THE EVOLUTION OF THE FLIPPER
by Russ Jensen
(AUTHOR'S
NOTE: This article was written at the
suggestion of
French
coin-op magazine publisher Yves Erard for his publication
PIJAMA. Due to a one year hiatus in the publication
of PIJAMA it
will
not be published in French until sometime later. I have
decided
that it should be published in English in COIN SLOT)
Before beginning my story of the flipper
I would like to
acknowledge
the help of three people in my research for this
article. My good friend and pinball
collector/historian, Sam
Harvey
(using his vast pinball flyer collection) provided valuable
information
regarding the various changes by different
manufacturers
of flipper configurations over the years.
Another friend and pinball historian, Rob
Hawkins, provided me
with
copies of many BILLBOARD magazine ads illustrating the first
flipper
games by several manufacturers. And
last, but not least,
Steve
Kordek (of Williams/Bally/Midway Games) graciously researched
more
old BILLBOARD magazines to determine the first flipper game by
United
Manufacturing (which incidentally was manufactured in the
very
building where Steve currently works).
What do most pinball historians and
industry people believe is
the
single greatest invention in the history of pinball? The
answer
is the flipper. The primary reason
given for this is that
the
flipper finally introduced a high degree of "skill" to the
game.
This had two results. First, it let the player have more
control
over his final score, giving him more enjoyment in playing.
Secondly,
it began to end the argument used by many of the game's
detractors
that pinball was only a "game of chance" whose primary
use was
for gambling.
EARLY "BALL
CONTROL"
Before describing this invention, and
then it's improvements
over
the years, I would like to briefly discuss some very early
attempts
to give the pinball player some measure of control over
the
movement of the ball.
Early in 1932 (the first year of
substantial pingame
production)
an outfit called Bay City Games in Bay City, Michigan
put out
a little game called KOW TOW. This game
had no plunger to
propel
the ball. Instead the player used a
"cue stick" (similar to
that
used in the game of Billiards) to propel the ball onto the
playing
surface.
KOW TOW was very crude, it not being too
far advanced from
pinball's
early ancestor the game of Bagatelle.
The use of the cue
stick
caused it to even more closely simulate that ancestor. The
playfield
scoring features were simple pin-guarded holes, but this
was
typical of all pingames of the period.
Not long after that game appeared,
Rockola (a firm well known
for
it's juke boxes) introduced a game called JUGGLE BALL. This
game
had a player controlled stick device (somewhat similar to a
cue
stick) with which the player could influence the ball in play
using a
handle protruding from the front of the machine.
JUGGLE BALL was quite a lot more
sophisticated than KOW TOW,
having
a ball launching device. The playfield,
even though only
providing
holes (both round and elongated) as scoring objectives,
boasted
attractive color artwork.
Even though the two early games mentioned
above provided the
player
some form of ball control, they could in no way be said to
have
anything resembling flippers. There
was, however, another
pingame
from that same year which could even be broadly considered
to be
"the first flipper game".
That game was called DOUBLE SHUFFLE and
was released by the
Hercules
Novelty Company sometime around the Fall of 1932. DOUBLE
SHUFFLE
had seven ball hitting devices on it's playfield (3 on the
left
side and 4 on the right).
The set on each side of the game was
controlled by a separate
player
operated lever at the lower end of the playfield. When
either
lever was manipulated by the player the set of ball hitting
"flippers"
on that side of the field would move in unison
contacting
and propelling any balls with which they came into
contact,
giving the player a fair degree of control over the ball
in
play.
It will be noted shortly that a similar
arrangement appeared
on the
first electric flipper game some fifteen years later.
DOUBLE
SHUFFLE was indeed far ahead of it's time.
It should also
be
noted here that after 1932, up until 1947, no pingames (at least
as far
as I am aware) contained any significant player operated
ball
control device.
THE "YEAR OF THE FLIPPER"
In the year of 1947 at least two pinball
manufacturers got the
idea of
providing the player some way of manually influencing the
ball in
play. In previous years (with the
exception of the few
early
games previously mentioned) the player had only two primary
methods
of "ball control".
