Jive Time / Rock 'N Roll Game Photos

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Jive Time / Rock 'N Roll

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Jive Time / Rock 'N Roll is a pinball machine manufactured by Williams Electronic Games Inc. in 1970. Design by Norm Clark. Art by Christian Marche.
Primary manufacturer:
Williams Electronic Games Inc.
Year:
1970
OPDB Group ID:
rjKk
Remake manufacturer:
Other manufacturer:
Game type:
Electro-Mechanical
Display type:
Reels
Players:
1

Flyers & Promo Media

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Jive Time / Rock 'N Roll Design Team

Concept:
Design:
Code:
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Mechanics/Electronics:
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Animation:
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Sound/Music:
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Sound:
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Music:
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Callouts:
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Jive Time / Rock 'N Roll Rules

Jive Time

Quickie Version:

Raise center post, then UTAD with option for center saucer.

Go-to Flipper:

Balanced

Risk Index:

Very High unless center post is up, still High with it

Skillshot(s):

Drop the ball into the top saucer for a Spin.

Full Rules:

Williams liked this 5-bumper arrangement back in the early 70’s, using it several times. Four of the bumpers can be lit by hitting the two standup targets just above them on each side of the top saucer - - left for green, right for yellow. The outer two standup targets near the top advance bonus, as do the standup targets on either side of the center saucer. Base bonus goes up to 10,000 and can be doubled by the spin disk. There are two saucers, one up top and one in the center, which award you a random spin value; the spinner is on the backglass, rather than under the playfield. It spins first; you don’t get the currently-pointed-at award. There are six possible awards: 2 each of 1,000 points, 3000 points, collect bonus and “Open West Gate”, plus one each of 10,000 and Double Bonus. The West Gate in essence is “light extra ball” since that’s what a ball through it scores. There’s a good chance a ball shot at the center saucer will sail through, but that’s not all bad either since it gets the ball into the bumpers. As long as you’re accurate enough to go in or through rather than hit one of the posts to the side of the saucers, it’s your best controlled shot. The other way to score safely is to shoot the ball up the sides of the game, trying to get the ball to rattle around in the bumpers as long as possible. This sometimes produces an “around the world” shot which may hit more than one of the light bumpers and advance bonus standup targets. There are two ball saver posts on the game, a light-up center one and a smaller one in the right outlane. The center post is raised by hitting the standup target at the far left of the center saucer; the right outlane post is raised by a similar standup target on the right. Both posts are lowered when you hit either the down posts standup on the right or the down posts rollover button near the westgate on the left. When the center post is up, you can let the ball settle between it and either flipper to set up shots. The right outlane post, though, is not foolproof - - the ball can sneak around it and still drain. Assuming the bumpers are reasonably lively, I don’t bother shooting for the center spin saucer, I just go up the sides of the game and try to get the ball to bounce off of the bumpers into the top saucer or roll down into the center saucer. Try to hit the left target to raise the center post a.s.a.p. That will make subsequent shots safer. Don’t ever shoot at the standup targets on either side of the center saucer; you’ll advance the bonus more safely with the upper targets. Bonus is not awarded at the end of a ball, only by collecting it via a spin. One downside to this game is that the spin values are random, so luck can play a part in the game outcome, e.g. if you get 1,000 and your opponent gets double bonus for 20,000.

via Bob's Guide

Rock 'N Roll

Quickie Version:

Raise center post, then UTAD with option for center saucer.

Go-to Flipper:

Balanced

Risk Index:

Very High

Skillshot(s):

Drop the ball into the top saucer for a Spin.

Full Rules:

This is the add-a-ball version of Jive Time. Williams liked this 5-bumper arrangement back in the early 70’s, using it several times. Four of the bumpers can be lit by hitting the two standup targets just above them on each side of the top saucer - - left for green, right for yellow. The outer two standup targets near the top advance bonus, as do the standup targets on either side of the center saucer. Base bonus goes up to 10,000 and can be doubled by the spin disk. There are two saucers, one up top and one in the center, which award you a random spin value; the spinner is on the backglass, rather than under the playfield. It spins first; you don’t get the currently-pointed-at award. There are six possible awards: 2 each of 1,000 points, 3000 points, collect bonus and “Open West Gate”, plus one each of 10,000 and Double Bonus. The West Gate in essence is “light extra ball” since that’s what a ball through it scores. There’s a good chance a ball shot at the center saucer will sail through, but that’s not all bad either since it gets the ball into the bumpers. As long as you’re accurate enough to go in or through rather than hit one of the posts to the side of the saucers, it’s your best controlled shot. The other way to score safely is to shoot the ball up the sides of the game, trying to get the ball to rattle around in the bumpers as long as possible. This sometimes produces an “around the world” shot which may hit more than one of the light bumpers and advance bonus standup targets. There are two ball saver posts on the game, a light-up center one and a smaller one in the right outlane. The center post is raised by hitting the standup target at the far left of the center saucer; the right outlane post is raised by a similar standup target on the right. Both posts are lowered when you hit either the down posts standup on the right or the down posts rollover button near the westgate on the left. When the center post is up, you can let the ball settle between it and either flipper to set up shots. The right outlane post, though, is not foolproof - - the ball can sneak around it and still drain. Assuming the bumpers are reasonably lively, I don’t bother shooting for the center spin saucer, I just go up the sides of the game and try to get the ball to bounce off of the bumpers into the top saucer or roll down into the center saucer. Try to hit the left target to raise the center post a.s.a.p. That will make subsequent shots safer. Don’t ever shoot at the standup targets on either side of the center saucer; you’ll advance the bonus more safely with the upper targets. Bonus is not awarded at the end of a ball, only by collecting it via a spin. One downside to this game is that the spin values are random, so luck can play a part in the game outcome, e.g. if you get 1,000 and your opponent gets double bonus for 20,000.

via Bob's Guide

How to Play Jive Time / Rock 'N Roll

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Jive Time / Rock 'N Roll Gameplay Video

Gameplay Discussion & History

Mods and Toppers

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