Subject: Re: Thunderball (here's the whole story-a bit more readable) Date: Sun, 30 Jan 2000 16:52:52 GMT From: rosco29@mindspring.com (Scott Piehler) Organization: MindSpring Enterprises Newsgroups: rec.games.pinball From pinGame journal Issue #35 November, 1994 By The Power Invested In Me, I Now Pronounce You ... THUNDERBALL! By Jay Stafford, Phoenix AZ In 1982, Williams experimented in producing a game designed to marry the "video game wave concept" with pinball. The play would become increasingly difficult as the player progressed. Like video games, the player's skill would be rewarded with additional "lives," tallied by a balls-to-play counter, yet also be awarded replays for high scores. This unique two-player talking game is called Thunderball, and only ten machines were produced. It features six-ball Multiball and even has gobbleholes! Designed by Mark Ritchie, Thunderball is clearly a shooter's game, yet remains basic enough for the novice. The ball is served, not by a plunger, but via a set of "in-lanes" that deliver the ball from beneath the playfield to roll in front of the flippers for a controlled opening shot. An extra set of flipper buttons (I call them "Fire Buttons"), one on each side of the cabinet next to the regular flipper buttons, allows the player to choose which in-lane will serve the ball, and thus which flipper will get the shot. The symmetrical playfield sports seven gobbleholes and six banks of targets. On each side of the upper playfield are a five-bank of drop targets and a two-bank of standing targets. Most dramatic is the fifteen-inch center ramp formed by elevating a section of playfield. Three gobbleholes await the player's ball at the top of the ramp, and a three-bank of standing targets line each side. All six banks are numbered and have a corresponding numbered playfield insert located at playfield center. Play starts out in what is called "Regular Wave" with all bank targets reset. Completing each bank ("scoring" a bank) lights its numbered insert. Lighting all six inserts begins the Multiball mode called "Superwave." Superwave starts a timer (mine is set for 30 seconds) and allows unlimited balls to be played in that time, similar to the bonus round of Williams' Black Knight. Completing all six banks during Superwave lights 2X Superwave scoring, with repeated compilations earning up to 5X scoring and increasing the timer by 10 seconds. It may seem impossible to achieve 5X in 30 seconds, but assisting you is the frenzy of several balls flying around the playfield. The neat thing about this game's Multiball is that, using the Fire Buttons, the player can control the number of balls in simultaneous play, up to a maximum of six. This helps when you need a skill shot to be uninterrupted by the other careening orbs. (Former Williams programmer, John Kotlarik told me that he and Ritchie decided on the six-ball idea with no thought to Balls-A-Poppin' of the then contemporary Centaur). When Superwave time expires, the playfield action goes dead as all balls drain and player-up advances, returning game play to single-ball Regular Wave. A wide horseshoe lane at the very top of the playfield loops under and behind the ramp, with a spinner flag at each entrance. Shoot the ball into the horseshoe fast enough and it comes back out the other side. Too soft a shot drains behind the ramp. This is because the hidden part of the horseshoe is actually a narrow ledge (patent applied for at the time but not received) requiring sufficient centrifugal force to keep the ball from falling off and exiting the playfield. Which brings me to discuss the seven gobbleholes. Two are the potential drains from the horseshoe, three more on the ramp, and two more mid-way on each side of the playfield. Before I first saw this game, I thought I had seen the last of the gobblehole with 1963's Sweet Hearts, so I was sure that seven of those little buggers would be asking too much. Not to worry! If the ball drains in any gobblehole when lit for "Reload," you get your ball back via the Fire Button. The number of holes lit for reload depends on the number of reloads tallied on the backglass display. One reload is awarded every 200,000 points. Player-up advances only at the completion of Superwave. If that is not achieved before draining, the Balls-to-Play counter will decrement, but the same player will be served the next ball. The possibility exists that Player 1 could complete an entire game in Regular Wave before Player 2 has even begun. If Superwave is completed, sucessive ones become harder to achieve. This is because "scoring a bank" of targets initially only requires that any one target in the bank be hit. The next Regular Wave will allow only two of six banks to qualify at any given time, lighting them in pairs: Banks one and two light together as Sector 1, banks three and four then light together as Sector 2, and banks five and six next light together as Sector 3. The Sectors take turns being lit and only one target in a lit bank need be hit to score the entire bank. The third Regular Wave lights all Sectors simultaneously, but this time, all targets in a bank must be hit to score that bank. The fourth Regular Wave lights all Sectors, but all targets must be hit in a particular sequence. Subsequent Waves subtly increase the difficulty in scoring banks, but I think you get the idea. Also, each gobblehole lit for reload, while the reload lamp is flashing, will score a bank in addition to returning the ball to play. The jet bumpers are nestled close to rebound switches and, during Regular Wave, sustained action between jet bumper and rebounds will increase scoring multipliers up to 4X. After the ball leaves the jet bumper area, the multipliers stay in effect proportionately: The longer the jet action, the longer it takes for the multipliers to countdown backwards from 4X to 3X to 2X to regular scoring. The original design for this game was to have all the targets as drop targets, but it overtaxes the hardware electronics in use at that time. At first, the developers were not sure if the problem was hardware or software, and the time spent on this problem took a lot of money out the development budget. At a time when video games were taking over pinball machines, cost efficiencies forced the decision not to put Thunderball into full production. I want to point out that most references state describe Thunderball as a four-player game. The confusion may have resulted from viewing the backglass while the game is off. It has four full-size displays, but two of them are used to tally each player's balls-to-play and reloads. Also, my research has shown me that this game should be listed with a 1982 date of production, instead of 1983 as usually stated. In fact, my playfield edge is stamped "Apr 1982." There were three PROM versions for this game spread over the ten games built. I have the third version in mine and the only version, I am told, that does not let the game crash dead in the middle of playing it. By now, Two Bit Score in Austin has a copy of the "good PROM" available for anyone who may have a Thunderball that goes dead. I've been unable to track down the existence of four of the ten games made and would like to hear from any other owners. I am trying to build paperwork on this game, as none was produced. At this time, I would like to thank Ted Estes, John Kotlarik, and Mark Ritchie for their help in this effort. Artist Connie Mitchell did three backglasses and two playfields for this game. The first backglass was a promotional advertisement saying, "Coming in the Spring..." The second version was known as Thunderball I and showed a helmeted woman with shoulder pads and spiked gloves. She was to enter an arena and fight for the Thunderball trophy. This version may have been Williams' first four-color backglass. The last version, named Thunderball II, depicts a large pinball erupting little pinball orbs. All the playfield inserts are the ribbed or faceted style which enhances the aesthetic appeal, especially in attract mode. No knocker on this game; high score replays are announced by a robust male voice inviting you to "Play Thunderball! pGj