Review of Data East's PHANTOM OF THE OPERA
Phantom Of The Opera
Released April 1990 - Production approximately 2400
The Phantom of the Opera is a 1989 Data East game, based on the Gaston Leroux novel from 1911
apparently, rather then the Andrew Lloyd Webber musical - although from memory this premiered
in the West End of London at about the same time. The aim of this article
is to explain the rules of this deceptively simple game, and to hopefully persuade you that,
if a good example is on offer, then you should give serious thought to buying it.
What was apparent to me when playing the game when it was first released were the sound effects
and music. I think this was one of the last Data East games not to use the BSMT sound
board, but the 'old' board is put to excellent use. It's interesting that it doesn't
particuarly sound 'Data East', which I feel games such as Checkpoint and Back To The Future do.
However high quality the music, though, it will not make a bad game good - so now we will
move on to the game itself.
A standard plunger shot sees the ball at the top left of the playfield, where it will descend
through one of three rollover lanes, denoted by musical notes. One of these lanes will be
flashing, and if you are lucky enough to drop it through here - lane change is inoperative at
this point - then the Organ is opened (more of this later) and lOOX ball in play is awarded.
Whether the organ is opened or not, after the first points are scored the flashing lane stops,
and then a standard lane-change-make-all-three-lanes arrangement comes into play. Making all
three starts Jackpot building for a timed period, where all switches add 1000 to the jackpot,
up to a maximum of 2,000,000 points.
Making all three starts Jackpot building for a timed period, where all switches add 1000
to the jackpot, up to a maximum of 2,000,000. In the unlikely event of making all three
again before the timer runs out, the clock for 2x build is reset, if you get all three again
within the timed period it's reset for 3x and so on presumably to infinity x, though 4x is my
limit. From the three top lanes, the ball drops to the pop bumpers (standard triangle
positioning, 1000 each hit) and from there to the main play area.
The two main features of Phantom are the Catwalk ramp, and the Organ. The Catwalk starts to
the left of the bumpers, continues round the back of the playfield and finally deposits the
ball in the right return lane. Each time the ramp is made, a letter is added to P-H-A-N-T-O-M
and the score advances by 20K, 25K and so on, until the whole word is spelt, when the ramp is
lit for unlimited millions. This is one way to reach the high score table but the shot is timed,
and you are doing well to shoot more than 2 or 3 ramp shots in succession. Lastly, shooting the
ramp twice in succession on the last ball doubles your score, which is of course potentially the
highest scoring shot of the game. I recall (I hope correctly) Wiliams also used this feature
at around the same time.
If the Catwalk is one high scoring area, the other is the Organ - situated in the top right
corner of the playfield - which is also the key to multiball. The Organ is a short wide ramp
(4" wide and 5" long) with three targets at the end. Making all three targets (or of course
making the flashing top lane at the start of the ball) opens the organ - a motor tilts the
ramp upwards - and locking the ball (which travels under the playfield to an upkicker on the
left, which will then in due course kick the ball via a ramp to the left return lane) initiates
multiball.
When the second ball has scored some points, the first ball is returned to play and the idea is
to lock both balls in the Organ within 10 seconds of each other to enable 3 ball multiball.
With all three balls in play, making one of the Organ targets opens it for a timed period for
the Jackpot shot. With the jackpot made, the organ closes and you then have to make all three
targets to reopen it - and the jackpot also resets to lOOK or so, so the first make is the best.
As well as the Catwalk and the Organ, Phantom boasts a spinner lane on the right that
takes the ball back up to the rollover lanes, and also two holes and two banks of three spot
targets. The centre hole is the Magic Mirror, which is guarded by a vertical swinging target
affair, which snaps back when the ball has passed to give the illusion that it has disappeared
(well, that's the idea!). The Magic Mirror advances the bonus multiplier, from 2x to 5x, then
lights the outlanes for extra ball, then awards bonus hold, and from then on just scores a few
thousand points. The second hole, to the right of the playfield, is the trapdoor, awards
various discrete awards, such as opening the organ, lighting the ramp for millions shot, lOOK
and so on, before shooting the ball back onto the playfield. (Magic Mirror balls are also
ejected from the trapdoor).
The two banks of targets ('Grasshoppers' to the left and 'Scorpions' to the right - not up,
on my Gaston Laroux to tell you why...) need both to be made to award either lOOK, 50K and
Bonus Hold, Light Extra Ball and Special. The award lit is decided at the start of each ball,
and only making the award or losing the ball will change it. It's worth noting that Phantom is
bit cheeky with the extra balls. If the targets are made, it is the trapdoor that is lit for the
extra ball. You might think that you would get the extra ball AND a trapdoor award, but no,
it's just the extra ball, which leaves you feeling somewhat shortchanged.
There is the standard flipper and slingshot arrangement, with return and out lanes on both
sides. (On a technical note Phantom was the last Data East game to have directly controlled
bumpers and slingshots, in practice this means that the slingshot switches especially must be
well adjusted or you run the risk of weak and sloppy kicking). The return lanes light the
Catwalk and the spinner lane respectively for 'Mystery Score', which remains a mystery because
the game doesn't actually tell you what you scored! The outlanes score 25K and can be lit for
extra ball, while the left outlane has a kickback. Once used, this can be relit by the trapdoor,
which on these occasions awards the trapdoor award as well!
A discussion of this game cannot be concluded without a mention for Paul Faris' excellent
backglass. At this time Data East were still screen printing their glasses, and Phantom is
(I think) unique in that both sides of the glass are printed. The reason for this is that
the disfigured face of the phantom has been painted on the rear of the glass, but covered
with a mask on the front.
Therefore, normally you see the masked face, but when flashlamps behind are turned on the
phantom is revealed in all his horror! This effect could have been achieved with
conventional hidden artwork, but it was obviously felt that the extra quality of the effect
was worth the extra cost. As well as the mask, the phantom's hat, the title script and some
detailing around the score displays are printed on the front of the glass. With good use of
mirroring, the glass looks superb, but is of course more difficult to look after, plus when on
site people often scratched the artwork on the front of the glass, resulting in pristene glasses
being something of a rarity today.
In conclusion, I think the game is great, with good gameplay coupled to superb sounds and
graphics. There has been critisism levelled that the game is too simple, with not enough to
hold the interest, but though I would say it is not a particuarly 'deep' game it has certainly
managed to hold MY interest - as with any game, however, it is very much a matter of personal
taste, so if you find one I recommend you give it a few plays and see what you think.