Sunday, August 30, 2026

Games That Might Have Been: 9 to 5 for the Atari 2600

Hello it's blogging time once again and today i'm doing something a bit different as im starting a possible new blog series Im calling Games That Might Have Been where I take a look at canceled games that never made it, and try to speculate what they might have been like. Im certainly starting off on a somber note as the game im looking at has ties to someone we have sadly lost recently. She was known for her looks as much as her personality, and over her 80 year life she had incredible success as a country singer, an actress, and a buisnesswoman. I'm of course talking about Dolly Parton




      



Dolly Parton in 1977



Born into poverty in rural Tennessee in 1946, Parton began writing songs at the young age of six, performed on television by the time she was 10, making her first recording a year later, and became a professional songwriter at age 16. After writing songs for others, she released her debut album, Hello, I'm Dolly in 1967. From 1967 to 2023, Parton had released 49 studio albums and wrote more than 3,000 songs, with many of them earing her gold, platinum, and multi-platinum certifications from the Recording Industry Association of America (RIAA), 11 Grammy Awards  a Tony Award, and was logged 25 number-one Billboard country singles (tied with Reba McEntire for the most by a woman), 44 career top-10 country albums (a record for any artist), and 110 career-charted singles over 40 years, Earning her the nickname the "Queen of Country" and making one of the most successful country music performers in history.


Though Parton certainly made her mark as musician, She also had success in acting for movies and televsion. While she earned of 400 credits to her name, her first and best known film was the comedy classic 9 to 5




      



The Original poster for 9 to 5 (1980)



The plot concerns three women three women (played by Fonda, Tomlin, and Parton) who live out their fantasies of getting even with and overthrowing their company's autocratic, their egotistical, sexist boss (played by Dabney Coleman).


While the film is a comedy, its insparation and subject mater is anything but a laughing matter. The Story of 9 to 5 begins in 1973 in Boston Massachussetes with the founding of an orginization called the 9to5, National Association of Working Women.


Founded by  Karen Nussbaum and Ellen Cassedy,  the orginization itially focused on women's rights activism and antiwar movements. But after running low on money and taking jobs as secretaries, Nussbaum and Cassedy observed firsthand the mistreatment and inequities faced by women in office work. These experiences inspired them to develop the concept of a labor organization specifically for women office workers. 


This work managed to attract the attention of someone who was dedicated to womens rights: political activist and actress Jane Fonda




      






Jane Fonda in 1971



Fonda happened to be a freind of Nussbaum and Nussbaum would often recount the stories of sexual harrasment that members faced before joining. Horrified, the stories resenated with Fonda and felt that it would make a great premise for a movie. 


By then she had formed her own film production company, IPC Films which produced both the Vietnam Documentary Introduction To The Enemy in 1974, and the anti nuclear power thriller The China Syndrome in 1979. The latter of which ended up being a box office hit earning $51.7 million on a production budget of $5.9 million, giving IPC Films enough finaces to explore the idea. 









Left to right: The posters for Introduction To The Enemy (1974) and The China Syndrome (1979) (Fun Fact: The China Syndrome is actually partially resposible for the adoption of VCR's, the 1980s Workout Video Craze, and the leg warmer fad as Fonda ended up injuring her foot on set so badly she had to switch from ballette to a new exercise regimen by Leni Cazden. These sessions inspired her to start her own exercise studio and braching it out to records, tapes and eventually video tape)


Originally it was going to be a drama where the three women would actually end up killing the boss, but they felt it would be too preachy and too much leaning toward the femminist side so instead they decided to make it a comedy. 


As for casting, while the film was written with Lily Tomlin and Dolly Parton in mind, they weren't sure if they were going to be casted and had they been unavailible, the parts would have went to Carol Burnett and Ann-Margret. Luckily Tomlin and Parton were able to be casted and got the parts. 


However Parton had  one condition: she could write the film's theme song. They of course obliged, and the films theme song became of her biggest hits of the decade. Interestingly enough the song made its debut a month before the movie came out on her album 9 to 5 and Odd Jobs.