The first of these was by his plunger
shot (how far he pulled
back
the spring-loaded ball shooting device before releasing it and
launching
the ball onto the playfield). The
second way was by
"gunching"
(moving the front of the cabinet slightly using the
palms
of the hands). If done at the proper
time, this could have
a good
influence on the path of the ball, especially when it came
into
contact with one of the rubber rings surrounding many
playfields
devices such as the bumpers.
Well, around the Fall of 1947 Bally came
out with a game
called
NUDGY which was designed to simulate "gunching". It had a
playfield
with a mechanical device connected to it by which the
player
could move the whole playfield backward or forward slightly
by use
of a lever on the side of the cabinet.
This game, however, did not seem to catch
on with players.
This
may have been because the player thought that he could do a
better
job of "gunching" on his own without the help of any
contraption.
Then, late that same year, D. Gottlieb
and Company's chief
designer,
Mr. Harry Mabs, revolutionized the industry with his new
"flipper
bumpers". This new device was
really not too different
from
the player controlled "bats" which had been used in the past
on
coin-operated baseball games.
Mabs' new device was first used on
Gottlieb's HUMPTY DUMPTY
which
was first advertised in November 1947.
This was also the
first
in a series of Gottlieb pinballs whose artwork themes were
based
on children's fairy tales and nursery rhymes, and which today
are
referred to by many pinball collectors as the "Fairy Tale
Series".
The new "flipper bumpers" (as
they were called on Gottlieb's
advertisements
for the game) consisted of six rubber-ringed oblong
"bats"
arranged in two sets of three, each set located on each side
of the
playfield. Each group of three was tied
together underneath
the
playfield by a mechanical linkage bar which, when moved by
current
flowing through a solenoid coil, would rotate the three
flippers
attached to it through a small arc, pushing any ball which
was in
contact (or near) any of the three flippers on that side of
the
playfield.
Each of the two solenoid coils were
actuated by the player
pressing
a button on the side of the cabinet on the appropriate
side of
the game. Thus, each set of three
flippers could be
operated
independently of the other set at the player's discretion.
This
was not true on early flipper games by most other companies as
described
shortly.
This "three on a side" flipper
arrangement made it possible
for a
skilful player to cause a ball at the lower end of the
playfield
to be flipped to the upper end by subsequently "batting"
it from
one flipper to the one above it. This
was somewhat
difficult
to do, however, since the single coil operating three
flippers
at once made for very weak and "sluggish" flipper action.
The six flipper arrangement of the
Gottlieb "Fairy Tail
Series"
was not copied by their competitors, but the idea of using
"flippers"
certainly was! Following is a brief
description of the
first
"flipper games" of other pinball manufacturers of the time.
The first Williams game to use flippers
was SUNNY which came
out
around January of 1948. SUNNY had four
flippers, 2 just above
the
center of the playfield and 2 near the bottom.
The bottom
flippers,
however, were near the sides of the field, not near the
"outhole"
as was soon to become a more or less "standard" location
for
flippers for years to come.
Another early use of flippers by another
major manufacturer
was on
Bally's MELODY which came out around February 1948. That
game
had two flippers located just above the center of the
playfield;
one on each side.
Early flipper games by some other
manufacturers (all coming
out
around February 1948) included Keeney's COVER GIRL (4 flippers
- 2
just below the center of the field and 2 above), Exhibit's
BUILD
UP (2 just below the center), and Chicago Coin's BERMUDA (2
just
below the center also).
The astute reader probably has observed
by now that none of
the
early flipper games described above had two flippers in the
extreme
lower end of the playfield as they have been on a large
majority
of the pingames produced since that time.
The credit for
first
placing flippers in their "standard location" goes to Mr.
Steve
Kordek (who incidentally, helped me with some information
regarding
early United flipper games for this article) and the
company
he worked for in 1947, Genco Manufacturing.
