The primary gimmick on Galaxy is with the holes on the left and right side of the mid-playfield. When ready, a ball in there will magnetically "moonwalk" across the playfield. This appears very similar to the effect of the Mist Multiball on Bram Stoker's Dracula.
You can see it in the video below, but this machine also has a switch stuck somewhere and keeps awarding points, that's why you'll hear the chimes keep going.
BSD mist effect:
This video is very low resolution, but we take what we can find...
Other features, like the center up-post and outlane gate, are seemingly standard features of Sega pins.
The primary playfield gimmick in Surfing is a kickout saucer that fires a ball up a wireframe ramp. (and this was 1972!!) The ball can lock there! There were only a handful of multiball games at this point. If a ball is ejected from the lock it interacts with a magnet (1972!!) on a mini playfield before returning to the main playfield.
When a ball is locked the upper-left standup target lights for "SURFING", and hitting that releases the locked ball for 2-ball multiball.
In this video from Onitama-san Surfer is at 4:08.
photos saved from the web...
find the under-playfield magnet by thinking of where the mini playfield is
Thank you for taking photographs of the tags!
Think of what a company like Gottlieb was producing in 1972.
I love playing Pop A Card and King Kool, but it's 1972 and Surfing feels like THE FUTURE. Williams was just as bland in 1972.
We uploaded the Robin Hood flyer to the Internet Archive.
There is a target in the center of the playfield providing an optical effects about what is being aimed at, and its activated by the two hole at the upper left and right. An arrow slowly sweeps back in forth in the target area, and the closer to the center the higher the value awarded.
There is a third flipper near the right outlane, ostensibly to help shoot the ball into the "Escape" gap on the left. This gap send the ball upwards towards the upper-left hole.
Horuka x Toruka is a medal game where you drop a physical ball from the top of a slanted playfield and into a grid of pins with a monitor behind them. The game tracks the movement of the ball as it descends.
I wouldn't exactly call this "smart ball" because it lacks any kind of plunger, but I would absolutely play the hell out of this game at a medal parlor if the opportunity arose.
While the flyer says "Digital Smart Ball" under the title, this photo shows the machine saying Horuka x Toruka as the English sub-title. I would normally have added "Digital Smart Ball" to the database entry name, but it does not seem to have made it to the production version. I will keep an eye out for a flyer or advertisement with the updated marquee.
Stop & Stop is a game where after a coin is insert, the dial rapidly spins and the player can press a button to stop it on a number. If the player has not pressed a button within a rather short timespan, the arrow will randomly stop on its own, like a slot machine. The player gets three spins and their total determines the outcome. It is set to 10 yen play.
Stop & Stop appears in the 1974/1975 machine directory and the 1978 machine directory.
1974/1975 machine directory entry
1978 machine directory entry
Similar to the machine Playlearn ABC, this machine appears to be a modified version of a German addimint machine.
The payout proportioning was probably kept the same on Stop & Stop. To alter it would require some sensitive engineering! Just convert 10 pfennig pieces to 10 yen coins, much easier.
Payouts for each final value would be:
12: ¥100
11: ¥80
10: ¥50
9: lose
8: ¥20
7: lose
6: ¥10 yen (your coin back)
5: lose
4: lose
3: ¥10
2: ¥10
1: ¥100
0: ¥100
This payout structure offers some gameplay decisions. The 0 or 4 are the numbers you are aiming for. Each is bounded by 2s, so a pro at this game will get punished severely as the 2 is the mediocre result. Going for 3x4=12 offers a smoother consolation if you miss the 4, but realistically you'll end up on a 2 meaning the best you can do is 4+4+2=10. But 50 yen for 10 yen play is still enticing.
Going for 0 might seem more enticing as there are 2 values that pay 100 yen, but if you are aiming for the 0 and miss you probably just hit a 2, making a 10 yen return your best case scenario.
My intuition says try for 12.
Some footage of the addi-mint in action. They do not use the stop button.
There was an underground industry active in the 1970s where German machines were imported and converted to yen. It has been a bit of a treasure hunt to identify converted machines from that era.
Super Game is a smart ball medal game Think of it like an arrangeball, but in smart ball form. You insert a coin and then get 16 balls to reach a goal of 100+ points.
Similar to arrangeball games that typically have an instant payout cup, the green '5' hole immediately pays out 1 coin. If you reach 100 points you can earn your first medal, and I think it pays out another medal for each 10 points beyond that. (100, 110, 120, etc)
Game Machine 1979-05-15 note that the model pictured has a different layout
Coin-operated Smart Amusement Machine "Super Game" from Mitsuba Sangyo
A new type of entertainment machine has been on sale since the end of last year. It's essentially a coin-operated smart ball game, named "Super Game." Three variations of the Brayfield model—"Jet," "Attack," and "Flash"—are available from Mitsuba Sangyo Co., Ltd. (Headquarters: 5-30-2 Nakano, Nakano-ku, Tokyo, 3853141). Inserting one coin dispenses 16 balls. Hitting the balls into the designated winning holes adds points to the digital display. At the end of a game, exceeding 100 points results in a payout of one coin, and then one more coin for every 10 points thereafter. Therefore, 115 points would yield two coins. A bonus hole pays out one coin. However, the maximum payout per game is 10 coins in total.
It is effective when used in conjunction with designated games such as Arrange and Mahjong. The retail price for the machine alone is 135,000 yen. The set retail price is 143,000 yen.
It say there are 3 models:
「ジェット号」 Jet
「アタック号」 Attack
「フラッシ 1号」 Flash No. 1
I do not know which layout is which name. The machine below is the same layout as seen in the article, as shown by moguragumi. (archive)
There are also other Super Game models with different backglasses. As with their earlier smart balls, I presume this means this was an entirely different named series. I am referring to this series as 'alien' in reference to the backbox art, but it's not an official name. Another version has a white rocket leaving a moon in the bottom-right. The more commonly seen model has a rainbow across a blue sky, with a hot-air balloon.
=How to Play= Insert a metal coin to release a ball. If the ball lands in the safe hole, the displayed score will be added to the digital display. If the ball lands in the bonus hole, one metal coin will be released and your score will be added. Inserting metal coins or pressing the payout button during the game will invalidate the game. After the game ends, if your score is 100 points or more, one metal coin will be released for every 10 points increase. You can play the game again with the metal coins you receive. After the game ends, please return any remaining metal coins to a staff member.
User satokidisc has fixed one of these units and has let me archive the Super Game photos from their account:
it has a rather short payout tube
you can spot a 7812 manufacture date on the transistor