1998 HUO Godzilla Pinball Machine! Very rare Very fun!
1998 HUO Godzilla Pinball Machine! Very rare Very fun!
1998 HUO Godzilla Pinball Machine! Very rare Very fun!


1998 HUO Godzilla Pinball Machine! Very rare Very fun!
1998 HUO Godzilla Pinball Machine! Very rare Very fun!
1998 HUO Godzilla Pinball Machine! Very rare Very fun!
1998 HUO Godzilla Pinball Machine! Very rare Very fun!

1998 HUO Godzilla Pinball Machine! Very rare Very fun!
1998 HUO Godzilla Pinball Machine! Very rare Very fun!

1998 HUO Godzilla Pinball Machine! Very rare Very fun!

1998 HUO Godzilla Pinball Machine! Very rare Very fun!


1998 HUO Godzilla Pinball Machine! Very rare Very fun!

This game is in pristine condition. Not a wear spot anywhere, no chipped or cracked plastics. The translight is perfect, and no cabinet fading. This game has been completely disassembled, cleaned, and waxed. It shines beautifully the pictures just don’t do it justice. Every thing on this game is very very clean. The inside of the head has literally been opened less than 5 times.

It has very low plays on it and will give many many years of enjoyment. Every single light bulb was replaced with new ones and 7 new pinballs were installed. (4 are used to play the game, 3 are captive), brand new playfield glass, leg bolts, and leg levelers installed, the legs themselves look basically new. It comes with 2 nos sling shot plastics, and some extra target decals that came with the game when it was brand new.

Coin box is included, it is currently running cpu rom 2.05, and display rom 2.0. These are the most stable roms for this game. It is the only after market part to the game. I put these in versus the 1.0 roms the game originally came with for better game play.

According to the previous owner she worked for the company that created all of the toys to promote the godzilla movie, when the pin was released her boss (the owner) got this game for free and then gave it to her. I have no original receipt and i cannot prove that its huo but i trust the lady i bought it from and its definitely looks home use only.

I have always used navl as a courier. If you have any questions feel free to ask.

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1974 Gottlieb Big Indian Pinball Machine RARE!!!!!!!!!

1974 Gottlieb Big Indian Pinball Machine RARE!!!!!!!!!
1974 Gottlieb Big Indian Pinball Machine RARE!!!!!!!!!
1974 Gottlieb Big Indian Pinball Machine RARE!!!!!!!!!

You are looking at a highly collectible 1974 gottlieb big indian pinball machine. This machine is currently not working, however i have played around with the solenoids enough to know that the play field works but it doesn’t score. I was going to fix the machine but just dont have the time, however the play field has been completely torn down and cleaned, waxed, and rubbered. The cabinet is a little rough as you can see but i really that its rough because it gives it character being a “western themed” machine. The backglass does have some flaking as seen in the pictures but is in overall good condition. Now the play field is really in great condition. You can see in the pictures that there is no wear around the pop bumpers or around the or really anywhere else around the playfield with the exception of some of the inserts and by the “double score” (see pics).

Other than that, you have a beautiful play field. The machine does have a pair of legs and leg bolts that comes with the machine, i just forgot to take pictures of them. Approximately 25 minutes southeast of downtown cleveland.

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 04 Aug 2010 @ 10:40 AM 

Banzai Run Pinball 1988 Williams Good Shape Rare

Banzai Run Pinball 1988 Williams Good Shape Rare

This machine is in good cosmetic shape and good working order. Extra pictures can be found here. On the game can be found here. Let me know if you have any questions or need more information on my machine. If you can’t pick it up i recommend using with an insured shipper. Banzai run is a race, and the objective of the game is to challenge 4 racers ahead of you, defeat them, and then challenge and defeat the king of the hill.

You may notice that the announcer always uses the word “he” in referring to the player. Banzai run has the most unusual playfield design i’ve ever come across in all my pinball years. It takes the concept of multiple playfields to the extreme, putting the upper level on the backglass, and the lcd readouts up on top of the playfield. The upper level is nearly vertical, so the ball moves rather quickly and timing is the key to mastering the vertical layout.


