CONTACT! - PINBALL GOES ELECTRIC!
by Russ Jensen
This is
the second in my series of articles describing the pingames in my personal
collection, in chronological order. Last time I described the pioneer pingame,
BALLYHOO, which was the beginning of the great Rally organization, and even
responsible for its corporate name. This time I will describe Pacific
Amusement's watershed game, CONTACT, invented by the great Harry Williams, and
the first pingame to employ electricity to give action to the game.
The
time was the latter part of 1933. The pinball industry, for all practical
purposes, was little more than two years old. But in that short span, pin games
had developed from simple counter‑top boxes with holes on playfields that
were studded with nails to some rather complex "mechanical marvels"
like Rockola's WORLD SERIES and WORLD'S FAIR JIGSAW.
In
California, at the time, young pin game designer, Harry Williams, (soon to
become one of the greatest names in the industry) was beginning to feel a
"financial pinch". The income from his efforts in the pingame field
was beginning to fall off and he needed a new idea to enable him to survive in
the business he knew and loved. He knew what he needed‑‑but the
ideas just didn't seem to come. Then. one day, during a period of silent
meditation, he got an inspiration, which, though he was unaware Of it at the
time, was to become the first major milestone in pin game development.
He
immediately got out the large green pad of paper which he used to sketch all
his designs. And, in what seemed like only minutes, had sketched the design for
his new game. A game using electricity to provide "Playfield Action"
through the use of small electromagnets capable of "kicking' a ball out of
one hole and into another. He decided to call his new inspiration CONTACT
because it used an electrical "contact" (switch) to initiate the
action. Harry's invention was soon to become the very first pin game to use
electric power from dry cell batteries to provide "action" that
intrigued and amused the player. (NOTE: At about this same time, Bally
introduced a game called ROCKET which also used battery power but only to
operate a "coin payout" mechanism. This innovation began the era of
electric, automatic payout pins.)
At this
point, Harry was faced with two problems. Finding the electromagnets he needed
to implement his design, and finding someone to help him manufacture and market
it. As luck would have it, Harry's shop was located on Pico Boulevard in Los
Angeles‑‑an area of small manufacturers as well as coin machine
jobbers (Pico is still the center of the coin machine activities in L.A.). He
soon discovered, much to his delight that right next door to him was a small
manufacturer of (you guessed it!) electromagnets known as
"solenoids". Harry bought the parts he needed and set to work to
build a prototype of his new brainchild. The next step was to find someone to
help him produce and market it.
Harry
had heard of a small carburetor manufacturer named Fred McClellan who had
ventured into the pin game field. Fred had apparently decided there was money
to be made in games and awhile back had formed what he called Pacific Amusement
Manufacturing Co. Despite the firm's name, Fred did not actually manufacture
his own games at that time. He had them made by a "cabinet shop",
instead, put his name on them and sold them to coin machine operators. At the
time Harry invented CONTACT, Fred was successfully marketing two games:
MASTERPIECE and METROPOLITAN.
Fred
McClellan was the man Harry chose to see his new game. And when Fred saw the
"action" on CONTACT's playfield he realized at once that this was
what pin game players had been waiting for‑‑thrilling action to a
pin game. A deal was stuck. Fred was to market CONTACT. But what about
manufacture? After some discussion, Harry convinced Fred that he should set up
his own manufacturing facility rather than use the "cabinet shop" to
produce CONTACT, and a bold venture was initiated. So began the era of electric
action pin games which has continued to this very day.
The
introduction of electric playfield action was not CONTACT"s only claim to
fame. Not long after CONTACT was put on the market, a practical joke was played
on Fred McClellan that had far‑reaching consequences. Fred's office was
located behind his showroom which was always filled with potential customers
trying out his games. Business was good and Fred was constantly being
interrupted by phone calls. Someone saw in this situation the opportunity for a
joke and connected an electric door bell to the solenoid circuit on one of the
CONTACT games in the showroom. Then every time the solenoid was energized as
the game was being played, the bell would ring. And Fred, thinking it was his
phone, would try to answer it. But no one was ever there.
