Williams’ Congo, released in 1995 and designed by John Trudeau, takes the jungle-adventure film and turns it into a fast, treasure-hunting romp built around diamonds, a volcano, and a band of very dangerous gorillas. The theme runs deep into the rules: you collect diamonds by hitting lit shots, then feed the volcano to lock balls, with the ramps paying off as money bags during multiball.
The game rewards a player who learns its loops and rhythms. the veteran mantra is simple — work that grey-ape loop relentlessly, since its attacks build toward multiball, while completing the top lanes starts the Amy hurry-up — a clever sequence where the ball feeds the upper flipper and you keep returning it to the top for escalating money. Pop-bumper hits spell HIPPO for a million each, with the volcano ramp collecting triple Hippo value, a scoring path that can balloon on a long ball. The kickback even doubles as a super skill shot, with an instant ball save built in.
There’s communal fun in the diamond-mine video mode, whose path stays the same for every player until someone solves it — so canny competitors watch their opponents to learn the route. And at the stroke of midnight, the game erupts into Midnight Madness multiball with every target worth three million. Quick, thematic, and full of clever touches, Congo is an underrated 90s adventure that rewards the player who learns where the real treasure is buried.

