Buy Williams Pinball Machines | The Pinball Company https://www.thepinballcompany.com/product-category/manufacturer/williams-pinball/ Game Room Superstore Fri, 15 May 2026 01:46:07 +0000 en-US hourly 1 https://wordpress.org/?v=6.9.4 Monster Bash Pinball Machine by Williams https://www.thepinballcompany.com/product/monster-bash-pinball-machine/ https://www.thepinballcompany.com/product/monster-bash-pinball-machine/#respond Mon, 10 Apr 2017 22:33:08 +0000 https://pinballcompany.yjivaeo6-liquidwebsites.com/product/monster-bash-pinball-machine/ Stock Photo Shown - Refurbished Unit

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MONSTER BASH PINBALL MACHINE

Monster Bash pinball machine was produced by Williams. The game features some Universal Monsters including The Creature from the Black Lagoon, The Wolfman, Frankenstein’s monster, the Bride of Frankenstein, Dracula and The Mummy.

The main goal of the game is to collect the instruments of the iconic horror characters and form the Monsters of Rock band. The table includes a Phantom Flip. Players can let go of the flippers with this auto-play feature and watch the game complete the shots.
Game Features:

Flippers (2), Pop bumpers (3), Autoplunger

All of our refurbished pinball machines go through our extensive refurbishing process.

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Dirty Harry Pinball Machine by Williams https://www.thepinballcompany.com/product/dirty-harry-pinball-machine/ https://www.thepinballcompany.com/product/dirty-harry-pinball-machine/#respond Thu, 09 Feb 2017 19:14:17 +0000 https://pinballcompany.yjivaeo6-liquidwebsites.com/product/dirty-harry-pinball-machine/ Stock Photo Shown - Refurbished Unit

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Dirty Harry Pinball Machine by Williams

Dirty Harry pinball machine is based on the fictional character of the same name. If you are a Clint Eastwood fan, this machine is a must have.

Game Features:

Moving .44 Magnum on playfield is used to shoot pinballs at targets, sinkhole, and ramp. Magnet in right loop.

All of our refurbished pinball machines go through our extensive refurbishing process.

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Fish Tales Pinball Machine by Williams https://www.thepinballcompany.com/product/fish-tales-pinball-machine/ https://www.thepinballcompany.com/product/fish-tales-pinball-machine/#respond Thu, 09 Feb 2017 19:12:44 +0000 https://pinballcompany.yjivaeo6-liquidwebsites.com/product/fish-tales-pinball-machine/ Stock Photo Shown - Refurbished Unit

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Fish Tales Pinball by Williams

Fish Tales pinball machine is one of the top 20 most produced pinball machines of all time, selling more than 13,000 units.

The game’s theme is fishing, with a general goal of catching as many fish and telling the biggest lies about their size possible. The machine’s backglass is topped with a plastic fish that thrashes its tail when the player achieves certain goals, and the players launches balls with an autoplunger shaped like a fishing rod.

Rules summary

The machine’s rules present the player with three main objectives:

  • Multiball – Like most games of the era, the largest point awards are found in multiball. Shots to the Caster’s Club “lock” (hold onto) balls. Three locks starts multiball.
  • Catching Fish – Two sets of side targets allow the player to catch fish. When at least one fish is caught, the player has about 10 seconds to shoot a spinner to “Stretch The Truth” about its size, from 1x-5x actual size (points for the catch multiplied accordingly), or a “total lie” which awards the player nothing for the fish.
  • The Boat – The center of the board contains a captive ball area in the shape of a boat. Successful hits to a lit captive ball give the player increasing awards, from Hold Bonus to Instant Multiball, and then increasing point awards leading to a “Special” (free game).

Other lesser objectives include:

  • Monster Fish – shots to the lit criss-crossing center ramps light “Monster Fish” on the spinner, a “Hurry-Up” that can be worth up to 50 Million points.
  • Feeding Frenzy – 4 caught fish light light the two ramps and two loops, for 5, 5, 5 and 20 Million if completed in a short time.
  • Rock The Boat – A captive ball award, it gives the player 10 million for ramp shots for a short time.
  • Video Mode – Another captive ball award, the player plays a video game on the dot-matrix display where he has to shoot down waterskiers for points and a possible extra ball.
  • Fish Finder – A random award achieved by shooting the top scoop at certain times.

