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Gottlieb Pinball History & Evolution 
from 1947 to 1979.

10/01/10, cfh@provide.net

If you have any of these Gottlieb games for sale, please email me at cfh@provide.net. I will buy just about any Gottlieb (or Williams) pinball (though my favorites are really the 1950s "woodrail" pinballs). But in particular I am really looking for Cyclone (4/51), Watch My Line (7/51), Skill Pool (8/52), Grand Slam (4/53), Twin Bill (1/55), Harbor Lites (2/56),Roto Pool (7/58). And from the 1970s looking for Capt. Card (1973), Lucky Hand (1977),Joker Poker EM (1978), Space Walk (1979).

Why The Interest in Gottlieb Woodrails?
"Woodrails" are machines generally made before 1961, and have wood siderails that hold the top glass in place. Starting around 1960, all companies converted to using stainless steel siderails ("metal rails") for pingames. Woodrails are very unique and classic looking. They have a less industrial look, and are just more handsome than their metal rail counterparts.


    Woodrail Play Appeal.
    The thing that is very unique about most Gottlieb woodrails is the playing strategy used to score "Replays" (a Replay is when the player wins a free game). On most Gottlieb woodrails, there were multiple strategies to winning replays. That is, you could win a replay (or *multiple* replays) by accomplishing particular feats (in addition to passing a set score). This is unlike pinball games today, which give replays based just on high score. Yes 1960s "metal rail" pinballs also usually had some feat that gave a Replay. But this was a single replay and a single feat strategy. Where most pre-1958 Gottlieb woodrails had multiple strategies or ways to win Replays. Many Gottlieb woodrails had as many as six different strategies (ways) to winning replays (in addition to passing a high score value). This makes Gottlieb woodrail games very unique. Also some pre-1958 Gottlieb single player woodrails allowed the player to win from up to 26 Replays in a single game, or for just accomplishing a single feat!

    Gottlieb Artwork until 1965.
    The sole artist for Gottlieb until 1965 was Roy Parker. There isn't a lot known about Parker, but what is know is this: He worked for an two different art houses that handled all the silkscreening of the playfields and backglasses for all the pinball companies during the 1950s and 1960s. These two companies were Advertising Posters (aka Ad Posters), and Reproduction Graphics. RG burned down *twice* (and after the second time, they did not rebuild), so Roy worked for Reproduction Graphics when they were open, and Ad Posters when RG closed. Roy did not work for Gottlieb. But David Gottlieb requested all artwork to be done by Roy Parker, so Ad Posters and RG had Roy Parker do all the artwork for Gottlieb, as David Gottlieb requested.

    Roy Parker's artwork is famous because of his attention to small details. Another artist that worked for Ad Posters and RG was George Molentin. George did the artwork for most Williams, CCM, and Bally games during the 1950s. To me, the difference in these two artists is night and day. Parker's artwork is very detailed. The women's hair, their clothing, the backgrounds, all very detailed and finely draw. Molentin's artwork is much less detailed, almost like he rushed the work (which he might have, because he worked for basically all the other game companies).

    Woodrail Evolution.
    In my eye, the most collectible Gottlieb woodrail era is 1950 to 1955. (That's why I have the evolution listed below, so changes can be seen.) Many changes where to make the games cheaper to produce. Like the change from wood legs to metal legs in 1956, and the change from wood top and bottom arches to metal, and the change from four color to three color cabinet art in 1957 (though some earlier games did use three colors, it became consistent in 1957). Also after 1955, the play changed as less Replays were awarded for acheiving game goals (some 1959-1960 single players games like Ms.Annabelle only award replays based on score). And the artwork is generally less defined in the later years.


Wedgeheads (1960s/1970s Single Player Gottlieb Pinballs.)
As time progressed and single player woodrails evolved, they turned into "wedgeheads" in 1960. The nickname applies because the backbox cabinet is in the shape of a slight wedge. This cabinet design was kept until the last single player EM was made in 1979. These games are amoung the best playing of the Gottlieb single players. Generally the artwork wasn't nearly as good as the 1950s woodrails, but the evolved game play made up for this. (Though not every wedgehead is a "great" game, most titles are pretty darn fun to play.) When the 1970s came along with drop targets, 3" flippers, and "wow" add-a-balls, wedgeheads had really progressed with some great rules and gameplay. (See next section.)

