ARABIAN KNIGHTS - GOTTLIEB 1953
Design by:  Wayne Neyens 
Art by:  Roy Parker 
visual pinball recreation by Duglis.
thanks to Robair for backbox scoring and replay plateau scoring.

music-regular version
intro-Rimsky Korsakov -intro to the Sea and Sinbad's Ship from SCHEREZADE

music-enhanced version
intro-Miklos Roza -from overture of THE THIEF OF BAGDAD film, 1940.
theme1-Rimsky Korsakov -intro to the Sea and Sinbad's Ship from SCHEREZADE
theme2-Miklos Roza- love theme from THE THIEF OF BAGDAD film, 1940.
theme3-Rimsky Korsakov- highlight from the Sea and Sinbad's Ship from
                         SCHEREREZADE.
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5- Insert Coin - Add a Credit
1- Play a credit and start a game (only after the spotter switch has been selected)


SPOTTER SWITCH:
Q- spots 2 holes
W- spots 1 hole
E- spots 3 holes
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THE RULES OF THE TABLE
courtesy of Gordon A. Hasse Jr. (with Duglis)

BUMPER SEQUENCE:

Putting out bumpers 1 through 8, in sequence, lights one of the two rollover buttons at the bottom of the playfield for special.

The special moves back and forth from left to right (the two eyes of the Caliph) with each step of the 10,000 unit.

GOBBLE HOLE SPOTTING & SPECIALS

There are 6 gobble holes on the playfield. 

The award system is accomplished by turning a dial on the
front of the machine before play (keyboard "Q"=2, "W"=1, and "E"=3)
which lights various holes and combinations of holes on the playfield to indicatet he player's options and,ultimately, his preference.

You may spot 1, 2 or 3 holes.

The player makes his selection by leaving the dial in the position where the holes he/she wishes to spot are lit on the playfield. Spotted holes then remain lit for the duration of the game.

The object of the game is to put balls into the unspotted (unlit) holes so as to light all six holes.

The award system associated with the gobble holes is as follows:

Spotting any 3 holes at the beginning of the game and dropping balls into the
remaing 3 to light them all scores 3 replays.

Spotting any 2 holes at the beginning of the game and dropping balls into the
remaining 4 holes to light them all scores 5 replays.

And spotting any 1 hole at the beginning of the game and dropping balls into the remaing 5 holes to light them all 6 awards 8 replays.

POINT & SCORE AWARD SYSTE

Replays are awarded for for 60, 81, 102, 123 and 144 points.

Replays are awarded for for scores of 4 million, 4.5 million, 5 million, 5.5 million, 6 million and 6.5 million.


BUMPER SEQUENCE & SPECIAL

Another route to special previously discussed but now dealt with in greater detail involves putting out bumpers 1 through 8.

Typical of Gottlieb games at the time, these bumpers must be put out in sequence.

Putting out all 8 bumpers in sequence lights one of the two bottom rollover buttons (which also serve as
the eyes of the turbaned Caliph) for special. That special alternates back and forth between the two
rollover buttons with each step of the 10,000 unit.

POP BUMPERS

There are two 100,000 when lit pop bumpers at the top left and right of the
playfield. Except for the gobble holes which score 500,000 apiece, these are the only high scoring objectives on the table. They light up randomly based
on multiple variables. However, they stay lit for the 5th and final ball.

POINT ROLLOVERS

There are 6 rollovers on the playfield, all of which score points (denominated in
units as opposed to 10
thousands which is the unit of account for "score").

When unlit, each of the 6 rollovers score 2 points.

The values vary as follows when they are lit.

The two top center rollovers each score 10 points when lit.

The two rollovers closest to the siderails at midfield each score 6 points when lit.


And the two rollovers at mid-field closest to the center of the playfield each score 10 points when lit.

The lighting of these 6 rollovers is controlled as follows.

Each step of the 10,000 unit (or alternating relay) lights 3 of the 6 rollovers.

The left top and bottom right two rollovers light on step "A" while the right top and bottom left two
rollovers light on step "B". This progression from "A" to "B" and back again
throughout the game
determines the value of the 6 point-scoring rollover lanes and their value
alternates with each 10,000
scored.

SCORES OF OTHER PLAYFIELD OBJECTIVES

- All 6 of the numbered "dead" bumpers and the "1-7" pop bumper score 10,000 at all
times.

- The two 100,000 when lit pop bumpers score 10,000 when not lit and 100,000 as indicated when lit.

- Each of the 6 gobble holes score 500,000 and light up when "dropped" unless
previously "spotted" in which case they simply remain lit but still score 500,000

- The 6 "stand-up switches" behind stretched rubbbers ( two at the top of the game and 4 surrounding the numbers 4 and 8 bumpers) score 10,000 at all times.

- The two rollover buttons at the bottom of the playfield score nothing unless they are lit. When lit they score 1 replay.

- The two cyclonic kickers at the very bottom of the playfield flanking the flippers score 10,000 at all times.

- The outhole scores nothing.