After months of production, The film was finally released in the US on December 19th, 1980 and was a massive success, grossing over $103.3 million at the box office and reciving positive reviews from both critics and audiences, and would spawn both a tv sitcom and a broadway musical.


However fast forward to 1981 and the film would almost get adapted into an unexpected form. At the time, the films distributer, 20th Century Fox, was sold for $720 million to investors Marc Rich and Marvin Davis. Under their leadership, Fox would begin adapting its properties into the 3 biggest growing forms in entertainment in the early 1980's: Home Video, Cable TV, and Of course Video Games.


While Fox wasn't as interested in video games as they were with home video and cable, they were aware that the video game industry was growing at a rapid pace, even making more than the motion picture industry were their main focus was, so it made sense to at least look into it.


So in January 1982, Davis met with Frank O'Connell, the former Senior Vice President in charge of sales and marketing for Mattel Electronics division around the time Intellivision to discuss the idea of Fox branching out into the video game market. O'Connell was then contacted by Fox and signed a $5 million deal to turn his Santa Clara start-up Elite Capital Partners into a video game company.


The result was Fox Video Games, formed in April 1982 to produce video games for the Atari Video Computer System (later known as the Atari 2600)




      





Fox Video Games Logo (1982)



Fox Initially had a line up of 4 games: Fast Eddie, Deadly Duck, Worm War I and Beany Bopper all of which launched in July of 1982




      










Left to right: Fast Eddie, Deadly Duck, Worm War I and Beany Bopper (1982)



To develop these games, Fox reached out to another company called Sirius Software. Sirius Software was a small Apple II game developer out of Sacramento and they had quite a backround. They were founded in 1980 by 2 men: Jerry Jewell and Terry Bradley.








Left to right: Terry Bradley and Jerry Jewell in 1982




Bradley was the owner of a local Computerland store and Jewell worked as a sales manager at his store. One day, a college student named Nasir Gebelli walked into the store with a disk containing some graphic utility programs he wrote.




Nasir Gebelli in 1981


Though Bradley thought that the program was merely "OK" and asked to keep the disks for a day or two, Jewell was impressed enough to ask him to help him to incorporate his work into Jewells own program, which would become  E-Z Draw, one of the earliest graphics editors for the Apple II.





E-Z Draw (1980)


Together they formed Sirius Software with the goal of writing games for the Apple II. They managed tor crank out some notable hits like Gorgon (A clone of Defender) and Space Eggs (A fixed space shooter inspired by Nichibutsu's Moon Cresta).








Left to right: Gorgon and Space Eggs (1981)


Their success caught Fox's Attention and Sirius contracted with Fox Video Games to develop 12 games for the Atari 2600. Fox, in turn, was to develop 12 games adaptable to personal computers that would be marked by Sirius with each company taking royalties on sales.


But Fox also had plans to adopt titles from their films into games. They had 3 games that would follow this stratagy: Alien, Megaforce, and Fantastic Voyage, all released a few months later in November.












Left to right: Alien, Megaforce, and Fantastic Voyage (1982)




But they did have plans for more movie based games down the road. these titles included Porky's, Six Pack, The Entity, Tough Enough, The Day The Earth Stood Still, and of course, 9 to 5.







A page from Fox's catalog advertising 9 to 5



Now as you can probably gather, most of these games were cancelled before they were even released. Porky's did end up getting a release on both the 2600 and Colecovision, and The Entity did make it into the prototype stage, but the rest were never made.








Left to right: Porky's (1982) and The Entity prototype (1983)




Six Pack, Tough Enough, and The Day The Earth Stood Still might earn some looks another day, but for now, lets look at 9 to 5. While a gameplay mock up doesnt exist, there is a short description in Foxes Press Kit saying: "A secretary's work is never done: dictation, typing letters, filing, and it all has to be done on time.  Now, the boss wants coffee, and time is running short.  Can she keep up with the pace?".








