Bally's BIKINI - IT'S
"OK"
If the question were asked, "what
type of electro-mechanical
pingame
had the most complicated circuitry?", the answer would
most
certainly be the "In-Line" or "Bingo" pinball. And of these
games
the most complicated variety would be those known by bingo
pinball
aficionados as the "OK Games."
Having been fascinated by bingo pinball
circuitry ever since
I was a
teenager (I sent for, and received from Bally, a
schematic
and instruction manual for their 1953 bingo YACHT CLUB
way
back then) obtaining my first "bingo", MIAMI BEACH, in the
mid
seventies was a great thrill. When I
replaced that game a
few
years later with KEY WEST, a much more sophisticated "turning
corners"
game, I felt I had made another step "up the ladder."
But,
ever since I learned what they were a few years back, I have
yearned
for what I considered to be the "ultimate bingo pinball",
an
"OK bingo".
Well, not too long ago my dream was
realized when a Los
Angeles
area free-lance dealer in coin games, Mr. Paul Crain,
made me
"an offer I could not refuse" and supplied me with my
dream,
an "OK bingo pinball", Bally's BIKINI by name. The game
was in
good "as-is" condition and complete, except for a few
missing
relay armatures which Paul supplied.
After several
months
(I was only able to work on the game a few hours each
week),
and much study of the additional circuitry that these
games
had above their earlier predecessors, I was able to put
this
game into good working condition and it now holds a prime
position
in my collection of classic pingames.
The backglass, by the way, showed some
signs of peeling and
had a
few small areas of missing paint. After
a little "touch-
up"
with model paints I applied Steve Young and Gordon Hasse's
new
product "Cover Your Glass" and it worked great! I now have a
glass
that cannot deteriorate in the future.
One hint I might
mention
for those of you who use this product is to make
absolutely
sure your touch-up paint is completely dry before
applying
"Cover Your Glass", otherwise the wet paint will be
somewhat
spread by the sealant.
Before talking about the features of
BIKINI, I thought it
might
be in order to briefly describe the "evolution" of some of
the
features that make up the "OK bingo".
"Advancing Odds" (that is,
payout odds which either
increase,
but never decrease, or which remain the same with
insertion
of additional coins) were first introduced in "bingo
pinballs"
with SPOT LITE in 1951. This feature
had however been
used in
the "one-ball horserace" pinballs (the predecessor of the
"bingo")
since Bally's CITATION in 1949.
"Three-color lines" (red,
yellow, and green), with separate
odds
for each color, became a standard feature beginning with
Bally's
BROADWAY in 1955, although some multi-color schemes were
used in
a few older games. A separate set of
payout odds was
displayed
on the backglass for each of the three colors, and the
player
could score 3, 4, or 5 in-line winners for each color
independently
(ie, a winner scored on one color line would not
preclude
a similar winner scoring on a different colored line.
'Magic
ScreenS'
A major evolution in "bingos"
came about in late 1958 with
the
introduction of what was referred to as the "Magic Screen" in
Bally's
CARNIVAL QUEEN. Up to this point
(except for MIAMI BEACH
which
had a gimmick which added extra columns to the card) all
bingos,
that I know of, had one or more 5 by 5 number "bingo
cards"
on their backglasses; some games, however, also had 3 by 3
number
"super cards" in addition to the regular 5 by 5 cards.
The
"Magic Screen" was also a 5 by 5 number card, but had a
moveable
"overlay" which changed the scoring patterns on the
card.
When a new game was first started the
"basic screen"
appeared
which allowed only "in-line" scoring (3 to 5 numbers in
a row
on either a vertical, horizontal, or diagonal line) as was
the
case in earlier games. These lines were
also of three colors
(red,
yellow, and green) with corresponding sets of payout odds
for
each color on the backglass as previously described.
