PINGAMES AT THE 1986 FUN
FAIR
Well, here it is, Fun Fair time
again! Yes, another Loose
Change
Fun Fair, and again at the Pasadena Exhibit Center in
Pasadena,
CA where it has been held since 1980.
This is
California's
answer to Chicagoland, maybe not quite as large, but
still
with many interesting coin machines and other nostalgic
collectables.
So here I am again reporting on the
pingames that were to be
seen at
the show. This year there were sixteen
(or seventeen if
you
count duplicates), a few more than last year I might add.
There
were also quite a few pinball collectors and enthusiasts
present,
and I managed to meet and talk with most of them, one of
the
personal pleasures I get from attending these shows.
Incidentally, I will definitely be
attending Pinball Expo
'86 in
Chicago this year and am really looking forward to another
great
show like we had last year. This will
also give me the
opportunity
to put in a brief appearance at the Chicagoland show,
which
fortunately will again be held "across the street" and on
the
same weekend as the Pinball Expo. What
a break! Well,
enough
of this chatter; on with the games!
LOG
CABIN
As is my usual custom, I will describe
the pingames to be
found
at the show in chronological order.
This year we had the
rare
opportunity of seeing a real "pioneer pinnace"! Not one
from
the 1932 era, but a real "ancestor" from around the Turn Of
The
Century. This game was the famous LOG
CABIN put out by the
equally
famous coin machine makers, the Caille brothers of
Detroit. While probably classed as a trade
stimulator, the game
was
definitely in the pinnace format using steel balls, a sloping
playfield,
and numerous "pins" on the playfield. The front of
the
cabinet had an ornate metal casting depicting a log cabin in
a
forest, hence the name.
The machine at the show was an example of
the "square top"
version
of LOG CABIN. An example of the
"round top" version of
this
game was on display at Pinball Expo '85, and was owned by
industry
figure Alvin Gottlieb. It was indeed a
pleasure to see
two
examples of this rare pinball ancestor within a year, an
opportunity
which at one time I believed was impossible.
Despite that early pinball-like machine,
there were few
games
of this type made until late in 1931.
For a detailed look
at this
early period, however, you will have to wait for dick
Bueschel's
forthcoming book, "100 Most Collectable Pinball
Machines,
Vol. 1".
BALLYHOO
AND MONTE CARLO
For all practical purposes 1932 was the
beginning of the
"pinball
age". Representing that year at
the show were two
examples
of early pingames, Bally's first pinnace, BALLYHOO, and
Genco's
second, MONTE CARLO. Since both of these
machines
appeared
at last year's show I have not included photos of them
this
year. They are indeed excellent
examples of pioneer
pingames
by these two pioneer companies.
Incidentally, there
were
actually two BALLYHOO machines on display by two different
sellers. For pictures and descriptions of these two
classic
games,
including the story of how Bally got its name, I refer you
to the
Winter 85/86 issue of Coin Slot.
SKIPPER
The best represented year at this year's
show was 1933.
This
was indeed an interesting time in pinball history, as it was
the
time when the simple "pin and ball" games began to give way
to
games using some form of mechanical action, as is well
illustrated
by most of the 1933 pingames at this show.
Bally's SKIPPER of 1933 (that name
incidentally was used
again
in 1937 on Bally's payout version of the first bumper game,
BUMPER)
probably could be said to be a trade stimulator rather
than a
pin, but it did use a ball propelled by a plunger. The
game had
a circular playfield containing holes, each with one of
the
familiar bell slot machine fruit symbols next to it. A
player
was given three balls for a nickle and would try to get
them
into holes corresponding to one of the winning combinations
of symbols
shown on the "award card" at the bottom of the game.
Each combination would entitle the player
to so many
"points",
which, I assume, would be translated into merchandise
or
coins by the owner of the shop in which the game was located.
The
game was a small counter-top machine measuring 11 1/2 by 19
by 6
inches. The SKIPPER at the show was in
excellent condition.
WORLD
SERIES
Another 1933 pinnace at the show was
Rockola's WORLD SERIES.
This
was indeed a very interesting machine with an ingenious
mechanism. A turntable device, depicting a baseball
diamond with
a hole
for each base, was located near the bottom of the game.