Why Single Player Games?
The reason single player games are more desirable than multi-player games is simple: game play. Single player games have deeper rulesets, and award more Replays for acheiving game goals. Multi-players games *must* have less rules because there is no memory in these EM games. That is, the game can't remember how far along in the ruleset a player has gotten from ball to ball. Hence multi-player games have a goal that must be achieved in a single ball (the rules are less sophisticated.) And multi-player games usually only award Replays based on score (not on game goals), so there aren't multiple strategies to winning replays (until the 1970s). Finally multi-player games are bigger, uglier, heavier, and more time consuming and difficult to work on.

Are there any "good" Multi-player games?
Yes there are, mostly in the 1970s. Starting about 1971, Gottlieb made heavy use of the modern style drop target and 3" flippers on their pinballs. So many of their single and multi-player games during the 1970s have drop targets. This gives the player a lot to shoot for, and makes those games pretty darn fun. Though I still prefer single player 1970s gottlieb pinballs to multi-players, a lot of the multi-player games have great game-play too. The best thing about 1970s Gottlieb multi-player games is the "bang for the buck". That is, they are inexpensive to buy, yet provide a lot of fun to play. The downside is they are bigger and more complicated to repair than single player wedgeheads, and the rulesets are shallower.

What About 1970s Drop Target, 3" Flipper, Gottlieb Pinballs?
Aww a soft-spot in my heart! The Gottlieb EM pinballs from 1971 to 1979 with drop targets and 3" flippers are amoung some of their best games (especially the single player versions). Frankly they didn't make a lot of titles during this era (just 8 years worth), compared to 1947 to 1970 where they made lots of 2" flipper games. With that in mind, 70% of all Gottlieb production was of 2" flipper games (compared to the 1971-1979 three inch flipper titles). Luckily production numbers are higher during the 1970s, but the number of titles with drop targets and 3" flippers are limited. And these games are quite fun. The 1970s evolved the EM technology to its limit, with advanced features and ideas.



Parker women versus Molentin women.
The art on the left is typical Roy Parker style artwork. Notice
the detail in the dress and skin of the women, and the surrounding
background detail. The art on the right is Molentin. The women is
far less detailed, and not nearly as sexy as the Parker babe. Also
the background is less detailed. Left art from Gottlieb's 1952 Happy Days.
Right art from William's 1953 Nine Sisters.

What Games are Here?
This list of Gottlieb EM (Electro-Mechanical) pinball games made from 1947 to 1979. Much of this information is based on my experience, and info from other collectors (Richard Lawnhurst). Sales flyers were also used (but sometimes sales flyer info is not accurate). Many pictures taken by Richard Lawnhurst, Russ Jensen and myself. If you have any additions or corrections, please email me.

Looking for information on fixing/restoring a Gottlieb game from this era? See my web page at pinrepair.com/em and pinrepair.com/top for help with repair, andpinrepair.com/restore for help with restoration. As for repair, chances are nearly 100% nobody is going to fix or restore one of these games for you. The time involved is too great, and if you could find someone, for the most part the money spent would be more than the game is worth. So the only alternative is to fix the game yourself, and the above documents should help with that.

How to find a game easily in this list:
This list is organized chronologically. So to easily find a particular game, use the CTRL-Ffunction of your browser to find a game. All games with mechanical animation in the backbox have a * next to the game name.