The "Magic Screen" overlay,
however, also had additional
"columns"
containing various "scoring patterns" which could be
moved
in front of the bingo card. As each new
column was exposed
to the
player, one of the columns on the opposite side of the
card
would disappear. When five or more new
columns were
exposed,
the original "in-line" scoring lines would have
completely
disappeared exposing an entirely new pattern.
In order for a player to qualify to move
the screen he must
(from
depositing extra coins a the start of a game) light up one
or more
letters ('A', 'B', 'C', etc) on the backglass.
Each
letter
lit (and like all bingo "multiple coin features" they lit
in a
"pseudo-random" fashion as extra coins were deposited) would
allow
the player to move the screen an additional position, but
only
during the period of play when movement of the screen was
allowed. Buttons on the front rail of the machine
(labeled
"Left"
and "Right") allowed the player to control movement of the
screen,
but only between the positions for which he had first
qualified.
These new positions of the screen added
columns which
contained
colored "scoring sections" instead of the normal "in-
line"
scoring patterns of the "basic screen". And, as was
mentioned
earlier, as each new column was exposed, one of the
original
"in-line" columns would disappear.
Besides these
"sections"
being of various shapes, scoring a winner within a
given
colored section required only that a certain number of card
numbers
be lit in that section which need not all be adjacent in
the
section (as opposed to "in-line" scoring in which the 3, 4,or
5
numbers required to score must all be adjacent in the same
line.)
The addition of "Magic Screens"
to bingo machines became a
very
popular feature with players as it gave them several
advantages. If a player had qualified for screen
movement, he
always
had the opportunity of changing the screen position up
until
he shot the fourth ball (and sometimes as late as after
shooting
the fourth or fifth ball if he also qualified for these
extra
"advantages" during "multiple coin play" at the start of
the
game).
This gave the player two major
advantages. First, if his
initial
balls did not land in holes forming a winning "in-line"
pattern,
moving the screen could result in these "losing numbers"
becoming
a "winning combination" In one of the additional
"colored
scoring sections". Secondly, if he
had a winning "in-
line"
pattern, after collecting replays for that winner moving
the
screen could result in additional "winners" for the balls he
shot in
one of the colored scoring sections.
The only
restriction
was that you could not score twice for the same
number
of numbers (3, 4, or 5) in the same color.
A final
advantage
was that even if the first few balls shot did not
produce
either an "in-line" or "section" winner, the screen could
be
positioned by the player such that the remaining numbers to be
lit to
score a winner were ones which he felt were the easiest to
shoot
for.
All of the colored "scoring
sections" on the screen (except
for a
special "Blue Section", and an "Orange Section" on "OK
games")
were red, yellow and green, like the colored lines on the
"basic
screen", and scored according to the corresponding color
odds on
the backglass. One Yellow Section and
one Red Section
had
stripes on them and were referred to as "super sections". If
the
corresponding "super section feature" was lit on the
backglass,
winners in these sections required one less number
than
normal (ie. 2 scored as 3, 3 as 4, and 4 as 5).
The "Blue Section", which
contained only 3 numbers, scored a
large
number of replays for lighting 2 or 3 numbers, depending on
which,
if any, of the special "Blue Section features" were lit
during
the depositing of extra coins at the start of the game.
More
details on the "Blue Section" and "Orange Section" scoring
will be
given during the detailed discussion of Bally BIKINI's
features.
In addition to the "Magic
Screen" features, the great appeal
of
"OK bingos" came from their "Futurity Features". The idea of
these
is that something occurring during the play of one game
affected
what happened in the next game.
This idea was used to some extent in
earlier pingames, but
not in
such a sophisticated manner as in the "OK bingo". "One-
ball
Horserace" pingames in the late Forties and early Fifties
had an
"A-B-C-D feature" in which four bumpers, when hit in
sequence,
would cause something special to happen (such as
lighting
all seven "horse selections") in the next game when the
sequence
was finally completed. A similar idea
was used in the
so-called
"Spell-Name" feature used on some "One-Balls" and a few
amusement
pins as well.