This
device could rotate simulating baseball players advancing
around
the bases. The motive power to accomplish
this was from a
spring
which was "wound up" by the player pushing in the coin
chute
at the start of each game.
The player would shoot balls until three
"Outs" were
obtained. The balls could land in slots near the
middle of the
playfield
labeled "Out", "Strike", "Ball", and
"Hit". A ball
landing
in the "Hit" slot would enter the "diamond" and cause it
to
rotate 1/4 turn. When the turntable
made a complete
revolution
(after 4 hits) the ball would go into an area labeled
"Runs",
the number of balls in that area at the end of the game
being
the players score.
In addition to "run scoring",
other baseball scoring was
simulated. The third ball landing in the
"Strike" slot would
'overflow'
into the "Out" channel (3 strikes equals an "out") and
the
fourth ball landing in the "Ball" slot would overflow into
the
"Hit" channel (a "base on balls"). All in all, this game was
a very
clever mechanical simulation of the game of baseball and a
big hit
for Rockola in 1933.
SPEEDWAY
Next, also from 1933, was Gottlieb's
SPEEDWAY. This, in my
opinion,
was the most interesting of the pingames at the show,
and it
really was not strictly a "pinnace", as it had no
"pins".
The playfield of this game contained five
small racing cars,
each of
a different color, and each mounted on a 'track' which
ran up
and down the playfield. Next to each of
the tracks was a
hole
into which the balls could be shot. If
a ball landed in one
of
these holes, the corresponding race car would advance by one
'increment'
toward the "finish line".
There were two additional holes on the
playfield. One to
the
right of the tracks was apparently a "loser hole". The other
hole,
located near the top center of the playfield, was a special
'skill
hole'. If the player succeeded in
getting a ball into
this
hole, all five cars would advance one 'increment' down the
track.
This was indeed a fascinating game and even ardent
"flipper
players", like my friend Sam Harvey (Sam also took all
the fine
photos for this article) took some time to play this
game
and try the "skill shots".
Gottlieb's advertisement for this game,
appearing in the
September
1933 issue of Automatic Age, stated in part:
the
race is on! Five miniature metal racing
cars are
rarin'
to go! Release the ball. It zooms around the
track,
lands in a pocket and 'zip'!--the corresponding
racing
car automatically moves forward! Each
ball as
shot
advances any one of the five cars into successive
"score
zones" a skill hole strike advances all five
cars at
one time. And what a thrill to see the
entire
field go forward!
As a final note regarding SPEEDWAY, Alvin
Gottlieb, during
his
banquet speech at Pinball Expo '85, made mention of this
game.
He said he remembered it because he was given some of the
surplus
racing cars used in this game by his father.
He said he
was the
"hit of his grammar school" when he brought them to
school.
MAT-CHA-SKOR
The last of the 1933 pins at the show was
a game called MAT-
CHA-SKOR,
put out by the Peo Manufacturing Company of Rochester,
NY. This was a well built and brightly colored
counter-top
machine
with a rudimentary 'score totalizer'.
The playfield was circular with each ball
following a
circular
course to get into it. There were eight
scoring holes
in a
horizontal row, and with a different score value ranging
from 50
to 5000. There were two additional
holes, one at the
bottom
of the "playfield area" and the other in the middle of the
circular
track that the ball followed to get onto the playfield,
which,
I presume, were "out holes".
I guess that a ball had to
be shot
fast enough from the plunger so as to "skip" across the
latter
hole.
A ball dropping into any of the eight
scoring holes would
then
roll into the 'score totalizing area', which consisted of
vertical
slots on the board just below the circular play area.
This
allowed the player to more easily total his score (by
counting
the balls in each slot and multiplying by the
corresponding
score value). It also allowed more than
one ball
during
a game to land in the same scoring hole.
Finally, near the lower left-hand side of
the board, was a
diamond
shaped area with a hole in the center labeled "Matchit".
At the
start of each new game a different number (one of the
possible
score values of the scoring holes) would be indicated in
this
'window'. This was the score which the
player tried to
'match'
to presumably receive some sort of award, hence the name
MAT-CHA-SKOR.
This was indeed a very novel and colorful
machine, and still
another
example of the innovative pins to appear on the market
during
1933.
BABY
CONTACT
Next, chronologically, came BABY CONTACT
from 1934. This
was, of
course, one of the "CONTACT family" of games put out by
Pacific
Amusement Manufacturing Company (PAMCO) and designed by
none
other than pinball pioneer Harry Williams.
