(Topic ID: 86619)

Show us your M & EM Gun & Submarine Games!

By EM-PINMAN

10 years ago


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    #379 9 years ago

    Here's my 1970s Kasco Ninja Gun. I have posted a large number of photos because it's difficult to capture more than a single faux holographic ninja target in a single snapshot. There are 2 rows of the holographic targets. The lower row features "tumbling ninjas" whereas the upper row features "high wire ninjas." Several green and yellow non-holographic ninja targets climb the mountain and drop when hit or else sneak behind structures to avoid your shots. Green targets award 1 point, yellow 2 points and holograms 3 points. Replay is awarded at 80 points.

    The number of shots is unlimited during the fixed one-minute timed game. The one-minute timer dial has a moving timer hand on the backglass. Each category of targets activates a distinct sound when hit and each struck target changes direction or freezes when struck, and a light illuminates.

    The game sequence is story-based, beginning with daytime ninjas attacking and progressing to the more sinister, fast-moving holographic ninjas in the vista of an evening sunset red glow. In the end, is it really a fair fight. . .ninjas versus a rifleman with unlimited ammo? Cool game, addictive.

    Also, my 1972 Sega Monster Gun is depicted as well, more photos of which I recently posted on a similar thread. . .the "Show us your EM bowlers, etc." thread and many of you likely viewed on that thread. I suppose that Monster Gun really belongs to this "Show us your EM gun games" thread, so here are a few Monster Gun photos as well.
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    4 weeks later
    #401 9 years ago

    Deleted because video clip failed to post. I'm really lousy at this. . .never having posted on Youtube previously. Heck, if I was any good with computer technology, I probably wouldn't be so fond of electromechanical games, huh? Hopefully, subsequent videos will have better production values and content.

    -----Bruce

    #402 9 years ago

    Video clip of my 1972 Monster Gun arcade game. My friend was able to strike only 1 of each variety of 3 targets: (1) flat perimeter target; 2) flat disguised center target (he scored one at the very end); 3) three-dimensional groovy dinosaur moving laterally in a pair. Typically, we were hitting a dozen or so targets each game. . .really, I swear. : >

    #404 9 years ago

    Here's a new (and much improved) videoclip of the 1972 Monster Gun arcade pellet shooter game in action. The content and visual clarity are far better than my initially-posted video. The two 3-D dinosaur targets do reset during gameplay, albeit not immediately. This link may have to be cut and pasted in your browser to view. Alternatively, you can search "1972 Sega Monster Gun" on YouTube.

    #406 9 years ago
    Quoted from Honch:

    Great video! Thanks for posting it here.

    The targets are illuminated with a black light. However, the black light florescent effect has been muted in the video with ambient light to facilitate the clarity of the video. The black-light mood lighting compliments the psychedelic sounds, I think.

    The cabinet's sides are glass whereas the front pane, at the gun, is lexan. I removed the lexan in order to eliminate the foggy glare for the 2nd video. The risk in doing so was a ricochetting pellet, a couple of which did hurl back at the videographer (me) and the shooter (my neighbor). . .no injuries. The video turned out much easier to view and the player was more successful with his shots this time.

    1 year later
    12
    #676 7 years ago

    I’m excited to add a 1974 Kasco Untouchable to my line-up. This unusual EM arcade game evokes a Bonnie & Clyde sensibility. The player controls a treadmill belt with an accelerator pedal, while simultaneously steering a 1930s police car and shooting at gangsters. Points are scored when the player’s shot, a front headlight beam, strikes a photoelectric cell on the rear of the villain’s escape car. Gun shot audio is produced by a tube amplifier when the trigger is squeezed. An 8-track tape creates background sound. The gangsters shoot back at the police car, but for effect only. The blue gangster moves laterally to mimic aiming at the police, as his car drifts. The gameplay is timed, as tracked on the backglass. My Kasco Ninja Gun EM arcade has the same timer. Frankly, Kasco Untouchable is so scarce and expensive that I considered it an “untouchable” Holy Grail. I feel quite lucky to have acquired this one. Below are photos of my game, before it was prepared for transport. Additionally, below are 3 video clip links, posted by other owners of this game.
    Best overall video:


    Close-up video with classical music:


    Lights off video:

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    5 months later
    #711 7 years ago
    Quoted from jodini:

    Finally got this video of my Chicago Coin Champion Rifle Range on youtube!
    » YouTube video
    » YouTube video

    Extraordinary. What do you need to tilt the game, a bazooka?

