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.
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- 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. BG, PF.
- 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.
- Bowling Champ, 2/49, 2419 produced, 2 reverse flippers, 9 static bumpers and 2 pop bumpers.
- Buttons and Bows, 3/49, 2200 produced.
- Sharpshooter, 5/49, 1840 produced, 1 kick-out hole.
- Double-Shuffle, 6/49, there were 911 Double Shuffle games produced.
- Three Musketeers, 7/49, 800 produced, 1 kick-out hole.
- College Daze, 8/49, 2230 produced.
- 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. BG, PF, Both.
- 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. BG, PF, Both.
- 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. BG, PF.
- 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 Legs, waffle-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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