Flying High

by Gottlieb
Ranking
438
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Rating:
3.99 / 5
Average Prices: USD $400 to $900
Produced: Febuary, 1953
Production Run: 1,400 units
Machine Type: Electro-mechanical
Players: 1
Design by: Wayne Neyens
Art by: Roy Parker

"Flying High," a distinctive electro-mechanical (EM) pinball machine, emerged from the D. Gottlieb & Co. factory in February 1953. With a production run of 1,400 units, this single-player game, designated as Model Number 73, presented a unique take on pinball gameplay, setting it apart from many of its contemporaries. The machine embraced an aviation theme, featuring aircraft, airports, and the general exhilaration of flight, a popular subject during the post-war era of expanding air travel.

The creative force behind "Flying High" was Wayne Neyens, who contributed not only to the machine’s overall design and concept but also to its mechanical engineering and even its animation. This comprehensive involvement by Neyens ensured a cohesive vision for the game, from its fundamental play mechanics to its aesthetic presentation. The artwork, a crucial element in conveying the machine's theme and capturing player attention, was skillfully executed by Roy Parker. Parker's artistic contributions brought the aviation theme to life on the playfield and backglass, inviting players into a world of soaring planes and bustling airfields. The machine’s release marked another addition to Gottlieb's prolific output of EM games, showcasing their continuous innovation in pinball design during a foundational period for the industry.

Signature Features and Design

"Flying High" distinguishes itself immediately through a set of features that challenged conventional pinball design of the era. The machine incorporates two flippers, two pop bumpers, and two slingshots, common elements for the period. However, its standout features are the seven passive bumpers and, most significantly, eight trap holes. The most striking departure from typical pinball layouts is the complete absence of outlanes and the inability for a ball to drain between the flippers. This design choice fundamentally alters the game's challenge and flow, prioritizing ball retention over precise shot-making into discrete lanes.

These defining features drastically enhance the gameplay experience by shifting the focus. Instead of battling the ever-present threat of a ball draining down the sides or between the flippers, players in "Flying High" contend with the multitude of trap holes. These holes become the primary means by which a ball exits the playfield, demanding a different kind of precision and strategic play. The design ensures that games can last considerably longer than on machines with traditional outlanes, creating a unique pacing that rewards sustained play and strategic avoidance of the designated traps. The mechanical design of the trap holes, combined with the comprehensive absence of conventional drains, creates an environment where players must master ball control to keep the action alive on the playfield.

Playfield and Mechanics

The playfield layout of "Flying High" is a testament to its unique design philosophy. Dominating the lower half are the two flippers, positioned to control shots towards the upper sections of the playfield. Above the flippers, the two slingshots provide reactive deflections, adding unpredictability to ball movement. Strategically scattered across the playfield are seven passive bumpers, which contribute to scoring and alter the ball's trajectory, often sending it ricocheting towards other elements.

However, the defining characteristic of the "Flying High" playfield is the pervasive presence of the eight trap holes. These holes are not merely minor obstacles but central elements of the game, designed to capture the ball and end a turn. Their distribution across the playfield dictates player movement and shot selection, transforming what might traditionally be scoring opportunities into calculated risks. The game's flow, therefore, is less about directing the ball into high-scoring ramps or specific targets and more about navigating around these numerous traps while still activating scoring mechanisms. This design creates a prolonged and immersive experience, where the challenge lies in sustained ball control rather than rapid, high-risk maneuvers. Roy Parker's artwork, with its vibrant aviation theme, visually integrates these mechanical elements into a cohesive aesthetic, depicting planes, runways, and sky-scapes around the various bumpers and trap holes. The backglass, featuring a dynamic scene related to flight, further enhances the machine’s thematic appeal, complemented by its backglass lights that illuminate during gameplay and scoring.

Gameplay Dynamics

"Flying High" offers a distinct set of gameplay mechanics centered around its unique playfield configuration. The primary challenge revolves around managing the multiple trap holes, as these are the sole avenues for a ball to exit the playfield. Without traditional outlanes or the ability to drain between the flippers, game times can be extended, requiring players to adapt their strategies to a prolonged engagement.

The scoring system and progression in "Flying High" are ingeniously tied to various objectives, most notably the numerous ways to earn free games or replays. Achieving a high score is one path to a replay, but the machine offers more specific and engaging challenges. A key objective involves strategically guiding balls into specific drop holes, with the ultimate reward often coming from lining up four balls in a row within these designated traps. Another method for earning a replay is to light the "special" feature, typically achieved by clearing or hitting a series of numbered bumpers on the playfield. Furthermore, players can secure replays by ringing up a specific point section, which is an adjustable threshold (for example, 15 points) gained by directing the ball through one-point lanes or via the slingshots.

These varied objectives provide depth to the seemingly simple gameplay. While some players perceive the game as "very easy to play," particularly on easier settings, leading to frequent replays, others find it demands a unique skill set to consistently master these replay conditions. The game encourages a deliberate, methodical approach rather than rapid-fire flipper action. Players learn to control the ball's speed and trajectory to avoid unwanted trap hole captures while aiming for the specific targets that unlock free games. The extended play times inherent in the design allow players ample opportunity to explore these strategies, making "Flying High" a memorable experience for those who appreciate its unique take on pinball.

Reception and Legacy

"Flying High" garnered a mixed, yet generally positive, reception within the pinball community. Its strengths largely stemmed from its novel gameplay design. Players appreciated the multiple avenues for winning free games, which included high scores, successfully lining up balls in the drop holes, activating the special by clearing numbered bumpers, and hitting specific point targets. This variety of objectives offered enduring engagement, with many players recalling the satisfaction of mastering its unique skill requirements to achieve replays. The distinct playfield layout, particularly the emphasis on trap holes and the absence of traditional drains, was often described as "fascinating" by those who found themselves drawn to its unconventional nature. For some, the machine held significant nostalgic value, bringing back memories of arcade play from decades past.

Conversely, some aspects of "Flying High" drew criticism. The primary point of contention was the design that eliminates outlanes and prevents balls from draining between the flippers. While this led to extended game times, it also meant that the only way to lose a ball was by having it enter one of the trap holes. This singularity of ball drainage, combined with settings that could make the game "very easy to play," often resulted in excessively long games and a high frequency of replays. This could lead to a perceived lack of challenge for some, causing it to be viewed as "so-so" and lacking the broader appeal of other machines from the era. Some feedback also suggested that the machine "should have lights for a higher top score" to better accommodate the extended gameplay sessions and reflect higher achievements.

Despite these varied perspectives, "Flying High" carved out a distinct place in pinball history. Its legacy is primarily defined by its willingness to deviate from established norms. The machine stands as an intriguing example of Gottlieb's experimental approach to EM pinball design, demonstrating that alternative gameplay loops could be explored beyond the standard outlane mechanics. While its design choices, particularly the "trap hole game" aspect, were not widely adopted by subsequent machines in the same literal fashion, "Flying High" remains a notable footnote, illustrating the creative breadth and evolutionary pathways of pinball during the 1950s. Its unique character ensures it continues to be a subject of discussion and appreciation among enthusiasts who value the diversity of vintage pinball experiences.


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