  •  
    • Humpty Dumpty, 10/47, 6500 produced, 2 kick-out holes, was the first pinball ever made with flippers; this game had six.
    • Lady Robin Hood, 1/48, 6000 produced, 1 kick-out hole.
    • Cinderella, 3/48, 4000 produced, 2 kick-out holes.
    • Jack N Jill, 4/48, 2000 produced, 3 kick-out holes at bottom of playfield.
    • Olde King Cole, 5/48, 1500 produced, 2 kick-out holes.
    • Ali-Baba, 6/48, 1700 produced. BGPF.
    • Alice in Wonderland, 8/48, 1000 produced, 2 kick-out holes.
    • Miss Cue T, 1948, just a few produced, six flippers.
    • Barnacle Bill, 8/48, 2500 produced, 1 kick-out hole and really big lower flipper spacing.
    • Buccaneer, 10/48, N/A produced, nearly same playfield layout as Barnacle Bill, but with 3 kick-out holes and closer lower flipper spacing.
    • Round Up, 11/48, 1500 produced.
    • Harvest Moon, 12/48, 500 produced, A-, 3 kick-out holes.
    • Telecard, 1/49, three kickout holes, 1700 produced,
    • Gin Rummy, 2/49, 500 produced, essentially the same game and playfield layout as Telecard (1/49) but with different artwork.
    • Basketball, 10/49, 1200 produced.
    • King Arthur, 10/49, 1220 produced.
    • K.C. Jones, 11/49, 800 produced, A-, light animated train on backglass, 1 kick-out hole.
    • Just 21, 1/50, N/A produced, turrent game.
    • Bowlette, 3/50, 1000 produced, B-, Gottlieb's only (shuffle) bowling machine, 69" long (17" longer than a pinball of this era), and just 22" wide. The game is incredible small compared to puck bowlers by other manufacturers. Uses two small 2" diameter pucks with the "Gottlieb" logo in the center. Puck slides under the pins, which turn off as "hit". Game also came with a metal "T" rake in case a puck was throw lightly (and didn't get past the pins). Puck is returned to the player at the front of the cabinet next to the coin door. If game is over, puck is kept inside the game and is not released until a new game is started.
    • Select-A-Card, 4/50, 1500 produced, turret game.
    • Bank-A-Ball, 5/50, 816 produced, turret game, 6 kick-out holes.
    • Buffalo Bill, 5/50, 500 produced, turret game.
    • Triplets, 7/50, 750 produced, B+, 1 kickout hole, 2 reverse flippers,
    • Rockettes, 8/50, 1000 produced, B+, 4 non-reverse flippers (two at mid-playfield), 4 kick-out holes.
    • 4 Horsemen, 9/50, 1800 produced, B+, blocking gate (safety gate) between flippers.
    • Spot Bowler, 10/50, 1000 produced, A, mini bowling pins that light up on the playfield.
    • Joker, 11/50, 850 produced, B+, reverse flippers.
    • Double-Feature, 12/50, there were 550 Double Feature games produced, A, reverse flippers.
    • Knock Out*, 12/50, 3000 produced, A+, 2 kick-out holes, mechanical animation on the playfield of two boxers and a referee.
    • Minstrel Man, 2/51, 1800 produced, A+, first Gottlieb with drop targets, 3 single drop targets that fall when a bullseye target in front is hit.
    • Happy Go Lucky, 3/51, 600 produced, A.
    • Cyclone, 4/51, 800 produced, A, NO SAFETY GATE, reverse flippers, two slot kickers along sides of playfield, 5 pop bumpers, 1 kickout hole.
    • Mermaid*, 5/51, 600 produced, A+, backbox animation of fisherman catching a boot (nearly identical type of backbox animation unit as used latter in Flipper Cowboy and Buckaroo).
    • Glamor, 7/51, 300 produced, A, four flippers, safety gate below lower flippers, kickout hole just above "V" safety gate, uses ABT push coin acceptor (instead of Heathchute coin acceptors, probably because the game was designed a year or two before it actually was produced),
    • Watch My Line, 7/51, 600 produced, a bingo flipper-less pinball game.
    • Wild West, 8/51, 800 produced, A, 4 kick-out holes, one Indian drop target that falls when a bullseye target in front is hit (same type as used on Minstrel Man, 2/51).
    • Rose-Bowl, 10/51, 1000 produced, B+, flippers at outside edges of playfield.
    • Globe Trotter, 11/51, 910 produced, B+, 1 kick-out hole (between flippers), reverse lower flippers, 2 normal upper flippers.
    • Niagara, 12/51, 1200 produced, A, 4 trap holes.
    • All-Star Basketball, 1/52, 1000 produced, B+, 1 kickout hole, NO TRAP HOLES.
    • Twin Hockey, 2/52, ? produced, B, arcade game in a pinball cabinet.
    • Quartette, 2/52, 1450 produced, B-, 4 flippers and 4 ball traps.
    • Hit 'N' Run, 3/52, 1400 produced, B, reverse flippers.
    • Crossroads, 5/52, 1300 produced, B-, 4 trap holes, cross roads.
    • Four Stars, 6/52, 950 produced, B-, 4 trap holes, 4 flippers, very similar to Quartette,
    • Happy Days, 7/52, 1150 produced, B, 9 trap holes.
    • Skill-Pool, 8/52, 2100 produced, B+, NO TRAP HOLES, light animated pool balls on the playfield.
    • Chinatown, 10/52, 1500 produced, B-, 9 trap holes.
    • Coronation, 11/52, 1100 produced, B, 7 trap holes.
    • Queen of Hearts, 12/52, 2200 produced, A, 5 gobble holes.
    • Flying High, 2/53, 1400 produced, B+, 8 trap holes.
    • Quintette, 3/53, 1200 produced, B-, 5 gobble holes.
    • Grand Slam, 4/53, 1800 produced, B+, 3 kickout hole.
    • Guys Dolls, 5/53, 1500 produced, C+, NO FLIPPERS but six moving posts (with arrows on them, move back to front) by the lower lanes which are player controlled with the flipper buttons. These posts can kick the ball, but don't allow much ball control (conpared to flippers).