Speaking of the lcds, they are of the 7-digit, top-line-only-alphanumeric type, so the highest score you can record is 10 million, after which the display goes back to 0,000,000. If you get 10 million or more, you automatically get #1 on the high score board with a score of 9,999,999. I’ll use the following abbreviations during your tour of banzai run: “k” for a thousand, “m” for a million, “lp” for lower playfield, “up” for upper playfield, and “w/l” for when lit. Parts of the playfield that are named (either by me or by the game) will be capitalized so you know you can find info about them here.

I try to be consistent on this point… I’m doing this sheet entirely from memory (except for a couple of things that i got from bowen’s sheet [growl he beat me to it]), so forgive the occasional inaccuracies.

Anything i’m not sure of will be flagged with a question mark, and anything i stole, uh i mean borrowed, from bowen will be my secret. I’m sure williams will get on my case if i don’t mention that banzai run and multiball are their copyrights. I still wonder how he convinced williams to make banzai run; that design must have cost major $$$ to build.

What’s what and where it is: lower playfield. Starting at the lower left and going roughly clockwise, here’s what you’ll find on the lp. The left outlane has a kickback what’s that doing on a lawlor pin? And thus a nice big curved metal side. It can also be lit for a special.

The kickback is lit at the start of each ball, and is relit by the lock saucer. Sometimes, the kickback will send the ball directly into the lock saucer if it’s in a generous mood. The inlane lights the right spinner for 3k and the ramp for 2 laps (both for a short time).

This is a vertical lane just to the right of the inlane. If the ball falls into it, the kicker at the bottom will send the ball straight back, and it usually hits the lp captive ball. It helps to give the machine a little shake just before the kicker activates to ensure the ball goes straight.

This is at the end of a short curved lane. It awards one lap w/l.

This and the right 1-lap standup are lit each time you come off the up, and both turn off when either is hit. The ball comes out this lane when it leaves the up and the ramp. The three blue beard racer standups are just above the exit to the just-mentioned lane, facing directly right. The three red hot targets are above them, also facing right.

See the rules on the race for how these targets function. This can be hit from the slingshot kicker, or from the lower right flipper. It has status lights to indicate its value: 10k (no lights), 25k lit after 3? Laps, 50k lit after 6?

Laps, extra ball (lights at a varying value, between 6 and 8 laps as i recall). The spinner is 1k per spin, or 3k w/l. The spinner is lit by the right inlane. The lane is very wide, and so very forgiving of errant shots.

The lane leads to the.. Sends the ball to the up w/l (the light is light orange and reads “the hill”). When not lit, it kicks the ball over to the green machine rollover lanes. This also serves as the skill shot, and activates the up freestyle playfield if any targets there are lit. See the rules on the race for more info. You can reach this saucer by shooting the right spinner lane, but the ball never seemed to fall in for me. One yellow belly racer standup is to the right of the left spinner lane, and 2 others flank the open lane that leads to the lock saucer. The ball can reach the lanes by being kicked out of the hill saucer, being plunged here, or rolling up the right spinner lane. The left 2 lanes lead down the the bumpers, and the far-right lane leads directly to the right spinner lane. These lanes don’t follow the traditional use of top rollover lanes in that they don’t count towards a bonus multiplier; they do score bonus points, though. 3 of ‘em, just below the green machine lanes. They will usually fling the ball around for a while before letting it fall down. Sometimes they will kick the ball into the lock saucer, and other times the ball will be kicked out of the lock saucer and be kicked right back in again. Their value can’t be increased (that comes in later lawlor pins). This is placed just to the right of the center green machine lane. It can be hit directly from the lower left flipper, but it is a very unforgiving shot; the open lane is barely wide enough to let the ball through. Sometimes the kickback will shoot the ball directly in here. Here’s what it can score.
Lock: lit in multiball before the king is defeated, and also lit to restart multiball if the king was not defeated before one ball drained. There are 2 different lights (lock and time lock) but i don’t remember which light was lit when. Freestyle: lit if any targets on the up freestyle playfield are lit, and activates that playfield when shot.