    1 month later
    #736 7 years ago

    1974 KASCO UNTOUCHABLE:

    The link immediately below is a follow-up video to the one I posted here on VIMEO about 5 months ago. Since then, I have repaired the animated gangster feature, which was not previously working. When the player successfully lands a shot upon the gangster car (which looks to be a 1951 MG TD roadster convertible), the green gangster ducks momentarily, pivoting down and left, before returning to his upright position. The solenoid had magnetized, interfering with proper operation; but, it works great now, as shown in this video. The player controls the police car's lateral movement by use of the steering wheel. However, the steering effect has an inherent "oversteering mechanism" which challenges the player to align his/her light beam shots. When a light beam shot intersects with the photoelectric cell at the rear of the gangster's car, 10 points is scored on the mechanical score reels, simultaneous with the gangster's ducking movement. The number of shots is unlimited within the 1 minute timed gameplay. The timer is displayed on the backbox. In addition to steering and shooting, the player controls an accelerator pedal which, when depressed, increases the speed of the moving belt. In addition to increasing belt velocity, the accelerator forces the gangster's car closer toward the player's police car, which creates the illusion of catching up to the gangster's car. A small light illuminates sporadically on the gangster's car below the green gangster to simulate outgoing fire from the bad guy. However, this feature is for effect only. The terrific gunfire and tire screeching sounds are produced by an 8 -track tape. You can even hear a female's voice screaming from the mayhem, if you listen closely. Kasco, a Japanese manufacturer, did a phenomenal job replicating the streets of mobster Chicago of the 1930s. The speedometer on the dashboard is decorative. The backglass art is actually a depiction of a television with a broadcast, likely the television show The Untouchables series, which ran from 1959 - 1963.

    https://vimeo.com/204726347

    Below is the original Kasco Untouchable video VIMEO link, posted 5 months ago, in which my 11 year-old son demonstrates the gameplay, with the cabinet glass installed. Subsequent to this video, in addition to repairing the animated gangster, I also performed a few cosmetic restorations, including creating a windshield for the gangster’s roadster.

    https://vimeo.com/181285498

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    3 weeks later
    #757 7 years ago
    Quoted from ZNET:

    1974 KASCO UNTOUCHABLE:
    The link immediately below is a follow-up video to the one I posted here on VIMEO about 5 months ago. Since then, I have repaired the animated gangster feature, which was not previously working. When the player successfully lands a shot upon the gangster car (which looks to be a 1951 MG TD roadster convertible), the green gangster ducks momentarily, pivoting down and left, before returning to his upright position. The solenoid had magnetized, interfering with proper operation; but, it works great now, as shown in this video. The player controls the police car's lateral movement by use of the steering wheel. However, the steering effect has an inherent "oversteering mechanism" which challenges the player to align his/her light beam shots. When a light beam shot intersects with the photoelectric cell at the rear of the gangster's car, 10 points is scored on the mechanical score reels, simultaneous with the gangster's ducking movement. The number of shots is unlimited within the 1 minute timed gameplay. The timer is displayed on the backbox. In addition to steering and shooting, the player controls an accelerator pedal which, when depressed, increases the speed of the moving belt. In addition to increasing belt velocity, the accelerator forces the gangster's car closer toward the player's police car, which creates the illusion of catching up to the gangster's car. A small light illuminates sporadically on the gangster's car below the green gangster to simulate outgoing fire from the bad guy. However, this feature is for effect only. The terrific gunfire and tire screeching sounds are produced by an 8 -track tape. You can even hear a female's voice screaming from the mayhem, if you listen closely. Kasco, a Japanese manufacturer, did a phenomenal job replicating the streets of mobster Chicago of the 1930s. The speedometer on the dashboard is decorative. The backglass art is actually a depiction of a television with a broadcast, likely the television show The Untouchables series, which ran from 1959 - 1963.
    » Vimeo video
    Below is the original Kasco Untouchable video VIMEO link, posted 5 months ago, in which my 11 year-old son demonstrates the gameplay, with the cabinet glass installed. Subsequent to this video, in addition to repairing the animated gangster, I also performed a few cosmetic restorations, including creating a windshield for the gangster’s roadster.
    » Vimeo video