As far as "pre-OK" bingos were
concerned, an example of a
"future
feature" was the "Ballyhole feature" in CYPRESS GARDENS
in
1958. If the "Ballyhole
panel" on the backglass was lit
during
extra coin play, and the player got a ball into the
"Ballyhole"
(number 16), when he started his next game the
letters
A-B-C-D-E would automatically light on the backglass
giving
him the "Turning Corners" and "Moving Line" features of
the
game without having to deposit extra coins.
BIKINI
FEATURES
Now that the evolution of the primary
bingo pinball features
that
were used in the "OK bingos" have been described, I will
give
the details of how these features were implemented in
Bally's
BIKINI
BIKINI has a "Magic Screen"
consisting of the "basic
screen",
seven additional screen positions "A" through "G"
(similar
to those found in its "non-OK" predecessors), and two
additional
special "OK positions" which will be described
shortly.
The "A" through "G"
positions contain the "colored sections"
as
previously described, including red and yellow striped "Super
Sections"
and the special "Blue Section".
The two "Super
Sections"
Score as normal colored sections unless the
corresponding
color "Super Section panel" is lit on the backglass
during
extra coin play at the start of the game.
These panels,
when
lit, indicate "yellow (or red) super section with black
stripes
- 2 scores as 3, 3 scores as 4, and 4 scores as 5". The
player
must have also qualified for screen positions "A" thru D"
to use
these features. Incidentally,
"A" thru "D" screen
qualification
occurs all at once (ie. you can't get "A" lit
without
"B" through "D").
The special "Blue Section"
contains only three numbers which
are
shown only if the player has qualified for at least the "F"
screen
position. As soon as "F" (or
"G") has been lit during
extra
coin play, a special panel on the backglass indicating "3
in Blue
Section scores 300" lights; and if the player succeeds in
lighting
all three numbers in the "Blue Section" he gets that
many
replays.
Depositing extra coins at the start of a
game can also cause
one of
two additional panels to light indicating either "3 In
Blue
Section Scores 600", or "2 in Blue Section Scores 600"
respectively. The later panel is extremely difficult to
light
and is
considered a "prime coup" by bingo pinball aficionados,
especially
if the player also gets the balls into the right
holes!
As for what numbers a player must get to score in the
"Blue
Section"; if he has qualified for
the "F" screen position
the
"Blue Section" numbers are 13, 17, and 20. If he qualifies
for the
"g" position he has an additional choice of 13, 16, and
21. The player must, however, move the screen to
one of these
two
positions during the period when screen movement is allowed
(but
more about that later).
As I mentioned earlier, in addition to
the screen positions
"A"
thru "G", all "OK bingos" have two additional positions
generally
referred to as the "OK screen".
In order to qualify to
move
the screen to these positions the player must have first lit
the
panel labeled "OK" on the backglass during extra coin play.
Within these two screen columns is a
special five number
"Orange
Section", which is used in scoring what are known as
"Futurity
Games". Replays may also be scored
for 3, 4, or 5
numbers
in the "Orange Section" if the panel on the backglass
labeled
"3 Or More In Orange Section Score As Green" was lit
during
extra coin play. Moving the screen to
these two special
positions
yields either the four numbers 4, 6, 9, and 25 (in the
first
position), or the five numbers 1, 6, 19, 23 and 24 (in the
second
position) to appear in the "Orange Section". In addition
to that
special section, these screen positions also include
additional
possibilities for yellow "in-line" scoring.
To score what is known as a
"Futurity Game" a player must
light
any two numbers in the "Orange Section". There are two
indicator
areas at the top of the backglass connected with
"Futurity
Games". The first I shall call the
"Futurity Game
Value
Indicator" and the other the "Futurity Game Tally Counter".
