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Attack from Mars

Attack from Mars is a machine designed by Brian Eddy and released in December 1995 by Midway Manufacturing Company under the label. The game centers on a theme of defending from a Martian invasion, where players control flippers to launch a ball and engage in objectives such as destroying flying saucers, conquering Martian cities, and activating multiball modes to score points. Approximately 3,450 units were produced. The playfield features an open layout with two ramps, two orbits, a central drop target bank integrated with a moving flying saucer toy, and pop bumpers, encouraging fast-paced and accessible shots suitable for players of varying skill levels. Key gameplay elements include the "Attack Phase," where players weaken and destroy saucers by hitting forcefield targets for escalating rewards up to 1 billion points, and "Total Annihilation," a high-scoring multiball mode unlocked by completing four special awards like the Atomic Blaster and Tractor Beam. Additional highlights encompass a strobe light multiball, dancing Martian figure animations, and a video mode involving a humorous cow attack, all enhanced by the DCS digital sound system with voice acting by Tim Kitzrow and script by Doug Watson. Attack from Mars is widely regarded as one of the greatest machines ever made, frequently in the top 10 on enthusiast lists due to its innovative toys, balanced ruleset, and replayability. It ranks highly (#14) in the Internet Pinball Database's top-rated list (as of November 2025), with scores of 8.3 for audio, 7.9 for playfield design, and high overall fun factor based on 343 reviews. The game's enduring popularity led to official remakes by Chicago Gaming Company starting in , including editions with modern upgrades like LED while preserving the original . Despite superficial similarities, its concept predates the 1996 film Mars Attacks! and was not inspired by it.

Development

Concept and Inspiration

Attack from Mars draws its thematic inspiration from 1950s science fiction films portraying alien invasions, with motifs centered on extraterrestrial threats descending upon Earth in flying saucers. The game's campy portrayal of Martian invaders reflects the era's B-movie style, emphasizing humorous yet ominous depictions of interplanetary conflict. The decision to produce Attack from Mars as a widebody machine stemmed from the need for a fan-shaped playfield layout, which provided an open design to integrate multiple mechanical targets and interactive toys effectively. This format allowed for innovative spatial arrangement, enhancing player engagement with the invasion-themed elements. Early faced significant challenges, including the development of a planned advanced moving saucer toy that proved unreliable and was simplified due to cost concerns, issues, and time constraints in 1995. Designer Brian Eddy noted that while a mothership on a telescopic rod was tested to move the saucer around the playfield, time constraints prevented its full refinement, leading to the simpler central lifting and shaking saucer implementation in the final game. The game emerged within the broader evolution of / in the mid-, a period marked by advanced solid-state technology following Data East's innovations like dot-matrix displays introduced in the early . This era under WMS ownership saw / pushing creative boundaries in themes and mechanics before the industry's contraction.

Design Team and Production

The design of Attack from Mars was led by Brian Eddy, who served as both concept creator and game designer, drawing on his experience as a programmer for Williams' earlier titles including FunHouse (1990). Eddy had joined Williams in 1989, contributing to software development before transitioning to design roles. Mechanics were handled by Robert C. Friesl, with artwork by Doug Watson and sound/music composed by Dan Forden. The game's software was developed by Lyman F. Sheats Jr., marking his first pinball programming project at Midway after prior work on Data East machines such as Guns N' Roses (1994) and Maverick (1994). Sheats collaborated closely with Eddy to integrate the game's rules and mechanics, joining mid-development to rewrite the code. Attack from Mars utilized Midway's Williams Pinball Controller (WPC-95) unit for logic, paired with the Digital Compression System (DCS) sound hardware to deliver high-fidelity audio effects and music composed by . This setup represented a standard for late-1990s solid-state machines, enabling features like animated dot-matrix displays and synchronized sound. Development began in 1994 with Eddy's concept of a sci-fi theme, predating the 1996 film Mars Attacks!, and progressed through prototyping to address integration challenges. Midway Manufacturing Co., operating under the label, released the game in December 1995 following production refinements. A total of 3,450 units were manufactured in , , establishing it as a mid-run title in Midway's lineup.