    There's a 1974 Kasco Untouchable for sale on ebay! I just finished restoring mine, as posted above. For anyone considering the purchase of this cool game, it's expensive but exceedingly rare.

    ebay.com link: Rare 1974 Kasco Untouchable Coin Op Gangster Shooting Arcade Scarface Capone Mob

    3 months later
    #780 6 years ago

    I added 4 arcade games to my line-up in the last few weeks as follows:

    1970 Midway Invaders from Outer Space
    1967 Sega Rifleman
    1969 Sega Duck Hunt
    1974 Sega Cowboy

    Here's the Midway game. I do not yet have it up and running. The 2 photos depicting the shooting gallery are from the internet.

    I plan to post a video clip of the gameplay in the future because the ones on the internet are average at best. I remember playing this one as a kid at the Jersey shore. It features an unusual spinning flying saucer target and 4 cool alien targets. The player aims into the sky and launches missiles, much like Midway S.A.M.I., Midway Sea Raider and Sega Missile. The art package appeals to my seventies sensibility.

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    #781 6 years ago

    1967 Sega Rifleman. This game is also awaiting restoration. It's not functioning; however, I think that it needs only minor adjustments because I trust the seller. Unfortunately, a leg was damaged during shipping so it sits on the floor of my gameroom currently.

    Rifleman utilizes an optical viewfinder which creates the illusion of great distance from the targets. Physical saloon doors open and close during the game, requiring concentration and timing. The player has a limited number of shots to fire judiciously because the shot only registers when the saloon doors are opened. A successful shot creates an actual puncture upon a paper "target ticket" which is dispensed, at the end of the game, as a souvenir on the side of the machine. The player can inspect the ticket to identify how close the shot landed to the bullseye of each of the five targets. An ingenious echo-like sound gunfire sound effect is created by a spring mechanism. The target tickets are circulated through the game on a large roll. Just before the ticket is dispensed to the player, the machine cuts the ticket from the roll.

    Two versions of the backglass art exist for this game. An excellent Youtube demonstration of this game is posted by collector, Kevin Keinert.

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    #782 6 years ago

    1969 Sega Duck Hunt.

    This scarcely seen EM arcade game is Sega's follow-up to Sega's Rifleman (above). Anticipating future technology, Duck Hunt was the first game to employ moving light projection targets in this manner. Like Rifleman, Duck Hunt dispenses a paper "target ticket" souvenir at the end of the game which displays the accuracy of each shot by recording the shot with a perforation. The souvenir ticket is dispensed to a tray in the lower front of the machine.

    Duck Hunt players receive ten shots to seek to land on rows of flying ducks. When struck, the duck target disappears from view. The shotgun fire sound is produced by an ingenious echo-spring system, also utilized on Rifleman. Adding to the fun, the game generates duck sounds from a sound card. Duck Hunt was so much fun that Nintendo reprised the game (sans souvenir ticket) many years later.

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    #783 6 years ago

    1974 Sega Cowboy.

    This extraordinary game features highly unusual gameplay in which the player is seated behind a cowboy upon a horse, with the objective to lasso a steer. The player times his/her release of the lasso via a button on the console as the lasso twirls so that it ropes the steer's horns. Photographing the lasso is difficult so I have enhanced the colors and definition in those photos for the sake of clarity.

    Successfully landing the lasso causes the steer to realistically tumble in the dust, which awards a point. The projected 3D image is unique as is the element of timing to score points. Thundering hooves and the bull's capture are enhanced by sound effects.

    The flyer states that the cabinet's construction is a duco-formica finish, which is essentially a painted surface formica hybrid, whereas standard for Sega EM arcade games of the seventies was traditional formica. This game was a new-old-stock time capsule item which remained in its crate until 2015 when the owner took her out for a breath. I am the 2nd owner. The entire game looks new. Even the original owner's manual and score cards were intact, inside the game.

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    #787 6 years ago
    Quoted from Ralph67:

    Beautiful collection you have . I assume you have restored the Duck hunt as it looks fantastic . I have a set of boards to suit this game if you need something . They are from a wrecked game
    I remember playing the rifleman . The Midway Alien game ive never heard of before looks like fun , nice pick ups ...

    Thanks, Ralph. Duck Hunt was professionally restored by Felix Cruz, among the most talented restorers, in my view.

    Cowboy is insane, having been new-old-stock until 2015.

