STONER'S ELECTRO
by Russ Jensen
This is the fourth in my series of
articles describing the
pingames
in my personal collection. This time
the game is
Stoner's
ELECTRO which came out around March of 1938.
ELECTRO
has
some quite interesting artwork, both on it's playfield and
backglass,
as well as fairly sophisticated scoring circuitry for
it's
time.
The game's manufacturer, Stoner
Manufacturing Co. of
Aurora,
IL, began producing pingames as early as 1933.
They soon
began
using the slogan "The Aristocrat Line" to describe their
games,
a slogan which appears on the front door of ELECTRO.
Stoner
machines were always well crafted and very 'stylish'. In
fact, a
cabinet style they originated sometime in 1937 (a 'single
unit'
cabinet with the backbox part of the playfield cabinet) was
emulated
by other manufacturers of that period.
Stoner continued to make pingames up
until the start of
World
War II, but did not resume pin production after the war.
They
did, however, produce other coin machines, such as candy
vendors,
after the war.
My ELECTRO has the original instruction
card at the bottom
of the
playfield. The wording of this card is
interesting and
worth
quoting. It reads:
ELECTRO
is purely a skillful high score game.
Each
bumper
contacted adding One Hundred in the Mill
Wheel
on the left. Balls dropping into holes
give
the
player an addition in the amount shown at the
top of
the board at time of contact. Thousands
show on
the right hand side of the backboard.
The
wording of this card will become clear as the game's features
are
described.
The 'theme' of ELECTRO is 'Hydro-Electric
Power' and its use
in an
electrified metropolis. The game's
outstanding graphics
portray
this theme well.
At the left hand side of the backglass
can be seen a large
water-wheel
(the 'Mill Wheel' mentioned in the instruction card).
This
wheel is a major part of the game's 'light animation' which
will be
described shortly. In between the
spokes of the wheel
are
shown the 'Hundreds' scores.
The rest of the backglass graphics shows
large waterfalls,
and a
Hydro-Electric power plant with the skyline of a large city
in the
background. At the top of this picture
is a 'modernistic'
electric
train which is also a part of the game's 'light
animation'
feature.
The playfield graphics illustrate these
same features, less
the
'Mill Wheel'. The bottom half of the
board shows the large
waterfalls
and Hydro-Electric power plant in detail.
The upper
half of
the playboard shows the large city's buildings. The
electric
train is shown in the foreground running on an elevated
platform. All in all, the graphics, both backglass and
playfield,
are excellent and show a much greater detail than most
games
of this period.
The 'heart' of the mechanism of this game
is a motor driven
'contactor'
unit which runs throughout the course of the game,
and
provides control of the game's 'light animation' and variable
scoring
features. There are two 'light
animated' sections on the
backglass. The first, the 'Mill Wheel', uses that
technique to
simulate
a constant rotation of the wheel. Both
the spokes of
the
wheel and sections of the wheel's rim are lighted
sequentially,
giving the appearance of the wheel's rotation.
The
effect
is quite remarkable.
The other 'light animation' area is the
electric train. The
eleven
windows of the train light sequentially displaying
potential
scoring values of zero through 1000.
This sequence
continues
over and over during play of the game.
The scoring of points during a game can
occur in two ways.
The
first is by hitting the bumpers on the playfield, and the
other
is by a ball dropping into one of the playfield holes.
Hitting
a bumper scores 100 points, but a ball dropping into a
hole
may score anywhere from zero to 1000 points.
When a ball drops into one of the holes
on the playfield,
the
rotating contactor mechanism temporarily stops rotating. The
number
of points (0 to 1000), shown by the lighted train window
on the
backglass at that time, is the scoring value of that hole,
those
points being scored in increments of 100.
After the
scoring
is complete the contactor again begins to rotate. The
ball,
however, remains in the hole until the end of the game.
This was a very novel scoring idea and is
somewhat akin to
variable
or 'mystery' score bonuses which were used on games many
years
later, and even today. A few other
games of that period,
however,
used similar scoring techniques. A game
called DUX,
made by
Chicago Coin in 1937, used a motor rotated wheel
displaying
a picture of a wild duck which moved across the
backglass. The position of the duck at any given moment
was
linked
to the amount of score received when a certain bumper on
the
playfield was hit.
The player's score on ELECTRO is
displayed in two areas of
the
backglass. The 'hundreds' are displayed
between the spokes
of the
'Mill Wheel'. The 'thousands' are
displayed in a 'tower
like'
structure at the right hand side of the glass.
Last, but
not
least, the ominous "TILT" sign is in the center of the 'Mill
Wheel
'.
All in all, Stoner's ELECTRO is a
fascinating pingame and
very
imaginative for the period. It's superb
graphics, it's
highly
developed 'light animation', and it's novel 'time
dependant
scoring' feature all combine to form a truly 'classic'
pinball
game of it's era.