Design and Features

Physical Layout and Mechanics

Attack from Mars is housed in a standard Williams WPC-95 measuring 29 inches wide, 55 inches deep, and 78 inches high, with an approximate weight of 325 pounds when crated. The design features a hinged , coin door with interlock switch, four leg levelers, and a TRU-PITCH adjustment mechanism on the right shooter rail for a recommended 6.5-degree playfield pitch. The cabinet supports domestic 120V at 60 Hz power, with options for foreign 230V at 50 Hz or 100V at 50 Hz configurations. The playfield adopts a fan-shaped layout, providing an open and accessible design that radiates shots outward from the lower flippers, including two ramps, two orbits, and a central area. Key elements include the left Big-O-Beam ramp and right ramp, positioned for crisscross shots, along with upper left and right in-lane that facilitate combo sequences and skill shots from the plunger lane. The upper playfield houses three jet bumpers arranged in a triangular formation, while the lower section features dual flippers and slingshots for defensive play. Standup targets are scattered throughout, comprising seven standup targets labeled M-A-R-T-I-A-N, with thick green plastic covers on the lower left three-bank (M-A-R), a central drop target flanked by two side standups, and three forcefield targets above the . Central to the mechanics is the solenoid-driven flying saucer toy, which serves as a scoop entry point for multiball and features an integrated xenon strobe light for invasion simulations, positioned in the middle of the playfield. Four mechanized Martian figures that shake and dance around the playfield edges during sequences, activated by solenoids, alongside a raisable forcefield cover over the saucer controlled by target hits. The machine employs a in the for animations and scoring, powered by the WPC-95 with 39 total solenoids and flashers driving the toys, including ramp diverters, gates, and popper assemblies. Designer Brian Eddy contributed to integrating these mechanical features for dynamic interaction.

Audio-Visual Elements

The audio-visual elements of Attack from Mars are integral to its immersive 1950s science-fiction invasion theme, utilizing advanced hardware to deliver dynamic sensory feedback. The game employs Williams' Digital Compression System (DCS), a sophisticated audio board that enables high-fidelity sound reproduction, including sampled effects and voice acting. This system powers the Martian commands, delivered through voice acting by Doug Watson, who also scripted the alien dialogues, creating taunting phrases that heighten the defensive urgency during invasion sequences. Additional voices by Tim Kitzrow provide human announcer callouts, while explosion effects—such as booming saucer destructions—add explosive auditory punctuation to successful shots, all output through dedicated backbox speakers including a 15W tweeter and 25W woofer. Lighting effects further amplify the chaos of the Martian assault, with a high-intensity xenon strobe light mounted beneath the central saucer toy serving as a centerpiece. This strobe synchronizes with saucer attack sequences, flashing intermittently during destruction animations to simulate laser fire and impacts. During Strobe Multiball, the strobe activates in rapid bursts—up to seven flashes per second—combined with full playfield illumination from flashlamps and general lamps, creating a disorienting, high-energy environment that bathes the table in pulsing light to represent the final planetary assault. The system's Strobe Lamp PCB generates the necessary 250 VDC for the xenon tube, triggered by the WPC control board for precise timing with gameplay events. The , a 128x32 driven by the Audio/Visual , provides vibrant animations that reinforce the narrative progression. It depicts Martian invasions through scrolling sequences of descending saucers and ground assaults on cities, with explosive visuals accompanying saucer destructions that award escalating multipliers. Animations by Adam Rhine and Brian Morris include dynamic elements like dancing green Martians celebrating failed defenses and score multiplier escalations, tested via the game's display diagnostics to ensure fluid playback. These visuals sync with audio cues, such as Martian taunts, to build tension during attack waves. Overarching visual motifs draw heavily from 1950s B-movie aesthetics, featuring exaggerated green figures and retro-futuristic designs that evoke films. The playfield and backglass artwork emphasizes bulbous-headed Martians in garish hues, with the central toy incorporating LED lights for a glowing, otherworldly effect. This stylistic choice, combined with the sensory integration of sound and light, fosters a campy yet thrilling atmosphere true to the era's pulp sci-fi tropes.

