The "Sinbad" pinball machine, produced by Gottlieb in 1978, is based on the 1977 film Sinbad and the Eye of the Tiger. It was one of Gottlieb’s early solid-state machines, designed by Ed Krynski with artwork by Gordon Morison. The game features four flippers, two pop bumpers, and ten drop targets across three banks.
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Eye of the Tiger
Quickie Version:
Complete the four colored drop target banks, ideally in this order: white [1], yellow [2], purple [3], red [4]. Then UTAD via the left orbit or center spinner.
Go-to Flipper:
Right
Risk Index:
High; watch the rebounds from the white and yellow targets in particular, and the feed down through the spinner
Full Rules:
This is the 2-player version of Sinbad. Sequence matters. You need the single white target to advance to double bonus; the two yellow targets plus the white one gives you triple; white, yellows and the three purple targets gives 4X; and adding the four red drops makes it 5X. But if you have nine of the ten drops and the one you’re missing is the white one … you’re still at single bonus. The order you actually hit them in doesn’t matter, just which ones you’ve got so far. If you get the white one last but do get it before you drain, you’ll still get your 5X. But you want to get them in order in case you drain before you get them all. Each completed target color set also lights the corresponding top lane for the higher value - - the white lane on the right goes from 100 to 1000, the yellow lane from 500 to 5K, purple from 1000 to Extra Ball, red one from 5000 to special [useless in competition]. If extra balls are enabled, one strategy is to shoot for the purple targets first, then flip the ball up top and try to get it to drop through the purple lane to score the extra ball. Center spinner advances bonus 1K for every 5 spins. Green star rollovers on the upper left advance bonus 1K each when lit; top lanes light them, one for each. Go up top to advance your base bonus and get the drop targets to multiply it. Once you finish the drop targets, the bonus will be collected, and you can rebuild it and collect it again. You’ll need to redo both the base and the multiplier. The bonus counting down can be distracting if you’re not expecting it; the best thing to do is go back up top while it counts. You don’t have to cradle up while it does so, and anything you score while it’s happening will be kept.
via Bob's Guide
Sinbad
Quickie Version:
Complete the four colored drop target banks, ideally in this order: white [1], yellow [2], purple [3], red [4]. Then UTAD via the left orbit or center spinner.
Go-to Flipper:
Right
Risk Index:
High; see Key Feeds
Skillshot(s):
The left-most lane at the top for 5000 points; avoid missing all lanes and going down the left side.
Full Rules:
I’ll cover the more common solid state version first. Target sequence matters a lot. You need the single white target to advance to double bonus; the two yellow targets plus the white one gives you triple; white, yellows and the three purple targets gives 4X; and adding the four red drops makes it 5X. But if you have nine of the ten drops and the one you’re missing is the white one … you’re still at single bonus. The order you actually hit them in doesn’t matter, just which ones you’ve got so far. If you get the white one last but do get it before you drain, you’ll still get your 5X. But you want to get them in order in case you drain before you get them all. Each completed target color set also lights the corresponding top lane for the higher value - - the white lane on the right goes from 100 to 1000, the yellow lane from 500 to 5K, purple from 1000 to Extra Ball, red one from 5000 to special [useless in competition]. If extra balls are enabled, one strategy is to shoot for the purple targets first, then flip the ball up top and try to get it to drop through the purple lane to score the extra ball. The center spinner advances bonus 1K for every 5 spins. Green star rollovers on the upper left advance bonus 1K each when lit; top lanes light them, one for each. Go up top to advance your base bonus and get the drop targets to multiply it. Once you finish the drop targets, the accumulated bonus will be collected, and you can rebuild it and collect it again. Base bonus goes up to 15,000, or 75K with the 5X multiplier. After collecting, both the base bonus and the multiplier reset. The bonus counting down can be distracting if you’re not expecting it; the best thing to do is go back up top while it counts. You don’t have to cradle up while it does so, anything you score while it’s counting will be kept. The EM version has different bonus rules: you need to complete all 10 targets to get double bonus, and that’s as high as the multiplier goes. The bonus also does not count down and reset; you only collect it at the end of the ball. This means both lower scores and more-compressed scores, i.e. typically a narrower range between competing players. Key feeds: first, balls coming down the left side over the rollovers. They’ll bounce off the small post below the rollovers and the rebound from that will deflect towards the right outlane. If your plunge goes that way, you might have a house ball; try to avoid having the ball go there, and if it does, try to learn what kind of nudge reduces your drain risk. The other key feed is balls falling through the spinner: you want them to enter the spinner gap either at an angle by rolling down the surface of the panels above it, or if falling fairly straight, at the very right edge; balls falling straight down the left side of the spinner may center drain.
via Bob's Guide