The
'value indicator' contains the numbers 1, 2, 3, 5, 9, and 12
and
tells the player how many "Futurity Points" he will score if
he wins
a "Futurity Game" during the current game. The value
which
is lit in this indicator is a function of the "Green Odds"
displayed
on the lower section of the backglass, although this is
not
generally known except to players observant enough to notice
that
this indicator only advances to a higher number at the same
time as
certain "Green Odds" advance during extra coin play.
If a player has succeeded in lighting two
numbers in the
Orange
Section, and thus entitled to a "Futurity Game", pressing
the
"R" (collect replays) button on the front rail of the game
causes
whatever 'value' number is lit in the "value indicator" to
be
transferred to the "Tally Counter", indicating that the player
is
entitled to play a "Futurity Game" of that 'value' at any time
in the
future he wishes.
The 'value' of the "Futurity
Game" is translated into
guaranteed
minimum "odds" and "game advantages" when the
"Futurity
Game " is played. The
"minimums" for each value are
shown
on a card at the bottom of the playfield.
For example, a
value
of "1" entitles the player to minimum odds as follows:
red
-64, 144, 300 (for 3, 4, or 5 numbers, respectively);
yellow
- 16, 50, 96; and green - 8, 24, 96; plus an automatic
advance
of the Magic Screen letters to "D".
A value of "12" (the
largest
value possible) on the other hand gives minimum odds of:
red and
yellow - 120, 240, 450; and green - 192, 480, 600; plus
the
"Red Super Section" enabled, Magic Screen letter advance to
"E",
and "Press Buttons After Shooting 5th Ball" enabled (more
about
that shortly.) futurity values
between 2 and 11 give
other
combinations of "odds" and "advantages" in between these
two
extremes, as indicated on the card at the bottom of the
playfield.
It is the right to start a game with
these "minimums" (which
are
normally quite costly to obtain during extra coin play) which
made
the "OK feature" extremely popular with avid bingo pinball
fans.
In order to play a "Futurity
Game" which a player had earned
previously,
he had to press a special "Orange Button" on the
front
rail of the machine. At that time a new
game would be
automatically
initiated, and the "odds" and "advantages",
corresponding
to the 'value' indicated in the "tally counter",
would
appear on the backglass. The player
could then, if he
chose,
insert additional coins to try to advance these minimums
even
further before starting to play.
A player, however, had the right to
collect his "Futurity
Game"
(by pressing the Orange Button) at any time he chose, and
not
necessarily as the next game after the one in which he had
won
it. He might choose to play additional
normal games and try
to add
additional "value points" to his Futurity Game which he
had won
previously; because if a player won a Futurity Game and
already
had one credited to him in the "tally counter", the
'value'
of the new Futurity Game would be added to the value
already
indicated, thus increasing the total "value" of the
"Futurity
Game" when he later chose to collect it.
This "hold over" feature was
not available on many "OK
bingos",
which automatically started the "Futurity Game" as the
next
game for the player after he had won it.
We have now discussed the "Magic
Screen" and its many
features
in detail, but only alluded to the fact that "screen
movement"
(even though a player had earned that right by extra
coin
play) was allowed only during certain periods during play of
the
game.
Normally, that period was from the time
the first ball was
shot
until the fourth ball was shot. This
was indicated by a
lighted
panel near the center of the right side of the backglass
which
read "Press Buttons Before Shooting 4th Ball". A "warning"
was
also provided to the player after he shot the third ball by a
flashing
lighted panel which read "PRESS BUTTONS NOW".
Screen movement was not always limited to
the first three
balls
however. It was possible by extra coin
play (sometimes
combined
with skillful ball manipulation) to earn the right to
press
the screen movement buttons up until the fifth ball was
shot,
or even after it was shot.
On the backglass, directly above the
"Press Buttons Before
4th
Ball" panel, were four additional panels labeled "Yellow
Rollover
Lit", "Red Rollover Lit", "Press Buttons Before Shooting
5th
Ball", and "Press Buttons After Shooting 5th Ball". As extra
coins
were deposited these panels could be lit in that same
sequence,
but in a "pseudo random" manner as with all "extra coin
advantages"
on most bingo pinballs.
