Bally’s Judge Dredd, released in 1993 and designed by John Trudeau, brings the dystopian comic-book lawman to a dark, mechanically rich playfield. With four flippers, a diamond-plate playfield, a rotating planet with rings, a magnetic robotic arm, and a colossal six-ball multiball, it’s one of the deepest and most atmospheric machines of the early DMD era — a grim future world where you dispense instant justice across the sprawl of Mega-City One.
The scoring is built around crime modes and locks. Completing JUDGE lights the locks at the left ramp, and when your locks are lit the mode-start shot is always the Sniper Tower. The left “fire button” lets you select which mode is lit — Safecracker helps you light locks, while Manhunt is the one to choose when collecting them — giving the player real control over their path. Continuously looping the left ramp pays 500K-plus for the rest of the ball, a reliable points engine, while finishing the Meltdown captive ball during normal play awards a valuable Double Bonus.
There’s deep, knowledge-rewarding strategy throughout, from collecting seven crime scenes for an extra ball, to the Pursuit mode, where the screen tells you which ramp to shoot, to the warning every veteran heeds: if you’ve made decent progress in the modes, do not tilt, since so much pays off in the bonus. With its menacing theme, its robotic arm snatching balls, and a ruleset that rewards a thinking player, Judge Dredd is an underrated gem of its era — a tough, rewarding machine that truly makes you the law. I am the law!