With that description, its clear that the game was suposed to be based of that one specific scene in the movie where Lilly Tomlin's character, Violet, needs to make coffee for Dabney Coleman's Character, Frank Hart Jr. and in the process mistakes the sweetener for rat poison thinking that she poisoned him. Seems a little bare bones to me, as I feel it would have been a better fit to base it of the famous fantasy sequences from all three characters in the film so you could have 3 levels, but hey, it works.


So with that description, what kind of game would it have possibly been like? Well, in my head im thinking something along the lines of the game Lost Lugage by Games of Apollo, which itself is was a take on the Kaboom! formula.










Lost Luggage (1982)




It also may be something allong the lines of a maze game. Not a dot collection game like Pac-Man, but more something along the lines of Konami's Turnpin or Brouderbunds Spare Change where you have to move the character to sections in the game to to certain tasks.








Left to right: Turnpin (1981) and Spare Change (1982)




Now there are some clues from behind the seen that can give some insight. According to Alien Megaforce and M*A*S*H  programer Doug Neubauer, Foxes games were typically developed within 3 months and were only 4K in size. Those could also be the reason why they didnt think to base it on the fantasy sequences, as they might have just not have had the time or ROM space to make any idea they had work.


So with all of this said, here are some mockups of the two concepts of what the game may have been like with the Collection game on the left, and the Maze like one on the right.














Of course this is all just speculation, what the game may have actully been like, we may never know! But anyway, what happened to Fox Video Games?


Well naturally, the Video Game Crash of 1983 hit Fox hard and experienced terrible financial losses by overproducing cartridges of their video game M*A*S*H . While O'Connell expressed interest in the digital distribution of video games being developed by Romox Inc., 20th Century Fox decided to pull the plug on the division and left the video games industry in 1983.


They also ended up taking Sirius Software down with them as they never ended up paying the royalties they owed them for development of their games, Resulting in Sirius shutting down in 1984.


10 years later in 1994, Fox revisited the video game buisness with a new division Fox Interactive publishing games based of properties like Die Hard, The X-Files, And The Simpsons. publishing games for consoles, the PC and the Mac, before being sold to Vevendi in 2006.


So thats ends our look at what could have been 9 to 5 for the Atari 2600. While it certainly may have not ended up being a great game, especially since it was very early for movie liscenced games and most movie based games even today aren't known for being memorable, it certainly stands as an interesting history peice just like the movie its based on. While 9 to 5 the movie stands as a historical snapshot of the harsh realities of women in the workforce from the 1970s going into 1980, the concept of 9 to 5 the game stands as a historical snapshot of when the video game industry was still new and publishers were rushing out with the most outrages concepts with hopes of coming out on top. that wraps it up for my entry today, as always, Thanks for reading! see you next time!




Friday, July 24, 2026

A game design concept in the making: SpyGames (Update): Epilog

Hello its Bonus blogging time again, and its personal project update time again! Because today I'm giving my final quick update on Adventures In SpyGames.








The logo for Adventures In SpyGames


When we last left off, I discussed my with progress with obtaining more first person footage and voices giving myself till today to either have a working prototype/demo or call it quits. Today Im giving some quick updates on where things are now.


Unfourtunatly I came to the desicion to scrap the project, at least for now See with everything going on in my life outside of this project: My lack of success and avoiding responsibility in trying to find a job, my attempts to get back into getting a driver's license, my growing lack of interest and frustration in executing this idea before a strict personal deadline has kind of put me at a wits end.


I dont want to cancel this project because I know I have a good idea, but I just cant keep taking it and at the rate im going, i dont think I'll ever have a fully working game.


And its not just that either, I also ran into a farmilliar problem once i started adding more and more video:





Yep, It just forgets how to start it in the right place again! But that isnt even the worst bit, just as soon as i was about to send over the footage for the Apple II filter, My laptop charger, just, stopped connecting right!


I dont know whats causing it but the only way i can charge it now is by siting it on its side like this:






Seriously!


I know im gonna get a new one soon but, this has really hampered me more than i already am. Combine this with the stress and tenseness I was feeling after my driving test and neglect of my other responsibilities and I was now finnally ready to just swallow that hard pill and just pull the plug before this project just destroys my mental health.