Gameplay

Core Objectives and Rules

The primary objective in Attack from Mars is to defend from a Martian invasion by destroying saucers to conquer five major cities and then Mars, represented as saucers that attempt to land on the playfield; players achieve this by hitting the stand-up targets to lower the and start Attack Phases, then repeatedly shooting the center saucer to damage and destroy it for each city. The first five cities require destroying escalating numbers of saucers—starting with three shots for the initial saucer worth 200 million points, increasing by 100 million per subsequent saucer—while the sixth target, Mars itself, demands ten shots at 100 million points each to conquer for a total of 2.5 billion points. Basic scoring revolves around accumulating points through targeted shots and multipliers during single-ball play. The three jet bumpers award points and contribute to Super Jets, activated after 100 hits (increasing by 25 for subsequent activations), which is a requirement for the wizard mode and increases bumper scoring when active. Ramps and orbits enable 5-Way Combos, where sequentially hitting five specific major shots—such as the left ramp, right ramp, center saucer, and upper and lower orbits—multiplies the combo value up to five times for enhanced scoring. Skill shots provide immediate scoring opportunities at the start of each ball and after a tilt warning. Plunging the ball into the lit upper lane or grants a standard skill shot worth 10 million points (increasing by 5 million for subsequent skill shots) plus a 5X multiplier, while a super skill shot—activated by holding the left button and shooting the left followed by a major shot—awards 50 million points and completes one major shot requirement. The game follows a single-ball play structure, where players progress through Attack Phases by hitting the center three-bank targets to start saucer destruction sequences. Multiball is qualified separately by locking three balls in the center via middle orbit shots. During standard play, end-of-ball bonuses are calculated from lit jets (up to 60X), hold bonuses, and special awards like extra balls lit via the scoop after completing all major shots.

Special Modes and Multiball

In Attack from Mars, special modes elevate gameplay by introducing high-risk, high-reward sequences that build on core mechanics, often culminating in multiball events where multiple balls are in play simultaneously for amplified scoring opportunities. These modes are triggered through progressive achievements, such as completing attack waves or random awards, and emphasize strategic shot selection to maximize jackpots and bonuses. Martian Multiball is a central special mode, initiated by first lighting it through successive destructions during city defense phases, where players must repel Martian invasions by hitting the to protect five countries. Once lit, shooting the saucer scoop during a timed Martian Attack—activated by completing the M-A-R-S letters via stand-up —triggers the mode by requiring hits on all four animated Martian figures within 30 seconds, each worth 20 million points. This starts a 2-ball multiball with jackpots lit at the major ramps, loops, and orbits, initially valued at 20 million each and increasing to 50 million with repeated completions of the Martian during play; the mode ends upon draining to a single ball, tallying total Martians destroyed for end-of-ball bonuses. The game features five distinct multiball variants, each with unique triggers and scoring dynamics that can stack with other modes for exponential point gains. Strobe Multiball, a 3-ball event awarded randomly via the Stroke of Luck shot, activates flashing forcefield targets under strobe , awarding 50 million per hit, an Extra Ball at 10 hits, and a 250 million bonus at 20 hits, ending when fewer than two balls remain in play. Attack Multiball occurs when multiball is active during a invasion wave, allowing players to damage the central saucer with multiplied hits on lit stand-ups and the drop target, culminating in a jackpot collection at the for 200 million on the first wave, increasing by 100 million per subsequent wave. Destroy the Ships Multiball, integrated into later saucer waves after conquering initial countries, requires repeated saucer shots to deplete its shields, the for a jackpot worth up to 600 million by the fifth wave, with successful completion advancing toward Mars conquest. Photon Torpedo Multiball, a component of the sequence, launches during the 4-ball frenzy after completing 12 qualifier shots across ramps and orbits, four major targets for jackpots starting at 50 million and escalating by 5 million per collection, with a special Annihilation Jackpot at the center ramp building to 200 million. itself is a standalone 4-ball multiball triggered by fully its lamps through triple completions of the two ramps and two orbits, where all shots score escalating jackpots and can integrate Photon Torpedo elements for 1 billion points upon full activation. The pinnacle wizard mode, Rule the Universe, unlocks as a 5-ball multiball after conquering the five cities by destroying five saucers across attack waves and then destroying the Mars saucer and fulfilling four additional prerequisites: collecting a Super Jackpot from regular multiball, completing , performing a 5-Way Combo (sequentially hitting lit ramps and orbits for 10 million base plus 10 million per extension), and activating Super Jets via triple jet bumper completions. Triggered by the lit saucer scoop, it features a 30-second ball save, all major shots scoring at elevated values (e.g., Martian targets at 50 million, jackpots at 100 million), and a roaming Super Jackpot; the objective is to accumulate 5 billion points before all balls drain, awarding an additional 5 billion bonus, a "Ruler of the Universe" title, and escalating Victory Lap shots starting at 100 million if successful. Supporting these modes is the Martian Bomb , earned randomly via Stroke of Luck or by spelling M-A-R-T-I-A-N during an active attack, granting up to two bombs that players deploy by pressing the launch button to instantly destroy a flashing Martian target. This aids in rapidly completing the four-Martian requirement for Martian Multiball, effectively adding extra destruction capacity without direct ball-in-play risk, and bombs carry over across attacks if unused.