This saucer also spots a racer target when shot during one-ball play. The spinner is 1k, or 3k w/l (it is lit by the left inlane).
The lane leads to the green machine rollover lanes. The ball can also land in the hill saucer, but it never seemed to work for me. A full-sized flipper at the entrance to the right spinner lane.
I personally never use it, but if you choose to, it can hit almost any blue, red, or yellow racer target, as well as the captive ball. The entrance is low, and can be shot with either lower flipper (backhands are tough, though).

It scores 1 lap, 2 laps w/l (lit for a short time by the left inlane, and always lit during multiball). It has a flasher underneath the plastic that indicates when a victory lap can be collected, and when the king can be defeated.

The exit to the ramp is above the left 1-lap standup, and the ball usually falls right onto the lower right flipper. Balls leaving the up also fall onto the ramp and exit the same way (but don’t score a lap). Just to the right of the ramp entrance.


Functions like the other 1-lap standup target. The outlane can be lit for a special. The inlane lights the left spinner for 3k for a short time. Two rows of four lights each, color coded for the racers. The bottom row indicates which racers are challenged (flashing) or defeated (steady) in the current race.

After multiball ends, these lights will turn off and the four “previous race” lights will turn on, saving them for the end-of-ball bonus. After the ball ends, the current race’s status is saved, but the previous race’s lights turn off.

There are also lights indicating your place in the race (6th to 1st). The plunger lane leads to the green machine rollover lanes. Hit the hill saucer from the plunger to score the skill shot.

2 of each, normal places, but the left slingshot is a bit wider than the right, to accommodate the kicker. Here is the first example of lawlor’s fascination with unusual inlane configurations. What’s what and where it is: upper playfield. Going from bottom to top, here’s the layout of banzai hill.

The only way to reach the hill is via the lp hill saucer. When you do, a mobile magnet comes down, picks up the ball, and drops it onto a metal lane that leads to the lower left flipper. However, if any targets on the freestyle playfield are lit, freestyle will activate before the ball is dropped. The ball can always be caught by the left flipper after it is dropped from the magnet. These flippers raise to a far greater angle than your average lp flipper in order to get the ball to move up the vertical playfield.

Use the regular flipper buttons to control them. Passing between these flippers is possible. To pass, wait until the ball is near the tip of a flipper, then tap the flipper button. The flipper should go about halfway up, and the ball will land on the metal lane leading to the other flipper. Completely blocks the gap between the lower flippers, and is always lit after the ball is dropped off the magnet. An orange “post out” light will flash to indicate the timer on the post. Once the post’s timer runs out, the ball can drain between the flippers and return to the lp. A looping lane that is easily backhanded from the left flipper. The exit from this lane is above the left flipper, so the ball will usually be catchable. A single standup target, facing down, between the entrances to the blue beard and lock lanes. It can be hit directly from either flipper, and sometimes the ball will hit it after speeding thru the blue beard lane if the right flipper is kept raised. The ball is very difficult to control after it hits this target.
The ball exits this lane via a long straight lane, much like the lane that guides the ball away from the magnet, but the ball will be moving faster and so will not usually be catchable by the right flipper. It will either fly over to the left flipper or hit the green machine target and bounce wildly. A is located between the entrance and exit of yellow belly, and b and c are located between the entrance and exit of blue beard.

Hitting all 3 doubles the value of the cycle jump for that time on the hill only, and lights extra ball during multiball, also for that time on the hill only. The ball is sometimes controllable after a shot to any of these targets, but no guarantees. This is a very long shot between green machine and the entrance to yellow belly. It can be hit with either flipper, but is a lot easier to hit with the left flipper. It is a u-shaped lane that leads to a kicker (and where the ball is held).

The kicker sends the ball up to the top mini-playfield, which consists of the top flipper, top drain, captive ball, and red hot. A teeny-tiny flipper just big enough to hold the ball. The ball will always be catchable after it is kicked up from the lock. A hole to the right of the top flipper. It drains the ball back to the lp.