    • Marble Queen, 6/53, 1000 produced, A, 1 gobble hole, playfield marbles that light up.
    • Poker Face, 8/53, 1700 produced, B, 6 gobble holes, used one slot kicker between the flippers, very simliar to Queen of Hearts (12/52).
    • Shindig, 9/53, 1200 produced, B-, 8 trap holes, reverse flippers.
    • Pin Wheel, 10/53, 800 produced, C+, 4 flippers at bottom of playfield, 8 trap holes.
    • Arabian Knights, 11/53, 700 produced, B+, 6 gobble holes, has a knob in front to set either 1 gobble hole, 2 gobble holes or 3 gobble holes lit for 1 to 3 specials.
    • Green Pastures, 1/54, 750 produced, A, 2 kick out holes.
    • Lovely Lucy, 2/54, 850 produced, B-, 6 gobble holes, backglass holdover replay feature.
    • Mystic Marvel, 3/54, 1050 produced, A, 2 gobble holes, double-award, first game with "balls played" ball arch lights.
    • Jockey Club, 4/54, 1150 produced, B+, 5 gobble holes.
    • Hawaiian Beauty, 5/54, 900 produced, A, 2 gobble holes, double-award, 3 pop bumpers below the flippers at bottom of playfield, balls played lights on lower ball arch.
    • Dragonette, 6/54, 950 produced, A, 5 trap holes, double-award, BALL COLLECT TRAY, complete side bumpers 1 to 8 in order to light playfield replays, outstanding Roy Parker backglass and playfield art.
    • Daisy May, 7/54, 600 produced, A, 2 kick out holes, double-award, 4 flippers at bottom of playfield, BALL COLLECT TRAY.
    • Gold Star, 8/54, 700 produced, B+, 7 gobble holes, double-award, balls played lights on lower ball arch.
    • Lady Luck, 9/54, 700 produced, B, 4 gobble holes, 3 kick out holes, double-award, "balls played" ball arch lights.
    • 4-Belles, 10/54, 400 produced, A, 5 trap holes, double-award, Four Belles was an exact copy of Dragonette (6/54) except for different artwork. Because of that, this game uses a BALL COLLECT TRAY (and hence no "balls played" lights) and does not have a game over relay. LAST GAME TO USE TRAP HOLES, complete side bumpers 1 to 8 in order to light playfield replays, outstanding Roy Parker backglass and playfield art.
    • Diamond Lill, 12/54, 700 produced, A-, 2 kick out holes, double-award, center horseshoe around a pop bumper, reverse flippers. Has the old style BALL COLLECT TRAY (and hence no "balls played" lights) and does not have a game over relay (probably because this game was designed earlier and not released).
    • Super Jumbo, 10/54, 500 produced, 4 player, Gottlieb's first 4 player woodrail game with score reels. Replays only awarded based on score.
    • Stage Coach, 11/54, 650 produced, B, 5 gobble holes, "balls played" ball arch lights.
    • Twin-Bill, 1/55, 800 produced, A-, 1 player but has dual scoring (red and green sides) allowing for replays on either or both scoring block, 2 gobble holes, "balls played" ball arch lights.
    • Gypsy Queen, 2/55, B+, 1400 produced, 2 gobble holes, lots of rollovers, "balls played" ball arch lights, can win up to 8 credits.
    • Duette, 3/55, 2 player, 326 produced, Gottlieb's first 2 player woodrail game, score reels. Replays only awarded based on score.
    • Deluxe Duette, 3/55, 2 player, 736 produced. Same as Duette (3/55) but in a larger cabinet.
    • Sluggin' Champ, 4/55, 950 produced, A, came in a regular single player cabinet or a "deluxe" cabinet (larger 2 player cabinet, not as desirable), "balls played" ball arch lights.
    • Jubilee, 5/55, 4 player, 500 produced. Replays only awarded based on score.
    • Southern Belle, 6/55, 1000 produced, B, 2 gobble holes, "balls played" ball arch lights.
    • Sweet Add-A-Line, 7/55, 800 produced, B+, 2 gobble holes, "balls played" ball arch lights, lots of rollovers, can win up to 26 credits.
    • Tournament, 8/55, 2 player, 600 produced, 1 gobble hole, reverse flippers, Replays only awarded based on score. BGPFBoth.
    • Wishing Well, 9/55, 1050 produced, B-, 1 gobble hole, "balls played" ball arch lights, can win up to 10 credits, only Gottlieb made with a pressboard wood cabinet instead of plywood.
    • Marathon, 10/55, 2 player, 750 produced, 2 gobble holes. Replays only awarded based on score.
    • Frontiersman, 11/55, 1000 produced, A-, 1 gobble hole, the last Gottlieb with wooden legs, carry over replay feature, can win up to 10 credits.
    • Easy Aces, 12/55, 1100 produced, B, the first Gottlieb 1 player with painted metal legs, waffle-pressed metal flipper button guards, and chromed cigarette holders, 1 gobble hole, can win up to 10 credits.
    • Gladiator, 1/56, 2 player, 1200 produced, 2 gobble holes, still used wooden "picnic table" style, side mounted legs (as used on multi-player games only) instead of metal legs. Only woodrail multi-player that has a non-score based replay. Replays only awarded based on score.
    • Harbor Lites, 2/56, 1500 produced, B, 1 gobble hole, the first Gottlieb 1 player to replace the bottom wooden ball arch to a silk screened metal ball arch (but still used the red plastic ball shooter gauge). Also first game to introduce the bullseye ("center score") target. Game also had two slot kickers. Harbor lites has thre discs for special, extra special, and super special which give 1,2,3 replays, and then a double lite disc that doubles all awards (for a possible total of 6 free credits).
    • Score-Board, 3/56, 4 player, 1300 produced, 2 gobble holes, single pop bumper below flippers. Replays only awarded based on score.


