Back Sudden Withdrawal

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  1. By IPDB
    credit
    Matt Walsh — Design
    gameplay_feature
    Kickback
    gameplay_feature
    Kick-Out Holes ×2
    gameplay_feature
    Slingshots ×2
    gameplay_feature
    Flippers ×3
    gameplay_feature
    Standup Targets ×6
    ipdb.corporate_entity_name
    Williams Electronics Games, Incorporated, a subsidiary of WMS Ind., Incorporated
    ipdb_id
    5721
    ipdb.image_urls
    ["https://www.ipdb.org/images/5721/image-2.jpg","https://www.ipdb.org/images/5721/image-1.jpg"]
    ipdb.manufacturer_trade_name
    Williams
    ipdb.notable_features
    Flippers (3), Slingshots (2), Standup targets (6), Kick-out holes (2), Left outlane kickback. Plunger served as a detonator handle for blowing safe open.
    ipdb.notes
    The prototype playfield shown in this listing has four flippers. Designer Matt Walsh explains why he had to change that arrangement:It was designed with four, with the two upper flippers designed to hit the two upper flipper ramps. But I learned that in reality that it is impractical to try and have two overlapping ramps like that - not enough height to the glass, and it forces one ramp to be extremely steep. So one flipper was removed. In place of the corresponding ramp I was to have a safe which I imagined to look like what you see on Theatre of Magic. Sadly, artist Paul Faris and I never got far enough to have art to show, though he was signed up and ready to contribute. We asked if the game was to have an autoplunger, either a button for the player to push or perhaps a manual plunger rod and spring along with the now-familiar U-shaped ball rest at the plunger tip that auto-kicks the ball into play as an alternative to the player plunging the ball. Matt replies:I certainly wanted to have the plunger operate mechanically, not to simply be a button trigger to fire a solenoid � la T2. It was to have a plunger handle - but an unusual one. It resembled a 'T' handle as you'd have on a detonator. At the big moment in the game where you blow up the safe you pulled the handle and BOOM. The safe in the game in my mind looked just like what the Theatre of Magic safe later came to be. But I did want a means to tell how far the plunger was pulled, because I wanted the moment you performed the detonation to be the climax of the game. You were blowing open the safe, which started multi-ball. Then emptying the safe (getting a ball into it during) was the first jackpot. Then the getaway car lowered over the entrance to the right orbit shot for a second jackpot if you could get even just one ball into it before a timer ran out. By knowing how far the plunger was pulled & knowing when it was released I could then have sounds / lights synchronized with this big moment. I planned to have a small model of a detonator on the playfield with a motorized plunger such that its plunger was synchronized in sympathy with the 'real' plunger. I honestly cannot remember for sure if I also planned to have Autofire on this game. Autofire was a pretty new thing. Checkpoint hadn't come out yet. T2 had (non-plunger) autofire and was developed concurrently, but [designer] Steve Ritchie did it at his house and I didn't see it until much later. Also, the 'U-shaped' autofire plunger mechanism wasn't in the Williams parts bin and I would have had to get it designed and tooled just for my project. I'm sure it's something I would have wanted but doubt I was counting on being able to have it. I can say with absolutely certainty that the prototype pictured [in this listing] had no autofire. The cabinet pictured that it's sitting in was a Black Knight 2000 and no changes had been made to the plunger.
    ipdb.toys
    Getaway car. Opening safe.
    player_count
    4
    system
    williams-system-11
    technology_generation
    solid-state
    theme
    Crime
    theme
    Bank Robbery