Always scores 1 lap (although there’s no light or text to tell you that it does). Defeats the king and scores an extra ball w/l. Another vertical lane with a bend to the left. When not lit, it scores the current cycle jump value (doubled if a-b-c have been completed that time on the hill). The cycle jump starts at 75k?

Per hit, and is saved between balls. The ball drains back to the lp after this shot is hit. Freestyle playfield (or as i like to call it, the pachinko playfield). This is a totally separate playfield, with one ball, no flippers, and 8 targets (2 for each racer).

If the ball hits any lit targets, the corresponding racer is immediately spotted. The path of the ball is totally unpredictable; sometimes it will fall back down in a split-second, other times it’ll bounce around and collect a couple of racers. The first stage of the race involves the racer targets and the hill. To challenge a racer, complete all 3 of the racer’s targets. Doing so lights the racer on the up with a flashing light.

Other ways to spot a racer target are the lock saucer and the ramp (for the 1st race only). You can challenge the racers in any order, and you can defeat the challenged racers in any order. Once all 4 racers have been challenged (but not all of them defeated), the non-defeated racers’ targets will reset and light again. Completing a bank of targets will light 1 of the corresponding racer’s targets on the pachinko playfield. If all non-defeated racers targets have been lit on the pachinko playfield, the racers’ targets will reset and flash very quickly.

Completing them again will defeat the corresponding racer. Defeating all 4 racers (no matter how) immediately lights the up lock.

So, if you hit the yellow belly loop to defeat him, and he’s the 4th racer you defeat, you can shoot the lock right away. If, after lighting the up lock, you hit all 12 racer targets, the lock at the lp lock saucer lights.

Shoot the lock to start… When you lock the ball, the 2nd ball is served to the plunger, and the skill shot is available. When that ball hits something, the locked ball is kicked out and drains to the lp. The goal is to lock one ball in the lp lock saucer.

Listen for the announcer to say go for the hill! To tell when a ball is locked. The hill is then lit on a timer; if you don’t hit the hill saucer within about 12 seconds, the locked ball is kicked out and must be re-locked.

Once you get to the hill, there is one thing to do: hit the up captive ball to defeat the king for 1m and a noisy light show. If you feel greedy, hitting abc lights the up captive ball for an extra ball. See what greed will get you? If you drain from the up without defeating the king, the locked ball is immediately kicked out and must be re-locked.

If you manage to hit all 12 racer targets, the announcer says go for the ramp! Forget about the lock now, just hit the ramp to defeat the king. After you defeat the king, hit the ramp for a victory lap bonus of 250k. You can get victory laps as long as 2 balls are in play. Once one ball drains, you can get only one more victory lap.

If you drain one ball from the lp without defeating the king, shoot the lp lock saucer within 20 seconds to restart multiball. You can restart multiball only once per race. Shooting the hill saucer from the plunger awards the skill shot, which is 100k the first time, 200k the second, up to a max of 500k? The skill shot will also challenge a racer, or light a target on the freestyle playfield if all racers are challenged, or defeat a racer if all possible freestyle targets are lit. In short, it’s worth going for.

The ball must be plunged at less than full strength, but if you hit the plunger with the heel of your palm, the ball may bounce into the hill saucer anyhow. Hitting the skill shot at the start of multiball awards only the points. You start with 1 lap, and can earn laps via the ramp, the up captive ball, and the 1-lap standups. Laps advance the lp captive ball’s value, and getting 25 laps awards the finish line bonus of 750k and an extra ball.

I don’t remember what happens after you reach the finish line. The counter may reset (as bowen says) but i can’t say one way or the other. Banzai run is pretty stingy with its extra balls. The eb at the lp captive ball stays lit until collected, and the finish line awards an eb, but the up captive ball eb is hidden i.

Not explained anywhere on the machine. Defeating all racers twice lights the outlanes. One outlane at a time is lit. I’m not sure if they disappear after one ball (the specials, that is, not the outlanes) or if they stay lit until collected. Fun with bonus i love that name! 10k for each lap, and 20k for each defeated racer. If you defeat all the racers twice on one ball, you only get credit for having defeated them once. Defeating a racer scores 50k. Locking a ball to either start or restart multiball is 100k. Flying balls: if the ball somehow manages to fall off the up without going thru one of the 3 drains, the game will realize this and give you another ball (with the display: “super jump, shoot again”).

