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Blackout

THE MACHINE

About Blackout

Step back into the dawn of the electronic era with Blackout, a classic masterpiece designed by Claude Fernandez. This machine is legendary among pinball collectors for its atmospheric ‘countdown’ gameplay and its status as one of the first games to feature a complete sensory blackout during play.

The mission is simple but exhilarating: you must light up various coloured segments of the playfield by hitting the drop targets and orbital shots. Once the board is primed, sinking the ball into the centre eject hole triggers the Blackout – the playfield lights kill over, the iconic electronic synth drone intensifies and a green ‘Blackout’ bulb illuminates, signalling the start of a high-scoring multiball.

Why Play It?

Enthusiasts love Blackout for its “pure, focused” gameplay. It’s a game of rhythm and precision, rewarding players who can master the tricky centre lane and the sweeping orbits. With its striking sci-fi art and pioneering sound design, it offers a hauntingly cool 80s experience that modern machines still try to emulate.

Come test your skills and see if you’re brave enough to kill the lights and survive the ultimate galactic Blackout!

Details

Year

1980

Manufacturer

Williams

Club High Score

TBC

Rules

You can find the pinball machine rulesheet at this link:  https://rules.silverballmania.com/rules/GRwYo-MQoPw 

You can find a summary of the rules below.

Main Objectives:

> Light the Colours: Complete the three coloured target banks (Green, Red and Yellow) to qualify for the Blackout Award.

> Achieve Blackout: Once all three colours are ‘locked in’ at the centre saucer, trigger the Blackout for 50,000 points and the signature ‘lights out’ effect.

> Maximise Bonus Multiplier: Use the top lanes to build your bonus multiplier up to 5x.

Key Mechanics:

> The Three colour banks:

  • Green: Five stand up targets, completing these advances the value of the Left Orbit.
  • Red: Three drop targets, completing these lights the Red Spinner for 3,000 points per spin.
  • Yellow: Three drop targets, completing these lights the Yellow Spinner for 3,00 per spin.

> The Eject Hole: Each completed colour bank lights a corresponding lamp at the eject hole. When all three are lit, the Blackout lamp lights. Shooting the saucer then awards 50,00 points and initiates the total playfield darkness sequence.

> 1-2-3 Rollovers & Lane Change: Complete the top rollover to advance your Bonus Multiplier. This game features lane changes, allowing you to use the right flipper to move the lit lamps to unlit lanes.

> Spinner Loop Strategy: Making a complete loop between the left and right spinners advances spinner values. If you advance the value past 20,000, the eject hole lights for an Extra Ball.

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