THE
EARLY PINBALL BOOKS by Russ Jensen
<BR><BR>
I will
now attempt to describe, in as brief a form as I can and still convey the scope
of each, the six pinball books which came out in the late 1970's. Up until that time, it should be noted, there
had never been a book published on the subject of pinball machines. And after this "spate" of pinball
books it was quite awhile before any other pin books were published.
<BR><BR>
PINBALL
- AN ILLUSTRATED HISTORY
<BR><BR>
The
earliest, and hence the first of all pinball books, was published in 1976 by
New American Library, was titled "Pinball - An Illustrated History",
written by Canadian Michael Colmer. I
can still remember the thrill of hearing of this book and how excited I was to
get a copy. Of all the pinball books
published, this was probably the least interesting, however, it was the first
and exciting for that reason alone.
<BR><BR>
A large
portion of the book consisted of photos of pinball machines, some of which were
presented in "collage" form.
A large majority of the photos were of playfields and backglasses of
games of the 60's and 70's, many being full-page views (both in color and black
and white). There were a handful of
pictures of older machines and other pictures in pinball plants, etc.
<BR><BR>
The
text began by telling about the Penny Arcades which sprung up around the
Turn-of-the-Century. The start of
prohibition, and the subsequent rise of "gangsters" and
"bootlegger", was said to have spawned the use of coin machines such
as slot machines, movie machines, etc.
Problems connected with that environment were then described.
<BR><BR>
Some
stories told by long-time Bally advertising manager Herb Jones were then
related. One story concerned how the
first pinball game came about. This was
the often related story concerning a janitor building a small game for his
child which caught the interest of an advertising solicitor from Billboard
magazine. The story of Bally founder
Ray Moloney, and his pioneer pingame BALLYHOO was also told.
<BR><BR>
The
famous Gensberg family was then discussed.
The early history of the family was related, followed by stories of how
one brother founded Chicago Coin, while three other brothers started a
competitive outfit, Genco Mfg. Co.
<BR><BR>
The early
life of pin pioneer Dave Gottlieb was next described. It was told how he eventually founded D. Gottlieb and Co. in 1927
which was to become a leading manufacturer of pingames.
<BR><BR>
The
"suppliers" to the pinball industry were next mentioned. Advertising Posters, the company that
provided the artwork to many pin producers over the years, was described. That company's most famous artist, George
Molentin, was quoted telling the story of how he first went to work for them in
the early Thirties. Another outfit, the
cabinet shop Clemenson's, was also mentioned.
<BR><BR>
Stories
of "the good old days", told by old time industry pioneer Sam
Wolberg, (co-founder of Chicago Coin) were next related. President Franklin D. Roosevelt and his
"New Deal" were next mentioned.
The founder of the Daval company in the 30's was then quoted, telling
how strongly he believed that the term "racket" should be eliminated
from all references to his industry.
<BR><BR>
The
"crackdowns" on gambling machines, occurring in the Thirties and
early Forties, were discussed, including the infamous (at least to the pingame
industry) Fiorello LaGuardia. It was
told how even some vending machines were "persecuted" by the "crusaders",
and that pingames became the "whipping boys" for over zealous
crusading press and politicians.
<BR><BR>
Export
of pins to Europe, the Far East, etc., was mentioned, it being said that
England received about 60 percent of the exported games.
<BR><BR>
Technical
innovations made to pingames during the 30's were described. These included the steel ball, electric
lights and action devices, and solenoids and stepping switches. It was also mentioned that during that
period pingame designers began to consider the "psychology" of
pinball play.
<BR><BR>
It was
then told how the advent of World War II stopped pinball production "for
the duration", but spawned numerous "revamps" (conversion of
pre-war games to different ones without the use of "war critical
materials.")
<BR><BR>
The
large demand for pingames after the war was said to not have persisted into the
Fifties when the demand seemed to drop off, despite the invention of the
flipper in 1947. In fact, it was said,
during the 1950's several former pinball makers switched to other forms of coin
machines.
<BR><BR>
The
Johnson Act of 1951, which banned interstate shipment of gambling devices, was
discussed. It was said that most
pingames were unaffected by that law since they did not fall within the
definition of "gambling devices" contained in the law. In 1962, it was then said, the law was
changed to specifically exclude "amusement machines".
<BR><BR>
Some
changes which occurred in the major pinball manufacturers where then
mentioned. It was told how Bally almost
went out of business, and finally became a "public company", and how
in 1964 Williams took over United.
Steve Kordek and Bob DeSelm of Williams were quoted on how they both
believed that video games wouldn't last.
<BR><BR>
The
subject of re-legalizing pins in the 1970's in cities such as New York, and
also in Canada, was mentioned, the author saying that after many years pingames
were finally "winning respectability".
<BR><BR>
Bally's
Herb Jones was quoted regarding his thoughts on the future of the game. He said that the Government was slowly
easing its attitudes on gambling, and that some states were even considering
legalizing slots. He told of the
growing number of amusement centers in the country, referring to them as
"marketplace playlands", which he said were attractive to adults and
kids alike. The growing popularity of
pins in foreign countries was also mentioned.
<BR><BR>
In
summary, the author said that coin-op amusement started as a "small shop
enterprise" in the 1930's and grew into a "major international
industry". He ended by saying that
a "common zest for games" may bond people together in the future,
possibly in all areas of the world.
<BR><BR>
PINBALL
PORTFOLIO
<BR><BR>
The
next of the "pin books" to come out was also published in 1976. It was titled "Pinball Portfolio",
was published by Chartwell Books, and written by Englishman Harry McKeown. This was a large format book, which was
beautifully done, and had in its "Classic Machines" section, some
fantastic full-page color photographs of playfields and backglasses.
<BR><BR>
The
first chapter, titled "The Beginning and Early Development",
began by attempting to trace the "ancestry" of the pingame. It told of the Ancient Greeks having
somewhat similar games, and then proceeded to talk about the popular 18th and
19th Century game of Bagatelle. That
game's popularity with Louis XIV of France and its mention in Dickens's
Pickwick Papers was mentioned, and also the famous political cartoon showing
Abe Lincoln playing that game.
<BR><BR>
Several
stories were then told about attempts at making pingame-like devices in the
late 20's, including the story of the janitor and the Billboard solicitor. The first successful pingame was said to be
Dave Gottlieb's BAFFLE BALL, followed shortly by Ray Moloney's BALLYHOO.