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ATARI LUNAR LANDER - FULL SIZE ARCADE GAME - RARE !!
ATARI LUNAR LANDER - FULL SIZE ARCADE GAME - RARE !!

ATARI LUNAR LANDER - FULL SIZE ARCADE GAME - RARE !!


ATARI LUNAR LANDER - FULL SIZE ARCADE GAME - RARE !!
ATARI LUNAR LANDER - FULL SIZE ARCADE GAME - RARE !!


ATARI LUNAR LANDER - FULL SIZE ARCADE GAME - RARE !!
ATARI LUNAR LANDER - FULL SIZE ARCADE GAME - RARE !!
ATARI LUNAR LANDER - FULL SIZE ARCADE GAME - RARE !!
ATARI LUNAR LANDER - FULL SIZE ARCADE GAME - RARE !!

ATARI LUNAR LANDER - FULL SIZE ARCADE GAME - RARE !!


ATARI LUNAR LANDER - FULL SIZE ARCADE GAME - RARE !!



ATARI LUNAR LANDER - FULL SIZE ARCADE GAME - RARE !!

Atari lunar lander arcade game. It is working 100% and plays as good as it looks !! This has been in my collection for about 1 year now, but its time to go as i need the space for another game.

The cabinet is incredible with only a few scratches. The side art is almost perfect. There is one small scrape (see pictures).

The inside of the cabinet is very clean !! The control panel is also incredible… There is no visible paint loss or wear spots. The monitor also works great. Its located in trabuco canyon..

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Last Edit: 25 Jul 2010 @ 10 10 PM

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1983 Williams Joust Pinball - Rare Arcade Machine NR


This is a survivor, a 1983 williams joust pinball machine in good working order and one of the cleanest ones i’ve seen. This machine had been in storage for several years in a warehouse and i recently acquired it and with the help of my friend (a pinball technician) we got it playing again (it just needed a few switches and diodes replaced). I also changed the rubbers on it and installed new balls and waxed it.

I have not done any touch ups to it and it appears to be all original. As you will notice it is in very good shape overall, the boards are clean, the cabinet is nice, and the playfield is very good for it’s age. The plastics are good, but some are bowing a little as they do (there are ways to flattened them back out including putting them between two heat resistant pieces of glass and using a hairdryer). I have not tested every switch but have played several games on it and it seems to play well and have not noticed any defective switches, everything appears to be working well on it. There may still need to be an adjustment or two but as the video shows it is in good operational condition and the scoring and displays work fine.

There is a very small raised flat black spot (smaller then a grain of rice) that i originally assumed was a screw tip but on closer inspection it appears to just be something black that stuck to the playfield. Rather than try to clean it off, i will leave it as it is very minor and i have already taken the photographs, you can see it in the lower part of the pterodactyl’s wing in this photo. It looks like it could just be scraped off with a fingernail but i don’t want to risk hurting it and have already taken my photos so will just leave it alone.

Verall the playfield is really in decent condition for its age. Bay area amusement still sells target decals and playfield insert replacement decals too for this if you wanted to fully shop it out. The instruction manual is included. I wanted to show it in detail (not from 10 feet away with a blurry camera like some pinball listings i’ve seen) and i have taken over 125 detailed photographs of it and a youtube video, all shown below. Photograph it to show it to you in detail and clarity.

If there is anything that i didn’t include that you would like to see or ask me about, feel free to contact me. I require a 10% deposit due in 3 days, balance due in 7 days unless prior arrangements are made. My zipcode is 03867 (rochester, nh usa). Feel free to contact me with questions.

(click to enlarge the pictures).

