Gottlieb’s 1987 release, *Victory*, stands as an adrenaline-fueled sprint through the golden age of auto-racing themes. Designed by John Trudeau, this four-flipper machine captures the frantic pace of the track by tasking players with navigating seven sequential “checkpoints”—hurry-up shots scattered across the playfield that demand precision and speed. The game layout is deceptively tactical, utilizing a mixture of roll-unders, kickers, and inlanes that require a masterclass in controlled shots. Because the game doesn’t explicitly highlight your next target, memorizing the checkpoint order is the single most important skill for any driver looking to climb the high-score leaderboard.
Gameplay strategy revolves heavily around the “race” loop. Success hinges on your ability to hit the 100k-point ramps and manage the “FINISH” bank of targets, which acts as your primary multiplier engine, pushing your end-of-ball bonus up to 8x. The “Eject Hole” saucer serves as a vital pivot point; it scales in value with repeated hits and eventually unlocks the ability to lock an extra ball at the top orbit. Savvy players will note that this extra ball remains trapped in the saucer until you drain, offering a generous safety net if secured early. Furthermore, mastering the art of the “shatz” is practically a requirement, as the game forces you to intentionally feed the inlanes to trigger specific checkpoint requirements.
With 3,315 units produced, *Victory* remains a quintessential Gottlieb solid-state experience that rewards those who treat pinball like a high-stakes circuit race. Whether you are grinding the fuel drop targets for big points or fighting the countdown timer on a 800k checkpoint shot, the game demands constant movement. It is a title that punishes the passive player but rewards the aggressive racer who knows exactly when to lean into the flippers and when to nudge a ball back from the brink of the outlane.