These were the
first
pingames to use electricity to provide playfield "action",
the
power source being "dry cell" batteries. You long time Coin
Slot
subscribers can read the complete story of the invention of
CONTACT
by Harry Williams in my previous article, "Contact,
Pinball
Goes Electric!" in the October 1983 issue.
As I said earlier, BABY CONTACT was one
of a "family" of
CONTACT
models and was the smallest of the four family members,
measuring
16 by 30 inches. The other models
were: "Master" (18
by 36),
"Junior" (24 by 44), the model I own, and "Senior" (a
whopping
30 by 60 inches).
The operation of these games was fairly
simple, yet the new
principle
involved, of using electricity to provide playfield
"action",
was, of course, the basis of all pinball "action" in
the
future. The games had two areas on
their playfields which I
shall
call "Special Scoring Sections".
Each of these sections
contained
three holes in vertical alignment, surrounded by a
"hedge"
of pins in the earlier models, and cast aluminum in the
later
models like the one at the show.
A ball entering one of these sections
would land in the top
hole of
that section, which had the lowest scoring value of the
three
holes. This hole was fitted underneath
with an electro-
magnet
"solenoid" device which, when energized, would cause the
ball to
be ejected from that hole so that it would roll down into
one of
the two higher scoring holes below it.
This "eject hole"
principle
has been used on a multitude of pingames since that
time
and is still used on the sophisticated "solid-state"
pinballs
of the Eighties.
In order to energize these "eject
holes" the player had to
get
another ball in the "Contact hole" at the top of the
playfield,
requiring a "skill shot" by the player. Although
simple
in concept, the ideas introduced in CONTACT had a
revolutionary
impact on pinnace design in the future.
It was surely nice to see this innovative
historical pinnace
at the
1986 Fun Fair. The BABY CONTACT at the
show was in
excellent
condition, including the original instruction cards.
BUMPER
This year's show was certainly one
displaying innovative,
historical
pingames. We have already described LOG
CABIN (a
historic
early "ancestor" of the modern pinnace) and BABY CONTACT
(the
first pinnace to employ "electric action"). In addition to
these
historical beauties we had Bally's BUMPER of 1936, the game
that
introduced the "bumper" to pinball.
Prior to the introduction of BUMPER by
Bally, the primary
'scoring
objectives" of pinball were playfield holes or some form
of
'channel'. Incremental scoring of
points was also difficult
to
implement. BUMPER introduced a new
scoring device which was
to be
the next "sensation" in pinnace design, and which came to
be
generically referred to as the "bumper" after the name of this
historic
machine.
The "bumpers" on BUMPER
consisted of metal posts with a
circular
plate on top from which was suspended a coil spring like
device. When this spring was hit by a ball two
things would
happen. First, the lower end of the spring (which
was bent
straight
and projected through a carbon-ringed hole in the
playfield)
would make an electrical contact, causing points to be
scored. Secondly, the springiness of the spring
would cause the
ball to
rebound, giving "action" to it.
In fact, these new
devices
were so attractive to players that for a period of
several
years after the introduction of BUMPER the use of
"electric
kickers", introduced by Harry Williams in CONTACT, was
almost
discontinued in pinnace design. With a
few exceptions, it
wasn't
until 1941 that "kickout holes" began to reappear on
pingames.
BUMPER also introduced another device
which was to become
one of
the major methods of score totalization and indication for
the
next several years. This was the
"score projector" which
indicated
scores as the lighted image of a number projected from
behind
onto a frosted area of the backboard.
As each bumper was
struck,
this device would be incremented and the next higher
score
(in units of 10 points on BUMPER) would be shown.
So here again was another historic and
revolutionary pinnace
offered
for sale at the 1986 Fun Fair. This was
quite a show as
far as
pinball history was concerned.
HI-BOY
The final two pingames from the 1930s at
this year's show
were
two payout pins, both by the famed slot machine
manufacturer,
the Mills Novelty Company of Chicago.
The first of
these
was Mills' HI-BOY, which was in reality a Mills mystery
bell
slot machine 'disguised' as a pinball machine.
The machine
at the
show, as displayed, was actually incomplete, but I didn't
discover
this until later when I began to research it.