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Last Edit: 09 Jul 2010 @ 10 10 PM

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GOTTLIEB COWPOKE PINBALL MACHINE. ADD A BALL RARE
GOTTLIEB COWPOKE PINBALL MACHINE. ADD A BALL RARE
GOTTLIEB COWPOKE PINBALL MACHINE. ADD A BALL RARE
GOTTLIEB COWPOKE PINBALL MACHINE. ADD A BALL RARE


GOTTLIEB COWPOKE PINBALL MACHINE. ADD A BALL RARE

GOTTLIEB COWPOKE PINBALL MACHINE. ADD A BALL RARE


GOTTLIEB COWPOKE PINBALL MACHINE. ADD A BALL RARE

GOTTLIEB COWPOKE PINBALL MACHINE. ADD A BALL RARE

Here is a rare opportunity to own one of gottliebs most collectible pinball machines. The machine powers up but the scoring motor keeps cycling. I would expect it needs to be completely gone thru just to be sure. Game is complete including the important animation that is extremely hard to find. A game like this does not come available very often.

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Last Edit: 01 Jun 2010 @ 05 10 PM

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1981 Iron Maiden Stern Pinball Machine Very Rare Tested



1981 Iron Maiden Stern Pinball Machine Very Rare Tested

1981 Iron Maiden Stern Pinball Machine Very Rare Tested

1981 Iron Maiden Stern Pinball Machine Very Rare Tested


1981 Iron Maiden Stern Pinball Machine Very Rare Tested


1981 Iron Maiden Stern Pinball Machine Very Rare Tested


1981 Iron Maiden Stern Pinball Machine Very Rare Tested

1981 Iron Maiden Stern Pinball Machine Very Rare Tested

Up for sale is a rare 1981 iron maiden pinball machine made by stern. The machine is in great working order.

The overall condition of the machine is good. There are some wear marks in the ball field but nothing major. More pictures available upon request. Brand new top piece of tempered glass.

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Last Edit: 18 May 2010 @ 09 10 PM

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VINTAGE 1980 BALLY FLASH GORDON PINBALL MACHINE RARE NR

Vintage 1980 bally flash gordon pinball machine rare nr. You are viewing a very hard to find 1980 bally flash gordon.

Pinball machine - here is your chance to own a. Very desirable, really fun to play bally flash gordon pinball. This awesome pin is great fun to play yet still very challenging and has. Family oriented theme - this machine is in very nice condition. And is working great - it was just cleaned and serviced by a. Technician - the contacts were checked, cleaned and adjusted for perfect. Gameplay -all bulbs were checked and replaced as needed - it was just. Fully shopped with all new rubbers and the playfield was just waxed - it. Plays fast and looks great - this is arguably one of bally’st machines from the early 80s era - has a great multi-level. Pinball style layout - plenty of shots with an awesome 2-way ball. Kickout, 3 flippers, 3 pop bumpers, and an awesome 4 sets of drop. Targets - gameplay is fun, fast and furious, with the targets laid . If you’re good - you can really aim at and hit what you need to maximize.

This awesome game has speech that helps keep the gameplay exciting - a. - it is loaded with lights and has great. The game has 3 flippers, 3 pop bumpers, 1 bank of 4 drop targets, 1 bank of 3 drop targets, 1 inline set of 3 drop targets and a single. It also has 2 rollunder spinners, and a very cool 2-way. It has an awesome 2 level playfield, speech, and a high.

Intensity strobe light in the backbox this feature was not present on. This one has the strobe and it is working !

Flash gordon was the first split level game from bally. It was also the first game to use the “squawk and talk” board, and the 2nd production bally game with speech. Flash gordon began as a 1930s comic strip hero and was a very successful hollywood motion picture serial in 1936, prompting two more serial in 1938 and 1940. A movie in 1980 coincided with the production of this game. The game works 100% - it was just fully shopped - the machine was.


Just fully went through 100% to make sure it is working and scoring. Perfectly - all contacts were checked and cleaned and adjusted as needed. The game was checked to make sure every single little thing works and.
Scores 100% - all rubbers were replaced and the playfield was just. Cleaned and waxed - it plays smooth and fast - the game is working 100%. And is a blast to play - when will you ever find another one like this?? This is a very fun pin to play - it was designed for. Players of all ages - if you are looking for a very nice pinball for. Your home or collection, then this is the one to have. The machine is great fun to play - every function of the.