Steve himself has told the story to many
people and it goes
something
like this: When HUMPTY DUMPTY first
came out all the
pinball
companies of that time could plainly see that if they were
to
"survive" they would have to add flippers to their games.
Well, at Genco their chief game designer
Harvey Heiss just
happened
to be in the hospital at that time. His
junior designer
Steve
Kordek was therefore asked by Genco's management to design a
flipper
game to show at the annual coin machine show scheduled in
January
- not much time at all!
Steve went right to work and designed a
game which he called
TRIPLE
ACTION. It, of course, had flippers,
but not six as on
HUMPTY
DUMPTY, or even four - it had only two!
Not only that, but
they
were located at the lower end of the playfield close to the
area
where the ball usually goes into the "out hole".
This was very close to the way flippers
were placed for many
years
to come, but there still were three differences. First, they
were
pointed in the opposite direction.
Second, when the player
pressed
a flipper button (on either side of the cabinet) both
flippers
were activated at the same time.
The final difference was that when a
button was pressed the
flippers
would flip, but then (due to special game circuitry)
return
to their "at rest" position.
This "single flip" operation
was
also used by some other manufacturers, such as Williams, for
several
years to come.
The Gottlieb flippers, on the other
hand, always used the
button
on each side of the cabinet to only operate the flipper(s)
on that
side of the field. And, if a button was
pressed, the
corresponding
flipper(s) would remain energized until the player
released
the button.
The last company to put flippers on their
pinballs was United
Manufacturing. Their last game not to have them was
MANHATTAN
which
was released before March of 1948.
United's first flipper
game
was apparently WISCONSIN, coming out around April of that
year.
WISCONSIN had two flippers located above
the center of the
playfield,
one on each side. United's flippers,
however, were of
a
different construction than those used by other manufacturers.
Each flipper consisted of a metal plate
(the bottom of the
flipper)
on which was mounted two short metal posts, each with a
groove
at the top so a rubber ring could be stretched between them.
When the flipper was operated, this rubber ring was what
actually
hit the ball, causing it to be repelled.
As far as I can
determine
United never used the standard solid body plastic flipper
used by
all other pingame manufacturers. At
least United's strange
style
flippers were still used on their YUMA ARIZONA (possibly
their
last flipper game) which came out in the Spring of 1950.
Before leaving the early flipper period
of the late 1940's, I
believe
a couple comments are in order. The first
deals with the
kits
that were available at that time so that operators could
"upgrade"
their now almost obsolete "non-flipper games" to the
latest
rage. Long-time coin machine parts
supplier WICO (still
active
today) was one of the major distributors of those kits.
There was, however, two major problems
with operators adding
these
kits to pre-flipper pins. The first was
that operators
generally
had no idea where to locate the flippers on the
playfield. As a result many of these "flipper
conversions" had
flippers
in a position where they often were of little use to the
player.
Now, if the operator (either accidently
or on purpose)
succeeded
in locating the flippers where they were useful to the
player,
a second problem often resulted. The
scoring system of the
unmodified
games was based on each ball essentially traveling in a
general
downward direction from the top to the bottom of the
playfield.
When flippers were added, a skillful
player could keep the
ball in
play longer than he could on the original game by flipping
it back
up the field at various times. This
could result in much
higher
final scores (often near the maximum the game could
register)
making the setting of replay-evoking scores more
difficult
for the operator.
Even with these problems which were
encountered when flippers
were
added to pre-flipper pins, many operators still felt that they
had no
choice (especially if they could not afford to buy many of
the
brand new flipper games). This was
because flipper games
became
so popular with players in such a short period that the
"non-flipper"
games almost became obsolete overnight.
In addition to providing the players with
a way to use their
personal
skill to obtain good scores (and hence replays) when
playing
their favorite game, the addition of flippers had another
large
benefit to game operators. This was to
help them win their
long-fought
fight against the anti-gambling forces who for many
years
had tried to get pingames outlawed in many localities.