For this
reason,
a copy of a photo-ad for HI-BOY will be shown, in lieu of
a photo
of the actual game.
Missing from the machine was it's lighted
backboard, which
displayed
light-up versions of the Mills 'animal bell' slot
machine
symbols popular in the Thirties. The
machine contained a
Mills
bell mechanism which was activated when a coin was inserted
and the
handle on the side of the machine was pulled.
The
mechanism
controlled the lighting of the symbols on the
backglass,
and when they finally stopped changing, a final
pattern
was displayed.
If the machine stopped on one of the
'winning combinations'
the
actual payout was held back until the player shot a ball onto
the
pinnace playfield and it landed in a hole marked 2000 or
more.
If the player succeeded in doing this he would receive the
payout
he had 'earned' from the winning combination shown of the
backboard.
Furthermore, if the player did not
achieve a winning
combination
from the 'bell', he could still win a "consolation
prize"
of 3 coins by shooting the ball into the hole marked
"5000"
at the top of the playfield. This machine,
as you can
plainly
see, was surely a combination of a pinnace and a bell
slot
machine.
ONE-TWO-THREE
The other Mills payout pin at the show
was also a
combination
pinnace and slot machine, but with a different
mechanization. ONE-TWO-THREE was first advertised by Mills
in
1938
and was such a popular machine, with both players and
operators,
that it was in production for several years.
This machine also showed slot machine
symbols on the
backboard,
but used actual 'reels' behind the glass instead of
lighted
symbols. These reels were not, however,
controlled by a
'bell'
mechanism, but were 'stepped', one symbol at a time, under
control
of the ball in play on the playfield.
ONE-TWO-THREE had a stainless steel
playfield with 12
bumpers
(4 orange, 4 green, and 4 yellow). As
each bumper was
struck
by a ball it would 'advance' the reel on the backboard
(above
which the corresponding color was displayed) to the next
symbol. When the game was over the slot machine combination
showing
on the backboard determined if a payout was to be made
and how
much, according to a slot machine type "award card" shown
on the
backglass.
The game was available in several
forms. The symbols on the
reels
could be either the standard "fruit symbols", or the then
popular
"animal symbols", as was the case with the ONE-TWO-THREE
on
display at the show. It was also
available as a "direct
payout"
or a "free-play" machine, the latter version having a
large
box mounted above the backboard to display free game
'credits'.
ONE-TWO-THREE was indeed a very novel
pinnace, which
combined
bumper pinball play with slot machine scoring.
This was
apparently
a very popular combination with players in the late
Thirties
and early Forties judging by the long production run for
this
game.
GOLD
BALL
Well, that ends the description of the
pingames from the
1930s
which were at this show. The next game
was made in 1947
and was
GOLD BALL by Chicago Coin. Pingames
from the Forties and
Fifties
(and even the Sixties, for that matter) have been fairly
rare at
the Fun Fairs, so its always a pleasure to see one or two
games
from that era at a show.
There is a sad story connected with the
GOLD BALL which was
at this
show. It was owned by a friend of mine
and he called me
the day
after the show to report some bad news.
It seems that
during
the "ride home" the machine fell out of a truck and was
demolished
on the highway. A truly sad ending for
this beautiful
machine.
GOLD BALL was typical of the pingames
made after World War
II, but
before the introduction of the flipper in 1947. They had
lots of
kickout holes, bumpers, and rollovers.
This machine,
however,
had a unique feature. One of the five
balls in the
machine
was made of a different material and was gold in color,
hence
the name. The three kickout holes on
the playfield could
somehow
'detect' when the "gold ball" landed in them. If one of
the
normal steel balls landed in one of these holes 50,000 points
were
scored. But if it was the "gold
ball", 100,000 would
result.
The center hole could also be lit for an
"Extra Special"
award,
which was increased to "Super Special" for the "gold
ball".
I am not sure how the "gold ball" was detected, but I
suspect
that it was made of a "non-magnetic" metal and that that
property
may have been used to distinguish it from the "magnetic"
steel
balls.
As a final note regarding GOLD BALL, the
scoring values are
interesting. Most pinballs in the 1945-1947 era had
scores
ranging
into the "hundred thousands".
