Take a Break! Pinball

Last updated: January 22, 2026

Overview

Take a Break! Pinball was a 1993 pinball computer game collection developed by Dynamix, Inc. and published by Sierra On-Line, Inc.1 The game was the second and last entry in the Take a Break! series, designed as bite-sized experiences for Windows users who wanted quick gaming sessions between work tasks2. Marketed with the tagline “Take a break and have some fun!”, the game promised “Amazingly real Pinball action!” that was Windows compatible, allowing users to “jump from work to play in a nanosecond”3.

The game distinguished itself from typical pinball simulations by featuring eight full-featured pinball tables, each themed around various popular Sierra and Dynamix game franchises4. These included tables based on King’s Quest, Space Quest, Willy Beamish, Leisure Suit Larry, and Nova 9: Return of Gir Draxon1. Rather than pursuing realistic ball physics, the developers eschewed realistic ball motions in favor of fast action and imaginative table designs5. The game supported up to four players and could have up to three balls in play simultaneously3.

Story Summary

As a pinball simulation, Take a Break! Pinball does not feature a traditional narrative structure. Instead, each of the eight pinball tables presents thematic elements drawn from established Sierra and Dynamix game universes1. The tables serve as interactive homages to these beloved franchises, incorporating visual motifs, characters, and settings familiar to fans of the source material.

The King’s Quest-themed table, called “Quest for Daventry,” transported players to the fantasy realm of the famous adventure game series8. The Space Quest table brought the comedic science fiction setting of Roger Wilco’s adventures to the pinball format1. The Leisure Suit Larry table incorporated the adult humor and Las Vegas-inspired aesthetics of that long-running series5.

Additional tables included themes from Willy Beamish, the adventure game about a young boy and his pet frog, and Nova 9: Return of Gir Draxon, continuing the Stellar 7 tank combat game universe1. The Draxon table and other offerings rounded out the eight-table collection, providing variety in both visual style and gameplay objectives5.

Gameplay

Interface and Controls

Take a Break! Pinball placed eight full-featured pinball games at the tip of the player’s mouse-clicking finger3. The game utilized standard pinball mechanics with flipper controls operated via keyboard or mouse input. Players could launch balls, control left and right flippers, and attempt to achieve high scores through various table-specific objectives and combo systems.

The game featured what was described as a first-person and top-down perspective combination7, giving players a traditional overhead view of the pinball action while maintaining immersive gameplay. Up to four players could compete in turn-based multiplayer sessions3.

Structure and Progression

The game offered eight distinct pinball tables, each with its own theme and scoring objectives4:

  • Quest for Daventry: King’s Quest-themed table set in the fantasy kingdom
  • Space Quest Table: Science fiction setting based on the Roger Wilco adventures
  • Leisure Suit Larry Table: Adult comedy themes from the Larry Laffer series
  • Willy Beamish Table: Based on the young protagonist’s adventures
  • Nova 9/Draxon Table: Tank combat themes from the Stellar 7 universe
  • Additional Tables: Three more tables rounding out the eight-table collection

Each table featured unique layouts, bumpers, targets, and special features that corresponded to their source material1. The game tracked high scores and allowed players to switch between tables freely.

Puzzles and Mechanics

Unlike traditional puzzle games, Take a Break! Pinball focused on reflex-based gameplay and score optimization. The game featured great table animations and included a comprehensive help file for each table that listed all the combos players could achieve5. These combo systems added depth to the basic pinball mechanics, rewarding players who learned the intricacies of each table.

The ability to have up to three balls in play simultaneously3 created hectic multiball situations that required players to manage multiple trajectories at once. Each table had its own set of targets, ramps, and special features that players could trigger for bonus points and special effects.

Reception

Contemporary Reviews

Contemporary reception of Take a Break! Pinball was decidedly mixed, with critics noting significant technical limitations that hampered the overall experience. Chris Lombardi, reviewing for Computer Gaming World in December 1993, was particularly critical of the game’s performance issues, noting that “performance can be so bad as to be unplayable on a 386, and irritating on a 486”9. This was a significant concern given that many home computers at the time were running on these processors.

Interactive Entertainment CD ROM Magazine echoed these technical criticisms, stating that it was “nearly impossible to keep your eye on the ball”9. This fundamental gameplay issue undermined the core pinball experience, making it difficult for players to track the action and respond appropriately.