Game Features:

Flippers (2), Criss-cross Ramps (2), Rollunder spinner (1), Multiball, Captive ball, Autoplunger (shaped like a fishing rod), ball-launching catapult next to the rotary reel lock.

Also has a rotary fishing reel ball lock and moving fish topper.

All of our refurbished pinball machines go through our extensive refurbishing process.

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Flintstones Pinball Machine by Williams https://www.thepinballcompany.com/product/flintstones-pinball-machine/ https://www.thepinballcompany.com/product/flintstones-pinball-machine/#respond Thu, 09 Feb 2017 19:12:28 +0000 https://pinballcompany.yjivaeo6-liquidwebsites.com/product/flintstones-pinball-machine/ Stock Photo Shown - Refurbished Unit

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Flintstones pinball machine was based on The Flintstones film. This game also featured speech provided by John Goodman, Rick Moranis and Harvey Korman reprising their respective roles, as well the theme song from the TV series.

This game had a unique feature called smart ramps, this allowed the game to decide which flipper to feed the ball two through a plastic loop at the bottom.

There are 4 modes in this game, with a Mystery Mode for completing them. Start a mode by completing 1-2-3 on the ramps. All three shots may not be on the same ramp so look for the lights, and watch to see which flipper the ball goes to. The modes are displayed in a line on the playfield. Lit ones have been played, the flashing one will be started next, and dark ones are yet to be played. Modes can run concurrently, and during multiball. The bumpers change the currently flashing mode. The modes are:

  • Fred’s Choice
  • Joe’s Diner
  • Bedrock Water Buffalo’s
  • Dino Frenzy (2-ball multiball mode)

Once all the modes are completed, the Start Mode light will indicate Mystery Mode, a wizard mode where you have 20 seconds to knock down the BED and ROCK drop targets for 100 million points. Each target down scores 5 million. The mode ends after 20 seconds, or when the big points are awarded, and Fred’s Choice will become the currently flashing mode.

Game Features:

Flippers (3), Automatic plunger. Three multiball modes (Regular 3-ball multiball, Dino’s Frenzy 2-ball multiball, and Bowl-o-Rama 3-ball multiball).
Also features a Bowling alley, Rock slicer, and Bronto crane.

All of our refurbished pinball machines go through our extensive refurbishing process.

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Getaway: High Speed 2 Pinball Machine by Williams https://www.thepinballcompany.com/product/getaway-high-speed-2-pinball-machine/ https://www.thepinballcompany.com/product/getaway-high-speed-2-pinball-machine/#respond Thu, 09 Feb 2017 19:11:43 +0000 https://pinballcompany.yjivaeo6-liquidwebsites.com/product/getaway-high-speed-2-pinball-machine/ Stock Photo Shown - Refurbished Unit

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The Getaway: High Speed II pinball machine is a sequel to 1986’s popular High Speed.

The Getaway is almost identical to its predecessor, with the following changes:

  • Dot-matrix display (Resolution: 128×32)
  • The plunger is replaced with a gearshift, which is also used during main gameplay, as well as the video mode
  • Magnetic ball accelerator, dubbed the “Supercharger”

This game uses the song “La Grange” by ZZ Top for its main gameplay song.

There are basically two main objectives in the game:

  • Run the Red Light Lock the three balls by first hitting all three stoplight targets of the same color (first green, then yellow and finally red) and then shooting the left loop or the small inner loop to lock the ball. After the final lock, Multiball will start. (Super) Jackpots can then be lit by shooting into the Supercharger and scored by shooting the left loop or the small inner loop.
  • Redline Mania By continuously shooting RPM (outer loops) you’ll be awarded gears (use the gearshift to collect the mentioned bonus): 1st Gear – 3 Million
  • 2nd Gear – Hold Bonus
  • 3rd Gear – Light Video Mode
  • 4th Gear – Supercharger Mode
  • 5th Gear – Light Redline Mania

The last gear will light “Redline Mania” which cannot be collected by the gearshift, but is awarded by shooting the Supercharger.

Game Features:

Flippers (3), Pop bumpers (3), 3-bank standup targets (5), Left ramp with a diverter (which diverts the ball either to the Supercharger ball accelerator or to the left habitrail), Diverter on the upper right side of the playfield (which diverts the ball either to the right orbit or to the ball lock on the right side of the playfield), Left outlane kickback, Kick-out hole (1), 3-ball Multiball, Autoplunger, Video mode, “Supercharger” Magnetic ball accelerator. Gear shift (for launching the ball and for shifting gears during main gameplay, as well as the video mode).