    Invaders from Outer Space seems to have resided under the collector radar. It features first-rate gameplay coupled with a killer art package. There's a decent video on YouTube demonstrating the action. I plan to create a comprehensive video of Invaders in the near future.

    Rifleman is half the size of the other games, which is an asset in my crowded gameroom.

    My line-up is now 40 games, about half EM pinball and half EM arcade, with some prewar games and trade stimulators thrown in for good measure. The solid state games are long gone. . .but, I suspect that a few modern games will again populate my line-up in the future.

    1 week later
    #790 6 years ago

    Sega of Japan made some of the most extraordinary arcade games in the seventies and Cowboy is no exception. This seldom seen 1974 vintage electromechanical arcade is designed to simulate roping a steer. What makes this game so elegant is that three of the game's main elements are well-executed faux holograms, the cowboy's arm, his lasso and the steer. The arm hurls the lasso at the steer, with the push of a large, circular button. The player is challenged to time his/her release of the lasso so that it travels forward into the distance and arrives at the steer's legs, roping him. The cowboy's 3D illuminated arm swings the lasso in a circular motion, prior to the release. Roping the steer causes him to turn upside down, which registers a point score. The player has 1 minute (time is displayed as a clock) to execute as many successful lasso endeavors as possible. Points are displayed on the backglass. During gameplay, an audio (via 8-track tape) plays the hooves of the cowboy's horse as well as the sound of the steer's capture. The cowboy itself is a physical mannequin head (as opposed to a faux hologram), bobbing around as if riding a horse, during the roping escapade. Actually, the cowboy's arm is also a physical object, which is illuminated to resemble a hologram. In contrast, the rope itself and the steer are both purely nonphysical images, composed of projected lights and angled mirrors, created by the magic of Sega designers, who were so far ahead of their time that no other arcade manufacturer ever ventured to duplicate the game. The rope effect is accomplished by a string tethered to an extending and contracting mechanism, illuminated by a black light, and projected into the scene with mirrors. . .utterly ingenious. This example of Sega Cowboy remained in its original shipping crate from 1974 until 2015, when a collector purchased it. However, that collector was unsuccessful in bringing the game to life. Having recently acquired the game, I am pleased to debut its operation on 7/4/17, now that it's fully functional. Since there are no other demonstrations of a functioning Sega Cowboy on the internet, I'm especially glad to have mine posted here so that others may appreciate it.

    https://vimeo.com/224273794

    1 week later
    10
    #792 6 years ago

    Kasco Star V, vintage late 1970s/early 1980s (precise date is nebulous). Only 4 environmental cockpit versions of this game are known to exist in the USA. The upright cabinet version is equally scarce. A 3-dimensional, realistic model of an alien planet (the size of a basketball) rotates 360 degrees, controlled by the player. Foot pedals control lateral rotation. Joystick movement controls the player's bomber, including its altitude as it surveys the planet's surface. The joystick also houses the firepower button, which releases missiles. The gameplay ends when the fixed time expires, as shown on the timer countdown display.

    What makes this game so compelling is that not only are points scored by the player by landing shots on specific target bases, the enemy fires back at the player's bomber. If the bomber descends too close to the planet's surface, for a more accurate shot, the player risks being the recipient of incoming fire. If shot down, the fighter jet explodes into a red fireball and points are actually deducted for having lost that bomber. Warnings (via lights surrounding the bomber and the illuminated phrase "ATTACK DANGER") are posted on the screen when the bomber is vulnerable to enemy attack.

    The fighter jet reminds me of Super Zaxxon, but with considerably more advanced 3-D effects. This largely electromechanical game was, like Kasco Ninja Gun, created at the dawn of the solid state era. Star V is an engineering marvel, as were many of the Kasco and Sega games of this transition period from EM to circuit board technology. This example has only about 700 plays on the meter. While my EM pinball collection isn't eclipsed by EM arcade games (yet), I continue to be drawn to the ingenious designs of Kasco and Sega from this time. Here is a video clip demonstration of the gameplay, supplied by the prior owner:

    https://vimeo.com/225336360?utm_source=email&utm_medium=vimeo-cliptranscode-201504&utm_campaign=28749

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    2 weeks later
    #794 6 years ago

    Follow-up to post #780 above.