In conclusion, while this project has been a complete disaster and i wasnt able to fufil my goal either at the end of 2025, or even now, I have learned to to just let things go a little and learn that this was kind of an enevitable end. And like i said looking back this project, at least ive had a good run and its at least led me to meet some interesting people. Will I ever come back to this project? Maybe. Again I know I have a good idea and i feel like if i can execute it the way how im invisioning it, it could truely be something special, But with everything thats going on both in my life and outside of it it would be impossible. But a good idea never fanes, and a good idea is never forgotten. but for now, that wraps it up for my entry today, as always, Thanks for reading! see you next time!

Sunday, July 19, 2026

A game design concept in the making: SpyGames (Update): Part #10

Hello its Bimonthly Bonus blogging time again, and its personal project update time again! Because today I'm giving another quick update on Adventures In SpyGames.








The logo for Adventures In SpyGames


When we last left off, I discussed my struggles with progress with obtaining more first person footage for each of these actions. Today Im giving some quick updates on where things are now.



Well I have good news and bad news, the good news is i was able to film more footage and get some of the voices down, the bad news is, im still making slow progress, even after giving myself an extra week!


After some chosing my options, I decided to chose Gmod, However there are some catches. For starters, I have to relly on premade maps and models due to Gmods age and the complexity of its Hammer editor. I also cant edit them without some conversion and if i do it requires a little more work to get the textures in correctly. This is a slight problem in that i cant directly change how anything looks, but considering how the apple II filter and the fact ists still just some simple shapes with little objects and detail, i think i can make it work. Finding maps was a slight headache but nothing too bad.


Basically I plan to have 2 maps: One for inside and one for outside. Ashford Acadamy with stand as Littledale University, Normal Mall and johnston mall will stand as Twin Peaks mall, some GTA recreation maps will stand as miscelanious locations etc.


I know this isn't exactly photorealistic, but at this point ill take what I can get. Anyway heres how it looks.






Some of the new footage




Speaking of things that WERE a headache however is linux. I am starting to grow a buring hatrid for linux the more and more it breaks down on me! So one day I tried starting up the ubuantu VM and it just refused to boot. After a few more failed attempts I decided to try making another Linux VM, this time using Mint. I chose Mint because people often say it is “Beginner Friendly”. You say how I didn’t say user friendly? Well that’s deliberate because other than installing the os, it becomes the same terminal tied garbage that Ubuntu was! In fact I wasn’t even able to install TMSexpress because the required Homebrew software isn’t built in and doesn’t even come with mint! Can somebody please explain to me why this is necessary?! Why do I keep having to install garbage like this when I should be able to click on an icon and the program just works?! Luckily for whatever reason, the Ubuntu VM, for whatever reason, suddenly decided to start booting correctly again and to avoid another atrocity, I just used a save state (thank god Virtual Box allows you to save the state of the machine!). Anyway here’s some speech samples 







Character speech in TMS Express



Again, it doesn’t sound great or anything, but I’d say that the real thing probably would have similar results so it it’s aulthentic, and it works.



So overall while i have made some progress, and i think that i can at least get something playable done by friday, I think that after that it’s done. Again looking back this project has been a trainwreck however it turns out at least ive had a good run and its at least led me to meet some interesting people, but until then that wraps it up for my entry today, as always, Thanks for reading! see you next time!