What flippers did for pinball in this
regard was to finally
provide
an almost irrefutable "skill factor" to the game as
contrasted
with the "chance factor" which was always associated
with
gambling devices. This became even more
important in the
1950's
when flipper pinball's "distant cousin" the "bingo pinball"
began
to flourish.
For years one of the strong legal
arguments used in court by
anti-gambling
forces to try and outlaw pingames was to prove that
there
was more "chance" than "skill" needed to get a high score
and
win
something (coins in some cases, but most of the time "replays"
which
often could be redeemed for cash).
Flippers soon began to
"turn
the tables" on that argument.
LATER
DEVELOPMENTS
The next major change in flippers
occurred in the early 1950's
when
the direction in which the flippers rotated when they were
energized
was changed to what it has been ever since.
All the early flipper games had flippers
which rotated toward
the
opposite side of the playfield from the side on which they were
mounted. In the early 1950's this was changed, and
all later games
(including
those made today) have flippers which rotate toward the
side of
the cabinet nearest that particular flipper.
This provided
a
better chance (depending on when and where the ball and the
flipper
came into contact) to propel a ball to more areas of the
playfield.
It appears that Gottlieb was the first to
arrange their
flippers
in this new configuration. The earliest
game I can find
to use
this flipper configuration was their
"turret shooter" (the
ball
launched from the bottom center of the playfield from a button
controlled
rotating launching device) game JUST 21 which came out
near the
beginning of 1950.
With approximately a dozen exceptions
(occurring in the early
and mid
1950's), Gottlieb apparently continued using the new
arrangement
on all future games.
The other major pingame manufacturer of
the time, Williams,
did not
appear to be so quick in "reversing" the flipper direction
on
their games. They did produce one game
with that configuration
in 1950
(a baseball theme pinball called LUCKY INNING), and another
in 1951
(HARVEY). However, it did not appear to
be until 1952 that
Williams
began using this type of flipper arrangement frequently,
starting
with HORSE FEATHERS.
After that, a majority of their games
used this new rotation,
but it
wasn't until mid 1955 that they abandoned the old rotation
altogether.
Flippers remained essentially the same
size and configuration
(most
always two placed near the bottom on the playfield) after
that
until the late 1960's or early 1970's.
There were a few games
with
extra flippers elsewhere on the field, however. At around
that
time two differences did come about - although one of those
was
only used by Bally.
The most significant of these changes was
the increase in the
length
of the flipper itself. All of the
flippers used up until
that
time were essentially the same size as those used on the first
flipper
game HUMPTY DUMPTY, which were approximately 2 inches long.
The new
long flippers were approximately 3 inches long. (These
lengths
include the thickness of the rubber rings surrounding the
flipper.)
As far as conversion to long flippers
went, Gottlieb seemed to
be the
last company to switch. Williams first
used them in mid-
1968 on
their game HAYBURNERS II. Then, after
making four more
games
with short flippers, they used long flippers exclusively
starting
in the Spring of 1969 with POST TIME.
Bally first used long flippers in early
1969 on BALLY HOO.
Following
that, they apparently used long flippers on all of their
games
with the exception of the "Zipper Flipper" games which will
be
discussed shortly.
Gottlieb, however, appears to have first
used long flippers on
a game
called NOW in the Spring of 1971. They
next released about
five
more short flipper games (such as FOUR SQUARE and DROP-A-CARD)
later
in 1971 and in 1972, but went back to long flippers
exclusively
around Spring of 1972, starting with SPACE ORBIT.
The other variation to the flipper
occurring around that time
was
only used on a handful of Bally games from the mid 1960's
through
the early 1970's. These were the
so-called "Zipper
Flippers".
Zipper flippers was a configuration of
the two flippers at the
bottom
of the playfield in which, if a certain game function was
accomplished,
both flippers would move in line toward each other
such
that a ball could not pass between them.
This guaranteed that
the
ball could be flipped instead of "draining" between the
flippers. This condition, however, only lasted for a
short time,
another
game action causing the flippers to return to their normal
position.
