Defender Pinball | Gameplay Video
Вставка
- Опубліковано 5 лют 2025
- Due to a not really well adjusted gate switch, this gate remains open until the end of the ball... helps quite a bit setting up a good game :-)
Got this machine from Dave - great guy!
Also got a "How to" from him... see below
How to play Defender
Bonus
The white lights across the middle (the Humanoids) are your basic end of ball bonus. Each of the 10 Humanoids is worth 1,000 bonus.
Unlike most pinballs, you start with maximum basic bonus and the game tries to take it away from you.
You can multiply the basic bonus in two ways:
1 The Humanoid multiplier (green) is increased by completing “waves”. A wave consists of 15 drop targets which come up at random in the left and right target banks. Dropping all of these completes the wave and increases the green multiplier by 1x (up to the 5x maximum)
2. The bonus multiplier (orange) is increased by completing the top 4 orange Bomber lanes
Therefore, the maximum bonus it is possible to earn on one ball is 10 x 1,000 x 5 x 10 = 500,000
If you are too slow at hitting a particular drop target the light in front will flash and one of the Humanoids will flash. If you still fail to hit the drop target the light will go solid and the flashing Humanoid will go out - the basic bonus it represents is now lost until wave 5 (or a multiple of 5) is reached when all Humanoids relight. The drop target will drop, and you must hit the standing target behind and put the light out to complete the wave.
Not completing the drop targets quickly will also allow the Baiter targets in the middle of the playfield to start popping up to block your shots.
Note, getting the orange multiplier to 10x also lights the bullseye target at the top left to advance (“Warp”) 3 waves (once)
Multiball
Locking three balls in the right hand lane will start multiball.
Also, as soon as one ball is locked, the top left bullseye target will light to release whatever balls are locked so can result in 2 ball or 3 ball multiball.
There are no special objectives during multiball play.
Return Gate
Hitting one of the inline drop targets at the top left starts the 3 Swarmer targets on the right near the entrance to the lock lane flashing.
Hitting all the flashing targets relating to both of the inline drop targets will open the gate (single use only)
Kickback (“Reverse”)
This is manually operated via the second “flipper” button on the left side.
It kicks once only, so time it well!.
It is relit by completing the 4 orange Bomber lanes
Smart Bombs
You start with three of these [and you get an extra one every second wave]
You use them by pressing the second “flipper” button on the right side.
They act as a “hit” on all flashing targets and active Baiters. - good for saving a Humanoid who is just about to be lost or finishing off an elusive last Swarmer target so you can open the gate and ward off an untimely exit
I always liked how Williams really tried to make this game sound and feel like the video game on which it's based.
Thank you for the best example with SOUND! of this pinball play action I have seen yet! I really enjoyed the game play. I never knew this pb existed. Really appreciate it.
This is one of those games you cannot play slowly due to its rules. Absolutely love it and have never even played the video game.
16:25 Earth has exploded!
No more end of ball bonus this ball, sorry!
This is A Sweet Board
Nice!
nice to see, enjoying this for sure, remind memories (the video game, as never seen the pin in real, its more than rare)
and yep, (bad) switch at the right outlane is helping you ;)
First time I've seen this pin. Thanks.
I've read about the gameplay of this particular pinball game, but I'm having trouble connecting it to what I'm actually seeing here - I had no idea what anything on the display represents or how any of the mechanical actions effects the progress of the game. Can someone explain exactly what's going on?
added the how to in the description just a few minutes ago ;-)
10:11