<BR><BR>
The
early mechanical "counter top" pingames were said to have "swept
the country", also becoming quite popular in Europe. The chapter ended by discussing
"pingame advancements" occurring during the Thirties, including: the
introduction of electricity (resulting in action components and lights), the
introduction of the "bumper" in late 1936, and the use of backboards
which increased in size during the later part of the decade.
<BR><BR>
The 2nd
chapter, "The Final Phase", began telling of the advent of
World War II, the wartime ban on new pingame production, and how the companies
performed "war production" tasks.
The first games to be produced after the war, Bally's one-ball VICTORY
SPECIAL, and Gottlieb's STAGE DOOR CANTEEN were mentioned.
<BR><BR>
It was then
told how the invention of the flipper in 1947 added "skill" to the
game and "reestablished pins" as a popular amusement in bars,
etc. The introduction of "thumper
bumpers" also contributed to their popularity. By the mid 1950's, it was then commented, Gottlieb and Williams
produced most of the flipper games, although Bally's BALLS-A-POPPIN' was also
mentioned.
<BR><BR>
During
the 1960's it was said that Add-A-Balls were introduced and that Bally
restarted flipper game production in 1963.
An increase in the foreign market at that time was also alluded to. It was said that no real
"breakthroughs" occurred during the 60's and early 70's, yet player
appeal was kept up with a few new ideas such as "free ball gates",
targets, and "slingshot kickers".
<BR><BR>
As to
what lay ahead for pins?, the author commented "only time will tell",
saying that the manufacturers would not divulge their carefully guarded
secrets.
<BR><BR>
Chapter
3, "The Legal Dilemma", began with the remark that pins in the
U.S. have had legal problems, on and off, almost since their inception, but
that in England the situation had been better.
The first pins were said to be simple, entertaining, and a diversion in
the troubled years of the Depression.
<BR><BR>
Then,
in 1934, it was told how a "crackdown" on slot machines also affected
the "payout pingames" which had begun to appear. Several articles on that subject from
British coin machine trade magazines where then quoted.
<BR><BR>
The
year 1935 was said to be the start of "the second decline of
pinball", and the "one-ball games" of the period were then
described. The introduction of
"free games" was first said not to cause any problems, but that soon
they were "adapted for gambling". The
"third stage of decline" was then described which involved actions of
'crusaders' such as New York's mayor LaGuardia.
<BR><BR>
Pre-flipper
games were said to not involve much skill.
The introduction of flippers, however, introduced the skill factor and
started a long uphill struggle for pins to gain respectability.
<BR><BR>
The
Congress' 1963 hearings on gambling devices were described, followed by a brief
discussion of some local anti-pinball ordinances. An argument against pingames by an Illinois official was then
presented.
<BR><BR>
It was
then stated that 'today' the differences between amusement and gambling
pingames (bingos) was obvious. The
chapter ended by describing how pingames were currently treated in England, the
author thanking God for "British justice and fair play".
<BR><BR>
Chapter
4, "The Designers", began with Bally's Herb Jones describing
"what makes a good machine".
This included "a frenzy of dynamic ball action", innovations,
and "surprises". He then
added that a good game should have, among other things, "come close - try
again appeal" and "terminal suspense". Several famous pin designers were then talked about.
<BR><BR>
Young
Bally designer Jim Patla was said to have become a good player by playing
prototype machines at the factory, and to have learned about pinball
construction from taking them apart.
Another Bally designer, Norm Clark, described his "methodical
design approach", and also told of the strange ways he got new ideas for
games.
<BR><BR>
Williams
designer Steve Kordek (who it was said had then been designing games for 32
years) was quoted as saying he was never entirely satisfied with any design,
always wanting to improve with the next one.
He then gave some of his personal design philosophies. Chicago Coin designer Wendall McAdams then
told how he came up with design ideas saying that much of it was intuition, but
that certain "known features" must be included.
<BR><BR>
Herb
Jones was again quoted, saying a pinball designer was like a music composer,
arranging the "available technology" like the composer arranges the
music notes. The whole process, from
design to production, was then described, including original drawings,
prototypes, "test locations", and final production.
<BR><BR>
The
next chapter, "Classic Machines", first told how the six machines
described were chosen, saying they were chosen by "selective
judgement" - games which were "continually mentioned in conversations
where 'great games' were discussed".
Each game's features were described in detail, accompanied by the great
full-page color photographs of playfields and backglasses mentioned earlier.
<BR><BR>
The
games described were: COWPOKE
(Add-A-Ball) - Gottlieb, 1965; MAGIC CITY - Williams, 1967; GIGI - Gottlieb,
1963; WIZARD - Bally, 1975; MAJORETTES (Add-A-Ball) - Gottlieb, 1964; and
FIREBALL - Bally 1972.
<BR><BR>
Chapter
6, "Playing Pinball", began by saying that pinball has a
"universal attraction", then listed a wide variety of occupations of
people who play.
<BR><BR>
Later
the importance of flipper and plunger techniques were described, followed by
some "simple playing tips", including examining the playfield for
problem areas and watching others play the game first. The chapter ended by describing various
player's "stances" while playing.
<BR><BR>
The
final Chapter, "Pinball Paraphernalia", consisted of a
pictorial glossary of pinball terms and components.
<BR><BR>
PINBALL!
<BR><BR>
The
third pinball book to appear in the 1970's was "PINBALL" by
Roger Sharpe, which was published by E.P. Dutton in 1977. I had become acquainted with the author
about a year before the book's release, first by telephone and later in
person. Roger was then, and still is,
one of the truly dedicated pinball aficionados.
<BR><BR>
Roger's
book was basically a "picture book", primarily devoted to photos of
pinball being played and its location settings (both in the U.S. and
abroad). The text was scattered
throughout the book and not divided into chapters. The factual information was also indispersed with a narrative
description of someone playing a pinball machine.
<BR><BR>
Roger
began with his personal reflections concerning his association with the game
from his first childhood "pin encounter" to his current endeavors and
feelings about the game.
<BR><BR>
In
order to describe the "man versus machine" aspects of pinball, Roger
alluded to the well-known William Saroyan pin-related play "The Time of
Your Life" and its pinball playing character, Willie.
<BR><BR>
After
making the remark that pinball had a "long history", the author told
of the early game of Bagatelle, the addition of a plunger to that game by
Montegue Redgrave in the 1880's, and the Turn-of-the-Century counter-top
pingame-like game LOG CABIN.
