"Pat Hand" and "Satin Doll" are two related electro-mechanical pinball machines released by Williams Electronic Games, Inc. in 1975. "Pat Hand," designed by Norm Clark with artwork by Christian Marche, is a four-player machine that features three flippers, two pop bumpers, and multiple rollovers and targets. It had a production run of 6,500 units, making it a popular game of its time.
"Satin Doll" is the two-player version of "Pat Hand," sharing a similar playfield design but with four flippers and a slightly different scoring setup.
Pat Hand
Quickie Version:
Up Top by going over the rollovers on the upper left side until your bonus is maxed at 10K. Collect the center A-K-Q-J-10 rollovers for 2X and 3X bonus, then UTAD.
Go-to Flipper:
Right
Risk Index:
Very High; see Key Feeds
Full Rules:
This game is somewhat deceptive. Many players focus on the side joker targets or the lit 3000 target among the five in the top center bank. Nope. The big, safe[r] points here come from the rollovers at the very top of the machine. Soft plunge or Skill Shot to get the ball to roll over as many top rollovers as possible before then rolling smoothly over the rollovers above the upper left flipper. When the ball gets to that flipper, shoot it back up top to repeat the roll-down. Rollovers add to your bonus. Once the base bonus is maxed at 10,000, then you can deal with the center cards A-K-Q-J-10. Finishing them once lights the rollovers for 1,000; two completions lights double bonus. Once the rollovers are lit, forget everything else and throw the ball up top whenever you can, shooting along the upper left rollovers from the right flipper and straight up above the top joker from the left. Key feeds: both sides of the top arc. When the ball dribbles off to the left, does it roll over most of the star rollovers on the left? If yes, get this as much as you can. If not, especially if it misses them all, switch tactics. When the ball dribbles off to the right, how high is the drain risk? Speed matters. As for the two bumpers, simply hold the left flipper up at all times when the ball is in them to avoid center bumper-slam drains.
via Bob's Guide
Satin Doll
Quickie Version:
Up Top by going over the rollovers on the upper left side until your bonus is maxed at 10K. Collect the center A-K-Q-J-10 rollovers for 2X and 3X bonus, then UTAD.
Go-to Flipper:
Right
Risk Index:
Very High; see Key Feeds
Full Rules:
This is the 2-player version of Pat Hand. Pat Hand had better playfield art. This game is somewhat deceptive. Many players focus on the side joker targets or the lit 3000 target among the five in the top center bank. Nope. The big, safe[r] points here come from the rollovers at the very top of the machine. Soft plunge or Skill Shot to get the ball to roll over as many top rollovers as possible before then rolling smoothly over the rollovers above the upper left flipper. When the ball gets to that flipper, shoot it back up top to repeat the roll-down. Rollovers add to your bonus. Once the base bonus is maxed at 10,000, then you can deal with the center cards A-K-Q-J-10. Finishing them once lights the rollovers for 1,000; two completions lights double bonus. Once the rollovers are lit, forget everything else and throw the ball up top whenever you can, shooting along the upper left rollovers from the right flipper and straight up above the top joker from the left. Key feeds: both sides of the top arc. When the ball dribbles off to the left, does it roll over most of the star rollovers on the left? If yes, get this as much as you can. If not, especially if it misses them all, switch tactics. When the ball dribbles off to the right, how high is the drain risk? Speed matters. As for the two bumpers, simply hold the left flipper up at all times when the ball is in them to avoid center bumper-slam drains.
via Bob's Guide