Bank Shot / Sure Shot

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Bank Shot / Sure Shot Game Info

"Sure Shot," a pinball machine by Gottlieb released in March 1976, showcases a billiards theme with artwork by Gordon Morison and design by Ed Krynski. 

Bank Shot / Sure Shot is a pinball machine manufactured by D. Gottlieb & Co. in 1976. Concept by Ed Krynski. Design by Ed Krynski. Mechanics by Ed Krynski. Art by Gordon Morison. Animation by Ed Krynski.
Primary manufacturer:
D. Gottlieb & Co.
Year:
1976
OPDB Group ID:
rqL6
Remake manufacturer:
Other manufacturer:
Playmec Flippers
Game type:
Electro-Mechanical
Display type:
Reels
Players:
1
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Bank Shot / Sure Shot Photos

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Flyers & Promo Media

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Bank Shot / Sure Shot Design Team

Concept:
Ed Krynski
Design:
Code:
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Mechanics/Electronics:
Animation:
Sound/Music:
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Sound:
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Music:
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Callouts:
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Bank Shot / Sure Shot Rules

Bank Shot

Quickie Version:

Collect as many pool balls as possible, then shoot the two saucers at the sides up top.

Go-to Flipper:

Balanced

Risk Index:

Very High

Shots to Master:

top saucers.

Skillshot(s):

The center lane - - it’s the only way to collect the one ball. Once you have the one ball, the Skill Shot is to go for any other lane you need.

Full Rules:

This is the add-a-ball version of Sure Shot with slightly different scoring. Shoot as many different pool balls as you can; each adds 1,000 to your end-of-ball bonus. Give mild priority to the nine balls that increase the value of the two saucers near the top, indicated by the arrows on the playfield. These saucers score 1000 for each of the five keyed numbers you’ve collected thus far [and 100 for each unlit ball of the five]. Once you have most of the balls, shoot for the saucers. Rollovers and targets are all worth 500 and bumpers 100. Unlike Sure Shot, the bumper values here are fixed at 100. Should you complete all 15 balls? Maybe. Completing all 15 balls lights the top center 1-ball lane and the two saucers for Specials. If Specials are set to be worth points, getting to this stage is the most important thing you can do. If Specials are worthless, try not to finish all 15 balls, leaving the two saucers’ values intact. One other difference with Sure Shot is that on Bank Shot, once you complete all 15 numbers, they reset and you are spotted #s 2, 3, 7, 8, 13 and 14 for your next ball. Some key feeds on this game are when the ball exits the 10, 11, 6 and 9 lanes - - from the 10 and 11, it will usually hit the post outside the top of the 6 and 9 lanes; you want to nudge it to go into them if you haven’t collected them yet. If it won’t go in there, the key is avoiding a center drain bounce. From the 6 and 9, the ball will hit the post below the lane; nudge so it either goes in the 2 or 3 return lanes or comes out into the middle of the playfield towards a flipper. Beware of the “slow dribbler” out the bottom of the 6 or 9, which often bounces low post to – top outside of slingshot to – outlane. The other two key feeds are how the ball is kicked out of the saucers; shoot each saucer early to find out.

via Bob's Guide

Sure Shot

Quickie Version:

Collect as many pool balls as possible, then shoot the two saucers at the sides up top.

Go-to Flipper:

Balanced

Risk Index:

Very High

Skillshot(s):

The center lane - - it’s the only way to collect the one ball. Once you have the one ball, the Skill Shot is to go for any other lane you need.

Full Rules:

Shoot as many different pool balls as you can; each adds 1,000 to your end-of-ball bonus. Give mild priority to the nine balls that increase the value of the two saucers near the top, indicated by the arrows on the playfield. These saucers score 1000 for each of the five keyed numbers you’ve collected thus far [and 100 for each unlit ball of the five]. Once you have most of the balls, shoot for the saucers Rollovers and targets are all worth 500 and bumpers 100. Completing balls 1 through 5 lights the top two bumpers for 1000; completing 6 through 9 lights the center bumper for 1000. Should you complete all 15 balls? Maybe. Completing all 15 balls lights the top center 1-ball lane and the two saucers for Specials. If Specials are set to be worth points, getting to this stage is the most important thing you can do. If Specials are worthless, try not to finish all 15 balls, leaving the two saucers’ values intact. Some key feeds on this game are when the ball exits the 10, 11, 6 and 9 lanes - - from the 10 and 11, it will usually hit the post outside the top of the 6 and 9 lanes; you want to nudge it to go into them if you haven’t collected them yet. If it won’t go in there, the key is avoiding a center drain bounce. From the 6 and 9, the ball will hit the post below the lane; nudge so it either goes in the 2 or 3 return lanes or comes out into the middle of the playfield towards a flipper. Beware of the “slow dribbler” out the bottom of the 6 or 9, which often bounces low post to – top outside of slingshot to – outlane. The other two key feeds are how the ball is kicked out of the saucers; shoot each saucer early to find out.

via Bob's Guide

How to Play Bank Shot / Sure Shot

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Bank Shot / Sure Shot Gameplay Video

Gameplay Discussion & History

Mods and Toppers

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