<BR><BR>
The
early history of pinball pioneer Harry Williams was then discussed, telling how
in the late 20's he had been fascinated by a coin-op game called JAI ALAI, and
later began designing "replacement boards" (playfields) for early
counter-top pins. His first entirely
new game, a complex mechanical game called ADVANCE, was described and also
Harry's connection with the "tilt".
<BR><BR>
The
earlier history of coin-op games was again mentioned, including the use of
mutoscopes and "strength testers", as well as mentioning the arcades
which began appearing around the Turn-of-the-Century. Several early pingames, such as BILLIARD SKILL and WHOPPEE, were
then described.
<BR><BR>
Some of
the early history of pinball pioneers Dave Gottlieb and Ray Moloney was next
told, including how Dave traveled through Texas in the late 20's selling punchboards
and showing films. Dave's early pins
BINGO and BAFFLE BALL were described, as well as Ray's pioneer pin BALLYHOO.
<BR><BR>
Following
an "insert" on "bumpers", showing the first type of bumper
and describing their development through the years, the author began describing
some of the early pinball manufacturers.
Genco, founded by the three Gensburg brothers, was said to have prided
itself for "bringing out imitations of other company's games". Chicago Coin founder Sam Gensburg was then
quoted telling how he started that company and reminiscing about some of their
more popular games.
<BR><BR>
It was
then told how Exhibit Supply had been producing arcade games (such as
"claws" and "diggers") since 1901, then telling of some of
their hit pingames of the early 30's.
Mills Novelty, "the world's largest slot machine
manufacturer", was said to have produced a few pins in the early 30's,
including their well-known Mills' OFFICIAL.
<BR><BR>
The
"booming" pinball business in 1933 was next described, mentioning
Rockola's mechanical marvel, JIGSAW.
That year was said to be the beginning of "payout pinballs",
their competition with slot machines resulting in the beginning of much
"legal trouble" for the pin industry for years to come. The story of Harry Williams and his first
electric action game CONTACT was also related.
<BR><BR>
The
growth of the pingame industry in the 1930's was further described, with most
manufacturers being said to have been located in Chicago. The addition of backboards to pins was also
mentioned, as well as the 1935 coin machine trade show at which "console
games", like the famous PACE'S RACES horserace game, were first
introduced.
<BR><BR>
During
the 1935-41 period it was said that some companies (Rockola, Mills, Pace, etc.)
dropped pingame production. The arcades
of the period (often called "sportlands"), with their many pingames,
were said to flourish. During that
period it was also said that more legal problems occurred due to the
"gambling stigma" that had been attached to pins, resulting in some
cities, such as New York, Chicago, and Los Angeles, banning pins altogether.
<BR><BR>
The
World War II era was briefly discussed, including the wartime ban on new
pingame production and the "revamps" of older machines which were created. When the war ended it was said that the
pingame industry was in "bad shape" and that many of the pre-war
pingame producers dropped out of the pinball business.
<BR><BR>
The
invention of the flipper in 1947 by Gottlieb designer Harry Mabs was next
discussed, it being said that that invention was "a giant step in pingame
design", and that it helped to prove pinball to be a "game of
skill".
<BR><BR>
The
1951 introduction of the "in-line" or "bingo" pingame was
then commented on, the format of this new type of game being described. In was then told how the Supreme Court's
1956 "Korpan Decision" resulted in bingos being taxed and controlled
as "gambling devices".
<BR><BR>
An
"insert" describing the "free play" concept of pingames
told the story of Harry Williams' assistant in the 1930's, Bill Bellah,
inventing the first free play mechanism for pins.
<BR><BR>
The
introduction of the "Add-A-Ball" pingame in 1960 was next described,
it being said that they were a result of "anti-replay" laws which had
been introduced in many localities to try to combat the bingo machines. Various laws restricting pingames were then
described and some of the modifications to pins which resulted, such as
"roll-down games" and "automatic plungers".
<BR><BR>
It was
then said that pinball made "a slow, easy comeback by the late
1960's" with many of the restrictive laws being dropped by that time. The
re-legalization of pinball in New York, Los Angeles, and Chicago in the
1970's was then described. It was also
remarked that pins have changed quite a bit over the years and are now
"true skill games".
<BR><BR>
The
author then changed to the subject of the use of pingames overseas. In Europe, where many pingames are exported,
people were said to really love pinball.
Differences between how Americans and Europeans play the game were then
briefly discussed.
<BR><BR>
Turning
to pingame design, the author said that it was truly a "creative
process". Well known pingame
designers and industry personnel, such as Sam Stern, Norm Clark, Steve Kordek,
and Alvin Gottlieb, were then quoted as to their "design
philosophies" and other ideas related to pingame design.
<BR><BR>
Next,
the games produced by the four major manufacturers at that time (Bally,
Gottlieb, Williams, and Chicago Coin) were described, the author enumerating
various common characteristics of each company's games. This was followed by an "insert"
on "how to play pinball".
<BR><BR>
Following
an "insert" on pinball art great Roy Parker, the subject of
"graphic design" was discussed, including a visit to long-time
pinball artwork sub-contractor Advertising Posters. That company's art director George Molentin's description of the
complete process of producing pinball artwork was then presented.
<BR><BR>
The
invention of the video game by Nolan Bushnell with his pioneer game PONG was
next described as well as the first "hybrid" video/pinball game,
Allied Leisure's DYN-O-MITE. This was
followed by a brief discussion of the introduction of the all solid-state
pingame. The challenge of videos to
pins was also mentioned.
<BR><BR>
On the
subject of "home games", the author first mentioned the first home TV
games of PONG and ODYSSEY. The home
pinball games made by Brunswick, which were designed by Harry Williams, were
then mentioned.
<BR><BR>
The
statement was next made that "the public wants pins". It was then told how several of the pinball
companies had recently been sold to other companies - Gottlieb to Columbia
Pictures, Atari to Warner Communications, and Chicago Coin to Sam Stern to
become Stern Electronics.
<BR><BR>
The
movie Tommy was said to have promoted pinball to the public, and to have begun
the era of "celebrity tie-in" games.
On the subject "what does the future hold?", the author began
by saying "no one can say for sure".
He then commented that "the forces of change and development for
pins are relentless".
<BR><BR>
The
rise of pinball collecting was next mentioned along with mention of several
stores across the country which catered to the "home market". This was followed by some advice on buying
pingames for the home. A prominent
pinball collector of the time, Sam Bergman, was then quoted on why he collected
pingames.
