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Atlantis

Atlantis pinball machine (1989)

Release Date:

January 1989

Atlantis Gameplay & History

Dive into the lost city beneath the waves — Bally’s 1989 Atlantis is a myth-and-water-sports four-player designed by Peter Perry with Pat McMahon art, built around a submarine on the upper-left playfield that rescues three “divers” (locked balls) before kicking them onto the playfield to start multiball. With a confirmed run of 1,501 and a mechanically raised-and-lowered ramp, it’s an atmospheric late-’80s Bally with a satisfying lock-and-rescue structure.

The strategy centers on the locks and that 180 ramp. Light the locks by hitting the numbered targets, lock balls on the left ramp — with the first lock conveniently lit for you at the start of the game — and aim for the multiball jackpot at the 180 ramp on the far left. You can advance your lock progress toward that first multiball by shooting the center lane scoop to the right of the ramp, giving you a steady path even if the targets aren’t cooperating. When you just need a few safe points, hitting the ball up top to the saucer is a repeatable, low-risk option. But a crucial warning for multiplayer games: be careful once you’ve locked a ball, because just like on Sorcerer or Taxi, a rival can steal your multiball, so don’t dawdle with balls in the sub.

Atlantis is a solid, atmospheric late-’80s Bally that rewards a player who works the numbered targets and the scoop to build toward that submarine multiball, then drives the 180 ramp for jackpots. The rescue theme and the raising ramp give it real character, and the lock-stealing wrinkle adds tension to competitive play. Light your locks, fill the sub, and ride the rescue to a jackpot — just keep one eye on your opponent. The lost city’s treasures go to the swift.

Where to play Atlantis

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