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    Demolition Man

Based on the movie of the same name starring Sylvester Stallone, Wesley Snipes and Sandra Bullock. This one was manufactured on 5-12-1994
(serial #53328520151)

Demolition Man was designed by Dennis Nordman. He also designed White Water, Scared Stiff, Elvira and the Party Monsters, Dr, Dude, Party Animal and others. The Artwork was done by Doug Watson (The Shadow, Getaway, Indiana Jones etc.) and Linda Deal (Theater of Magic, Circus Voltaire etc.) did the backglass.

Links for more info

Credits Card


Rule Sheet

Ken's Instruction Cards

Owner's List


It's one of the widebody "Super-Pins" that included Twilight Zone, 4/93, Indiana Jones, 7/93, Judge Dredd, 8/93, Star Trek Next Generation, 11/93, Popeye, 1/94, Demolition Man, 4/94 and RoadShow, 10/94. The playfield is only 2-3/4" wider than normal, not quite the "SuperSize" widebody like the Bally Paragon (1979) that was 6-1/2" wider, it really looks and feels very good. The Retina Scan and Car Crash lanes fill the extra width allowing the rest of the layout to fit in the size of a regular playfield.

The game is known for two features, the Cyro-Claw and combo shots. When lit, a shot up the right ramp feeds the ball to the back wall where it lands on an "elevator" that lifts it up to the magnetic arm of the Cyro-Claw. The Cyro-Claw then drops the ball into one of 5 lanes chosen by the player using the flipper buttons to stear it left or right. The ball flows around the playfield and up the ramps very smoothly making the combo shots a lot of fun. They score millions of points and each shot enables red arrows showing you the next possible shots that will continue the current combination shot. It's not all that easy to hit one of the next shots but it's cool when you do.

The two "messenger ball" shots don't sound like much but I like their historical background in pinball history. A lot of the old EM (electro-mechanical) games used a messenger ball as one of their main features. They had a trapped ball on the playfield that you could hit. If you hit it hard enough, the trapped ball would roll and hit a target, scoring points. The Retina Scan feature is very much like that except you hit a plate that transfers the energy to a clear ball with a floating eyeball in it, this ball then rolls and hits a target if it's struck hard enough. The floating eyeball is just like those "floating balls" that were popular a few years back, you would roll them and the design that was on the ball would always face up because it was floating in a clear liquid. After hitting the Retina Scan plate a gate prevents the ball from going back to the playfield, instead it is fed to a kick-out hole that feeds the left return lane (retina scan). The second "messenger ball" shot depicts the car crash in the movie. Instead of a ball, "Hotwheels" cars are held captive. The first car rolls up to "crash" into the police car, if hit hard enough, the police car then rolls up and hits a target. When making the shot, your ball hits the plate behind the first car and bounces right back to the flippers but the car you hit continues up the lane and it's easy to think that it's the ball continuing up the lane so you are surprised by the game ball flying back into play. To add to the visual distraction, a lamp flashes when the cars "crash". So far, I have never seen if the police car makes it all the way to the target at the end of the lane because I'm too busy keeping the ball in play that bounced off the plate.

The ramps and habitrails are a big part of the playfield. The left ramp is very steep and a week shot often ends up straight down the middle (SDTM) but when hit, it flies around and feeds left inlane. The middle ramp (ACMag) is more of a wide bump in the top middle of the playfield. A shot over this "ramp" can fall left to the upper flipper or to the top MTL rollover lanes above the pop bumpers. The right ramp is a long tapered ramp with a diverter at the top. Closed, the diverter sends the ball back to the right inlane. Open, the ball travels along the back wall to the elevator. A fourth ramp is fed only by the upper flipper. It's a steep ramp that feeds the ball to the Retina Scan kick-out hole. If the plunger sends the ball around the top of the playfield, hitting this ramp is the "skill shot" and awards 5 million points the first time, 10, 15, etc. million each time after that.

Other key shots include the left lane above the upper flipper. This shot starts multiball, awards an extra ball, etc. and feeds a deep kick out hole hidden above the MTL rollovers. The other key shot is from the upper flipper (or a lucky bounce) into the sink hole above the center right (skill shot) ramp. This sink hole in the "Computer" and it selects random awards before kicking the ball up a wire shoot to the habitrail feeding the right inlane.

The sound in the game is great, the music is good, the voices are clear and the feedback fits the situation. It all ties together into a great game that's fun to play. My son, of the game console generation, seldom plays pinball but he's played Demolition Man more than any other. Some on the newsgroup consider DM to be rather easy and lopsided in scoring by going for multiball after multiball rather than Demolition Time (the award for getting all 5 Cyro-Claw "modes"). For me, an average to poor player, the scoring works out very evenly, allowing me to play for Demolition Time or to go for multiball.

The video animation is great also, I just wish I could watch it while I'm playing. Another plus (for me anyway) is that Demolition Man does not have a video mode, it's pure pinball. From it's old style "messenger ball" shots to the robot like Cyro-Claw, Demolition Man has a lot to offer in a fun game of pinball.

All of this without mentioning the "handles" mounted on each side of the cabinet. These are a fun variation to the flipper buttons. You can play the game without touching the handles if you want to. But it adds another bit of variety to the way the game plays to use them. The index finger buttons serve as flipper buttons and small thumb buttons assist with other features in the game (dropping the ball from the Cyro-Claw and getting bonus points. With the game features set to allow plunging the ball from the flippers, your hands never haft to leave the handles.

When you get a chance, check out the movie, it's considered one of Stallone's best.


  Pictures (before restoration)  
  playfield upper playfield Cyro-Claw crashing cars
  lower playfield backglass lit upper right playfield retina scan

From the Internet Pinball Database
(DM) /No. 662/ Williams Electronic Games, Inc.,
a subsidiary of WMS Industries, Inc., February 1994, 4 players

Model number: 50028
Flippers(3), Ramps(3), Multiball, Automatic Plunger
Toys: Magnetic Ball Lifter, Messenger ball shaped like matchbox cars, Upright handles for flipper buttons

Design: Dennis Nordman
Art: Doug Watson, Linda Deal
Software: Ted Estes, Bill Grupp
Sound: Jon Hey
Music: Jon Hey

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