Reception and Legacy

Critical and Commercial Reception

Upon its 1995 release, Attack from Mars received praise for its accessible layout and high replayability, with reviewers highlighting the straightforward rules and immediate fun that made it appealing to a broad audience despite the era's more intricate titles. The game's fan-friendly shot design and engaging theme were noted for encouraging repeated plays, though some early critiques pointed to the potential complexity of mode stacking during multiball sequences, which could overwhelm casual players unfamiliar with layering objectives like and Martian Attacks. Commercially, the game had a modest production run of 3,450 units, fewer than the blockbuster success of , which sold over 20,000 units just a few years earlier. This modest production run reflected Bally/Midway's broader challenges in the mid-1990s pinball market, where overall industry sales were declining due to shifting entertainment trends and rising production costs, contributing to the eventual closure of major manufacturers' pinball divisions by decade's end. Retrospectively, Attack from Mars has earned widespread acclaim, consistently ranking among the top machines in enthusiast polls and lists, such as #4 on The Pinball Company's Top 50 and achieving a 8.809/10 rating on Pinside based on over 1,260 user reviews (as of November 2025). A 2023 retro review in Pinball Magazine lauded its enduring fun and thematic whimsy but critiqued certain dated mechanics, like the risk of ball drains from shots near the outlane.

Cultural Impact and Community

Attack from Mars has left a lasting mark on sci-fi themed design, popularizing campy narratives inspired by 1950s films and emphasizing humorous, accessible gameplay that blends destruction mechanics with lighthearted visuals. This influence extends to video games, where its open playfield and escalating challenge modes have echoed in titles featuring similar defense themes. Within the pinball community, Attack from Mars sustains strong engagement through competitive play, regularly appearing in International Flipper Pinball Association (IFPA) endorsed tournaments post-2020, such as the 2022 Space City Open semifinals and various weekly sanctioned events continuing into 2025. Its appeal in home collections drives high demand on the , with collectors valuing its replayability and nostalgic charm as a cornerstone of personal setups. Restoration projects further highlight community dedication, as enthusiasts and professional services undertake detailed refurbishments, including playfield repairs and mechanical overhauls, to maintain original 1990s machines in playable condition. Recent developments underscore the game's ongoing relevance, with digital versions and adaptations further expanding its reach in modern gaming communities. forums have facilitated post-2020 community growth, enabling owners to share strategies, mods, and event recaps that strengthen fan networks.