If the "Yellow Rollover" was
lit, and a ball rolled over
that
rollover button (located near the bottom left of the
playfield),
the "Before 5th Ball" panel would light at that time.
Similarly,
if the "Red Rollover" was lit, a ball rolling over
that
rollover button (located near the lower right of the
playfield)
would light the "After 5th Ball" panel. These two
panels
might, of course, be lit without requiring the use of the
rollovers,
during extra coin play before the first ball was shot.
None of these panels actually lit until
the player had at
least
qualified for the "A-D" or "OK" screens. However, during
extra
coin play, small arrows to the right of these panels would
light,
indicating which panel would light as soon as one of the
"special
screens" was enabled.
We have now talked about all the special
features of BIKINI
except
for one; the special buttons used in connection with extra
coin
play. Most older bingos had two coloRed
Buttons (red and
yellow)
on the front of the machine used during insertion of
additional
coins (or playing off replay credits, if available).
The
"Red Button" was used, in place of depositing coins, to play
for
"extra coin advantages" when replays were available to the
player. For actual coin play it was used during
"extra ball
play"
to tell the machine that the next coin deposited would be
to
start a new game, rather than to try for "extra balls".
The "Yellow Button" was used
during replay play in place of
depositing
coins to try for the right to play up to three extra
balls
during a game. If coins were being
deposited to try for
extra
balls, this button would be pressed once by the player to
tell
the machine that the following coins to be deposited were to
try for
extra balls (until the "Red Button" was pressed to begin
a new
game). BIKINI, incidentally, had the
"extra ball features"
found
on most bingo pinballs.
In addition to the red and Yellow
Buttons, BIKINI (and all
of the
"OK bingos", I believe) had two additional coloRed Buttons
(Blue
and Green) on the front of the machine also used during
"extra
coin play". If the "Blue
Button" were pressed the chances
of
increasing the red, yellow and green "odds" during "extra coin
play"
was increased, but the possibility of obtaining other "game
advantages"
was eliminated. If the "Green
Button" were pressed
instead,
the chance of increasing the "odds" was eliminated, but
the
chance of getting other "game advantages" (screen movement,
"super
sections", increased period when screen could be moved,
etc)
was increased.
Thus, during "extra coin play", the player could alternate
between
these buttons (and the "Red Button", which gave a chance
of both
advancing the "odds" and lighting the other "advantages")
as he
wished, giving him greater flexibility in the use of his
"extra
coins" (or replays) at the start of a game.
Incidentally, this idea of "button
play" was not only found
on
later model bingos. Bally's SPOT-LITE
of 1951, one of their
first
"bingos", used a similar feature.
But even before that,
similar
features were used on some of the later model Bally "One-
Ball
Horserace games" such as TURF KING and FUTURITY.
Well, there you have it, a description of
the very popular
"OK
bingo pinballs" of the early 60's, including some historical
insight
into some of the features these games possessed.
To close (in case some of your are now
"chomping at the bit"
to get
your own "OK") I will include what I hope is a complete
list of
the Bally "OK bingos" in case you are lucky enough to
come across
one. To me the "OK is the ultimate
in bingo pinball
play
and certainly the most complicated circuitry-wise of all the
electro-mechanical
games produced in the "pinball format".
CHRONOLOGICAL
LIST OF "OK" BINGO PINBALLS
game date
--------------------------------------------
COUNTY
FAIR Feb. 1960
LAGUNA
BEACH Feb. 1960
ROLLER
DERBY May 1960
CIRCUS
QUEEN Dec. 1960
BIKINI May 1961
LIDO Oct. 1961
GOLDEN
GATE May 1962
SILVER
SAILS Sep. 1962
BOUNTY Aug. 1963
MALIBU
BEACH Late 1970's