



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.
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.
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.
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.
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.
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.
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.
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 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.
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”).




Bram strokers dracula pinball machine in great shape. The cabinet has the usual nicks and scrapes but nothing major. The play field is in great shape but could use a wax and cleaning. The dot matrix display has some pixles out but displays most of the images. The longer you play it the more of the bulbs come on.
The left flipper gets stuck adn wont come all the way down. It still works fine but needs to be adjusted. I can only guarantee machine will be working when it leaves my shop. What happens to the machine after that is on you. I try to describe my machines as accurately as possible.
I will not be held responsible for any problems that may occur once machine leaves my shop. Every time these old delicate machines are moved you run the risk of damaging the components inside.
We are not an amusement company in the business of restoring machines. These machines are from an arcade and are expected to have normal wear and tear and in some cases taken a beating. They have scratches and marks all over them from being in an arcade. Kids have climbed all over these things for years. We keep over 200 machines on our floor at any given time and games are quite often fixed on the fly and sometime rigged. I can not remember all the repair details about these machines. Put your destination in check options. Game will be on a pallet if chosen. Ust ordered the new flipper rebuild kit and solenoid the flipper will be working perfect. Just ordered the new flipper rebuild kit and solenoid the flipper will be working perfect.




They are built like tanks. This is the last game they made before going out of business. This game is fairly rare with only 1000 of them being made.
This specific one is in awesome shape, with no wear on the playfield. When we got the game it only had 1400 plays on it. There is no way to prove it only had 1400 plays, but we think the condition shows it. Just look at how clean the inside of the cabinet is. The game was totally stripped of parts, and i don’t just mean the ramps. Everything was taken off the topside and cleaned. All new incandescent light bulbs were installed to ensure reliability, not just the burned out ones. Everything was polished and cleaned, with all new white rubber. The ball troughs and ramps were also removed from the underside of the playfield to be cleaned. Some people skip this step and it doesn’t take the game long to get dirty again. Also all of the inserts have had brand new led’s installed, it really makes the inserts pop.
If you haven’t seen led’s before in a game, they really make a big difference, and they really stick out at you. All your friends will go nuts when they see you have a pinball machine in your house. The game plays perfect and looks awesome. You will not be disappointed in this game. I don’t think you will find a nicer barb wire game.
This game is super heavy, so please keep that in mind. This machine is in hope michigan 48628.




First off, i would like to apologize for the pictures. My storage space is very cramped! Ok, so this machine has had all diagnostics run and everything passes 100% without a single error. The dot matrix display is bright and vibrant with no missing dots. Although i had only played about 100 or so games on it and in that time, i haven’t expereienced a single error or problem. I haven’t noticed anything that needs adjusting aside from the right ramp (all set now). All bulbs work 100% although as you play the game regularly, you will of coarse need to replace bulbs as a necessary part of the upkeep and normal maintenance.. Physically, the cabinet is very nice. Not mint but very nice. The only wear is really just a couple small little nicks to head side and a little bit of fading to the cabinet artwork in the bright red dracula areas.. The dark red commonly fades to light pink on this machine. Playfield really has no wear to mention. There is one broken slingshot plastic but the game comes with a brand new set so you can replace both if you prefer to. Or feel free to call me at 585-755-8358.
$199 within the continentil usa.




Beautifull 100% working taxi machine. Brand new $250 cabinet art installed - cabinet looks like new. All boards very clean and 100%. Game was completely shopped out. This game has great music and game play!
Your wait for a great taxi is over. Click here to see game working. Brand new pinball inc departure ramp installed $109 value.
I forgot to install it before i took pics. I will add photos with the topper installed tommorow. Note: if you cannot see entire pic right click and select open image. Brand new decal installed on coin door.
Close up of right head with new art installed. Close up of right cabinet with new art installed.
Overall right side with new art installed. Left side overall with new art installed.
Close up of left cabinet with new art installed. Close up of left head with new art installed. Copy and paste these links to see high resoltion pics of the game.


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