Fast Draw / Quick Draw

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Average fun score:
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Fast Draw / Quick Draw Game Info

The "Fast Draw" pinball machine, produced by Gottlieb in April 1975, features a Western theme designed by Ed Krynski with artwork by Gordon Morison. This electro-mechanical game includes two flippers, three pop bumpers, two 5-bank drop targets with trip arms, four standup targets, and two kick-out holes.

Fast Draw / Quick Draw is a pinball machine manufactured by D. Gottlieb & Co. in 1975. Design by Ed Krynski. Art by Gordon Morison.
Primary manufacturer:
D. Gottlieb & Co.
Year:
1975
Preferred Dealer:
Flip N Out Pinball
IPDB
OPDB Group ID:
RVoX
Remake manufacturer:
Other manufacturer:
Game type:
Electro-Mechanical
Display type:
Reels
Players:
4
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Fast Draw / Quick Draw Photos

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Flyers & Promo Media

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Fast Draw / Quick Draw Design Team

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Fast Draw / Quick Draw Rules

Fast Draw

Quickie Version:

UTAD. If you happen to need only one or two drop targets to complete all ten, do so, then shoot the black targets for 5K each.

Go-to Flipper:

Balanced

Risk Index:

High to Very High, depending on where rebounds off the drops go

Skillshot(s):

B lane at the top. From the B lane, the ball hits the center bumper and goes … wherever. From the A and C lanes, the ball might go SDTM; it should drop cleanly through the bumpers and land on the flipper below at a speed allowing you to let it dead bounce across and trap up on the other flipper. If so, fine, but observe other players’ results or test it before your game, if permitted, to see where A and C plunges go.

Full Rules:

Strategy: UTAD until ball 5. Try to bank the ball off one of the bumpers and into one of the saucers. Saucers score 1000 + 1000 per A/B/C letter collected. You may see players shoot drops before ball 5. I disagree: the rebounds from the drops are risky. The one situation where shooting drops is okay early in the game is if you find that the rebound from a particular drop target goes up top and lands in a saucer. This is most likely for the top two targets on each side. Drop targets advance bonus; completing all drops in both banks will reset just the two center [black] targets, which are then worth 5000 each. On ball 5, the bonus is automatically doubled, so shooting drops is more valuable. Bonus maxes at 15K. (When set to 3 balls, completing A-B-C activates double bonus on balls 1 and 2 and scores triple bonus on ball 3. On 5 balls, completing A-B-C does not change the bonus multiplier; it’s single bonus on balls 1-4, double bonus on ball 5.) When shooting drops, try to hit them one at a time! While getting two at once makes better progress towards completing them, there’s no reward for that until all ten are down [see above]. Until then, hitting two drops at once, or worse two on one side and one or more on the other via a quick rebound, scores only 1 bonus advance! Yes, the drops advance bonus, but it’s not one advance per target down, it’s one advance per “registered” drop. Getting more than one too quickly doesn’t score as multiple hits; Fast Draw registers target hits slowly enough that this is a common occurrence. “Fast” Draw often plays slow, so be careful when dead bouncing to make sure the ball is moving fast enough to make it across. But a fast-falling dead bounce will sometimes roll all the way up the side A or C lane, collecting it. You want that!

via Bob's Guide

Quick Draw

Quickie Version:

UTAD. If you happen to need only one or two drop targets to complete all ten, do so, then shoot the black targets for 5K each.

Go-to Flipper:

Balanced

Risk Index:

High to Very High, depending on where rebounds off the drops go

Skillshot(s):

B lane at the top. From the B lane, the ball hits the center bumper and goes … wherever. From the A and C lanes, the ball might go SDTM; it should drop cleanly through the bumpers and land on the flipper below at a speed allowing you to let it dead bounce across and trap up on the other flipper. If so, fine, but observe other players’ results or test it before your game, if permitted, to see where A and C plunges go.

Full Rules:

This is the 2-player version of Fast Draw. Strategy: UTAD until ball 5. Try to bank the ball off one of the bumpers and into one of the saucers. Saucers score 1000 + 1000 per A/B/C letter collected. You may see players shoot drops before ball 5. I disagree: the rebounds from the drops are risky. The one situation where shooting drops is okay early in the game is if you find that the rebound from a particular drop target goes up top and lands in a saucer. This is most likely for the top two targets on each side. Drop targets advance bonus; completing all drops in both banks will reset just the two center [black] targets, which are then worth 5000 each. On ball 5, the bonus is automatically doubled, so shooting drops is more valuable. Bonus maxes at 15K. (When set to 3 balls, completing A-B-C activates double bonus on balls 1 and 2 and scores triple bonus on ball 3. On 5 balls, completing A-B-C does not change the bonus multiplier; it’s single bonus on balls 1-4, double bonus on ball 5.) When shooting drops, try to hit them one at a time! While getting two at once makes better progress towards completing them, there’s no reward for that until all ten are down [see above]. Until then, hitting two drops at once, or worse two on one side and one or more on the other via a quick rebound, scores only 1 bonus advance! Yes, the drops advance bonus, but it’s not one advance per target down, it’s one advance per “registered” drop. Getting more than one too quickly doesn’t score as multiple hits; Fast Draw registers target hits slowly enough that this is a common occurrence. “Quick” Draw often plays slow, so be careful when dead bouncing to make sure the ball is moving fast enough to make it across. But a fast-falling dead bounce will sometimes roll all the way up the side A or C lane, collecting it. You want that!

via Bob's Guide

How to Play Fast Draw / Quick Draw

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Fast Draw / Quick Draw Gameplay Video

Gameplay Discussion & History

Mods and Toppers

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