    • Derby Day, 4/56, 1600 produced, B-, 1 gobble hole, single pop bumper below the flippers, the first Gottlieb 1 player with an integral metal lower ball arch and shooter gauge, can win up to 12 credits.
    • Toreador, 6/56, 2 player, 975 produced, 2 gobble holes. Replays only awarded based on score. BGPFBoth.
    • Classy Bowler, 7/56, 1100 produced, B, 2 gobble holes, can win up to 5 credits.
    • Sea Belles, 8/56, 2 player, 1300 produced, 2 gobble holes. Replays only awarded based on score.
    • Auto Race, 9/56, 1500 produced, 2 gobble holes. Backglass screened with "game over" and backbox panel is routed for a "game over" light bulb, but has no game over relay and no trough switches to sense the game is over, hence the "game over" backglass lighted area is not used.
    • Register, 10/56, 900 produced, 4 player, 1 gobble hole, reverse flippers. Replays only awarded based on score. BGPF.
    • Fair Lady, 11/56, 2 player, 550 produced, 2 gobble holes, last Gottlieb game that used the round Heathchute coin acceptor. Replays only awarded based on score.
    • Spot Pool, 1956, Gottlieb Spot-Pool was a bumper pool game.
    • Rainbow, 12/56, 1250 produced, 3 gobble holes.
    • Flag-Ship, 1/57, 2 player, 1250 produced, 3 gobble holes. Replays only awarded based on score.
    • Ace High, 2/57, 2100 produced, 2 gobble holes. Last single player game to have power to the flippers after the game is finished.
    • Majestic, 3/57, 4 player, 1350 produced, 2 gobble holes, Gottlieb's first game with a Roto-Target. Replays only awarded based on score.
    • Royal Flush, 5/57, 3400 produced, 2 gobble holes, roto-target, Gottlieb's first 1 player game with a Match feature. Also came factory equipped with two coin chutes, and the first Gottlieb to discount plays at three plays for 25 cents, one play for 10 cents. The last full production Gottlieb game with a wooden coin door.
    • Continetal Cafe, 7/57, 1350 produced, 2 player, 3 gobble holes. Replays only awarded based on score.
    • World Champ, 8/57, 2300 produced, 1 gobble hole, produced with both a wooden or metal coin door, can win up to 10 credits. No roto-target. World Champ has a game-over relay (two ball trough switches sense the fifth ball) and the backglass is screened with a "game over" graphic, but there is no light bulb wired in the backglass wood insert panel to show the "game over" backglass icon. World Champ is the last game to features lots of replays (ten for World Champ) via the gooble hole, and is the last of an era of Gottlieb woodrail pinballs.
  • Start of Flipper Games with 6 reverse flippers, very similar playfield layouts. At least the first three games (and maybe more) in this series were originally sold with 1 1/8" balls (but for restoration purposes, these games should use 1 1/16" balls). These games use a "time clock" which looks like a bell mounted under the playfield. But it turns off the game after about 10 minutes from the start of a game. Otherwise there is still power to the flippers/bumpers after playing the last ball.End of 6 reverse flipper, very similar playfield layouts.

