"Introducing Al's Garage Band!" (Crowd goes wild cheering)
This is what should be called a "light fun" pinball machine.
It does not have extremely deep ruleset, but is VERY entertaining for most non-serious pinball players.
It goes to show that a pinball does not have to be MET or AC/DC to be worth your ball time.
The game brings in the quarters whenever on location, as most have never seen one..."Tour again, Dude".
You are not going to have a hard time understanding what to do on this game.
If players are STILL confused, the game explains the features and ruleset in attract mode (make a note, Stern).
Don't overlook this machine, it has unique history and a tribute to Alvin Gottlieb.
The artwork is a good standout with its bright colors and neon greens.
It can be best described as being "loud" (Hence the "Plug it in, Crank it Up!" flyer logo) and eye catching.
AUTHENTIC backglass with REAL mirroring (all over it).
Playfield back panel is an heavy weight plastic mirror (hey, "mirror blades" before they existed!).
Cabinet image is the "sticker crate" but still matches the theme well.
The cabinet is very DEEP in construction, over 4 inches taller than most later model SS machines, which provides excellent sound reverberation.
Durability of the cabinet painting is another story, as it is not really high quality, and prone to cracking.
Lower production makes it harder to acquire, especially with the factory topper (but the topper can be picked up fairly cheaply as they come up often on Ebay).
Owners don't lose the backglass and protect it carefully, you are not going to find replacements easily, but there are still a few left.
(NOTE: There is a Gottlieb "adult theme suggestive" running gag joke that is on the backglass and was on purpose by the graphic designer, Dan Hughes, and approved. Let's see if you can figure out what it is, hmmmm?)
I think I have seen maybe 20-30 total machines since 1992, including those on locations.
The remaining overstock models were scooped up by employees/friends/acquaintances of Alvin G., large distributors, and pinball brokers.
Production numbers of this machine from the Mr. Pinball 2016 Price Guide are WAY lower than what has been shown in the past. 350 machines produced? Seems unlikely here.
Majority were shipped overseas due to Williams blackmail scheme to distributors, A LOT.
There are still some floating around NIB in a few "time travel" warehouses, which pop up very rarely.
I found one, and bought it immediately (with a extra NOS playfield + parts + boards) for HALF the cost of a new Stern machine!
I posted the photos of my game in the gallery. (Amazing? Not really, you just have to be diligent.)
Music and sound calls are good, just repetitive, but are in STEREO pinheads.
Yes, that is right a STEREO pinball machine in 1992, Stern want to take some tips here?
Callouts are very clear in quality.
"I'm calling the police!" (which was normally turned off by operators)
Rarely have manufacturers done the stereo sound feature, and just "cheap out".
Another example of Stern still being "backwards" and retro perspective in pinball design just like DMDs.
Catchy main themes and drum solo beats, both during main play, ball locks, multiball, and jackpots.
How many people can keep their game going to hear the cow bells?
Decent amount of shot variety, I personally like the city "world tour city loops" on the orbits (fast), "Metal Monster" guitar inclusion with the rollovers, and the center spinner ala Whirlwind or Dr. Dude "Mixmaster" which is random from the start and during certain feature modes. The "drum solo" video mode is kinda stupid (and cannot be cancelled out), but there is an additional feature added with this I included below.
You can fix most of the "sticky" spots, where a ball can get stuck fairly easily on this game, it is not a big deal, and removes any "clunkiness".
For example, balls bouncing out of the "record a song" back panel? Install a large piece of rubberized foam to absorb the impact on the metal panel, problem solved.
An owner needs to take the time and "dial" this game in, because from the factory it needs a burn in test and close scrutiny. For example, in my NIB machine roller posts were missing underside T-nuts and most of the microswitches needed serious adjustment. Those are just starts. Poor QC.
The way the game is coded and the playfield designed, microswitch adjustments are CRITICAL on this game, if not, the game becomes COMPLETELY UNPLAYABLE, especially the VUKs, ball shooter, feature kick outs, and kick backs. (Hence the non-owner comments)
Otherwise, the game comes to a "screeching halt" and is unfun.
