Space Shuttle

Released December 1984 - Game 535 - Production Approximately 7000

In 1984 the pinball industry was in trouble. After the heady days of the earlier 1980's, when 
games were built that made most of their predecessors appear positively prehistoric, video games 
were at the fore, and pinball was in the process of being written off. The fall in demand lead 
to less complicated games being produced. Speech chips and multiball features were pronounced 
too expensive. The industry went into freefall, which some might say was partly their own fault; 
did anyone seriously believe that games such as Black Pyramid and Starlight were going to tempt 
people away from the videos? Williams, who had not  yet  mastered  the electronic successes 
aiready being achieved by Bally, looked like they were going to the wall. They desperately   
design. needed a big hit game and so, perhaps in a final all out effort, they spared no expense 
on their November release, Space Shuttle.
Ramps, multiball mode, speech; all the things that 
had previously been off limits, were all here 
incorporated in Barry Oursier's superb playfield 
design. To cap it all, there was even a plastic 
replica of the space shuttle mounted over the main 
ramp. By today's standards, where no game is 
complete without R2D2 or Godzilla's head this is 
fairly low key but at that time it was unheard of. 
So, the game looked the part but would it make the 
punter part with his money?  Williams, in common 
with the other manufacturers, needed more people 
to play pinball and here was a game that was 
hopefully going to attract them.

Mr. Oursler's design did not disappoint.  Lane 
change, drop targets, a free ball gate and frantic 
ball actio lived up to the promise. Perhaps the 
master stroke was the way that multiball functioned.  
There  were  no complicated sequences that might 
prove too difficult for new players to master. 
On either side of the playfield was a short dead-end lane terminating in a 
saucer which served as a ball lock. All that was required of the player was to make either 
saucer and you were ready for multiball. Now, knock down the single drop target guarding the 
centre ramp shot, make the rampshotand 3.2.1...multiball is achieved. Two ball multiball if 
only one saucer lock had been made; three ball if both locks were made. The ease with which 
multiball could be activated meant that even the casual player could gain some satisfaction 
from the game. Whilst three balls hurtling around the playfield may not necessarily be conducive 
to skillful flipper action, it is still great fun! And, at that time it was also the way to 
keep the player coming back for more. Today's players probably look for something requiring a 
little more strategy, but in 1984 Space Shuttle offered them a good run for their money.
Ramps, multiball mode, speech; all  the  things  that  had previously been off limits, were all 
here incorporated in Barry Oursler's  superb  playfield

The plunger shot takes the ball to the top left of the playfield where three rollover lanes 
spell U-S-A. Each time these lanes are completed; and the game offers the player the benefit 
of lane change, the end of ball bonus multiplier is advanced, up to a maximum of
7X. Below the rollover lanes lie three pop bumpers and from here the ball enters the main 
playfield.

At the top of the playfield a short lane incorporating a spinning target leads back to
the U-S-A rollovers.  Along this lane, and almost at 90 degrees to the flippers, is a bank of 
three drop targets. Although they appear difficult to make, an accurate shot from the right 
flipper can sweep the entire bank. When made, the spinner value is increased and the airlock, 
(a ball saver gate in the right outlane) is opened.

On either side of the playfield are two dead-end lanes which feed the lock saucers in readiness 
for multiball. It is perhaps the master stroke of the designer that Space Shuttle offers an easy 
means of achieving multiball. Even complete novices could get it after very little practice. No 
complicated sequences were needed, simply shoot the ball into either saucer. Next, knock down 
the drop target guarding the main ramp. Now you have a timed period in which to make the main 
ramp shot. Voila, multiball commences, two ball if only one saucer lock had been achieved, 
three ball if both locks were made. During multiball, the stop and score feature is activated. 
The score displays cycle between 20k and 99k. Making the ramp shot stops the score cycling and 
awards the displayed value. Provided that at least two balls remain in play, the feature can be 
made over and over again. Another cleverly thought out feature was the up-post located between 
the flippers, and actuated for a few seconds each time the ball started along it's trajectory up 
the centre ramp. This helped the player to prolong game time and again added to the game's 
interest value.

If all this were not enough, Space Shuttle has some more tricks up its sleeve! Above each lock 
lane are three static targets, and these in conjunction with the centre ramp guarding drop 
target, serve to spell S-H-U-T-T-L-E. At the start of each ball, a discrete award from 20k 
through extra ball and special, is displayed on a lamp matrix in front of the flippers. 
Completing S-H-U-T-T-L-E  awards  the displayed value. The award can be changed during game 
play by hitting the static target at the end of the right ramp. This target can also be 
qualified, via the U-S-A lanes, to award an extra ball.

In the final analysis Space Shuttle is a great game - either just a great game or THE great 
game that saved Williams, and many believe gave pinball it's big comeback.  If you can find 
one with a half-decent playfield buy it and keep a small piece of Pinball history.