<BR><BR>
The
formation of "pinball leagues" was proposed by the author. Predictions were then made as to what the
future might hold for pins. Several
things were mentioned, including the inevitable to solid-state, and the
possible use of multi-level playfields, "projection screen", and even
"holograms". The author ended
by saying that the pinball industry "is watching us (the players)"
and that if there are changes made to pinball it's "because we want
them".
<BR><BR>
The
book ended with a Glossary, followed by several lists of pingames which have
been produced over the years. First
there was a "pre-war list" (1931-1941). This was followed by a list of "wartime
conversions". Incidentally, all
the data in that list came from my own personal research conducted one
afternoon at the New York Public Library using wartime issues of Billboard
magazine.
<BR><BR>
Separate
"post-war lists" where provided for each of the four major
manufacturers (Bally, Chicago Coin, Gottlieb, and Williams). That was followed by a list of games by
several smaller and foreign manufacturers.
<BR><BR>
ALL
ABOUT PINBALL
<BR><BR>
The
next book to come out was titled "All About Pinball" and was
published by Grosset and Dunlap in 1977.
The authors were Steve Kirk and Bobyee Clair Natkin. Steve, a pinball enthusiast since childhood,
is presently employed as a design executive with current pinball manufacturer
Premier Technology. Ms. Natkin, his
collaborator on the book, was a free-lance writer.
<BR><BR>
Of all
the pinball books, I personally consider this one the "best overall"
as it covers pinball from all aspects, including history, great detail of
playing techniques, industry personalities, legal problems, and tournament
play.
<BR><BR>
Chapter
1 began a discussion of pinball history by briefly describing the
Turn-of-the-Century amusement parks and arcades which helped make coin machines
popular. The public's need for
diversion was then said to have been greatly heightened by the advent of the
Great Depression.
<BR><BR>
The
early counter-top pins were then said to be "simple games", which in
a few cases offered "prizes" for high score as an
"incentive" for players. This
was said to cause a few legal problems for some of these early games. It was then told how the unemployed of the
time became small operators. Chicago
quickly became the center of the pingame industry.
<BR><BR>
Early
predecessors of pingames were next described, including the early game of
Bagatelle, a pin-like game by Charles Young in 1884, and two other early games,
LOG CABIN and LITTLE MANHATTAN.
<BR><BR>
The
year 1931 was said to be "the most important year for the 'nurturing' of
the pingame industry", and that pingames had become a "craze" by
year's end. Important games from 1931
were said to be: KAROM GOLF, KEW PIN BALL, WHOOPEE, and ROLL-A-BALL. Early terms for that type of game were then
enumerated including "pigeon hole", "pin game",
"marble machine", and "pin and ball" (pinball).
<BR><BR>
During
this initial "boom", many small manufacturers were said to have
started making pingames. After a short
time, however, most dropped out again.
But others, like Rockola, Pace, ABT, Jennings, etc., remained. Other important pin manufacturers of the
30's were said to be Pamco, Stoner, Daval, and Western Equipment and
Supply. Important early manufacturers,
who stayed in the business after World War II, were Bally, Gottlieb, Keeney,
Exhibit, Genco and Chicago Coin.
<BR><BR>
Dave
Gottlieb, his early history, and his "pioneer pins BINGO and BAFFLE BALL,
as well as Ray Moloney (founder of Bally) and his BALLYHOO were next mentioned.
<BR><BR>
Early
pingame artwork was then described, with a 1931 pin, PLA-GIRL, said to be the
first use of "sex appeal" in pingame art. The influence of the 1933 Chicago World's Fair, and its
popularizing of the "Art Deco" style of art used on pins for years to
come, was mentioned, along with the Fair related pin, Rockola's JIGSAW.
<BR><BR>
On the
subject of technical innovations in the 1930's, the early "score
totalizer" used on Bally's AIRWAY, and the conversion to electricity of
pingames were first mentioned. The
introduction of "payout pingames" was also referred to. Other innovations of the decade were said to
be large backglasses, "cannons" (electric kickers), and forms of
"animation".
<BR><BR>
Chapter
2 concluded the history discussion beginning with World War II, the wartime pin
production ban, and the "war contracts" on which the pin factories
worked during the war. The formation of
United Manufacturing during the war, and their "revamps", was also
mentioned.
<BR><BR>
The big
demand for new pins after the war was next commented on as was Gottlieb's first
post-war game STAGE DOOR CANTEEN. This
was followed by the story of the invention of the flipper by Harry Mabs in
1947.
<BR><BR>
The
1950's was said to be the beginning of the "Space Age", with many
"middle class" kids starting to spend their allowance money on
pinball. Changing public attitudes
towards pins were said to have resulted from the elimination of direct payout
models, and the improvement in the locations in which the machines were then
found.
<BR><BR>
The
"Golden Age of Pinball" was said to have been dominated by Gottlieb
with its art by the fabulous Roy Parker.
Innovations which made the game more exciting were said to be such
things as "pop bumpers", "kicking rubbers", and designer Wayne Neyens' innovations such as
multi-player games and the "roto target".
<BR><BR>
In was
then said that the 1960's continued to be an active period for the pingame
industry with more foreign exporting and increases in players in this country
as the "baby boomers" started playing pinball.
<BR><BR>
Also,
social attitudes were said to be changing, with the 'work ethic' slowly giving
way to a 'pleasure ethic'. It was then
remarked that the movie Tommy increased the popularity of pins, both in this
country and in England where British kids really liked to play. Tommy was also credited with introducing the
term "wizard" into the pinball vocabulary.
<BR><BR>
It was
also said that in the 60's and 70's the media (movies, TV, etc.) "helped
make pins 'OK' again". The chapter
ended by telling of the art themes of these two decades, saying that the
"pop" and "op" art popular in the 60's
"progressed" during the 70's.
In was then remarked that during these two decades much of the pinball
art themes came from movies and TV.
<BR><BR>
Chapter
3, The Basics, began by remarking about the importance of reading and
understanding the game's instruction cards, and telling about how "replay
settings" were often set by operators to match the "skill level"
of a location's players.
<BR><BR>
Concentration
on the game was said to be very important so that the player always knows
"what he and the ball are doing".
Proper player stance was also described.
<BR><BR>
The
chapter ended by discussing some important playing techniques, including
various types of "nudging", proper flipper technique, and finally
advice to the player to "keep your eye on the ball".
