"4 Square" and "Astro" are two electro-mechanical pinball machines released by D. Gottlieb & Co. in 1971, sharing similar playfield designs but different themes and scoring systems. "4 Square," introduced in June 1971, has a dancing and psychedelic theme with features like two flippers, three pop bumpers, two slingshots, and eight standup targets, with a production run of 2,200 units. "Astro," the add-a-ball version released in October 1971, features an outer space and robot theme and also includes two flippers, three pop bumpers, two slingshots, and eight standup targets, but it allows players to earn extra balls instead of points.
Astro
Quickie Version:
UTAD.
Go-to Flipper:
Balanced
Risk Index:
Very High
Full Rules:
I played this in college in the early ‘70’s. While it has the letters that spell out Star Trek on the playfield, there is no evidence of any connection to the TV show. The artwork is un-themed period sci-fi and pretty cool for the time. It uses the same playfield design as 4-Square, but with that superior artwork I didn’t recognize the similarity the first time I played the frankly lame-looking 4-Square. The scoring for Astro is notably different, too. The initial Skill Shot is to get either the S or the R top lane; the A and R can be scored via return lanes, but the S and R are only available up top or via the out lanes, so get them here. After that, get whatever you need. This is another UTAD game, just keep throwing the ball up top between the star target posts and the bumpers. Astro is rarely used in tournaments since it’s designed for add-a-ball play [the “wow” star-symbol targets when lit - - done by finishing S-T-A-R, T-R-E-K and the two star targets or lanes, which then light the star targets for add-a-balls]. Add-a-balls aside, the scoring on this game is all about the pop bumpers. They score 1000 when lit, which is more than anything else on the playfield. The letters themselves score just 500, consisting of the standup targets and the top, side, return and out lanes. S-T-A-R lights the center yellow bumper, T-R-E-K lights the two side green bumpers. This is all about nudging to get the Trek letters, Star when possible, and as many lit bumper hits as possible thereafter. If you complete STAR TREK, the letters will reset, but future balls will start with the bumpers still lit and the S-R and T-K lanes spotted. Key feeds are when the ball comes out of the side T and K lanes and the two star lanes. You may need to nudge to avoid down the middle drains from either. Also beware of balls coming out of the T or K lanes and going bottom post – top of slingshot post – outlane. Whenever the ball is on top of one of the four triangles and rolling down it towards the center of the playfield, also watch out for center drains.
via Bob's Guide
4 Square
Quickie Version:
Finish exactly three sets of “1-2-3-4” numbers via either targets or lanes, then shoot anything that won’t complete a fourth set.
Go-to Flipper:
Balanced
Risk Index:
Very High
Full Rules:
Your goal for this game is to complete sets of 1-2-3-4 numbered lanes and targets as many times as possible. There are five of each number on the playfield: one top lane, one side lane, one bottom return lane or out lane, one yellow target and one green target. Any of the five counts towards finishing a set of 1-2-3-4. Finishing a set scores 500 points and increases the value of one set of numbered lanes or targets from 50 to 200. The first set increases the top lanes; set #2 increases the yellow targets; set #3 increases the green targets. Completing a fourth set actually hurts your scoring opportunities, since the green targets now change to “special,” which is a free game in location play but worth nothing in tournament play. I wouldn’t worry about it much, though, since to collect points, you need to keep scoring numbers. Just try to postpone finishing that fourth set and shoot all but one of the four numbers as much as you can. The key feeds on this game are when the ball comes out of the side 1, 2, 3 or 4 lanes. It will hit the rubber post below the lane and bounce off the top of the triangle [2 and 3 lanes] or slingshot [1 and 4 lanes] below. You’ll need to learn how to “read” the drop to know when and how to nudge to keep the ball in play. Shatzing the ball up the bottom 2 or 3 lanes from the flippers is possible, but you’ll need to be careful you don’t get an “up the return lane, down the out lane” drain when you do it. Balls coming down the return lanes usually are going fast enough to hold up the flipper and transfer them to the opposite side for a cradle and more controlled shot.
via Bob's Guide