GOLD BALL had a "one-
million"
light on the backboard, a hint of "things to come" as
within
a year or so most pinballs had scores reaching up into the
"millions". In fact, a Country and Western song came out
around
that
time called "Pinball Millionaire", which I am sure was
prompted
by the high-scoring pingames of the day.
SKILL
CARDS
While I was walking the aisles of the
show looking for
pingames
I came across a small counter-top game which I thought
was
another of the counter games made around 1932.
The game was
called
SKILL CARDS, had a playfield dotted with holes, each
labeled
with a playing card value, and with a sign on the lower
part of
the playfield indicating that you could play "Poker" or
"Twenty-One". We photographed this little game and went
on.
A few days later I was talking to Dick
Bueschel on the phone
and I
mentioned SKILL CARDS. Dick immediately
said, "that's no
early
game, its a trade stimulator made in the late Forties or
early
Fifties." He went on to say that
it was originally made by
a small
outfit in Cleveland, later sold by a company called
Monarch,
and that finally a two player version was put out by the
Auto-Bell
Mfg. Co. of Chicago. Dick later sent me
a flyer of the
Auto-Bell
game which was called ACEY-DUCY. This
game had two
playfields,
coin chutes, and plungers, mounted side by side, the
playfield
being identical to that used on SKILL CARDS.
The game had 'pins' on the playfield just
like the early
pingames
from the Thirties. Like the sign said,
you could use
the
game to play "Poker" or "Twenty-One" since each of the five
balls
would land in a "card hole", thus giving the player a five
card
hand such as is used in both of those games.
So here was a game made around 1950 that
had the same
playfield
characteristics as pingames made some twenty years
earlier. Quite an interesting game indeed.
RACE-WAY
Jumping chronologically now to the 1960s
we had a game
called
RACE-WAY put out by Midway Mfg. Co. in 1963.
Midway has
been
owned by Bally for many years (maybe always, I'm not sure)
and
primarily made "arcade games".
RACE-WAY is sort of a "cross"
between
a pinball and an arcade game for several reasons.
First, it does not have a plunger. Instead the balls are
shot
onto the playfield from the bottom center of it, when a
button
is pressed. Second, it has no bumpers,
only "targets" (of
the
style used on most "pitch and bat" baseball machines),
kickout
holes, rollovers, and "slingshot kickers". It does,
however,
have flippers and that makes it more like a pinball.
The game has an animated race car unit
behind the backglass
consisting
of an oval track and two race cars, one blue and one
red. The machine could be played by either one or
two players,
the 1st
player having the blue car, and the second the red one.
The
various "scoring objectives" on the playfield would cause the
appropriate
car to advance around the track, with each complete
"lap"
for each car being tallied on the "lap" score reels on the
backboard. It would seem to me that this would be a
nice
"competitive"
game for two players because you could see the two
cars
"vying for position" on the track.
So, while maybe not a pinnace in every
sense of the word,
this
was a game from the 1960s, an era which has not been too
well
represented at Fun Fairs over the past years.
SWINGER
and JUBILEE
Finally, we had two pinballs from
1973. They were SWINGER
and
JUBILEE, both by Williams. These were
both typical pinballs
of the
1970 era, with SWINGER being a two player and JUBILEE a
four
player. They both had "bonus"
scoring and, of course, large
flippers. SWINGER also had a "Ball Saver
Post" which, when
raised,
kept the ball from passing between the flippers into the
"out-hole". This was a feature found on several games of
that
era. Both machines at the show were in excellent
condition and
reasonably
priced, considering their condition. I
know for a
fact
that at least one of them was sold on the first day.
So, there we are. As you can see there was a better than
average
showing of pingames at the 1986 Loose Change Fun Fair.
Not
only was the quantity of games a little more than usual, but
so was
the quality, especially in the area of historic "firsts".
We had one of the first pinnace type
machines ever built
(LOG
CABIN), the first Bally game (BALLYHOO), the first "electric
action"
pin (BABY CONTACT), and the first "bumper" game (BUMPER).
In
addition, we had two "mechanical marvels" of 1933 (WORLD
SERIES
and SPEEDWAY) and two excellent
examples of the "payout"
pins of
the 1930s (HI-BOY and ONE-TWO-THREE).
All in all, I
would
say this was probably the best overall line-up of pinballs
at any
Fun Fair to date. Lets hope next year
will be even
better!