Review of Williams' THE GETAWAY (High Speed 2)
The Getaway (High Speed 2)
Released February 1992 - Game 50004
I think The getaway is an absolutely superb game. The first time I played it I wasn't
impressed, it was in a noisy pub and the jukebox loudspeaker by my ear probably didn't help
and after one game I moved over to The Addams Family next to it. That might very well have
been that as the next time I visited that pub the game had gone. Some
months later, however, I chanced upon another example in a somewhat quieter location and
played it again. And again. And again. I just could not get away...
It's such a good game, from the ZZ Top "La Grange" track as a theme, to the supercharger ramp
(which is a gimmick but a good one) the game demands to be played.
The first thing you'll notice about the
machine could be the gear shift handle,
used in place of the conventional plunger
firstly to launch balls into play and,
subsequently during game play, collect
gear awards (see below), or it could be
the supercharger ramp. When this ramp
is enabled, via the three static targets
above each slingshot, the ball is
propelled at great speed around the
supercharger loop. After a predetermined
number of orbits it is ejected from the
supercharger and directed back to the
left return lane. If the supercharger
is not enabled a shot to the ramp is
returned directly to the left flipper
return lane.
The plunger shot launches the ball via a
figure of eight trajectory at the top of
the playfield back to the right mid-field
flipper. From here the player should be
set up to make the Loop Million shot.
This involves going from the midfield
flipper around the left of the jet
bumpers via the inner orbit shot (see
below), across the top of the playfield
and back to the flipper. Each successive
Loop Million shot scores 1 million points
more than the previous one.
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There are three banks of three traffic light targets, one on the right hand side of the pop
bumper area, one nuderbeath the bumper area and the third along the side of the entrance to
the Supercharger ramp - this set can only be directly hit by the upper flipper. These
targets in conjunction with the ramp at the top right of the playfield form the basis of
the multiball and jackpot features. Advancing any of the sets of traffic lights to red
lowers the entry way to the ramp in readiness for the player to lock the ball. As the third
set of lights goes to red the player is encouraged to run the red light!
This is achieved by locking the third ball. Having locked three balls, they are released to
the right return lane. A shot to the supercharger ramp now lights the jackpot, having first
completed ten orbits of the supercharger. The ramp entry is again lowered and, provided at
least two balls remain in play, a ball shot up the left side of the table enters the lock
and scores the jackpot value. A subsequent shot to the supercharger completes a further ten
orbits before lighting super jackpot. This is collected in the same way as jackpot, again
provided that more than one ball is still in play. Each successive attempt to light super
jackpot will require ten more supercharger orbits than it's predecessor. The jackpot awards
25M and the super jackpot 50M, rising by 25M on each occassion that it is collected. Having
more than one ball orbiting in the Supercharger will cause Jackpot or Super Jackpot to be lit
in a shorter time period. During multiball, completing all the traffic light targets lights
extra ball at the tunnel shot.
The game has two orbit shots, one is an outer orbit shot made from either flipper up the
playfield across the top of the jet bumpers and back to the opposite flipper. The other
orbit shot, an inner orbit is made via the right mid-field flipper around the left of the
jet bumpers, across the top of the playfield and back to the mid-field flipper. Either of
these orbit shots serve to advance the tachometer, consisting of a lamp display set into
the playfield just above the flippers. Each time the tachometer advances into the red line
area (maximum revs) a gear award is available for the player to collect by operating the
gear shift lever. The game encourages this action by shouting "Shift Gear". As successive
gear awards are collected, the number of loop shots required to red line the tachometer
increases.
Some of the other features incorporated in The Getaway include a special collected at the
tunnel after a pre-determined number of tunnel shots; burn rubber award, again via the tunnel
and consisting of a number of discrete awards indicated on a road map displayed in the dot
matrix display. Awards include instant multiball, light extra ball, points and free ride,
which provides a period during which should the ball drain it will be re-launched. The Combo
award is collected by making the outer orbit shot followed by the inner orbit shot off the
mid-field flipper. The Helicopter Bonus builds during the game by hitting the jet bumpers
and stand-up targets. After collecting Jackpot you have escaped your police pursuers on the
ground, but the helicopters take over! Make the tunnel shot and the helicopters crash into
the hillside and you get the helicopter bonus. Freeway loops are lit either from the flipper
return lanes or from the outer orbit. When lit, the freeway value (1M, 2M, 3M, 4M, and finally,
5M plus lighting the extra ball) is collected via the outer orbit shot, which has to be made
in the direction dictated by the lit freeway arrow
The first gear award scores 3M, the second awards bonus held. Third gear lights the video mode,
which is collected at the saucer at the top right of the playfield, termed the tunnel shot.
Video mode requires the player to successfully navigate his car along a highway, increasing
and decreasing speed via the gear shift lever, and steering by using the flipper buttons. As
the journey progresses other traffic must be avoided as a crash results in termination of that
part of the game. The faster the player goes in video mode the more points he scores. The
letters EB appearing on the highway in this mode, award an extra ball if the player steers
his car over them. Fourth gear starts a timed high scoring round where the loop shots and the
tunnel shot score 5M and the supercharger scoring starts at 5M per loop and increments by 5M
each time it is entered. Fifth gear lights red line mania, and this mode starts by making the
supercharger ramp. This awards 5M, and is raised by 5M each time the ramp is made, starts
multiball, lights the kickback and lights an extra ball at the tunnel shot. Traffic light
targets score 500k, the jackpot is lit and the super jackpot value is set to lOOM.
Comparasons to High Speed are inevitable (it IS subtitled 'High Speed 2', after all!) and I
think that The Getaway is pretty much the same game 6 years later. This is not meant as a
critisism as the original High Speed was (and still is) a great game, but The Getaway has
better sounds, a tweaked and more 'modern' feeling playfield (with more ramps!) and perhaps
most importantly a dot matrix display. Surely the game couldn't have been made a year before,
with 16 digit A/N displays, as the DM display distances it from it's predecessor.
The Getaway is a game which it may take a
little while to get into. When you do this
you will find it to be a very good game,
with excellent game play, sound effects
and good use of the dot matrix display on
what was a fairly early DM game.
As a measure of it's popularity, one game
was sited locally back in '92 and stayed
for nearly three years. Alongside it, games
that came and went during this time included
Hook, Turtles, The Machine, Terminator,
Roller Games, White Water and Party Zone -
The Getaway outlasted them all, at times
with players queueing to play it.
I love it as a game and my advice to
you if you've never played one is to go
out and find yourself a good example and have
a few games.
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I suggest as a game strategy that you concentrate on the orbit shots to advance the gear
awards. The traffic lights tend to look after themselves, but don't forget the supercharger
ramp so that you can have the odd breather now and again! Finally, note the driver of the
car with the interesting license plate - KINGPIN - depicted in the backglass. Apparantly this
is a fairly accurate likeness of game designer, Steve Ritchie!