<BR><BR>
Chapter
4, "Understanding the Instructions", gave an example of how to
interpret a typical game instruction card using Gottlieb's SPIRIT OF '76 as an
example. Each line of the card was
interpreted, and compared to corresponding playfield features where applicable.
<BR><BR>
Chapter
5, "Ball Control", began by describing the use of the
"shooter gauge" and various plunger release techniques. Basic flipper techniques were then described
in detail, aided by illustrations.
These included "setting up a shot", the "pass flip",
the "deflect pass", the "dead flipper bounce", and the
"back flip".
<BR><BR>
Advanced
flipper techniques were then described including: "return lane
transfer", "tap transfer", "reflection post transfer",
"stop shot", "back flip from a trap", "hop stop",
and "dead flipper relay shot".
Following that, two advanced plunger techniques ("extra on 'thumb
shot'" and "playing the arch") were described.
<BR><BR>
Chapter
6, "Strategy", began by saying that some information about a
game's scoring is found only on the playfield and not on the instruction card,
while other scoring can be found only during play.
<BR><BR>
A
typical "play strategy", again using SPIRIT OF '76 as the example
game, was then described. The
difference between 3 and 5 ball play was also discussed.
<BR><BR>
Chapter
7, "Pinball Pioneers", presented information about several
pioneer pinball personalities, as well as about some important early
manufacturers. Dave Gottlieb's personal
characteristics were first described, followed by some facts about his
company's history.
<BR><BR>
Harry Williams' early history was next outlined,
and two of his important early games, SIGNAL and CONTACT, were described. This was followed by a discussion of his
later accomplishments, including the formation of United and Williams
Manufacturing. Bally's founder Ray
Moloney was next described including some of his personal traits and
accomplishments.
<BR><BR>
The
career of Sam Stern was then outlined, including how he first began as an
operator in the early 30's, later to join up with Harry Williams in the late
40's, and finally to form Stern Electronics in 1977. A brief history of pioneer pin maker Chicago Coin was then
presented. This was followed by the
story of how the three Gensberg brothers founded Genco in the early 30's, moved
to Las Vegas in 1956 and started the Riviera, Genco finally merging with Chicago
Coin in 1959.
<BR><BR>
Designer
Lyn Durant was said to be "one of pinball's most brilliant
designers", his career then being described. Another pioneer company, Exhibit Supply, and its founder J. Frank
Meyer, were then briefly discussed The
chapter ended with the mention of three other pioneer pin makers, Rockola,
Mills, and Keeney.
<BR><BR>
Chapter
8, "Legality", began with the remark that there was
"little skill" required in playing pre-flipper pins". The payout pins which began in the mid 30's
were then described, followed by the advent of "free games". The fact that some 30's pins were considered
to be "games of chance" was said to have caused some negative public
sentiment and also result in early "legal difficulties" for the game.
<BR><BR>
Even
with the addition of flippers in 1947 it was said that many people confused
flipper games with the gambling type "bingo" pins which began to
appear in the early 1950's. This was
illustrated by describing an article in Better Homes and Gardens which showed
how "crusaders" were using "misinformed scare tactics" to
try to get rid of pins. That article
was compared to another article in the Annals of the American Association of
Social and Political Sciences which was said to have "told the true side
of the story".
<BR><BR>
(NOTE:
the former article was described in my previous COIN SLOT article "Pinball
Literature (Part 1)", the later being described earlier in this article)
<BR><BR>
Laws
regulating (or banning) the use of pingames in various jurisdictions were next
described. The court case in the 70's
which resulted in the relegalization of pingames in Los Angeles was then
described in much detail, including the testimony of Harry Williams and an
experiment set up in court by a PHD psychologist, with the judge finally ruling
in favor of the games saying he found "nothing immoral or injurious in the
game".
<BR><BR>
The
chapter ended with the author remarking that as far as kids playing pins was
concerned, he saw nothing wrong with it, commenting that watching TV or
spending their allowance on candy was far worse for a child.
<BR><BR>
Chapter
9, "Etiquette", began by saying that pinball should be played
as a "serious sport", and playing was an "engrossing
activity". Bystanders were warned
that it was impolite to bother the player or his machine. Setting a coin on top of the glass to
signify that a person wants to play next was suggested, but it was added that
the person playing should be allowed to continue as long as he wants, although
he could out of courtesy give others a chance.
<BR><BR>
Chapter
10, "Tournaments and Associations", started out by telling how
a player should practice before competing in a tournament. It was said that at that time no
"standards" or "procedures" for tournaments had been
established. After describing how
tournaments should be organized, the chapter ended by describing the then
current "Pinball Association of America", the book's author, Steve
Kirk, being the current President.
<BR><BR>
The
final chapter, titled "The Future", began by remarking that
"pins keep getting better all the time". The "pros" and "cons" of the of the
solid-state pins that were just emerging were next discussed. The demand for "home games", and
the current home version of Bally's FIREBALL, was then mentioned.
<BR><BR>
The new
modern arcades of the time were described, as was the attention that pinball
was receiving in the "media" (movies, TV, etc.). Finally, it was said that in the future we
should look for an increase in home pingames, concepts such as
"multi-level playfields", and games with "selectable
difficulty". It was also said that
the size and shape of pingames might change in the future. The book ended with the usual Glossary of
pinball terms.
<BR><BR>
TILT
<BR><BR>
The
fifth pinball book to be released in the 1970's was simply titled "Tilt",
written by Jim and Candace Tolbert, and published by Creative Arts Books in
1978. On a personal note - if it hadn't
been for this book's authors you probably wouldn't be reading this article since
Candace Tolbert was the person who first asked me to try writing for
publication, my first article appearing in the Tolbert's short-lived
publication Amusement Review in 1978.
<BR><BR>
This
book was primarily aimed at the person who owned (or wanted to purchase) their
own pingame, to give them information on the "care and feeding" of
their machine, along with a little historical insight into its past.
<BR><BR>
Chapter
1, "First Up", began with a narrative description of a typical
pinball play scenario. It was then
stated that at one time pingames were associated with "gambling", but
that today many are found in homes and the book was intended to help owners of
such machines to get "higher enjoyment from their games". It was pointed that the home buyer was
confronted with several choices when it comes to what game to purchase,
especially with the new solid-state pins which were just beginning to appear.
