We’ve done games from the 70’s & 80’s and now its time for 5 pinball games from the 90’s that we like! Keep on reading for more information on these games

5 Pinball Games From The 90’s

  1. Creature From The Black Lagoon, 1991

Creature from the Black Lagoon is a pinball machine designed by John Trudeau (“Dr. Flash”) and released by Midway (under the Bally brand name). It is loosely based on the movie of the same name. The game’s theme is 1950’s drive-in theater. The pinball game was licensed from Universal Studios by Bally so that all backglass and cabinet artwork and creature depictions would resemble those of the original movie

The main objective of the game is to collect the four letters in F-I-L-M to activate the game’s wizard mode, Rescue the Girl. They are, from left-to-right:

F: Shoot the ball into the left K-I-S-S scoop four times to collect the letter F. The letter F can also be collected on the skill shot.

I: Light the four menu targets to open the Snack Bar and collect the letter I. Menu targets can also be lit by shooting into the Snack Bar.

L: Complete the P-A-I-D rollovers at the top right of the playfield to collect the letter L. The letter L can also be collected on the skill shot, by shooting the ball into whichever rollover is flashing.

M: Shoot the ball into the Slide (right scoop) to collect the letter M.

F-I-L-M letters can also be collected as Snack Bar rewards. Once the four letters in F-I-L-M are collected, shoot the ball into the left or right scoop to begin a 2-ball multiball. The Creature will randomly hide the girl in one of three locations: the left scoop, the Snack Bar scoop, or the right scoop. Shooting the ball into the correct scoop, then into the Snack Bar scoop, then again into the Snack Bar scoop, scores a Jackpot. The Jackpot value starts at 40 million, but increases with each jet bumper hit. Once the Jackpot has been collected, after a certain number of jet bumper hits, the Super Jackpot will light up. Shooting into the Snack Bar scoop will score a Super Jackpot, whose value is twice the current Jackpot value, multiplied by the field multiplier currently on the board.

Additional scoring modes or methods include:

Snack Bar: When the Snack Bar is open, shooting into this scoop gives a random reward.

Mega Menu: The four menu targets are lit. These targets are worth 5, 10, 15, and 20 million.

Playground Award: The game activates one of the following three modes at random.

  • Unlimited Millions: The left ramp is worth 3, 6, 9, … million until the timer expires. This mode lasts for 25 seconds.
  • Fighter Jets: The jet bumpers are 1 million per hit. This mode lasts for 25 seconds.
  • Intermission Time: Both ramps are worth 5 million each. This lasts for 15 seconds.

Big Millions: The right ramp is worth 5, 10, 15, … million. This lasts for 10 seconds.

Move Your Car: After a certain number of center shots, Move Your Car is activated. A score on the display starts at 8 million and decreases rapidly until reaching 2 million. Shooting a center shot scores the current score on the display and starts a 15 second timer. Successive center shots score 2x, 3x, and 4x the score of the first center shot.

Double Feature: Shoot the left ramp several times in succession. The Double Feature score starts at 500,000 and doubles up to a maximum of 16 million for each consecutive left ramp shot. Shoot the center ramp immediately afterwards to score the Double Feature.

Snack Attack: After shooting the right scoop 4 times, Snack Attack begins. A score on the display starts at 20 million and rapidly decreases. Shooting the Snack Bar scores the amount shown on the display.

Video Mode: After shooting the right scoop 8 times, shoot either the left or right scoop to begin Video Mode. In this mode, a peeping Tom appears, and the player must engage the left or right flippers to punch the peeping Tom a certain number of times.

Super Mode: After shooting the right scoop 12 times, a 12 second timer starts. Shoot the Snack Bar scoop to begin Super Mode. In Super Mode, the Mega Menu, Big Millions, Snack Attack, Unlimited Millions, and Intermission Time scoring modes are activated. This mode lasts for 25 seconds.

Super Creature Feature: During Super Mode, shoot the ball into the left ramp within the first 10 seconds. This will send the ball into the whirlpool. Each spin in the whirlpool is worth 5, 10, 15, … million up to a maximum of 35 million.