Saturday, July 4, 2026

Silver Ball of 76: A look at Gottlieb's Spirit of 76

Hello it's blogging time once again and it's July 4th again , and that means its Independence Day again! In fact its quite special this year as it's the United States Semiquincentennial, celebrating the 250th anniversary of the United States Declaration of Independence. But today, were gonna go back about 50 years to 1976 during the United States Bicentennial, to look at something that commemorated the founding of the country we call home. Its also gonna be different as were not looking at a video game, but rather the other form of entertainment that was the king of arcades long before them: Pinball




      




People playing on pinball machines at Cumberland Mall in Atlanta Georgia (1978)



Yes long before video games became king, Pinball machines lined up arcades to take people quarters. In fact, some pinball manufacturers became game manufactures like the makers of the particular machine we're looking at today: Spirit of 76, designed by Ed Krynski and Wayne Neyens, by D. Gottlieb & Co. (Later Gottlieb) in 1975




      




Spirit of 76 (1975)



Yes, that's the same Gottlieb that would go on to create Qbert. But Before that, They were an innovator in the pinball business their story begins with their founder and namesake: David C. Gottlieb




   





David C. Gottlieb



Born in Born in Milwaukee Wisconsin in 1900 to Russian Jewish immigrants, David Gottlieb began his career in 1922 after dropping out of the University of Minnesota to work as a movie theater booker and traveling salesman in Minneapolis before moving to Dallas, Texas, selling punchboards (pressed paper boards full of holes each containing a slip of paper that listed a cash or merchandise prize) to isolated oilfields.


Gottlieb soon got fed up with the punchboard salesman gig, so he soon turned to a traveling motion picture business instead. Each day, he would load up a film projector into his Ford Model T, drive to towns to small to have their own theater and show movies to the people in the town. But in the meantime, he also sold slot machines and countertop games across the town.


Though it didn't last, as Texas cracked down on slot machines, So Gottlieb went a different route and acquired the rights to produce a countertop grip tester. On the advice of his childhood friend and coin-op manufacturer and distributor Al Walzer, he relocated to Chicago, where with a loan from Walzer he formed D. Gottlieb and Company in 1927, With their first product being the Husky Grip Tester,  A strengh tester machine inspired by the similar machines of Charles Chizewar, Who Gottlieb worked with previously




   







One of Gottlieb's original strength testers



Then in 1931, Nate Robin and Al Rest approached Gottlieb offering the exclusive manufacturing and distribution rights for a game called Bingo. Bingo was inspired by Chizewar's earlier Roll-a-Ball, itself inspired by Whiffle and Whoopee, early ancestors to pinball machines. Gottlieb not only took the offer but completely redesigned it to improve the quality and make it easier to manufacture.


But when the game became succesful, Robin and Rest did a side deal with Leo Berman and cut their deal with Gottlieb. So he decided to create his own version and improved the efficency even further by moving production to an assembly line. He called his version Baffle Ball, and it went on sale in October of 1931




   




Baffle Ball (1931)



It made history as the first commercially successful mass market pin game, with Gottlieb receiving over 75,000 orders for the game and even with the improvements to manufacturing could only produce about 400 per day filling roughly 50,000 of them. Soon other manufacturers like Bally, Pacific Amusement, and Rockola, all made similar machines.


Unbeknownst to Gottlieb, his machine sparked a boom the industry, because as the Great Depression raged across America, businesses need someway to make revenue. Games like Baffle Ball were small, easy to maintain, and were cheap to buy at $16.50 a machine.


As a result the buisness boomed and the Pin Game eventually evolved into what we know as Pinball, and gottlieb lead that growing industry with many innovations in the game over the next 3 decades with machines such as Humpty Dumpty (The first pinball game with flippers) in 1947, Super Jumbo (The first 4 player pinball game) in 1954, and Flipper (The first pinball game with extra ball) in 1960




   





Left to right: Humpty Dumpty (1947),  Super Jumbo (1954) And Flipper (1960)



However, by the 70's, tradgedy struck, David Gottlieb passed away in 1974 at the age of 73 leaving the company in the hands of brother Nate, his son Alvin and his son in law, Judd Weinberg whom he gave the responsibility to after his retirement. Luckily the pinball industry was still doing well, and Gottlieb itself was doing well, leading the pinball scene in Chicago alongside Bally and Williams




   

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The Bicentennial Logo Commissioned by the American Revolution Bicentennial Commission (1975)



Meanwhile in the nations capital, Washington DC, The US Congress was hard at work to come up with a celebration for the 200th annaverasry of the United States.They created the American Revolution Bicentennial Commission on July 4, 1966 and Initially planned it as a single city exposition (titled Expo '76) that would be staged in either Philadelphia or Boston. But after 6½ years of debate, the Commission recommended that there should not be a single event. So Congress dissolved it on December 11, 1973, and created the American Revolution Bicentennial Administration (or ARBA) and charged it with encouraging and coordinating locally sponsored events.