Amazing how small adjustments can remarkably change game opinions, new collectors.
The spring on the outhole kicker needs to be replaced with a stronger, higher resistance version to avoid ball trough "jumping" over the wireform that leads to multiple balls being fed into the shooter lane at the worst possible times. The coil is way too overpowered from the factory for a 6 inch ball feed.
People that play the machine are not the same as those that own and know the machine.
It just not that hard to tweak and correct, "new generation pinball enthusiasts that cannot change a fuse". It is a good time to learn, folks, do it.
Some say I am critical of the changes in the hobby and the industry, but if you understand the past you can predict the future of pinball. Most people that have been in the hobby for over 20+ years have figured out what I am trying to say here.
This is not a "Barracuda Speed Queen" with perfect flow, it is a "stop and go" pinball machine which is fine for its design. If you want that go play a Steve Ritchie game or WhiteWater.
Multiball gets pretty frantic and is generally short lived.
Jackpot shots are challenging with the spinning CD Player, but worth BIG POINTS.
Learn to cradle the balls, but shoot quickly, because if you "stall" the game knows you are holding the flipper up, and the jackpot counts down in value, most people do not know this fact.
More games should use this feature.
This is one game where LEDs actually have use to fix (and that is quite rare for me to report) and improve what the factory designers did not do with proper general lighting, which is "terrible" to be nice, it just needs to be updated. An owner can accent much better, without resulting in a "unicorn pinata diarrhea".
Even the GI needs fixed with more lighting required, as the game looks like crap in the dark.
Multiball lighting is much better on all corners of the machine with the flashers, you really do need more colors just brightness in this case. (NOTE: Standard 1 LED #44 bayonets DO NOT work on this game due to the way the lamp matrix voltage is strobed).
Not a highly innovative machine, but the entire package is well put together, and the software is polished, but straightforward, no real hidden secrets. Contrary to common belief there is a wizard mode, which is called "brain damage", but is not overwhelming in terms of gameplay, but hard to achieve if the game is waxed, as if you flail, you drain.
Mechanical design is solid, but it is not BLY/WMS manufacture quality in terms of being "heavy duty" on location type machine. Overall build quality is a little lower than current Sterns, but even in a route environment is survivable. Maintenance of the machine is easy and accessible, but you have to use an independent lock prop bar, not the "cheater bar" in the game, or you will warp the playfield and break things. The locking hasp mechanisms on the playfield is a NECESSITY, along with screw locks on the front during transport, or the playfield can fall off the rails and get busted up badly.
The one standout feature is the "bump buttons", solenoids that send "pulses" through the flipper buttons when the pop bumpers and bass is played. Fun stuff, idea by Alvin Gottlieb himself, they are not "lock out coils" or "why the hell are manufacturers still using these". A lot of pinheads are not aware of this feature.
There is no other pinball machine that has this installed via factory specifications.
If I am mistaken feel free to correct me.
My only concern for new owners would be replacement parts both game specific and electronics.
The game system is not very well known for repair, and has some "soon to be" hard to find board sets.
Once the IPB parts are gone, that is it, be ready for repair, owners.
Board design had some amperage "Achilles heels" points you have be careful with overall, or you can have shorts.
Know what you are buying.
It is a historical low production machine with significant value in the long term (and trending on a continued rise), but hard to find parts, similar to "Mystery Castle", but edges the game out in quality. "Punchy the Clown" might actually beat out this game, I need to reflect a bit, AGC definitely learned from AGBGoaWT.
A good production machine from Alvin G and Co.
Give it a try, if the game is well tuned, you will have a lot of fun.
Best played with the stock speakers turned up around 3/4 max volume, most people then go, "holy #%$@!".
If the game was more readily available for people to play, it would probably be ranked in the low #100+ range.
Most people will never get a chance to play the game, let alone a properly working version now.