Also features a red police light on top of the backbox and traffic light on the upper-right side of the playfield.

All of our refurbished pinball machines go through our extensive refurbishing process.

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Indiana Jones Pinball Machine (1993) by Williams https://www.thepinballcompany.com/product/indiana-jones-pinball-machine-1993/ https://www.thepinballcompany.com/product/indiana-jones-pinball-machine-1993/#respond Thu, 09 Feb 2017 19:10:35 +0000 https://pinballcompany.yjivaeo6-liquidwebsites.com/product/indiana-jones-pinball-machine-1993/ Stock Photo Shown - Refurbished Unit

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Indiana Jones Pinball Machine by Williams

Indiana Jones pinball machine is a 1993 widebody game designed by Mark Ritchie (the younger brother of acclaimed pinball designer Steve Ritchie) and released by Williams. It was based on the Indiana Jones movies. It was also part of WMS’ SuperPin series of widebody games (see also The Twilight Zone and Star Trek: The Next Generation).

This game was the first game to use Williams / Midway’s DCS Sound System. It features sound clips from the first three films, and actor John Rhys-Davies (reprising his role as Sallah) provided new speech for this game.

Game Features:

Widebody Playfield. Flippers (2), Ramps (2), Captive ball, Lane Change(s), Cellar Holes, Drop Targets (, Autoplunger, Three video modes.

Four multiball modes: 3-ball regular multiball, Quick multiball (2-ball), “Well of Souls” multiball (6-ball), “Eternal Life” wizard mode (6-ball).

Toys: Player-controlled tilting upper playfield, Rotating idol head which releases the balls into play

There are a total of 12 “modes” in Indiana Jones, each of them based on a scene from any of the three movies. Unlike The Twilight Zone, the modes aren’t stackable (i.e., you must finish one mode before going on to the next).

Raiders of the Lost Ark

  • Get the Idol: You have to get the idol by shooting the lock sinkhole.
  • Raven Bar / Get the Medallion (video mode): You have to kill 20 Nazis to collect the medallion, and get an extra ball; the mode ends if you get shot five times.
  • Streets of Cairo: Shoot the ramps and orbits to search for Marion under boxes (she’s under the one the monkey is screeching on) – 10M each if Marion is not underneath. Finding Marion alters the display to show Indy being menaced by a sword wielding Arab type. Can be killed of two forms: shooting the Start Mode saucer (adds a 20 million points), or pressing the trigger on the plunger (adds a 2 million points).
  • Well of Souls: This is a six-ball multiball where a shot to the lock hole is worth 2 million points, multiplied by the number of balls in play.

Indiana Jones and the Temple of Doom

  • Monkey Brains: Each loop and ramp shot is worth 8 million points.
  • Steal the Stones: You have to get the stones by shooting the right ramp. A 20 million points is worth after of get the eight stones.
  • Escape in the Mine Cart (video mode): Move the mine cart left and right through the tunnels, steering for the open tunnels and avoiding the closed ones. A 30 million point bonus is added at the end of the mode.
  • Survive the Rope Bridge: Successive ramp shots will move him further along and score 10M each. Four ramps are required to get him across, and a fifth to cut the rope and get an extra ball.

Indiana Jones and the Last Crusade

  • Castle Brunwald (misspelled as Grunewald): Shoot the drop target covering the captive ball, and then you keep hitting the captive ball to escape the castle.
  • Tank Chase: Shoot the left and right loops to pursue the tank, and getting the last shot allows Indy to destroy the tank for a 30 million point bonus.
  • Three Challenges: Shoot the right ramp for the Path to Adventure raised playfield. Challenges 1,2 & 3 are completed by hitting all lit rollovers for 10M, 20M & 30M respectively. All lit rollovers have to be hit during one pass of the Path to collect the points.
  • Choose Wisely (video mode): Five grails will appear on the display, and after they are shuffled around, you have to choose the right grail. If you choose the right grail, the knight will say, “You have chosen wisely”, and are awarded 20 million points. If you choose the wrong grail, you will see an animation of the Nazi dying, the knight will say, “You have chosen… poorly”, and are awarded 5 million points.

All of our refurbished pinball machines go through our extensive refurbishing process.

