Playboy

Average Prices: USD $400 to $1,500
Produced: November, 1999
Machine Type: Solid State Electronic
MPU: Williams Pinball 2000
Players: 4




The Pinball 2000 era for Williams Pinball represented a pivotal moment, a final ambitious stride in a long lineage of pinball innovation. Among the titles under development during this transformative period was "Playboy," a machine that, despite its promising concept, never saw full production. Conceived as an integral part of the Pinball 2000 line, this title was intended to blend physical playfield action with interactive video elements, a hallmark of the platform.
History and Background
"Playboy" was in its preliminary development stages in November 1999, at a time when Williams Pinball was navigating the complex transition to its Pinball 2000 platform. The decision to pursue a "Playboy" theme reflected a strategic move to leverage a widely recognized brand with adult appeal, aiming to draw in a diverse audience. However, unlike its Pinball 2000 predecessors, "Revenge From Mars" and "Star Wars Episode I," "Playboy" faced a critical hurdle: the licensing agreement with Playboy Enterprises had not been finalized. This detail, alongside its very early development status, foreshadowed its ultimate fate.
The internal creative team at Williams was responsible for the initial concepts. Designers Louis Koziarz and Ted Estes were involved in the machine's conceptualization and early whitewood development. A whitewood, in pinball development, is a bare playfield with mechanisms and shots roughly laid out, used for testing flow and gameplay ideas before any artwork or detailed features are added. For "Playboy," this stage was as far as development progressed. Notably, no artwork had been commissioned or created for the machine, indicating its nascent state. The physical prototype itself was incomplete; a specific mechanism intended for the mid-left side of the playfield was either never built or subsequently lost, with its placeholder noted as a simple rag plugging the hole. This anecdote underscores the rudimentary phase of the machine's existence when Williams made the difficult decision to cease pinball production, effectively halting "Playboy" permanently.
Signature Features and Design
Given that "Playboy" was canceled during its whitewood phase, the machine never progressed to include fully realized signature features or detailed artistic design. However, as a planned Pinball 2000 title, its intended design philosophy would have revolved around the platform's core innovation: the integration of a video monitor below the playfield, reflecting virtual targets and interactive elements onto the physical glass.
Had "Playboy" been completed, it would have utilized this technology to create dynamic gameplay experiences. For instance, physical shots on the playfield would likely trigger reactions on the monitor, potentially depicting Playboy Mansion scenes, interacting with digital characters, or advancing thematic storylines. The theme presented ample opportunities for unique virtual toys and mechanisms that could interact with physical elements like ramps and targets. Imagine a digital centerfold appearing on the screen when a specific shot is made, or virtual Bunnies reacting to ball movement. While no specific physical toys were developed beyond the whitewood's basic layout, the Pinball 2000 platform itself allowed for the projection of virtual objects and characters that players could interact with by hitting physical targets. The missing mechanism on the whitewood suggests that even the foundational physical layout was still subject to significant refinement, let alone the integration of complex thematic toys. The design would have been a blend of traditional pinball mechanics with projected digital visuals, a hallmark of Williams' final pinball innovation.
Playfield and Mechanics
The playfield of the "Playboy" whitewood provided a skeletal view of its intended layout, but without the benefit of artwork, lighting, or fully engineered mechanisms, it offers only a glimpse into what might have been. The layout, consistent with Pinball 2000 design, would have been built around pathways and targets designed to interact with the overhead monitor's reflections. Shots would likely have been structured to direct the ball towards specific areas where virtual elements would appear.
While a detailed breakdown of ramps or interactive toys is impossible due to its unfinished state, the common Pinball 2000 architecture typically involved a relatively open playfield, emphasizing shot accuracy towards physical targets that corresponded to virtual objects. The goal was to make players feel as though they were hitting the digital representations. The flow would have been designed to guide the ball through various sequences, activating virtual modes and scoring opportunities. The foundational mechanics would have relied on standard pinball components: flippers, slingshots, and bumpers. However, the unique aspect would have been how these physical elements were choreographed with the projected visuals, creating a sense of immersion where digital characters and scenarios reacted directly to the ball's movement.