<BR><BR>
Chapter
2, "Special When Lit", began by talking about the choices
available to the home game buyer, including new "home models", as well as many types of older
commercial models which could also be purchased. Various sources of games were then described including
"private parties" advertising in the "want ads", dealers
catering to the "home market", and amusement machine distributors and
operators.
<BR><BR>
Some
things to consider in order to get a "good game" were next discussed
including making sure the game has a "good feel" to you while playing
it, that you like its artwork and "theme", and telling how to
carefully inspect a game before purchase.
Older games were said to often be a "good investment", the
subjects of "originality" and "refurbishment" then being
addressed.
<BR><BR>
The
subject of price was briefly discussed, it being pointed out that the price
paid for a game was governed by condition, availability, and the
"situation" of the seller.
The method of disassembling a game before moving it was then described
in detail.
<BR><BR>
Under
the heading "Making Your Pin Feel at Home" the authors described the
tools you should have to service your game, told about the space required for
it, and how to level the game. An
"insert" titled "Basic Care and Feeding of Your Pinball Machine",
then gave some general pointers on how to clean and make various adjustments to
the game, and some basic things to keep in mind when you are required to
troubleshoot a problem.. More detail
information of "personalizing" adjustments (replay levels, bells
on/off, match, etc) were then described.
<BR><BR>
Two
inserts, one on "Schematic Abbreviations and Symbols" and another
giving details of the game's "Credit (replay) Unit" were next
presented. This was followed by a
section titled "Keeping Your Pin Happy" which began by recommending
"periodic maintenance checks" and then described playfield
maintenance techniques. Inserts were
then provided describing soldering techniques; cleaning, adjusting, gaping and
point replacement for switches; and details of "step-up units".
<BR><BR>
The
underside of the playfield was next discussed, including lamp replacement and
details on flipper operation and adjustment.
There were also several inserts describing adjustment procedures for
"slingshots", flipper and rollover buttons, targets (normal, drop,
and spinner), "rollunder gates", rollovers, "eject holes",
and "thumper bumpers".
<BR><BR>
The
lightbox area and its maintenance was also described, including cleaning the
score reels, adjustment of the associated switches, and common problems
concerning score reels and their solutions.
The operation and uses of relays and score motors were then described.
<BR><BR>
Some
tips on "preventative maintenance" were next presented, including
checking for loose wires and parts, faulty connectors, and fuse problems. The chapter ended describing the types of
pinball "mechanics" who are available for help if you can't find the
problem in your game.
<BR><BR>
Chapter
3, "For Amusement Only", described the history of the pinball
machine. After briefly discussing
Turn-of-the-Century and early coin machines which were similar to the pingames
of the early 30's, pioneer pingames such as DUTCH POOL and EL BUMPO. were
described.
<BR><BR>
Dave
Gottlieb and his early game BAFFLE BALL, and Bally founder Ray Moloney and his
BALLYHOO were next described. The
beginning of early pinball "operators", and how early pins helped
them and the locations to survive, were discussed, as well as how Chicago became the center of game
manufacturing.
<BR><BR>
Harry
Williams' early pinball endeavors were next described, including how he first
designed "replacement" playfields, later designing the first electric
action pin, CONTACT. It was also told
how he helped perfect the replay mechanism and later founded both United and
Williams in the 1940's.
<BR><BR>
Various
pingame manufacturers of the early 30's were described, including some of their
games. Changes to pins occurring during
that decade were said to be the addition of legs, the invention of bumpers, and
the beginning of lighted backboards. An
insert titled "Little Known Milestones" described a game by a
California outfit in the early 30's which had six "flipper-like
paddles" controlled by player-operated handles.
<BR><BR>
The
"legal struggle" for pins occurring during the 30's was next
discussed, which was said to begin with the introduction of "payout
pins" which were called "the
industry's answer to gambling machines".
These games were soon outlawed in many places and other pins were said
to have suffered due to "guilt by association", politicians often
using these games as "scapegoats".
Licensing and taxing problems also resulted from this situation.
<BR><BR>
The
World War II era was next described, including "war theme games", the
"war contracts" the pin plants worked on, the "revamp"
games which emerged during the war, and how pinball technology was used in
war-related equipment. After the war
ended it was told how many pre-war pin manufacturers got out of the business.
<BR><BR>
Inserts
in this chapter described how Bally's Herb Jones defended his games and his
industry against wartime critics, told about the pin-related play/movie
"The Time of Your Life", and described United's 1941 game BIG PARADE
and the industry greats who participated in its creation.
<BR><BR>
Describing
the post-war years it was first noted that "pins needed something new to
survive". This was accomplished by
Harry Mabs' invention of the flipper in 1947 adding "skill" to the
game, which then became known as "flipper games". This was said to begin to help pins to regain
"public trust", but another setback in this area occurred when
"bingo pinballs" emerged in the early 50's.
<BR><BR>
Legal
problems with "replays", which occurred due to the bingos, were said
to have been overcome in some locations by Gottlieb's introduction of the
"Add-A-Ball" game in 1960.
The 1951 Johnson Act, and its effect on pingames and gambling devices,
was also discussed, it being said that it somewhat helped flipper games gain
respectability since they were not included in it.
<BR><BR>
After a
mention of the start of pinball collecting, the chapter ended by describing the
then new solid-state pins.
<BR><BR>
Chapter
4, "It's More Fun to Compete", began by telling how the game
had been studied by sociologists, psychologists, educators and the like, and
how pinball art had been captured on posters, fabrics, etc. The game was then said to be becoming a
"new competitive sport". Some
pinball associations and tournaments were then described.
<BR><BR>
An
insert titled "Pinball Vista" told how employees of a San Francisco
pinball distributorship developed a typewriter for the handicapped using
pinball technology. The art of the
backglass was then discussed, including how art lovers and historians
appreciate it. Another insert then
followed giving the lyrics to a song ("Amarillo") which made
reference to pinball.
<BR><BR>
Media
attention to pinball over the years was then described referring to magazine
articles from 1942, 1974, 1975, and 1977.
Manufacturer's promotional campaigns were next mentioned, including the
use of sports figures and other personalities.
<BR><BR>
Other
inserts in the chapter covered the invention of the first video game (PONG) by
Nolan Bushnell, a comparison between old and new pingame features, and
exporting and importing of pingames.
The chapter ended by describing the recent merger of Gottlieb into
Columbia Pictures.
<BR><BR>
The
final chapter, "Bonus", began by describing what it takes to
become a good player, including practice, getting acquainted with the
characteristics of the game, plunger shots, use of "body English",
and keeping your eye on the ball.