Sequels

, released in 1999 by (under Williams Electronics), serves as the direct sequel to Attack from Mars, continuing the theme of repelling a Martian . Designed by George Gomez, the game utilized the innovative 2000 hardware platform, which integrated a video screen into the traditional pinball playfield for interactive digital elements. A total of 6,878 units were produced, marking it as the first and more commercially successful title in the short-lived 2000 lineup. Unlike its predecessor, which featured physical pop-up Martian targets, Revenge from Mars emphasized video-based interactions, with the screen displaying dynamic battles and animated Martians that players "destroy" through playfield shots triggering on-screen effects. The game retained core mechanics like multiball modes and destruction objectives but enhanced them with holographic-style video overlays, including by Tim Kitzrow for immersive commentary during . While the physical playfield included wobbling rubber Martian figures for certain modes, the primary action shifted to the video display for attacks and abductions, creating a hybrid experience that blended analog with digital . Reception for Revenge from Mars was mixed, with praise for its groundbreaking video integration and engaging theme but criticism centered on the reliability of the hardware, including issues like monitor burn-in and specialized glass fragility. Community ratings reflect this balance, averaging 8.0 out of 10 on enthusiast databases, highlighting its fun factor while noting maintenance challenges compared to standard solid-state machines. No further official sequels were produced.

Digital Adaptations

The digital adaptation of Attack from Mars began with its inclusion in ' Pinball FX3 platform, released on December 4, 2018, as part of the Williams™ Pinball: Volume 2 pack, which also featured Black Rose and The Party Zone. This port faithfully recreates the original 1995 Bally-Midway table's layout, including the central saucer target and city defense mechanics, while incorporating ' advanced physics engine tailored for digital controls, such as adjustable sensitivity for flipper responsiveness and nudge mechanics to simulate physical tilt without hardware limitations. The table received a remastered update for the successor platform Pinball FX, launched in early access on March 10, 2022, via the Epic Games Store, with full release on November 30, 2023, across PC, consoles, and mobile. In Pinball FX, Attack from Mars benefits from enhanced 4K HDR visuals, ray-traced lighting, and the new Pro Physics mode, which refines ball trajectories and collision responses for more authentic digital play compared to the original arcade hardware. In 2025, expanded the digital offerings with a dedicated mode integrated into VR, released on May 15, alongside Williams™ Pinball: Volume 2 , allowing players to immerse themselves in the table using motion controls for flippers and interactive nudges. This version emphasizes spatial audio for Martian invasion alerts and mixed-reality passthrough for blending virtual playfield with real environments. Concurrently, the Williams™ Pinball mobile app for and , updated in early 2025, includes Attack from Mars with touch-optimized controls and haptic feedback simulating saucer impacts and flipper shots. Post-2020 updates across these platforms introduced accessibility features, such as customizable control remapping, color-blind modes for city targets, and reduced visual clutter options, alongside cross-platform progression syncing scores and unlocks via Zen Account. Core gameplay modes, like Destroy the Saucers and Rule the Universe, have been adapted seamlessly to digital interfaces while preserving the original's strategic depth.

Physical Remakes

In 2017, Chicago Gaming Company released a faithful hardware of the original 1995 Attack from Mars machine, recreating key design elements such as the playfield layout and mechanical saucers while incorporating modern enhancements. The was offered in three editions: the Classic Edition, which closely mirrors the original with minimal upgrades; the , featuring improved LED lighting and a color display; and the Limited Edition, limited to 1,000 units and including premium features like tri-color LEDs on the large Martian saucer, dual-color LEDs on the mini saucers, an enhanced sound system, and a shaker motor. Notable upgrades across editions include a restored original playfield with updated materials for durability, an optional high-definition color DMD display with nearly 2,400 animated frames—four times the resolution of the original—and updates delivered via microSD card, such as version 1.0.0, which added adjustments for brightness and ramp diverter coil strength. Production focused on meeting demand for the out-of-print original, with all 1,000 Limited Edition units committed and shipped by late 2017, alongside open runs of the Classic and Special Editions that collectively exceeded 1,000 units by 2023, helping to address collector shortages without plans for further reruns.

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