Critically, the absence of artwork meant the aesthetic of the playfield remained undefined. Pinball 2000 games relied heavily on the dynamic visuals projected onto the playfield glass to establish their atmosphere. For "Playboy," the theme would have been realized entirely through these projected images, likely featuring elements synonymous with the Playboy brand. Without this visual layer, the whitewood itself offered no artistic embellishment or sophisticated lighting design beyond basic functional illumination for testing purposes.
Gameplay Dynamics
The "Playboy" Pinball 2000 game, had it reached completion, would have leveraged the platform's hybrid gameplay dynamics, blending physical shots with interactive video sequences. While specific modes and objectives were never fully developed, the typical Pinball 2000 progression involved players hitting physical targets to interact with virtual characters or objects, advancing through a storyline presented on the screen. For "Playboy," this would have translated into unique challenges tied to the theme.
Consider potential game modes: players might have aimed to complete "photo shoots" by hitting specific sequences of targets, or to "recruit" virtual characters by making precise shots, all depicted with animations on the monitor. A scoring system would have been designed to reward both physical shot accuracy and strategic engagement with the virtual elements, encouraging players to master the interplay between the physical ball and the projected images. Multiball sequences would have taken on a new dimension with Pinball 2000, as multiple physical balls on the playfield could interact with a flurry of virtual targets, creating high-energy, visually rich moments.
The core objective of a Pinball 2000 game was typically to reach a "wizard mode" or grand finale, often a visually spectacular event on the monitor triggered by completing a series of themed objectives. For "Playboy," this climax might have involved a grand party at the mansion or a magazine launch, all orchestrated through a combination of physical shots and video interactions. Player strategies would have revolved around identifying the most efficient shots to progress through virtual missions, managing multiball chaos, and executing precision shots to activate high-scoring events. The promise was a pinball experience where the narrative unfolded not just on the playfield, but through a dynamic video interface, creating a distinct and immersive gameplay experience.
Reception and Legacy
As "Playboy" by Williams was never produced, it did not receive direct public reception or critical reviews in the same manner as completed machines. The "feedback" from the pinball community, therefore, is rooted in its status as a "lost" or "what if" machine. For many enthusiasts, its non-existence represents a moment of unfulfilled potential. The strengths of this theoretical machine lay in the promise of combining the familiar Playboy theme, which had seen previous success in pinball, with the innovative Pinball 2000 platform. The allure of a mature-themed Pinball 2000 title suggested a broadening of the platform's appeal beyond its initial family-friendly licenses.
However, its primary weakness is its very absence. The cancellation signifies the premature end of a concept that never had the chance to evolve beyond a rudimentary prototype. This creates a sense of lingering curiosity and speculation within the community about what a fully realized "Playboy" Pinball 2000 machine might have achieved in terms of gameplay, artwork, and overall experience.
The legacy of "Playboy" is inextricably tied to the broader narrative of Williams' exit from the pinball industry. It stands as one of the final attempts by a dominant manufacturer to innovate and adapt in a challenging market. Its cancellation underscores the economic pressures and strategic shifts that led to Williams halting pinball production shortly after the development of this title. While it did not directly influence future pinball machine design due to its unfinished state, its significance lies in its symbolic role. "Playboy" serves as a historical marker, representing the ambitions of the Pinball 2000 platform and, simultaneously, the sudden end of an era for one of pinball's most prolific and innovative creators. It remains a testament to the unfulfilled visions within pinball history.
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Auction Results
Cost | Location | Date |
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USD $1,655 | ![]() |
08 May, 2009 |
USD $399 | ![]() |
03 May, 2009 |
USD $1,500 | ![]() |
26 April, 2009 |
USD $510 | ![]() |
26 April, 2009 |
USD $1,250 | ![]() |
25 April, 2009 |
USD $133 | ![]() |
23 April, 2009 |
USD $1,999 | ![]() |
23 April, 2009 |
GBP £833 | ![]() |
19 April, 2009 |
USD $861 | ![]() |
07 April, 2009 |
USD $850 | ![]() |
31 March, 2009 |


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