Accomplished players were said to use "a combination of balance,
effort, and style".
<BR><BR>
Some
"alternate play methods" were next described. These included two players playing a
single-player game, alternating after each ball, and keeping their own scores
for two consecutive games; and shooting for lowest score. Players were then advised to notify the
location's management about malfunctioning games, and to treat games "with
respect" and to encourage others to do the same.
<BR><BR>
The
chapter ended with a list of things the authors said that pin people know. They said that playing pinball increases
your power of concentration, expands imagination, furthers self-confidence, and
promotes healthy competition. The book ended with the usual Glossary, an
Appendix listing pingame manufacturers, and Bibliography.
<BR><BR>
SPECIAL
WHEN LIT
<BR><BR>
The
final pinball book to be released in the 1970's, and the last for many years to
come, was "Special When Lit", by Canadian Ed Trapunski,
published by Dolphin Books in 1979. I
had the pleasure of meeting the author when he visited my home during
preparation for the book. Ed was a
thoroughly enjoyable fellow with a real dedication to pingames.
<BR><BR>
The
first chapter, "A Mere Bagatelle", began with a brief
discussion of pinball's early origins, telling about the Ancient Greeks, the
use of the early game of Bagatelle by Louis XIV and its mention by Charles
Dickens in Pickwick Papers, and how it was brought to America in the early
1880's. The Turn-of-the-Century
pin-format game, LOG CABIN, was then described and how a "coin machine
craze" was begun early in this century.
<BR><BR>
After
discussing some early 30's pingames such as WHOOPEE, Dave Gottlieb and his
pioneer pin BAFFLE BALL and Ray Moloney and his BALLYHOO were described. Small factories to produce pingames were
then said to have sprung up in the early 30's, while some older coin machine
manufacturers (Mills, Jennings, Exhibit, etc.) also started making pins. It was then said that Chicago became
"the hub of the industry".
<BR><BR>
Chapter
2, "Playing Your Blues Away", continued describing the pins of
the 1930's, the author beginning by remarking that "pins were to the 30's
what 'fast food' was to the 60's".
(Incidentally, Ed certainly knew something about 'fast food' because he
told me that his wife was currently writing a book on that very subject while
he was preparing his).
<BR><BR>
At
first, it was said, pingames were sold by mail order, but soon distributors
began taking over the selling function, and by 1935 the "four tier
system" (manufacturer, distributor, operator, and location) was firmly in
place. After describing the personal
traits of some of the early operators, Dave Gottlieb's traits and personality
was mentioned.
<BR><BR>
The early "counter games" with their
simple mechanisms were then said to have been very popular, but some people
only thought them to be a "passing fad". Intense competition between manufacturers was then said to be
responsible for many new novel ideas which appeared in the early games.
<BR><BR>
Significant
innovations to pins which came about during the first half of the 30's were
described, including the change to steel balls, addition of legs, the score
totalizer, and the introduction of the bumper and backboards. The switch to electric power, of course, was
also described, as well as the early career of Harry Williams who started it
all.
<BR><BR>
Some
industry feuds of the period were described.
It was also said that by the mid 30's many of the small manufacturers
folded and the industry "settled down". By the end of the decade, it was said, over 5000 different models
had been produced, but that World War II stopped pin production "for the
duration".
<BR><BR>
Chapter
3, "An Intimate Industry", began by saying that the war didn't
kill pins and told how Harry Williams and Lyn Durant formed United during the
war, Harry breaking away a year later and forming Williams Manufacturing. After the war ended it was remarked that the
pingame industry was "rather sluggish" which caused some of the
pre-war pin manufacturers to switch to other types of coin machines.
<BR><BR>
The
story of how Chicago Coin was founded in the early 30's was told by founder Sam
Gensberg, including the continuous rivalry over the years between that firm and
Genco which was founded by three of Sam's brothers.
<BR><BR>
This
was followed by information on "transitions" by the major pin makers
- the change in Bally's leadership to Bill O'Donnel after Ray Moloney's death,
the Williams ownership change to Seeburg in the early 60's, and the sale of
Gottlieb to Columbia Pictures in the mid 70's. The chapter ended by telling how
many games were produced each year by the major manufacturers.
<BR><BR>
Chapter
4, "The Era of Innovation", started out telling how post-war
games became "more complex" with the addition of action devices such
as flippers, pop bumpers, and "slingshot kickers". The "gambling vs amusement machine
controversy" was next discussed, including how the old
"one-ball" gambling pins were eliminated in the early 50's, but
quickly replaced by the new "bingos".
<BR><BR>
Other
innovations to pins which were introduced during the 50's and 60's were said to be "drop in" coin
chutes, multi-player games and score reels, the "outhole bonus",
metal legs/rails, and the "automatic ball return". Other changes to pins such as the "match
feature", "Add-A-Ball" games, and targets were also discussed.
<BR><BR>
The
flipper, said to be "the ultimate accomplishment of pin technology",
was then described in detail, including its effect on the game itself (pins
even became known as "flipper games"), its various uses, placements,
and later modifications/improvements.
<BR><BR>
New
manufacturers which started in the 70's, such as Allied Leisure and Stern
Electronics were described, as well as several foreign manufacturers of the
period. Following this, the results of
a survey of what people thought the outstanding characteristics were of the
games produced by the three major U.S. manufacturers (Bally, Williams, and
Gottlieb) was then described. Williams
games were judged the best, Gottlieb was a close second, with Bally in third
place.
<BR><BR>
After
discussing the use of pins in various foreign countries, the chapter ended by
telling where pingames were most often found in the U.S., it being said that it
is normally where "young people congregate", but also stating that
pins were especially popular in "southern states".
<BR><BR>
Chapter
5, "The Science of Player Appeal", dealt with pingame
design. It began by stating the old
adage of pingame designers "the next game is the best one". After briefly describing the large amount of
"secrecy" which has always been practiced in the industry, the
"free-lance inventors" who came up with many of the novel ideas for
early pingames were mentioned.
<BR><BR>
After
describing the "engineering rooms" of the modern pinball plants, many
of the important designers' (such as Norm Clark, Ted Zale, Steve Kordek, Wayne
Neyens, etc.) design philosophies, etc. were discussed. This was followed by a fictitious
"scenario" describing how a typical game design might proceed.
<BR><BR>
Next,
the subject of game naming and themes was brought up, followed by how designs
were tested before release to the public.
