Bad Cats

by Williams
Ranking
235
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Rating:
3.70 / 5
Average Prices: USD $300 to $2,200
Produced: November, 1989
Production Run: 2,500 units
Machine Type: Solid State Electronic
MPU: Williams System 11B
Players: 4
Design by: Barry Oursler
Art by: Python Anghelo
Mechanics by: Joe Joos Jr.
Sound by: Dan Forden
Software by: Ed Suchocki

Williams Electronic Games introduced Bad Cats to the pinball world in November 1989, a solid-state electronic machine built on the robust System 11B platform. This release emerged during a period of innovation and rapid evolution for pinball, as manufacturers pushed the boundaries of playfield features and scoring complexity. Barry Oursler, a prolific designer for Williams, helmed the game's concept, bringing to life a theme centered around feline mischief and quirky domestic chaos.

The visual identity of Bad Cats was shaped by the distinct artistic vision of Python Anghelo, whose signature style imbued the machine with vibrant, detailed, and often humorous artwork. Anghelo's designs frequently evoked strong reactions, and Bad Cats was no exception, its bold aesthetics becoming a defining characteristic. Complementing the visual flair, Ed Suchocki handled the software, crafting the game's rules and interactions, while Dan Forden composed the audio. Forden drew inspiration from unexpected sources; he collaborated with Suchocki, who was a fan of Alice Cooper, and specifically, the band's song "Gutter Cat vs. the Jets." This influence is subtly woven into Bad Cats' musical motifs, particularly during the activation of the playfield wheel, lending a unique flavor to the game's soundscape. Joe Joos Jr. engineered the mechanical elements, ensuring the physical playfield interactions were responsive and engaging.

Williams produced 2,500 units of Bad Cats, with its production run spanning from early November to late December 1989. The machine’s relatively contained production quantity, especially compared to some of Williams' later blockbusters, contributes to its distinct presence in the pinball landscape. An intriguing detail for attentive observers is a subtle tattoo on the woman's leg in the backglass artwork when she is depicted hitting the cat, adding a hidden layer of detail to Anghelo's work. Furthermore, musician Mark Ritchie had a small vocal contribution to the "Seafood" audio segment, illustrating the collaborative spirit within the design team.

Distinctive Characteristics and Visual Flourish

Bad Cats stands apart with several hallmark features that define its character and gameplay experience. Central to its visual appeal is the mechanical backbox animation, a nod to earlier electro-mechanical machines. Here, a woman is depicted hitting a spinning cat with a broom, a lighthearted yet memorable scene that adds dynamic movement outside the main playfield. This animation, integrated with the game's theme, injects personality beyond the traditional alphanumeric display.

On the playfield, the "Seafood Wheel" serves as a focal point. This spinning mystery wheel, reminiscent of features found in other Williams titles of the era, is a unique toy that awards various prizes. Its activation adds an element of chance and anticipation, compelling players to aim for its triggers. The alphanumeric display, standard for System 11 games, conveys scores, game status, and instructions with crisp clarity, while custom speech provides humorous callouts and audio cues, enhancing the feline theme. Anghelo's artwork, with its playful depiction of cats engaged in various antics, covers the entire machine, from the backglass to the cabinet and playfield. While the artwork is often praised for its detail and quirky charm, the choice of an orange cabinet color proved to be a divisive aesthetic choice for some.

Playfield Layout and Interactive Elements

The Bad Cats playfield is a carefully arranged space designed to encourage a blend of precision shooting and strategic target engagement. At its core, the layout features two flippers providing primary control over the ball. Three pop bumpers, positioned in the upper playfield, contribute to the ball's chaotic movement, with their value increasing significantly via the "Barbecue" feature once lit.

Key shots include two prominent ramps. The left ramp, known as the "Tiger Ramp," offers progressively higher point values with consecutive shots, culminating in a substantial 20 million point award on the last ball, a primary scoring opportunity. The center ramp, the "Fishbowl Ramp," serves multiple functions: it awards escalating points, can light an extra ball, and acts as the collection point for the progressive Jackpot. These ramps provide a satisfying flow, guiding the ball through distinct pathways.

To build up points and unlock game progression, players aim for two banks of drop targets: a 5-bank and a 3-bank. Completing these banks lights the letters for "B-A-D C-A-T-S," which in turn lights the Jackpot. Two kick-out holes, including the "DogHouse" scoop, serve as collection points for various awards, including lighting the "Seafood Wheel." A linear target, referred to as the "Fish" target, functions similarly to a vari-target, with its position determining the value of the "Trash Can" shot.