    Start of Flipper Games with 4 reverse flippers, These games MAY have come with 1 1/8" balls (but for restoration purposes, these games should use 1 1/16" balls).

    End of 4 reverse flipper games, end of 1 1/8" balls. Time Clocks no longer used, game does not turn itself off after a set period of time. Game still has power to the flippers/bumpers after the last ball.

    Start of Pop Bumpers. Prior to this, Gottlieb games only had 'dead bumpers'. Start of Flipper Games with 2 reverse flippers, 1 1/16" balls, power enabled at all times to flippers/bumpers even after last ball (no Timer Clock or Game Over relay).

    End of Arched Top backbox games and Start of Square Top backbox.End of 48 credit light Replay unit. Start of new mechanical 26 credit Replay unit.End of 2 reverse flipper games.

    Start of Turret (center slot kicker) games with 2 normal flippers, "balls played" light, and wide-open playfield design.

    End of Turret games.


    End of five cent ABT push style coin acceptor era.

    Start of round Heathchute coin acceptor feature. This is actually a big development. Now games must have a coil-controlled reset bank to reset the game features. With the prior ABT push chute, when the player pushed in the chute, this manually reset the reset bank. With the Heathchute, this is all done electrically with coils and relays.

    Start of Safety Gate (between normal style flippers) feature.

    End of Safety Gate feature.


    Start of Trap Holes. Trap holes trap the ball and hold it, not allowing another ball into the same hole for that game.

    Start of Gobble Holes. These holes did not trap the ball but "gobbled it up" and allowed future balls to have the same fate.

    End of fitted front door custom painted to the cabinet paint scheme era.

    Start of hinged front door with generic paint scheme.

    Start of Double-Award games. (This allowed the player to put in an additional coin at the game start to double the number of any replays won. When one coin is inserted, the "thimble" light (on the lower ball arch) is lit, telling the player he can add another coin for a "double" game. This light stays on until the 10,000 unit is moved, turning off the ability for the player to add a coin for a "double" game. If a second coin was added, this will also turn the thimble light out, and the "double" light on the backglass goes on. Note the credit unit on a double game is slightly different than a conventional 1950s Gottlieb woodrail.) Start of game over and "balls played" lights on the lower ball arch (instead of a ball collect tray), balls now drop into lower ball arch. This now allowed the use of a "game over" light designation on backglass (though for sometime, the backglass had this designation, but didn't have a light bulb wired to light it!).

    End of Trap Hole era.


    End of ball collect tray at bottom of playfield era.
    End of Double-Award games.

    Start of Multi-Player games (note these games do not use "balls played" lights on the lower ball arch).

    Start of Multi-Special Gobble hole games; one gobble hole in center, when lit, gives multiple specials.

    End of Wooden Leg game era.

    Start of 31" Metal Legswaffle-pressed metal flipper button guards (single player games only), and chrome cigarette holders.



    Start of Metal Lower Ball Arch, but still used the red plastic ball shooter gauge. The use of wood diminishes greatly, as metal parts cost less than wood. This changes the whole look and feel of the games (though the transition is not complete until Derby Day 4/56).Start of Metal Lower Ball Arch with integral ball shoooter gauge.End of Heathchute coin acceptor era.

    Start of Coin acceptor above coin door on all games.

    End of four color cabinet era.

    Start of three color cabinet era. To save money, Gottlieb used one less color in the geometric cabinet design. Note since Roy Parker did not do cabinet art, Gottlieb always used geometric designs for the cabinet (unlike Williams, which used game t

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