It kicked off in 1973 with the Boston Oil Party, where activists and history enthusiasts recreated the Boston Tea Party. Participants and spectators boasted signs and effigies in an effort to premoting environmental protection, racial justice, an end to corporate profiteering, and the impeachment of Richard Nixon. It was exactly the same as the original even but instead of dumping tea, they threw packages and oil barrels labeled "Gulf Oil" and "Exxon" into Boston Harbor in symbolic opposition to corporate power. roughly 10,000 people witnessed the dumping of oil conglomerates, as well as the hanging of an effigy of President Nixon




   





The Boston Oil Party (1973)



Once things became official in 1975, things became a little more light hearted with several events across the country. the American Freedom Train launched in Wilmington, Delaware to start its 21-month, 25,388-mile (40,858 km) tour of the 48 contiguous states, President Gerald Ford traveled to Boston to light a third lantern at the historic Old North Church, symbolizing America's third century, There was Opperation Sail where more than 200 ships from all over to the Hudson River to participate in a boat parade, the Wagon Train Pilgrimage to Pennsylvania where 50 18th-century-style wagons retraced the steps of early settlers by traveling west to east, Queen Elizabeth and Prince Philip toured the Northeast dedicating the Liberty Bell, Bicentennial were put on players durring Super Bowl X, and a large firework display in Washington DC




   












The events of the bicentential (1975-1976)



These events were certainly on the minds of the designers at Gottlieb, and they certainly saw an opprotunity to create a machine with a theme to commemorate the event. Spirit of 76 made its debut in December 1975, Just in time for the conclusion of the bicentential. The machine was notable as it was the last machine designed by Wayne Neyens, who had been with Gottlieb since 1939. In Addition to the main 4 player version, There were also 2 two player variations sold: Pioneer and New York




   






Left to right: Pioneer and New York


The latter was a special version that had Add-a-ball and was made in celebration of the 1976 lifting of the ban of pinball in New York City. That itself was a big deal as it broke a gambling association that haunted the pinball industry for decades.


It all started with a simple modifacation. In 1933, a New York distributor named Herman Seiden added a dry cell battery to a Bally Airway table in order to power a connected payout slot, which would dispense money if the ball landed in the proper scoring holes. It proved to be so popular that Seiden decided to share his innovation with Bally, leading company engineer Herb Breitenstein to develop a game called Rocket, the first purpose-made gambling pinball machine.  The table was so successful that Bally founder Ray Moloney decided to fully commit the company to coin-op manufacturing




   






Rocket (1933)



Soon, all the major pinball manufacturers were releasing payout machines alongside their regular games and this lead to major backlash toward the industry, pinball was already being attacked for inciting juvenile delinquency and petty crime and corrupted the youth. Now with the gambling connection as well, it drew attention from crusaders against organized crime, which had already taken advantage of the cash only nature of the slot machine business to take in large sums of untraceable money to fund other illicit operations. With slot machines already pushed to private clubs and casinos by law enforcement efforts to wipe out the industry, politicians believed that pinball machines were an attempt by organized crime to circumvent laws against slot machine operation, and the move to payout models only reinforced these suspicions. 



As a result, newly elected New York City Mayor Fiorella LaGuardia launched a campaign against pinball machines in 1934 as part of his larger fight against organized crime and began confiscating machines all over the city, while Chicago, the center of the industry, became the first major city to enact a complete ban on the operation of the machines in 1936, with Los Angeles following suit in 1939. A group of pinball operators subsequently challenged LaGuardia’s actions in court, leading to a major victory for the New York City mayor in 1942 when New York Supreme Court Justice Aaron Levy upheld an earlier ruling from a magistrate that pinball machines were gambling devices and therefore properly subject to seizure. The ruling effectively made the operation of pinball machines illegal in New York City, although they were not formally banned by the city council until 1948.  As a result of these actions, pinball manufacturers and operators would be linked with organized crime in the public mind and be forced to wage constant battles over the legality of pinball for more than thirty years.