- overall the machine is not perfect it is a 30+ year old. Used pinball, but is in very nice shape for its age - the backglass is perfect - the. Playfield has some wear and has been touched up and mylared in spots.

(see photos) - it looks decent and obviously does not affect gameplay at. All, but could use a replacement playfield or a better touch-up job very nice - the cabinet shows some light wear, but looks very nice. For its age - it is not perfect, but it is the nicest flash gordon. Cabinet that i have ever come across - the game plays fast and it should - please see detailed.

See how nice this game is. This machine would look awesome in.
Collection - it will be a welcome addition to any gameroom - please ask. Questions you may have - machine is guaranteed working as described when. How it is handled once it leaves here - the machine is as. The photos - i have tried to take detailed photos to show you what you. Getting, but please feel free to ask any questions that you may have the. Can not control what happens once it leaves my possession - a must for. Classic arcade game, pinball machine , rec-room memorabilia, coin-op or.
Can deliver this machine within 25 miles of 53154 from door to door no. Arcade, pinball machine , rec-room memorabilia, coin-op or video. If would like a blanket. The machine from us within about 1 week, and will take another week to. I would prefer if this game were picked up here in milwaukee, wisconsin or i will deliver it within 25 miles for $40.

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Last Edit: 28 Apr 2010 @ 04 40 PM

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RARE Stern Prototype Whitewood Pinball Machine WPT

RARE Stern Prototype Whitewood Pinball Machine WPT
RARE Stern Prototype Whitewood Pinball Machine WPT

RARE Stern Prototype Whitewood Pinball Machine WPT

RARE Stern Prototype Whitewood Pinball Machine WPT

RARE Stern Prototype Whitewood Pinball Machine WPT

RARE Stern Prototype Whitewood Pinball Machine WPT

RARE Stern Prototype Whitewood Pinball Machine WPT

RARE Stern Prototype Whitewood Pinball Machine WPT
RARE Stern Prototype Whitewood Pinball Machine WPT
RARE Stern Prototype Whitewood Pinball Machine WPT

RARE Stern Prototype Whitewood Pinball Machine WPT
It works 100% and it is running the latest software. I have gone through the game to make sure it works like it came out of the box from the factory. The cabinet is brand new with a new dmd and boards.

The playfield is beautiful with a high gloss clear coat which protects the writing. This was the only engineering sample wpt that was completed and it was the final step before production.

Let me know if you have any questions or need more pictures.

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Last Edit: 17 Apr 2010 @ 01 11 AM

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1950 Gottlieb KNOCK OUT pinball machine- rare knockout!
1950 Gottlieb KNOCK OUT pinball machine- rare knockout!

1950 Gottlieb KNOCK OUT pinball machine- rare knockout!

1950 Gottlieb KNOCK OUT pinball machine- rare knockout!

1950 Gottlieb KNOCK OUT pinball machine- rare knockout!


1950 Gottlieb KNOCK OUT pinball machine- rare knockout!

It is in much better condition than most seen put up for sale. It plays perfectly and looks great. The back door for the head is in good condition as well and has not been cut in half like most. I do have the glass for over the playfield as well…

I just took it off for the pictures. The playfield is in pretty good condition.

The only touch ups it has seen are where the hole kickers wore a couple spots (typical). The backglass is a brand new one from shay arcade group and looks absolutely beautiful. The biggest condition issue the game has is that the coin door was not the original one for this game, so it was painted to match. It is the same type of coin door the machine had originally. The area around the buttons had been painted decades ago to look like other machines from back then.. I chose not to mess with it as i kind of like it. The main cabinet hasn’t been touched up or repainted in any other way. In the past i have used old dominion trucking and have had good results. You can use that if you wish… But they tend to be a bit pricey. None of that check scam bull. If you would like to view the pinball machine i can make arrangements for you to come see it/play it in person.

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Categories: Uncategorized
Posted By: admin
Last Edit: 26 Mar 2010 @ 04 10 PM

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