The design philosophy behind the playfield encourages players to explore different areas, though certain shots become primary scoring avenues. The artwork on the playfield reinforces the mischievous cat theme, with playful illustrations integrated directly into the shot-flow. The lighting, primarily via general illumination and targeted inserts, guides players to active shots and mode progression, contributing to an engaging and visually coherent play experience.

Gameplay Mechanics and Strategic Depth

Bad Cats presents a gameplay experience centered on completing objectives to earn substantial points, with a progressive scoring system that rewards consistent play. The game begins with a skill shot opportunity, where players aim to shoot the ball through a randomly flashing top rollover lane. A successful skill shot awards a bonus multiplier and illuminates the "Barbecue," which boosts the value of the jet bumpers from 500 to 5,000 points, encouraging players to keep the ball in the upper playfield.

Progression in Bad Cats revolves around several core objectives. The "Seafood Wheel" is a central interactive element, lit primarily by making the "DogHouse" scoop when the left inlane is lit. Spinning the wheel offers a variety of awards, including letters for B-A-D C-A-T-S, points, a Special, Lite Jackpot, Spin Again, or an Extra Ball. This element introduces an element of chance and keeps players aiming for the scoop.

Scoring high points often involves focusing on the "Trash Can" and "Fish Bone-Us." Hitting the linear "Fish" target increases the value of the "Trash Can" shot, while the right inlane can light a 10X multiplier for these awards, leading to significant point accumulation. However, a known software quirk causes the "Trash Can" lamp to unlight at the start of each ball, but its associated multipliers can remain active, allowing for continued bonus awards even when the shot appears unlit.

The "Tiger Ramp" on the left is a key scoring shot, offering progressively higher point values with each successful hit. On the last ball, achieving consecutive Tiger Ramp shots can award a substantial 20 million points, a strategy often pursued for high scores. A known bug allows for this 20 million point award to be collected multiple times within a single game under specific circumstances. The "Jackpot," a progressive award starting at 1 million points, is lit by completing the B-A-D C-A-T-S letter sequence through the drop target banks and is collected by shooting the "Fishbowl Ramp." The absence of a traditional multiball feature, common in games of this era, differentiates Bad Cats and shifts focus to single-ball play and strategic target hitting.

Upon an outlane drain on the last ball, a "Curiosity Spin" is activated, allowing players one final chance to spin the "Seafood Wheel" for a potential Extra Ball or other awards, adding a dramatic close to the game. Throughout gameplay, a bonus is accumulated from various actions, with a multiplier up to 7X, and a maximum bonus of 999,000 points awarded at the end of each ball.

Community Reception and Enduring Appeal

Bad Cats elicits a mixed but generally positive response within the pinball community, often celebrated for its unique character and approachable gameplay, while also acknowledging certain limitations. One of its most frequently lauded aspects is Python Anghelo's artwork. Players consistently describe it as quirky, highly detailed, and amusing, finding its unique aesthetic a significant draw. The backglass animation, with the woman and broom, is also a highlight, appreciated for its kinetic charm and nostalgic quality. The audio package, featuring catchy music and humorous callouts—particularly the "Meow meow meow" phrases—is often cited as memorable and a strong contributor to the game's appeal. Many find Bad Cats to be inherently fun, praising its good flow and satisfying ramp shots, making it accessible for new players or family entertainment. The "Seafood Wheel" is consistently singled out as a unique and enjoyable playfield toy.

Conversely, Bad Cats receives criticism for what some perceive as shallow rules and repetitive gameplay. A common complaint centers on the tendency for scoring to become unbalanced, with repeatedly hitting the Tiger Ramp often being the dominant strategy for achieving high scores, leading to a sense of monotony for experienced players. The absence of a multiball feature is frequently noted as a significant drawback for a machine of its vintage, as it limits the high-action sequences many pinball players seek. Some also report issues with fast drains, particularly on missed shots. While the theme is largely enjoyed, a segment of players finds the overall concept "weird" or "unfunny," with specific criticism directed at the depiction of the woman hitting the cat. The orange cabinet color also proves to be a point of contention for some.

Despite these criticisms, Bad Cats maintains a distinct place in pinball history. It is recognized as a quintessential Williams System 11 machine, showcasing the design philosophy and mechanical capabilities of that era. The pairing of Barry Oursler's design with Python Anghelo's art often resulted in machines that, like Bad Cats, were polarizing but ultimately special. Its enduring appeal lies in its straightforward fun factor, catchy audio, and unique visual identity, solidifying its reputation as a charming and memorable pinball machine that continues to engage players with its feline mischief.


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