Despite these criticisms, the game found its defenders. The Home of the Underdogs review site described it as “Second and last in Sierra’s underrated Take a Break! series”5, suggesting that the game had merits that were overlooked by mainstream reviewers.

Modern Assessment

Modern assessments of Take a Break! Pinball have been somewhat more charitable, viewing the game within its historical context as an early Windows gaming experiment. Retro365 described the gameplay as “clunky” with “simplistic table designs”2, acknowledging the limitations while placing them in the context of early 1990s Windows game development.

Old-games.com offered a more positive retrospective, praising the “Great table animations, plus a comprehensive help file for each table that lists all the combos you can get”5. This highlighted the game’s attention to detail in documenting its gameplay systems.

Aggregate Scores:

  • MobyGames: 59% (Critics)7
  • MyAbandonware: 4.67/5 (User rating via HOTUD)5
  • Giant Bomb: 4.0/5 (User reviews)4
  • Metacritic: TBD (No critical reviews aggregated)3

Development

Origins

Take a Break! Pinball emerged from Dynamix’s initiative to create casual gaming experiences for the growing Windows user base2. The Take a Break! series was conceived as a collection of simple, quick-play games that office workers and home users could enjoy during short breaks from their primary tasks. The first game in the series was Take a Break! Crossword, establishing the brand’s focus on accessible entertainment5.

The decision to create a pinball game featuring Sierra game franchises represented a clever cross-promotional opportunity, leveraging the company’s existing intellectual properties to create thematic variety1. By incorporating beloved series like King’s Quest, Space Quest, and Leisure Suit Larry, Dynamix could appeal to Sierra’s established fanbase while offering something distinctly different from the adventure games those franchises were known for.

Production

Development of Take a Break! Pinball was led by designer Scott Wallin6, who shaped the game’s overall vision and table designs. The programming team was headed by lead programmer Louie McCrady, who oversaw the technical implementation of the pinball physics and Windows integration7.

The development team comprised approximately 26 credited individuals7, working together to create the eight themed tables, their associated graphics, sound effects, and music. The project prioritized fast action and imaginative table designs over realistic ball physics simulation5, a deliberate choice that distinguished it from more simulation-focused pinball games.

Development Credits:7

  • Designer: Scott Wallin
  • Lead Programmer: Louie McCrady
  • Composers: Christopher Stevens, Ken Allen, Don Latarski, Craig Safan, Mark Seibert

Technical Achievements

The game was developed specifically for Windows 3.x1, representing an early effort to bring arcade-style gaming to the Windows platform during an era when DOS remained the dominant PC gaming environment. The Windows compatibility was marketed as a key feature, emphasizing the ease of switching between work applications and gameplay3.

The inclusion of themed tables based on existing game properties required careful coordination with the respective development teams to ensure authentic representation of each franchise’s visual style and thematic elements1. The table animations were praised by some reviewers as a highlight of the production5.

Technical Specifications

System Requirements:9

  • Minimum Processor: 386 (performance noted as potentially unplayable)
  • Recommended Processor: 486 (performance still noted as irritating)
  • Operating System: Windows 3.x / Windows 16-bit

Media and Distribution:10

  • Original Media: 2 x 3.5” floppy disks
  • Manual: 23 pages
  • Package Dimensions: 8.9 x 6.9 x 1.2 inches
  • Weight: 7.2 ounces
  • CD-ROM Version: Released 19952

Modern Compatibility:10

  • Requires older PC or expertise in getting older Windows games to work under Windows XP or later

Cut Content

No documented cut content has been identified in available research materials.

Version History

VersionDatePlatformNotes
1.01993Windows 3.xInitial floppy disk release1
CD-ROM1995WindowsCD-ROM version release2
PatchUnknownWindows 3.xKQUEST.DLL update for ball visibility fix8

Technical Issues

The game suffered from several documented technical problems that impacted the player experience. Most significantly, a bug in the Quest for Daventry table caused the ball to become invisible when entering the Endless Desert Temple Stone Wall Trap9. This issue was addressed through a patch that provided an updated KQUEST.DLL file (130 KB)8.

An additional compatibility issue manifested as a “COULD NOT FIND DIB.DRV” error message when running the Pinball CD and Loderunner Demo8. Sierra released a DIB.DRV patch file (20.6 KB) to resolve this problem8.

Performance was the most widely criticized technical aspect, with the game running poorly on 386 processors to the point of being unplayable, and still experiencing irritating slowdowns on 486 systems9. The small window size and choppy animation made tracking the ball extremely difficult9.