Bally first used Zipper Flippers on their
1965 pingame BAZAAR.
They
then used them on and off for several years, the last such
game
being NIP-IT in early 1972. The very
popular Bally game
FIREBALL
from 1971, incidently, had Zipper Flippers.
The total
number
of Zipper Flipper games was 17. I don't
know whether or not
Bally
had this idea patented, but I don't believe any other
manufacturer
ever tried to use them.
THE
SOLID STATE ERA
When pinballs went from using
electro-mechanical circuitry to
solid-state
in the late 1970's the flipper still remained electro-
mechanical
and did not change much from earlier games, except for
some
mechanical improvements made by various manufacturers.
The only entirely new idea in flippers to come out during the
"solid-state
era" that I am aware of was the "Switch Flipper"
patented
by Alvin Gottlieb (son of D. Gottlieb and Co. founder
David
Gottlieb) in late 1990.
At about that time Alvin founded a new
pinball company called
Alvin
G. and Co. He could not use the name
"Gottlieb" in his own
company's
name as he had sold the right to use that name on
pingames
to Premier Technology who had taken over the old Gottlieb
pinball
organization; but that's another story.
Alvin's patent was for a flipper device
which itself sensed a
ball
coming into contact with it. The main
reason for developing
this
device was so it could be used on two-player "end-to-end"
games
which had two-ended playfields enabling two people to play
while
facing each other, one at each end of the game.
The "switch flipper" was used
for two purposes. The main use
of it
in two-ended games was to switch the game's scoring circuits
so as
to credit the proper one of the two competing players with
game
scoring he was responsible for.
When a player hit the ball with one of
his flippers, the
activation
by the ball of the switch on that flipper caused
subsequent
scoring to be credited to him until his opponent hit the
ball
with one of his flippers. This back and
forth scoring made
this
two player, two ended, type of game practical.
But that
wasn't
the only use for this innovative device.
The other purpose for using the
"switch flipper" was to allow
these
games to also operate in a "single-player mode", with the
flippers
on the "unoccupied" end of the game operating themselves
when
the players's ball reached them. This
was referred to as the
"Auto-Flip
Mode". This type of flipper also
allowed the game to
"play
itself" when not being used and being in the so-called
"Attract
Mode" to entice people to play it.
This new flipper configuration was used
on Alvin's games A.G.
SOCCER-BALL
and U.S.A. FOOTBALL, both of which came out in 1992.
Sometime
in early 1994, however, Alvin G. and Co. ceased operation
and I
don't believe Alvin's new device has been used since.
SUMMARY
When the pinball game first came into
being in the early
1930's
the player had little control over the ball, other than
gauging
his plunger shots and/or shaking the cabinet a little bit.
Several
attempts in the early Thirties to allow a player to change
the
direction of the ball by manual intervention did not seem to
meet
with much success, the idea essentially being abandoned at
that
time.
It wasn't until late 1947 that this type
of thing was again
attempted;
this time with resounding success! Ace
pinball designer
Harry
Mabs, who was working for D. Gottlieb and Co. at the time,
introduced
his new "flipper bumpers" on their game HUMPTY DUMPTY.
Within a few months all of the other
pingame manufacturers
added
"flippers" (as they became simply known) to their games and
they
became standard features on all amusement pinballs from then
on. In the years to come more or less minor
modifications were
made to
flippers, such as their playfield locations, direction of
rotation,
and later their physical size.
Another change, Bally's "zipper
flippers", was used on a few
Bally games. Lastly, in the early 1990's, Alvin Gottlieb
patented
his
so-called "switch flipper" for special applications.
The introduction of the flipper to
pingames, starting in late
1947,
resulted in adding an indisputable "skill factor" to pinball
play. This aided in the pinball industry's
long-fought fight
against
anti-gambling forces attempting to outlaw the pinball
machine
as a gambling device.
Therefore, all things considered, the
invention of the flipper
can
almost undoubtedly be called the greatest single invention in
the
history of this fascinating amusement device - the pinball
machine.