Jet Spin / Super Spin Game Photos

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Jet Spin / Super Spin

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Jet Spin / Super Spin is a pinball machine manufactured by D. Gottlieb & Co. in 1977. Design by Ed Krynski. Art by Gordon Morison.
Primary manufacturer:
D. Gottlieb & Co.
Year:
1977
OPDB Group ID:
4qzZ
Remake manufacturer:
Other manufacturer:
Game type:
Electro-Mechanical
Display type:
Reels
Players:
2

Flyers & Promo Media

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Jet Spin / Super Spin Design Team

Concept:
Design:
Code:
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Animation:
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Sound:
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Callouts:
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Jet Spin / Super Spin Rules

Jet Spin

Quickie Version:

Left side all day. Shoot the bullseye target or center roto target from the right flipper; backhand the roto target from the left, either directly or off the edge of the bumpers.

Go-to Flipper:

Right

Risk Index:

Very High

Skillshot(s):

Plunge for a lit lane.

Full Rules:

Shoot the roto target, scoring points and up to 5 bonus advances. If you can make the narrow left bullseye shot and the return feed from it is good, shoot that. Ignore the vari-target and the right side saucer unless the flippers are too weak to hit the roto target consistently. Ignore the standups, too, unless EBs are enabled and a standup is lit for one. The rebounds from the roto target tend to be safer than hits or misses to the vary target and misses to the saucer. If the left flipper isn’t strong enough to go after the roto target, try to transfer to the right flipper. If you must shoot to the right side of the game from the left flipper, go for the saucer rather than the vari-target. Bonus maxes at 15K, no multiplier.

via Bob's Guide

Super Spin

Quickie Version:

Enter roto-target and upper left bullseye standup target all day.

Go-to Flipper:

Right

Risk Index:

Very High

Full Rules:

An unusual game for its time in that the end of ball bonus is present but is not a large part of your total score. Bonus here only goes up to 15K and there’s no multiplier. Given other individual shots on the playfield score up to 5K, there’s no big reason to worry about bonus here. Points here come mainly from the upper left bullseye standup target and the center roto-target. You can score each of the three exposed roto targets two ways: hit it or hit its award target elsewhere; the left standup scores the left roto target, the top right saucer for the center roto, the lower right standup for the right roto. The center one awards ten times value, so it's the only one really worth getting. Since the two side roto targets aren’t at 10X, there’s little point in shooting at either of them or at the standup targets that award them. The top lanes and the vari-target all spin the roto to display different values. Key feeds: the return from the bullseye target and rebounds off the roto targets. While the vari-target awards up to 5 bonus advances, it’s a drain risk and I wouldn’t bother with it. Let your bonus build up from the bullseye, the center roto target, the return lanes and random bounces or missed shots. Just shoot the center roto and the bullseye all day. If the ball ends up in the bumpers, try to nudge it into the collect center roto saucer. Use dead bounces and shatzes to get the ball to the right flipper. See if you can backhand the center roto from the left flipper if it’s difficult to transfer the ball to the right.

via Bob's Guide

How to Play Jet Spin / Super Spin

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Jet Spin / Super Spin Gameplay Video

Gameplay Discussion & History

Mods and Toppers

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