    Special thanks to Michael Weaver for furnishing me with a scarce motor for my Midway Invaders From Outer Space. The missing motor controlled the spinning flying saucer target. Earlier today, the motor's sprocket was adjusted and the installation was successful.

    As promised, I created a video demonstration of the gameplay, although the explosion sound is absent and will be restored in the future. For now, my family is having fun saving the earth from these menacing aliens.

    #795 6 years ago

    As a follow-up to post #792 above, I am excited to post here about my Kasco STAR V electromechanical arcade game, which is now set up. This video is primarily dedicated to the internal mechanisms during gameplay. In the future, I shall post a good video demonstrating the gameplay.

    #797 6 years ago

    For my video of Sega Cowboy's gameplay, please refer to POST #790 above, which contains the VIMEO link. Below is a YOUTUBE video link, demonstrating the game's internal projector in action, which I just posted.

    #798 6 years ago

    Supplementing post #780 and #795 above, here is a gameplay demonstration of Kasco's STAR V.

    Kasco Star V, vintage late 1970s/early 1980s (precise date is nebulous). Only 4 environmental cockpit versions of this game are known to exist in the USA. The upright cabinet version is equally scarce. A 3-dimensional, realistic model of an alien planet (an oversized basketball for scale purposes) rotates 360 degrees, controlled by the player. Foot pedals control lateral rotation. Joystick movement controls the player's bomber, including its altitude as it surveys the planet's surface. The joystick also houses the firepower button, which releases missiles. The gameplay ends when the fixed time expires, as shown on the timer countdown display. An altimeter is displayed on the left side of the screen. Hovering above the planet's surface in the red zone allows the fighter jet to fire upon the alien bases. The word "ATTACK" is displayed when this altitude is achieved. Hovering any lower exposes the jet to incoming fire from the aliens. The word "DANGER" appears on the screen in such instances to warn the player that the fighter jet is vulnerable to enemy firepower from the surface.

    Bright lights envelope the fighter jet as the aliens hone in on their target. Ascending quickly can avert the alien fire. If shot down, the jet explodes into a red fireball and points are actually deducted for having lost a bomber. Likewise, if the bomber strikes the planet surface, it explodes and points are deducted. Thus, there is risk in descending too close to the planet's surface for more accurate shooting.

    What makes this game so compelling is that not only are points scored by the player by landing shots on specific target bases, the enemy fires back at the player's bomber. Another terrific feature is that multiple lenses lend real-life perspective to the fighter jet, making it appear smaller as it flies farther away, closer to the planet's surface and away from the player's vantage. A nifty magnifying effect is utilized to make the planet's surface appear real as well.

    The fighter jet reminds me of Super Zaxxon, but with considerably more advanced 3-D effects. This largely electromechanical game was, like Kasco Ninja Gun, created at the dawn of the solid state era. Star V is an engineering marvel, as were many of the Kasco and Sega games of this transition period from EM to circuit board technology. This example has only about 700 plays on the meter. While my EM pinball collection isn't eclipsed by EM arcade games (yet), I continue to be drawn to the ingenious designs of Kasco and Sega from this time. This video demonstration of the gameplay was recorded on 8/10/17. Typically, my score is about 20 times higher, when not preoccupied with recording and narrating (really, I swear).

    2 weeks later
    #807 6 years ago

    Americoin Fire Chief. Back in the late sixties/early seventies, some ambitious arcade designer had an idea to mix real water with particle board and electricity? Yes, and it worked. Go figure. The player maneuvers the fire truck's hose vertically and laterally in an effort to propel real water into illuminated windows on cue. The windows randomly light up with faux fire. The player has a few seconds to direct water into that window to earn a scoring award. Achieving a score of 10 ranks the player as a rookie whereas a score of 30 earns the rank of a captain, as displayed on the scoring screen. The game scores even without the water feature activated because the scoring is controlled by the alignment of a sensor as opposed to the water entering the proper window. The game features a windshield wiper which can be activated via a button on the console or manually via a dial. A fluorescent light illuminates the marquee and other lighting exists in the game, although none of the photos demonstrate game energized. The base of the game is easily removable, which facilitates moving the game up or down a staircase. There's a hose which runs from the fire hydrant to the fire truck, not installed on my game, at the time of the photos. This hose is for aesthetics only. The coolest thing about this particular game is that the 8-track tape is present. I think that the soundtrack involves sirens, which is pretty good bet. When I get the game running, I will post a video on youtube or vimeo because the only one currently on the internet shows a game in operation without either sound or water.
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    Added over 7 years ago: As of 8/28/17, the game is functioning well. The original water pump was replaced with a more powerful pump, a modification which is likely necessary for all Fire Chiefs. I just got the soundtrack running and it involves sirens and the typical mayhem at the scene of a fire. However, the 8-track player will need service to properly run the tape at the appropriate speed and the tape itself will require attention.

