Back Flying Carpet

Edit History

  1. By IPDB
    gameplay_feature
    Flippers ×2
    gameplay_feature
    Standup Targets ×12
    gameplay_feature
    Pop Bumpers ×3
    ipdb.corporate_entity_name
    Renato Montanari Giochi
    ipdb_id
    4786
    ipdb.image_urls
    ["https://www.ipdb.org/images/4786/image-1.jpg","https://www.ipdb.org/images/4786/image-2.jpg","https://www.ipdb.org/images/4786/image-3.jpg","https://www.ipdb.org/images/4786/image-8.jpg","https://www.ipdb.org/images/4786/image-9.jpg","https://www.ipdb.org/images/4786/image-11.jpg","https://www.ipdb.org/images/4786/image-10.jpg","https://www.ipdb.org/images/4786/image-12.jpg","https://www.ipdb.org/images/4786/image-5.jpg","https://www.ipdb.org/images/4786/image-6.jpg","https://www.ipdb.org/images/4786/image-4.jpg","https://www.ipdb.org/images/4786/image-7.jpg"]
    ipdb.manufacturer_trade_name
    R.M.G.
    ipdb.notable_features
    Flippers (2), Pop bumpers (3), Standup targets (12). No slingshots.
    ipdb.notes
    A copy of Gottlieb's 1972 'Flying Carpet'. Unlike other Italian-made games, this one has a replay wheel and no definite provisions for add-a-ball play. The backbox does not have the five extra lights for discreetly counting extra balls, as would be typical of Italian add-a-ball games. Although the apron is designed for a game having an outhole kickup for playing off extra balls, the underside of the playfield shows no outhole gate and kicker that a kickup game would have. The playfield also shows lights under the instruction card for 5-ball play, a system of counting which precludes add-a-balls. Yet, between the flippers underneath is a long plug whose function reportedly is to allow the operator to select between replay and add-a-ball play. We do not know if the dummy zero in the score was an alteration by the operator from a 4-digit game, a practice common in Italy. In support of this possibility, the black area of the backglass around the score reels does appear to cover up the pillars in the artwork drawn to hold up the arches. If RMG made this game as 4-digit scoring, then the silkscreened numbers 0 through 9 in the backglass would make sense as match numbers for the replay wheel. If RMG designed this as 5-digit, then to have also designed single-digit match numbers would be peculiar. There are bulbs present in the backbox for these numbers, and it is possible that the operator allowed them to continue to perform as the match feature, after having added a dummy zero, but now it would be for the 'tens' digit of the final score.
    player_count
    1
    technology_generation
    electromechanical
    theme
    Fantasy
    theme
    Myth And Legend
    year
    1972