Even as Pinball evolved features like Flippers, multiball, and reel scoring, it didnt stop the association and it took untill the 1970's for it to finally gain acceptance. The major event that kicked this off was a New York City council meeting where the AMOA recruited one of the top players in the country, GQ Magazine writer Roger Sharpe, to demonstrate it on a machine set up in the Manhattan courtroom to prove Pinball was a game of skill rather than luck




   







Roger Sharpe demonstrating Pinball to the NYC councilmen (1976)


Ironically, Sharpe actually had to use luck with the machine he had to play was one he wasnt farmilliar with: Gottlieb's Bank Shot. So with some uncertainty, he called each shot he would make. Had it gone wrong, the ban would stay in place, but luckily his shots went to every single target, finally changing New Yorks oppinion on pinball and lifting the ban.


As for Spirit of 76, looking at the cabinet its pretty typical for a machine of the era. The entire cabinet is solid wood, with stenciled side art and a completly laqured playfield. In the case of Spirit of 76, it uses an appropriate red, white and blue color sceme, with stars throughout the game on the side art, playfield, and backglass




   








The sideart of Spirit of 76


The backglass itself features an astronaut (based on John Glenn), the Gemini and Apollo spacecraft, Spirit of St. Louis, a frontierman (resembling Daniel Boone), two drummers and a fifer. The artwork was done by Gordon Morison, who was Gottleibs main artist throught the 1970s




   




The backglass of Spirit of 76


The backglass itself features an astronaut (based on John Glenn), the Gemini and Apollo The game uses a symmetrical layout, with a bank of four drop targets on either side of the machine spelling 1776 and 1976. a series of A-B-C-D-E rollovers are in various locations on the playfield, with a kick-out hole in the center. Completing the drop targets and/or rollovers lights this hole for double-bonus, extra ball, or a special, representing the three branches of Government: executive, legislative, and judicial




   





The playfield of Spirit of 76


But the most impressive thing about this game is how it opperates. Being from 1975 means that its a completely Electro Mechanical (Or EM) machine meaning there is no computer or CPU powering the game at all, instead its just relays, solonoids, and wires




   






The playfield of Spirit of 76



As complex as it looks, its really quite simple. Basically everytime the ball interacts with something it triggers a relay and sends a voltage to solonoid which then goes into a stepper unit which drive the score reels and keep track of progress in the game like scores, balls in play, etc. Its an ingenious simple mechanism that allowed pinball machines to work over 40 years before there were even Microprocessors!


And honestly I do like old EM pinball games, from the artwork on them, to the simple gameplay and chimes. Maybe its just because of my partialness to the iPhone's Pinball alarm, but these machines always seem to stick with me compaired to pinball machines from more recent times. like in my mind, these type of machines are what i think of when I think of pinball.


Anyway with that out of the way lets boot up a digital version and play a game shall we? Im using Visual Pinball X here with a slightly modified table. This table was actually moded to celebrate the Semiquincentennial with a slightly different backround, the targets being changed to 2026, and some appropriate music in the backround. As nice as it is, i just wanted the original deal so after a little bit of editing I got it to how it looked originally. So, lets insert a coin and fire her up!




   






Spirit of 76 in action



Overall, its a really fun and challanging pinball game. It may not have the bell and whistles of a more modern pinball game, but sometimes you just want to have a simple game for simple fun, and this machine gives you that. Plus it's a time capsule of the us durring the 70s as it not only commemorated a landslide victory for the pinball industry, but also serves as a rellic of one of the biggest celebrations of the nations birth. Thats all for today's blog entry, Heres to another 250 years of this great country, Happy 4th Of July, and as always, Thanks for reading! see you next time!