Junkyard is a classic Williams pinball machine from 1996 designed by Barry Oursler, notable for featuring an iconic toilet mechanism as a central playfield element. The game has become a reference point in pinball design history, frequently cited by modern designers and enthusiasts as inspiration for contemporary titles like Pokémon Pinball. Junkyard represents a significant design landmark, with Oursler's work on it followed by a 26-year gap before his next commercial design, cementing its importance in the pinball canon.
Junkyard technically has more video mode variety than Indiana Jones because it includes a time machine feature that cycles through video modes from other Williams games.
Referenced as comparison point to Pokémon; noted for flow gameplay
Pinball game used by Walt Wood as difficulty comparison point; cited as harder than Pokémon Pinball
Pinball game credited as first to feature toilet mechanic (before Austin Powers and South Park)
Referenced as design comparison point for Pokémon's multiball capture mechanics
Pinball machine played at IFPA 16 featuring Time Machine mode, Mamushka, crane shots, and multiball; Raymond won his game with 9 million points
Final game Oursler designed, marking end of his design career
No linked glossary terms
Stern pinball machine; previously operated by Burrell at Fanny Ann's; traded to Joe Abate at Pinagogo; required ~2 years restoration including parts from Australia; now at Coin-Op
Pinball game with backglass art by Linda Deal
Referenced for comparison to Pokémon Pinball's bash toy feel and dangle mechanics
Classic pinball game that inspired the fork mechanism design used in Pirates of the Caribbean
Williams 1996 pinball machine; subject of entire stream; gameplay walkthrough including rules, modes, and scoring
Pinball game recommended by Creech to chat participant; described as having bad reputation but being highly rewarding once played
Pinball machine that Jon Hey enjoyed on Pinball Arcade but disliked in real life; example of digital-to-physical gameplay disparity
Pinball game mentioned as having Jason Werdrick Easter egg
Oursler's final Williams game (1996), released after he was laid off during its production. Last game he saw people play before cancer battle and eventual death.
Williams Pinball title (1996); Zofia Ryan's last pinball game at Williams before transferring to WMS Gaming slot machine division
Williams pinball machine from 1996; located at Replay with pricing of 6 games for $5
Williams (1996) at The Local Market; noted as broken
Pinball machine designed by Barry Oursler; his last design
Barry's final game at Williams, released 1996
Toy/home pinball machine received by host as childhood gift; nostalgic reference
Pinball table with wizard mode; becomes 'exceedingly boring' after wizard mode completion with no new content
Virtual Pinball Arcade table; criticized for poor animation (non-moving spinner micro-switch, artificial crane trajectory), slow ball staging, and repetitive progression after wizard mode
Classic Williams pinball game; included in Williams Valley Volume 1; receiving both classic and remastered Zen treatment
Zen Studios digital pinball table cited for exceptional plastic playfield artwork
Zen FX table; noted as difficult one-ball survival challenge
Pinball machine that inspired David's college video game design project
Referenced as design influence for Road Trip game
Classic pinball game referenced for design elements (drop targets, ramp positions)
Barry Oursler's last commercial design (1996); features iconic toilet mechanism; 26-year gap until next game
Game where Worre limited video mode play to once per ball maximum instead of repeat playability
Dwight Sullivan game; features multiple unique video modes plus time machine randomizer cycling other Williams video modes; notable for design variety
Barry Ousler playfield with Dwight's code; cited as example of programmer influence over designer layout
Classic Williams pinball title receiving updated code from Planetary Pinball with bug fixes and balance improvements
Launch title with timed demo; features blueprint playfield and supports both plunger and push-button launch
Classic 1997 Williams title repeatedly referenced as closest mechanical/flow comparison to Pokémon Pinball design
Referenced as design inspiration for Pokémon center toy/ramp area; comparison noted for playfield layout similarities
Classic Data East title; center captive ball mechanic directly compared to Pokémon's center pit design
1995 Stern game with center playfield bash mechanism that Pokemon iterates upon; 30-year-old design that serves as design foundation
1996 Williams pinball game cited as design inspiration for Pokémon playfield layout
1996 Williams pinball machine; referenced as design/layout comparison point for Pokémon Pinball
Classic pinball machine; Pokémon design uses as mechanical callback; referenced multiple times as inspiration for simplicity-focused shot design
Tentatively cited as possible design reference (poster uncertain)