarded. It was discontinued two years later. The backglass will light up to indicate this mode, and the credit reel moves two steps at a time instead of one.

"Make Your Way Around the Track:" Hit the passive bumpers numbered 1 to 7, in sequence, to light the special. Only the lowest lit number is currently active: you must shoot 1 before 2 will become available, shoot 2 before 3 is available, etc. Use your initial plunger shot skillfully to get the ball onto the side of the field where you need it. Once the special is lit, hit the targets and rack up as many credits as you can!

"Take Home the Purse:" shoot the bumpers, stand-up targets, and slingshots to "raise the stakes" and rack up hundreds of thousands on your way to a free game. Your score appears up in the grandstand. Targets worth 10,000 will send the horses spinning around the track in the backglass, often five furlongs at a time. Test your nudging skills on the "A" and "B" outlanes to activate the multiplier. Replays are awarded at user-definable high-score goals starting at 3 million; set up the game to make it as rewarding or challenging as you like.

"Place A Side-Bet:" Score 90 points or more on the infield. Shoot the rollover button to light the pop bumpers into 2-point mode, and your score appears within the turf on the backglass. Use the upper flippers to your advantage and keep the ball scoring up top. But watch out, an errant ball will trigger the rollover and put you back into regular scoring mode.

"Will It Be Secretariat, or Seabiscuit?" Light the all-star horses via trapped balls. Each ball down the hole lights the corresponding horse. Use your lower flippers carefully. If you can get all five horses "out of the starting gate" (one ball each), you'll score a free game. Or, get any one horse to "win, place, or show" to earn 3, 2, or 1 replay(s), respectively.

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