2. Stark Trek: The Next Generation, 1993

tar Trek: The Next Generation is a widebody pinball game, designed by Steve Ritchie and released in November 1993 by Williams Electronics. It was part of WMS’ SuperPin series, and was based on the TV series. It is the only pinball machine that features three separate highscore-lists

The game features seven “missions/episodes” the player must complete before entering The Final Frontier:

  • Time Rift
  • Worm Hole
  • Search The Galaxy
  • Battle Simulation
  • Q’s Challenge
  • Rescue
  • Asteroid Threat

There are various marked targets around the playfield with the Star Trek insignia. Different combinations of these are lit for different modes, indicating which shots the player needs to make. These modes are not stackable, meaning the player must complete one mission before starting another. There is a hole in the center at the top of the playfield labelled “Start Mission” which will start a mission at any time if the player makes the shot. In addition, hitting the lit “Command Decision” Target allows the player to select which mission to attempt, including already attempted missions (marked as “rerun” missions; varies from no allowable “reruns” to unlimited “reruns”, depending on the machine’s settings).

In all missions except Q’s challenge, if the player fails to complete certain objectives by losing the ball to the drain, Data will say, “Had you projected the ball along the proper trajectory, you would have been rewarded.” Pressing both flippers during this line activates an Easter egg, in which Picard will interrupt Data and say, “Thank you, Mr. Data.” The Easter egg also adds 10 million points to the score.



3. Super Mario Bros, 1993

Another pinball from the 90’s is Super Mario Bros. a machine from April 1992, manufactured by D. Gottlieb & Co.

Super Mario Bros. is a pinball machine licensed by Nintendo and developed by Gottlieb. It was released in the U.S.A on April 25, 1992 and a total of 4,200 units were manufactured. The machine is designed by Jon Norris, with artwork by David Moore and Constantino Mitchell. It was the first pinball machine produced by Gottlieb to use the Dox Matrix Display; a screen on the bottom of the lightbox which keeps track of the current score and can also display various animations during gameplay (such as Mario running towards a Castle). Despite the name “Super Mario Bros.”, the machine appears to share a majority of its artwork with Super Mario World, released two years before. A second pinball machine in the Super Mario Bros. series was released in June later in the year under the name Super Mario Bros. Mushroom World, which seems to be based on Super Mario Bros. 3


I played this Super Mario Bros. Pinball machine the other day at an arcade.  : pinball



4. The Who’s Tommy: Pinball Wizard, 1994

The Who’s Tommy Pinball Wizard is a pinball machine from February 1994, manufactured by Data East USA, Inc.

The Who’s Tommy Pinball Wizard is a pinball machine based on the rock musical The Who’s Tommy. The machine features twenty-one songs from the musical sung by original Broadway cast members. The machines were designed by Joe Kaminkow, Ed Cebula, Lonnie D. Ropp, and Lyman F. Sheats Jr.

There are three skill shot bonuses possible on the launch of each new ball. Two of which award increasing point values, and the third initiates a multiball if lit. The main game modes of the table are accessed by lighting the entire Union Jack on the playfield’s center. There are 12 mini-games in this mode based on various scenes and scores from the musical. Completing these 12 modes unlocks the Pinball Wizard multiball of six balls. By lighting the letters to spell T-O-M-M-Y then hitting one of two scoops. Depending on which scoop activates the multiball, the player is given either 3 or 4 balls. This mode has multiple subsequent stages, each awarding greater point values as jackpots



5. Batman Forever, 1995

Batman Forever is a pinball machine released in June 1995 by Sega Pinball. It is based on the motion picture of the same name.

The game uses the 192×64 “supersize” dot matrix display with a Motorola 68000-based 16-bit controller. It features several electric-green wireform ramps with the “Batcave” escape ramp extending down behind the flippers and over the playfield apron, releasing balls up the playfield during multi ball. The “Batwing” cannon rotates & aims across the playfield and fires the ball with a pistol grip on front of the machine. Speech clips from the film are used. Additionally, the game had a video mode in which the Batwing is guided over rooftops, dodging obstacles to earn bonus points.



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