Various typical playfield components were then described, followed by
mention of the production process. The
chapter ended with a brief discussion of sound producing components such as bells
and knockers.
<BR><BR>
Chapter
6, "The Art of the Backglass",
began by quoting designer Wayne Neyens on how colors affect players. It was then told how the early games had no
backglass and little artwork, then describing the "first" backglass. This was followed by mention of the
"Art Deco" style of art used on most games in the 30's, which it was
said was popularized by the 1933 Chicago World's Fair.
<BR><BR>
The use
of lights behind the backglass was then mentioned, followed by a discussion of
producing glasses by "silk screening" and the pioneer pingame art
sub-contractor Ad Posters.
<BR><BR>
The art
of the two most famous pingame artists, Roy Parker and George Molentin, was
next described, followed by a discussion of the various types of scenes
depicted on the glasses, including the use of women and "satire"
prevalent in Parker's art. It was then
said that pinball art reached its "peak" in the 1950's.
<BR><BR>
After
telling of the 'animation' used on pinball backglasses since the late 30's, the
idea for which was said to have come from neon signs, Bally artist of the 70's,
Dave Christensen, was mentioned including his praise of Roy Parker's work.
<BR><BR>
After
quoting artist George Molentin comparing pinball art of the 50's with that of
the 70's, the chapter ended by describing the traveling "Tilt
Exposition" presented in Canada in the 70's. This was followed by a brief discussion of the connection between
pingame "themes" are artwork.
<BR><BR>
Chapter
7, "The Perverter of Innocent Children", dealt with pinball's
"legal problems" over the years.
It began by reminding us of the "bad guy image" of pingames
portrayed in many 30's "gangster movies" where the mobsters force the
owner of the small New York City "candy store" to take a pingame to
"fleece" the kids from the nearby school.
<BR><BR>
A
series of news stories, articles, etc., over the years concerning pingames was
next described, including an "anti-Bagatelle" reference in an 1892
book, a 1937 news story of a kid stealing so he could play pinball, a 1950's
"Citizen's Crime Commission" report saying "pins are really slot
machines in disguise", and the Better Homes and Gardens anti-pin article
in the 1950's. A "pro-pinball"
article appearing in the Toronto Star in 1976 was also described.
<BR><BR>
It was
then said that large Department Stores were behind the anti-pin movement of the
early 30's because pingames helped their competitors the "small
store" owner. After telling how
some pins in the 30's and 40's were used for gambling (including the use of the
"knock-off button" to allow "free games" to be paid off)
the difference between amusement machines and gambling devices was described.
<BR><BR>
The
split between the gambling and amusement machine factions of the coin machine
industry, which began in the 1950's after bingos were introduced, was next
discussed. It was then told how Bally
got back into the flipper game business in 1963.
<BR><BR>
The
industry was said to be trying to "spruce up its image", but that
some manufacturers are "still afraid of law enforcement". It was then said that there was not much in
the "media" at that time to "sell pinball to the public",
and that there was still some "public resentment" toward the game.
<BR><BR>
Pingames,
however, were said to be finally beginning to gain respectability, especially
because there were few bingos left. The
1976 Los Angeles court case which legalized pins in that city was next
discussed, followed by mention of the subsequent re-legalization of pingames in
New York City and Chicago. The chapter
ended with the statement that "after 45 years pinball was finally becoming
respectable".
<BR><BR>
Chapter
8, "Why Do People Play?", began quoting Bally's Herb Jones on
several reasons, followed by a quote from a famous philosopher on why people
play games. The William Saroyan play
"The Time Of Your Life" was then mentioned.
<BR><BR>
Playing
pinball was said to give the player "a rush", and the game itself was
likened to a "pool hustler".
Some of the goals of pingame designers, such as "last ball
suspense", etc., were then described.
<BR><BR>
After
describing some of the many types of people who play pinball, the results of
some Japanese research were given which concluded "pins offer the masses a
means to express anger over poverty".
<BR><BR>
After
some discussion of the "man versus machine" aspects of pinball play,
the use of pins in the home was touched on.
Some ideas were then presented concerning how players think of pinball,
saying some think the machine is "almost human" and describing the
machine as "a true pal which never gets angry at you" even if you
beat it badly.
<BR><BR>
Mention
of a "sexual element" in pinball was followed by reference to the
pinball article in the December 1972 issue of PLAYBOY which I described in a
previous article. The chapter ended
with a remark that the game of pinball is "a constant challenge".
<BR><BR>
Chapter
9, "Step Right Up, A Winner Every Time, presented a description of
various game features and the play of a game in the form of a "come
on" by a "carnival barker" to a prospective player.
<BR><BR>
Chapter
10, "Fixing Your Machine", began by describing the "home
market" for pingames including where you might buy pins (home oriented
dealers, distributors, operators, etc.) and what you might be expected to pay
for a game. A potential buyer was then
cautioned to try out a game before buying it because you must have the
"proper individual feeling" regarding the era of the game and its
play characteristics in order to fully enjoy playing it for a long time.
<BR><BR>
Keeping
your machine in "good shape" was next discussed, including
"preventive maintenance", cleaning/waxing, lubrication and
leveling. How to replace lamps and
service bumpers and kickers was then briefly described.
<BR><BR>
It was
pointed out that the game's circuitry should be considered as "groups of
simple circuits" as displayed on the schematic diagram. Logical fault isolation techniques were then
touched on, followed by descriptions of some common problem symptoms and their
solutions.
<BR><BR>
After a
brief discussion of "switch adjustment", the chapter ended with a
safety warning regarding electric shock hazards.
<BR><BR>
The
final chapter, "The Technology of Tomorrow", began by telling
how Gottlieb had a long time resistance to media publicity, but that the movie
"Tommy" helped to improve pinball's public image.
<BR><BR>
Modern
arcades were then described, including Bally's "Aladdin's Castle"
chain, and more women were said to enjoy playing pins than ever before.
<BR><BR>
After
talking about "price inflation" in the games business (higher
manufacturing costs, machine costs, location overhead costs, and charge per
game) the switch from 5 ball to 3 ball play.
This was followed by a brief discussion of the new solid-state games, it
being remarked that players were "still not sure about these new
games".
<BR><BR>
After
stating that "videos will never attain the endurance of pins", the
chapter ended by saying that pingames were becoming more and more sophisticated
as time goes on. The book ended with the usually pinball Glossary.