    A few corrections to my original post: Achieving a score of 10 ranks the player as a rookie whereas a score of 50 earns the rank of a Fire Chief, with intermediary achievement levels, as displayed on the scoring screen. The game features a windshield wiper which can be activated manually via a dial. A half black light/half fluorescent light illuminates the marquee and the scenery. Standard 44 or 47 bulb lighting illuminates the faux fire and the scoreboard, although none of the photos demonstrate the game energized. Also, after posting these photos, I added the missing decorative hose affixed to the truck.

    #808 6 years ago

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    #812 6 years ago
    Quoted from PM_Jeremy:

    Neat find, I would like to see the insides of that machine.

    Once she is fully functional, I plan to post a gameplay video, including photos of the internals.

    Meanwhile, there's a two-part youtube video, posted by a fellow collector (Mickey Treat), of a partially-working Fire Chief. Mickey's demonstration lacks both the water and sound features. Nevertheless, the game's basic scoring functions are displayed on his part 2 video and some internals are shown on his part 1 video.

    1 year later
    #932 5 years ago
    Quoted from Drano:

    I took apart the target mech on my Invaders from Outer Space.
    After a good cleaning and adjustment, all the drops are working smoothly and the spinning saucer is now registering hits.
    It seem the contact arms on the target disc were not set in the correct positions and the game was a bit confused.
    All targets are now scoring properly and I'm even getting correct sounds from alien and saucer hits!
    It was a cool mech to disassemble.
    Next I'll wok on the missile/targeting mech and then I'll probably leave the project until I have some time to do the cosmetic work.
    [quoted image]
    [quoted image]

    Looks like you've made progress. Still need reference photos of the target unit or just the missile launcher?

    3 months later
    #966 4 years ago
    Quoted from wontwa:

    I recently picked up a Midway's Invaders From Outer Space that hasn't been turned on in 10 years, but was "working when we last turned it on". Pretty excited about getting this up and running, but it's my first EM.[quoted image]

    Fun game, likely to be featured in the upcoming documentary film: Welcome to Arcadia.

    Here's a sneak peek snapshot from my gameroom's Invaders From Outer Space for the film.

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    #970 4 years ago
    Quoted from Ballypin:

    Any info on release date and where we can view / purchase ?

    Hopefully, 2020 or 2021 in the theaters and/or on Netflix. I will definitely post in the future when details are available.

    Thanks for asking! It's an exciting project whose time has come. The director and the cinematographer are very talented and, like all of us, they are passionate about the subject matter.

    1 year later
    #1150 3 years ago
    Quoted from IdahoRealtor:

    These EM gun games are so frickin cool! Where's the best place to find restored examples? Are they pretty reliable once they've been properly gone through? I know almost nothing about these.

    I have a friend in Los Angeles selling this very nice restored Apollo Moon Shot rifle game. He also has a nice Chicago Coin Steam Shovel. Message me for his contact information, if interested.

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    #1152 3 years ago
    Quoted from Ericpinballfan:

    I recognized the cigarette holder on the machine to the left.
    What is that one?
    Interested.

    I'm not sure. Here's his Steam Shovel, also just listed for sale. PM me for his contact information, if interested.

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    1 year later
    #1239 2 years ago
    Quoted from Redfive05:

    I made a quick little Tik Tok showing off my Midway Invaders from Outter Space.
    Enjoy! (You don't need an account to watch)
    https://vm.tiktok.com/TTPd9RF6qj/

    Nice job with the video. I restored an example of this game for my line-up for several years and enjoyed it very much.

    #1240 2 years ago
    Quoted from Trizel:

    Redfive05 I found your video today and then saw you listed a link here. Cool video. No one has a video that explains the gameplay and controls.

    Actually, a few years ago, I posted a video demo of the gameplay of Midway Invaders From Outer Space. Here's the link, which also includes a gameplay description in the narrative.

    https://vimeo.com/228010006

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