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Medieval Madness Pinball Machine by Williams https://www.thepinballcompany.com/product/medieval-madness-pinball-machine/ https://www.thepinballcompany.com/product/medieval-madness-pinball-machine/#respond Thu, 09 Feb 2017 19:10:20 +0000 https://pinballcompany.yjivaeo6-liquidwebsites.com/product/medieval-madness-pinball-machine/ Stock Photo Shown - Refurbished Unit

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Medieval Madness Pinball Machine

Medieval Madness pinball machine was released in June 1997 by Williams. Designed by Brian Eddy and programmed by Lyman Sheats, Medieval Madness had a production run of 4,016 units. It was an immediate critical and popular success, earning well on location and achieving widespread popularity among collectors. Demand for the machine soon outstripped supply significantly, and today it is one of the most collectible and expensive machines.

Much of the game’s dialogue was written by Scott Adsit and Kevin Dorff, at the time, members of the Second City Mainstage in Chicago.

Gameplay:

The centerpiece of the playfield is an animated castle with a solenoid-controlled portcullis and motorized drawbridge. One of the game’s primary objectives is to “destroy” six castles by hitting the castle’s entryway with the pinball. A specific number of hits will lower the drawbridge, exposing the portcullis; additional hits will cause the portcullis to rise, and shooting the ball into the castle entrance generates an explosion effect on the dot matrix display, a lightshow, and a sizable award of points. Medieval Madness also features two Trolls, animated targets that are normally concealed below the playfield, but can pop up during certain gameplay modes. Other objectives can be scored by shooting the left and right ramps, the left and right orbits, and the catapult ramp in the lower left corner of the playfield. The game’s ramps introduced a patented feature that would prevent a failed ramp shot from draining straight down the middle between the flippers. [2]

Missions: In order to get to the Wizard Mode “Battle for the Kingdom” one has to achieve the following goals:

  • Joust Champion: Shooting the loop(s) advances Joust and finally lights Joust Madness.
  • Patron of Peasants: Shooting the left ramp advances the Peasants and finally lights Peasant Madness.
  • Catapult Ace: Shoot the catapult to shoot various items at the castle (Catapult Madness).
  • Defender of Damsels: Shoot up the right ramp to advance the Damsel. The final shot up the tower lights Damsel Madness.
  • Master of Trolls: Light the Trolls by hitting the targets in front of the castle. Collect the Trolls in “Merlin’s Magic” and finish them off by three shots at the head each to light Troll Madness.
  • Castle Crusher: Destroy the castle.

All these goals have to be repeated several times to get the corresponding insert in front of the castle to light up.
Multiballs:

  • Castle Multiball: Light the Lock at the broad side (hole to the left of the castle gate) and lock three balls (same hole).
  • Multiball Madness: Each of the sub-missions (except for “Castle Crusher”) can light an insert in front of “Merlin’s Magic”. Collecting at least one can start the Multiball by shooting into “Merlin’s Magic”:
    • Single Madness: 2 Balls.
    • Two to Four Madnesses: 3 Balls.
    • Five Madnesses: 4 Balls.
  • Barnyard Madness: Shoot all catapult items at the castle.
  • Battle for the Kingdom This two-phased Wizard Mode starts once the player pockets the ball in the castle, with five balls on the playing field. In the first phase, the player has to score all the Battle Jackpots by hitting the maddness targets. Once all the Battle Jackpots have been scored, the second phase of the mode starts and the player must hit the castle gate seven times, and get inside to score the final jackpot. Unless the player has any “Troll Bombs”, two trolls will be in the way of the gate making hitting the gate very challenging. If the player succeeds in scoring the final jackpot, all remaining balls are drained and the display shows the King of Payne’s demise and Merlin announces you are the new King of Payne, and a new game starts up, but the score carries over to the new game.

Game Features:

Flippers (2), Pop bumpers (3), Ramps (2), Autoplunger. A left-side catapult propels ball airborne into a habitrail. Two pop-up trolls in playfield become active during “Trolls!” mode.

All of our refurbished pinball machines go through our extensive refurbishing process.

