Supersonic

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Supersonic Game Info

The Supersonic pinball machine, produced by Bally in 1979, celebrates the era of supersonic air travel, prominently featuring the Concorde on its backglass and playfield. Designed by Greg Kmiec with artwork by Kevin O'Connor, this solid-state machine includes two flippers, three pop bumpers, five drop targets, and a spinner, among other elements.

Supersonic is a pinball machine manufactured by Bally Manufacturing Co. in 1976. Design by Greg Kmiec. Art by Kevin O'Connor, Christian Marche.
Primary manufacturer:
Bally Manufacturing Co.
Year:
1976
Preferred Dealer:
Flip N Out Pinball
IPDB
OPDB Group ID:
RLXd
Remake manufacturer:
Other manufacturer:
Game type:
Solid State
Display type:
Alphanumeric
Players:
4
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Supersonic Photos

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Supersonic Design Team

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Supersonic Rules

Quickie Version:

Open the outlane gate by making the top center lane, then shoot the spinner until your bonus is near maximum. If by then you haven’t got 5X bonus, shoot the saucer, then spinner all day.

Go-to Flipper:

Left

Risk Index:

High; see Key Feeds

Skillshot(s):

Center lane, to open the gate and light the spinner.

Full Rules:

This game is largely UTAD through the spinner from the left flipper, except for shooting the multiplier saucer if the ball won’t drop into it for you when caroming around in the bumpers. When the ball does go in the saucer, try to live catch the kick out from it to repeat the shot and get it to 5X in two or three quick flips. From the right flipper, tap pass to the left flipper if you can. If not, shoot the drop targets to score a few points and put the ball back up in the bumpers where it might go into the multiplier saucer or pop up one of the five top lanes. If the feed from the left “jet stream” chute is good, e.g. it lands on the right flipper and safely dead bounces to the left flipper where you’d prefer to have it, shoot that instead. Base bonus goes up to 29K, so with 5X, your overall max bonus is 145K. In a good game, a high portion of your points will come from lit spinner shots and near-max bonuses. Completing the 1-5 lanes is mildly useful, making other stuff advance bonus and scoring 25K once you’ve done it enough, but don’t worry about it. Given a choice of having the ball go through a lit #2 to open the gate or through some other number to complete 1 through 5, take #2 for the gate. Ignore the four stand-up targets and five central rollover buttons. If the spinner is really juicy, ignore shooting at the bonus multiplier saucer and just go spinner all day. Key feeds: the saucer kickout; out of the chute on the left; and shots that don’t go all the way to the top through the spinner but fall back.

via Bob's Guide

How to Play Supersonic

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Supersonic Gameplay Video

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