One of
the operators in the showroom at the time thought the bell would be a good
attention getting device if used on the game for real to help ar~ct players. He
tried operating a CONTACT equipped with a bell next to one without it and the
bell equipped game was the hands down winner as far as "take" was
concerned. After that bells became standard equipment on CONTACT. And the era
of bells on pin games had also begun. For, as every pinball fan knows, bells
became standard features of electro-mechanical pins and remained so through the
mid‑seventies. The sound of jangling bells, as well as
"clacking" solenoids and stepping switches, were the characteristic
sound of pinball for many years.
CONTACT
was also one of the first games to use another of Harry Williams' historic
inventions‑‑The "TILT" indicator. But that's another
story. Although the tilt indicator was not included on the very early models of
CONTACT it did become standard equipment on later ones.
By
April of 1934, advertisements for CONTACT were appearing in all the major trade
publications. In that same month, Pacific Amusement announced the opening of
their Chicago plant to supplement the output from their Los Angeles facility.
CONTACT, with its clacking solenoids and raucous bells, had taken the pinball
playing nation by storm. The game could now be bought in four sizes! "A
size to fit all locations", according to the advertising.
BABY
CONTACT was a "counter top" version measuring just 16 by 30 inches.
MASTER was next at 18 by 36. Then came JUNIOR‑‑close to the size of
a modem pin at 24 by 44. While CONTACT SENIOR‑‑a whopping 30 by 60
inches‑‑was the top of the line and rounded out the CONTACT family.
Production
of CONTACT continued for close to one year, a "run" almost unheard of
in the pin game business before or since. During this period over 23,000 games
were produced (and possibly as many as 33,000) according to Harry Williams.
CONTACT had made a hit and opened a new era of pin game design‑‑electric
action.
Incidently,
Harry Williams applied for a patent on his milestone invention December 18,
1933. Patent 2,073,132 was issued to him in March of 1937! Not quite soon
enough to have much of a deterrent effect on an industry where lead‑time
is measured in days.
GAME
CHARACTERISTICS
So much
for CONTACT's fascinating history. What about the game itself) The machine in
the photographs is a CONTACT JUNIOR from my personal collection. The game
features two "special scoring sections" each containing three holes in
vertical alignment surrounded by a "hedge" of pins (later models used
molded plastic barriers). The top hole in each group is fitted beneath the
playfield with one of the solenoid kicker devices capable of ejecting the ball
from the hole when energized by electric current.
At the
top center of the playfield there's a hole labelled CONTACT and beneath that
hole a "see‑saw" like device. When a ball drops through the
CONTACT hole and lands on one end of the see‑saw it tilts in the opposite
direction causing an electric switch to be operated. The ball then rolls down
the sloping panel underneath the playfield to the ball‑lift mechanism
allowing the player to re‑use it. With the weight of the ball gone, the
see‑saw returns to its normal position and re‑opens the electric
switch.
The
closing of the switch rings the bell and causes the solenoid "ball‑kickers"
to be energized unseating any ball which might previously have landed in the
upper holes of either of the "special scoring sections". A ball, once
ejected from an upper hole, then rolls down and lands in one of the other two
holes in that scoring section. Each of these holes, of course, has a higher
scoring value than the upper hole, with the bottom hole in each case having the
highest value. Thus, the CONTACT hole enabled a player to move a ball from one
hole to another of higher value through the magic of electricity.
The
invention of CONTACT by Harry Williams was the first major innovation in the
development of pin games and marked the beginning of electric action components
on the playfield. In the perspective of pinball history, only two other
breakthroughs can be said to be of similar significance: the introduction of
"bumpers" by Bally in late 1936 on a game called BUMPER, and the invention
of "flippers" by Harry Mabs in late 1947, first introduced by
Gottlieb on HUMPTY DUMPTY. The only possible addition to this list might be the
invention of "Free games" (replays)‑‑a development which,
not surprisingly, Harry Williams also had a hand in! But that again, is another
story.
In
closing, I wish to express my great thanks to a fine gentleman and credit to
the pinball industry, Mr. Harry E. Williams. I not only wish to thank Mr.
Williams for his great contributions to the world of pinball which we all love,
I also wish to thank him for the kind and friendly cooperation he showed to me
in my search into this epic of pin game history.