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No Good Gofers Pinball Machine by Williams https://www.thepinballcompany.com/product/no-good-gofers-pinball-machine/ https://www.thepinballcompany.com/product/no-good-gofers-pinball-machine/#respond Thu, 09 Feb 2017 19:08:34 +0000 https://pinballcompany.yjivaeo6-liquidwebsites.com/product/no-good-gofers-pinball-machine/ Stock Photo Shown - Refurbished Unit

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No Good Gofers Pinball

No Good Gofers pinball machine was Pat Lawlor’s final design for Williams before their eventual closing in 1999. The game revolves around Buzz and Bud, two gofers who are reeking havoc on any and all golfers playing on their “turf”. The gofers “pop-up” during gameplay to taunt the player, as well as provide entry ways to locks.

No Good Gofers also has a “slam-ramp” feature which if used correctly, will award the player a “hole-in-one” shot. Performing this is tricky, as the ball must travel off the ramp, into the air, and into a very small hole located on the game’s upper playfield. The “hole-in-one” shot is often called one of the greatest shots in pinball history.

Game Features:

Multiball, Spinning Disk, Captive/Messenger Ball, Kick Back Lane, Ramps, Spinner, Voice, 3 Flippers

All of our refurbished pinball machines go through our extensive refurbishing process.

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Star Trek: The Next Generation Pinball Machine by Williams https://www.thepinballcompany.com/product/star-trek-the-next-generation-pinball-machine/ https://www.thepinballcompany.com/product/star-trek-the-next-generation-pinball-machine/#respond Thu, 09 Feb 2017 19:04:34 +0000 https://pinballcompany.yjivaeo6-liquidwebsites.com/product/star-trek-the-next-generation-pinball-machine/ Stock Photo Shown - Refurbished Item

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Star Trek: The Next Generation Pinball Machine

Star Trek: The Next Generation pinball machine is a widebody game, designed by Steve Ritchie and released in November 1993 by Williams Electronics. It was part of WMS’ SuperPin series (see also The Twilight Zone and Indiana Jones: The Pinball Adventure), and was based on the TV series. It is the only pinball machine that features three separate highscore-lists. Apart from the regular highscore-list and the buy-in-list, it also features a reminiscence to The Machine: Bride of Pin*Bot billionaires club. It is also the third pinball game overall based on the Star Trek franchise, following the 1979 pinball game by Bally, and the 1991 game by Data East (both based on the original series).

When a new ball is launched into the plunger, the player is given one of five launch awards, which is selected when the ball is fired. Unless otherwise noted, the ball is launched through the spiral ramp and into the lock hole (above the pop bumpers). Another ball is popped from the left scoop and onto the left inlanes.

Game Features:

Multiball, Kick Back Lane, Lane Change, Ramp(s), Spinner(s), Cellar Holes, Voice, Wide Body, More Than 2 Flippers, Turret Shooter

All of our refurbished pinball machines go through our extensive refurbishing process.

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Terminator 2 Pinball Machine by Williams https://www.thepinballcompany.com/product/terminator-2-pinball-machine/ https://www.thepinballcompany.com/product/terminator-2-pinball-machine/#respond Thu, 09 Feb 2017 19:03:29 +0000 https://pinballcompany.yjivaeo6-liquidwebsites.com/product/terminator-2-pinball-machine/ Stock Photo Shown - Refurbished Item

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Terminator 2 pinball machine was designed by Steve Ritchie and released by Williams Electronics. It is based on the popular movie.

The table is the first Williams WPC machine designed to feature a dot-matrix display. But due to the long design phase, Gilligan’s Island was the first manufactured with a DMD. Terminator 2: Judgment Day was the first game to feature an autoplunger (replacing the traditional plunger), as well as a ball-firing cannon. Finally, T2 was the first game to feature a video mode, a mini video game featured on the DMD. Arnold Schwarzenegger provided voices for the game. The playfield design was based on Ritchie’s 1980 classic, Firepower. T-1000 was not included in the artwork of the table, with the exception of a small image of actor Robert Patrick because of pre-release secrecy of the movie. The character was only included in the display animation because when the DMD programming was finalizing the liquid metal character was already public knowledge.

Game Features:

Flippers (2), Pop bumpers (3), Ramps (2), Kick-out holes (2), Ball cannon (1), Video mode, Left outlane kickback, Autoplunger. Vertical Up-kicker under skull kicks the ball through a habitrail to the cannon on the right side of the playfield. Cannon then oscillates allowing player to aim for any of five targets on left side of playfield. Pulling trigger on shooter gun fires cannon.

 All of our refurbished pinball machines go through our extensive refurbishing process.

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