Back Time Fantasy

Edit History

  1. By OPDB
    display_type
    alphanumeric
    month
    3
    name
    Time Fantasy
    opdb_id
    G42Nz-MNEpl
    opdb.images
    [{"type":"backglass","urls":{"large":"https://img.opdb.org/7eef194a-8666-49a2-9bae-966ad9472b7a-large.jpg","small":"https://img.opdb.org/7eef194a-8666-49a2-9bae-966ad9472b7a-small.jpg","medium":"https://img.opdb.org/7eef194a-8666-49a2-9bae-966ad9472b7a-medium.jpg"},"sizes":{"large":{"width":936,"height":817},"small":{"width":250,"height":218},"medium":{"width":640,"height":559}},"title":null,"primary":true},{"type":"playfield","urls":{"large":"https://img.opdb.org/eecc0ef2-26c4-4589-b45e-f7f0afe8460d-large.jpg","small":"https://img.opdb.org/eecc0ef2-26c4-4589-b45e-f7f0afe8460d-small.jpg","medium":"https://img.opdb.org/eecc0ef2-26c4-4589-b45e-f7f0afe8460d-medium.jpg"},"sizes":{"large":{"width":792,"height":913},"small":{"width":217,"height":250},"medium":{"width":555,"height":640}},"title":null,"primary":true}]
    player_count
    4
    technology_generation
    solid-state
    year
    1983
  2. By IPDB
    credit
    Barry Oursler — Design
    credit
    Ed Suchocki — Software
    credit
    Ed Suchocki — Sound
    credit
    Seamus McLaughlin — Art
    gameplay_feature
    Pop Bumpers ×3
    gameplay_feature
    Horseshoe Lanes
    gameplay_feature
    Standup Targets ×8
    gameplay_feature
    Slingshots ×2
    gameplay_feature
    Flippers ×2
    ipdb.corporate_entity_name
    Williams Electronics, Incorporated
    ipdb_id
    2563
    ipdb.image_urls
    ["https://www.ipdb.org/images/2563/2563f1.jpg","https://www.ipdb.org/images/2563/2563f2.jpg","https://www.ipdb.org/images/2563/image-1.jpg","https://www.ipdb.org/images/2563/image-2.jpg","https://www.ipdb.org/images/2563/image-3.jpg","https://www.ipdb.org/images/2563/image-4.jpg","https://www.ipdb.org/images/2563/image-5.jpg","https://www.ipdb.org/images/2563/image-6.jpg","https://www.ipdb.org/images/2563/image-7.jpg","https://www.ipdb.org/images/2563/image-8.jpg","https://www.ipdb.org/images/2563/image-9.jpg","https://www.ipdb.org/images/2563/image-10.jpg","https://www.ipdb.org/images/2563/image-11.jpg","https://www.ipdb.org/images/2563/image-12.jpg","https://www.ipdb.org/images/2563/image-13.jpg","https://www.ipdb.org/images/2563/image-14.jpg","https://www.ipdb.org/images/2563/image-15.jpg","https://www.ipdb.org/images/2563/image-16.jpg","https://www.ipdb.org/images/2563/image-17.jpg","https://www.ipdb.org/images/2563/image-18.jpg","https://www.ipdb.org/images/2563/image-20.jpg","https://www.ipdb.org/images/2563/image-19.jpg","https://www.ipdb.org/images/2563/image-21.jpg","https://www.ipdb.org/images/2563/image-A18.jpg","https://www.ipdb.org/images/2563/image-A19.jpg","https://www.ipdb.org/images/2563/image-A21.jpg","https://www.ipdb.org/images/2563/image-A20.jpg"]
    ipdb.manufacturer_trade_name
    Williams
    ipdb.model_number
    515
    ipdb.notable_features
    Flippers (2), Pop bumpers (3), Slingshots (2), Standup targets (8), Horseshoe lane (1). One target is at the top of a wireform ramp.
    ipdb.notes
    This game used excess backboxes from the production run of Williams' 1981 'Hyperball'. Programmer Ed Suchocki provided us the following information about this game:Time Fantasy was developed to hit a market demand for a low cost pin game that would limit the play time. Our distributors were requesting a pin design where play time can be better managed and for the game to be cost reduced.. Time Fantasy was designed as a two-player unit and had most of the coils removed. Plasma displays and coils were the most costly items on the playfield so they were limited. We also had a need to get a game ready for the factory in less than three weeks time, otherwise the factory was looking at being shutdown. Williams did not like shutting down the line and wanted to keep people working. We were placing our emphasis on the development of video games at that time and we had limited programmers available. Besides Larry Demar, I was probably the most familiar with the pinball operating system at that time. The design team was able to complete the game in two weeks which gave us some leeway in getting playfields, artwork, and testing in before production. Testing was interesting and showed us something we didn't expect. The game was played by an older audience. We were told that parents were playing the game while their children played all the ticket vending machines. It tested well in the family centers but it didn't do so well in the locations for hardcore gamers. I do remember there was an earnings report showing the game made over $500 for a week in one location. However, it just wasn't mainstream and didn't perform well in all locations.
    ipdb_rating
    7
    month
    3
    player_count
    4
    production_quantity
    608
    system
    williams-system-7
    technology_generation
    solid-state
    theme
    Fantasy
    year
    1983