Review of Williams' PINBOT

Pinbot

Released October 1986 - Game 549 - Production approximately 12000

1986 was a good year for pinball. Building on the success of games like Space Shuttle and Comet, 
High Speed had taken the amusement world by storm, sending the message that after the lean video 
game years, pinball was back! However, this was no time for resting on laurels, as a few dogs 
might see this renaissance come juddering to a halt. So at the tail end of 1986 Williams' 
release of Pinbot was possibly more important than might at first be thought - so was it 
any good?
Pinbot  sports  a  conventional  flipper arrangement, 
with return and out lanes on either side.  Above the 
left slingshot lies a bank of three drop targets, 
above which is the ramp entrance. Knock down one drop 
target and you have a timed period to get the rest to 
advance the planet value. Feature lights in the centre 
of the playfield map the solar system from Pluto to 
the Sun.  Each lit planet scores a 20k bonus, while 
reaching a pre-selected planet, usually Jupiter, scores 
Special, as does reaching the Sun.  If the three targets 
are not made in time they will reset. With all three 
standing, a light strobes between them, hitting the 
lit target first raises the ramp for a timed period. 
Shooting under the ramp scores the energy value, 
this is raised by the jet bumpers.
A ramp shot brings the ball around the top of the playfield to the transparent mini-playfield, 
which is situated above the jet bumpers. The ball travels bagatelle style through the mini-post 
maze that makes up the mini-playfield. The path of the ball through this part of the machine can 
only be influenced by nudging. The ball can drop through a hole into the bumper area, enter the 
main playfield, drop into the right return lane or proceed to the plunger lane. (Here it will 
benefit from the vortex multiplier.) The ramp also increases the solar value (Jackpot) as well 
as the bonus multiplier, up to 5X.

At the top of the main playfield is Pinbot's visor, in front of which is a bank of five spot 
targets. Between the two exits from the bumper area, almost at 90 degrees to the flippers, are 
another five targets. These correspond with a 5x5 grid of lamps that make up the chest panel of 
Pinbot. Making all these 25 lights or hitting the flashing line first, causes the visor to rise 
and the top target bank drops flush with the playfield. This reveals two eject holes, Pinbot's 
eyes. Locking a ball in each eye causes the game to announce, 'Now I see you' and multiball 
begins. The idea is to relock one eye and then make the ramp shot to collect the solar value, 
which can be anything from 100k to 5M. This sequence can be repeated any number of times but 
the solar value will reset to 100k once collected.

Other features of note on the playfield include a spot target above the right slingshot that 
advances the planet value when lit. In the top left corner is a saucer which scores from 25k 
through to lighting extra ball. The extra ball can be gained by making the lit return or 
outlane, and the lit lane may be rotated via the flipper lane change. Finally, located between. 
the flippers is a mini-post which, of course, bounces the ball back into play half as often as 
you think it should!
In conclusion, I think Pinbot is a great 
game.  It has powerful looks, even today 
the light bar atop the backbox draws 
attention.  The raising visor was unique 
at the time, even if we are now blase 
about features like T-Rex eating the 
balls, or whatever. Williams have seen 
fit to make two sequels; The Machine, 
Bride of Pinbot and Jackbot (Backglass 
pictured right).  The former was inspired 
by the success of the original, features 
mini-playfield, enclosed bumpers and 
benefits from a few more body parts. The 
latter, released in 1995, uses exactly 
the same playfield as Pinbot, features 
dot matrix display and has significant 
changes to the artwork and rules. 
Jackbot also utilises the 'Casino Run'
feature which has the ability to either 
significantly benefit your score or take 
away without warning what you thought 
you had earned.  Which is good when it's
the former option....!
Whatever, these two siblings highlight the quality and innovation of Barry Oursler's original 
design and there are still many original Pinbot games around - if you are keen on an 
alpha-numeric game it is defintely rated it as a good machine to own.