Easter Eggs and Trivia

The game contained a hidden “Dinner Menu” easter egg featuring elaborate gourmet dish descriptions created by the development team7. This playful addition reflected the sense of humor common in Sierra and Dynamix productions of the era.

Additional trivia:

  • Take a Break! Pinball was the second and final entry in the Take a Break! series5
  • The first game in the series was Take a Break! Crossword5
  • The game was designed for quick play sessions during work breaks2
  • Tables incorporated themes from both Dynamix games (Nova 9, Stellar 7) and Sierra games (King’s Quest, Space Quest, Leisure Suit Larry)1

Legacy

Sales and Commercial Impact

Sales data for Take a Break! Pinball specifically has not been documented in available sources. However, the game was part of a broader effort by Sierra and Dynamix to establish a presence in the casual Windows gaming market during the early 1990s2. The series did not continue beyond this second entry, suggesting the commercial performance may not have met expectations.

The game remained available for purchase years after its initial release, with Amazon listings showing it was still being sold as late as November 200610.

Collections

No documented appearances in compilation releases have been identified in available research materials.

Fan Projects

No significant fan projects, remakes, or modifications have been documented for Take a Break! Pinball.

  • Original Manual: 23-page instruction booklet included with retail copies10
  • In-Game Help Files: Comprehensive documentation for each table listing all available combos5

Critical Perspective

Take a Break! Pinball occupies an interesting but largely forgotten position in gaming history as an early attempt to bring casual arcade-style gaming to the Windows platform. Released during a transitional period when DOS games still dominated PC gaming, the game represented Dynamix’s bet on Windows as the future of personal computing entertainment2.

The game’s significance lies more in its cross-promotional approach—using established Sierra franchises to theme pinball tables—than in its technical or gameplay innovations. This strategy of leveraging existing intellectual properties for spin-off games would become increasingly common in the industry, though Take a Break! Pinball’s modest reception meant it contributed little to establishing this trend.

The performance issues that plagued the game highlighted the challenges developers faced in creating action-oriented games for early Windows systems9. The platform’s limitations in handling real-time graphics would take years to overcome, and Take a Break! Pinball served as an early example of both the potential and the pitfalls of Windows game development.

Downloads

Download / Preservation

Patches and Updates

  • Sierra Help – Official patches including KQUEST.DLL and DIB.DRV fixes8

Series Continuity

Take a Break! Pinball was the second and final entry in Sierra’s Take a Break! casual game series5. The series was designed to provide Windows users with quick, accessible gaming experiences that could be enjoyed during short breaks from work or other activities2. Despite the modest critical reception of the pinball entry, the series represented an early attempt by Sierra and Dynamix to diversify beyond their core adventure game offerings into the emerging casual gaming market.

The game’s use of Sierra franchise themes created connections to the broader Sierra gaming universe, allowing fans of King’s Quest, Space Quest, Leisure Suit Larry, and other series to experience those worlds in a completely different gaming context1.

References

Footnotes

  1. ClassicReload – Take a Break! Pinball – release date, developer, publisher, franchise themes, platform information 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

  2. Retro365 – 3-D Ultra Pinball Article – series history, development context, CD-ROM version release 2 3 4 5 6 7 8 9

  3. Metacritic – Take a Break! Pinball Details – game description, features, multiplayer support 2 3 4 5 6 7

  4. Giant Bomb – Take a Break! Pinball – table count, themes, user rating 2 3

  5. MyAbandonware – Take a Break! Pinball – series information, gameplay style, HOTUD rating, table themes 2 3 4 5 6 7 8 9 10 11 12 13 14 15

  6. IMDB – Take a Break! Pinball – designer credit, release year 2

  7. MobyGames – Take a Break! Pinball – credits, composer names, team size, critic score, platform details, easter eggs 2 3 4 5 6 7

  8. Sierra Help – Take a Break! Pinball Updates – patch information, bug fixes, DLL files 2 3 4 5 6

  9. Wikipedia – Take a Break! Pinball – contemporary reviews, technical specifications, bug information, Chris Lombardi review 2 3 4 5 6 7

  10. Amazon – Take a Break! Pinball – physical specifications, media type, compatibility notes 2 3 4

  11. Internet Archive – Take a Break! Pinball – preservation copy, file size, platform

  12. Old-games.com – Take a Break! Pinball – download information, table descriptions, gameplay notes