Gold Rush

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Gold Rush Game Info

The Gold Rush pinball machine, released by Bally Manufacturing Co. in April 1966, is an electro-mechanical, single-player game designed by Ted Zale. It features a Western gold-mining theme.

Gold Rush is a pinball machine manufactured by Bally Manufacturing Co. in 1966. Concept by Ted Zale. Design by Ted Zale. Mechanics by Ted Zale. Animation by Ted Zale.
Primary manufacturer:
Bally Manufacturing Co.
Year:
1966
Preferred Dealer:
Flip N Out Pinball
IPDB
OPDB Group ID:
r1PE
Remake manufacturer:
Other manufacturer:
Tags:
No items found.
Game type:
Electro-Mechanical
Display type:
Reels
Players:
1

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Gold Rush Photos

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Flyers & Promo Media

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Gold Rush Design Team

Concept:
Ted Zale
Design:
Code:
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Mechanics/Electronics:
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Sound:
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Music:
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Callouts:
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Gold Rush Rules

Quickie Version:

Line up matching symbols on the reels, then shoot the center collect saucer.

Go-to Flipper:

Balanced

Risk Index:

Very High

Full Rules:

This game and it’s sibling, the single-player Klondike, are very similar to Yukon. The difference is that these have a center saucer, a bumper blocking easy access to the top reels from the flippers, no return lanes, and a center post. Yukon has return lanes, no center saucer, no center bumper and no center post. Gold Rush often has one extra nuance: like doodle Bug, the ball can drain between the flippers and the bottom of the slingshots. This means exercising caution when trying to catch the ball. The scoring is somewhat obscure since it’s based on how well your slot machine reels at the top match up. With mixed reel symbols, e.g. three different or two of one and one of another, collecting the reel value scores 500. When there are three of the same symbol showing, the reel value goes up. A “wagon” serves as a wild card. Three hats or two hat plus a wagon is worth 3000. Three pans or two pans plus a wagon is worth 4000. Three lanterns or two lanterns plus a wagon is worth 5000 plus an extra ball if enabled. Three wagons is worth 5000 (and two extra balls if enabled). There are seven places to score the reel value: both top lanes, both top saucers, both outlanes and the center saucer. The top two saucers also each light a pair of bumpers when collected. Hitting any reel advances it, with the reel moving top-forwards towards the player. Reels are also advanced by the top rollover buttons and mid-playfield standup targets (left and right) and by the two side lanes (center reel). The side lanes also raise your center post; a rollover button at the bottom lowers the post. The current reel value is preserved when a new game is started. If you begin a game with it lit for more than 500 points, try to soft plunge for the score reel lane at the top right without hitting the advance reel rollover above it. The center post is raised by going through either of the two side lanes that advance the center reel. A small rollover button a few inches above the post lowers it. As with any center post, if it’s up, don’t flip; use it to get control of the ball. Strategy is somewhat UTAD unless the reels are lined up for increased value. If they’re at high value, try to keep collecting the reel value at the center saucer without changing them. If you see a good lineup available if you change a reel, try to advance the appropriate reel. Both Gold Rush and Klondike suffer from “block-itis” by which I mean many of the things you might want to hit cannot be shot directly from the flippers. You can’t hit either upper saucer to collect the reel value and light the bumpers other than through a bank shot or help from the bumpers. You can’t hit the advance reel targets at the top without bumper help even though these are safer than hitting the targets lower down. And one last indignity, that collect reel value saucer in the center, the only one you can shoot directly? The saucer is shallow enough that shots at it often skip right through it.

via Bob's Guide

How to Play Gold Rush

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Gold Rush Gameplay Video

Gameplay Discussion & History

Mods and Toppers

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