PINGAMES AND GAMBLING
-An Historical Survey-
by Russ
Jensen
Almost from the beginning of pinball in
the early 1930s
(there
were a few pinball-like games before that, but we'll leave
those
to Dick Bueschel) a recurring problem encountered by the
"pinball
industry" has been anti-gambling forces.
This was
partly
due to the fact that a major product of the coin machine
industry
in the Thirties was the "bell slot machine", which was
certainly
a gambling machine, and many people opposed to gambling
were
suspicious of all coin operated devices.
As a result, for many years to come,
pinballs had to be
defended
as being "amusement" and not "gambling" devices. But,
as we
shall see, many pingames were made to be used for gambling,
others
made so they could be used for gambling, if desired, and
some
made to minimize, as much as possible, their potential
gambling
uses.
Before we look at the characteristics of
various types of
pingames,
and their relation to gambling, lets consider what is
meant
by the term "gambling" and its connection to "games" in
general. My dictionary defines a "game" as
"an amusement or
pastime",
and also as "a contest for amusement in the form of a
trial
of chance, skill, or endurance, according to set rules."
Pingames
certainly fit these definitions because they are used
for
amusement, have both the elements of chance and skill, and
are played
to a "set of rules". Gambling
is defined as "playing
a game
of chance for stakes" or as "to stake or risk money, or
anything
of value, on the outcome of something involving chance".
As you can see from these definitions,
"chance" is a key
element
of gambling and can also be present in many games, and
this
was the connection used in most anti-pinball legal hassles.
In many
legal cases the fate of pinball in a particular
jurisdiction
was determined by how a court ruled on the degree of
"chance"
(usually versus "skill") which was present in pingames.
As a sidelight to this discussion of
pingames and gambling,
there
was an "editorial" on the subject appearing in the July 4,
1936
issue of BILLBOARD magazine which presented some interesting
comparisons
between pinball "awards" and "skill awards" connected
with
other popular recreations. The column
was titled "Pinball
Perils",
with the byline of "Silver Sam" (this was obviously a
pseudonym,
but that name appeared frequently in the coin machine
section
of BILLBOARD).
This article was written in the form of a
conversation
between
the writer (Sam) and a lawyer friend of his (a pinball
"fan")
supposidly precipitated by an article appearing in a local
newspaper
about a "crusader" trying to outlaw pinball games as
gambling
devices. The lawyer defended pinball
"awards" by
comparing
them with "skill awards" given in everyday games such
as golf
(for making a "hole in one"), and bowling (for a "perfect
game"). He said that in these games, which were
certainly not
considered
gambling games, as well as pinball, the player paid a
"fixed
fee" to participate in the game and that the special
"awards"
were given for extremely skillful play which he likened
to
"high score awards" provided by some pingames.
He went on to say that the only
difference between the golf
or
bowling "awards" and pinball "awards" was that the former
are
quite
difficult to obtain, while the latter are quite a bit
easier
for a skillful pinball player. He
stated "any judge who
rules
against games is saying in effect 'it is illegal to play
pingames
because the skill awards can be won too often'". This
lawyer
even compared receiving a "skill award" for pinball to a
lawyer
taking a lawsuit on a "contingency basis" and being paid
("awarded")
a percentage of the court award if he was "skillful"
enough
to win a judgement.
I thought that article had some
interesting points when it
came to
the anti-pinball gambling furor prevalent, especially in
the
1930s. One thing that he failed to
mention, in connection
with
games such as golf and bowling, was that "side bets" often
occur
in games such as these which is also another type of
gambling
that can, and sometimes does, occur in connection with
pinball. But, I guess that was a "negative"
connection in the
context
of the article.
In the early Thirties, when mechanical,
mostly counter-top,
pingames
began to appear they were probably not often used for
gambling. Side bets might have occurred between
players, and in
a few
instances, I suppose, establishments having these games may
have
given "awards" of merchandise or cash for high scores.
Right
off hand, however, I do not know of any early mechanical
pingames
which had a form of direct payout mechanism, although
there
may have been a few.
ENTER 'PAYOUTS'
Then, in 1933, at around the same time as
Harry Williams was
working
on his first pingame using electricity to provide
playfield
"action", Bally came out with a new type of pingame
which
was to have a major impact on the pinball industry and
result
in much legal controversy for many years to come. This
game
was called ROCKET and it used electricity (from "dry cell"
batteries)
to power a mechanism which paid out coins directly to
the
player if he shot a ball into the proper holes on the
playfield.
At that point pingame design began to
split in two
directions,
"payouts", and "novelty" games. Many manufacturers
including
Bally, Gottlieb, Western Equipment and Supply, Keeney,
and the
slot machine firms Mills and Jennings, began to put out a
good
many payout pinballs in the Thirties, in addition to their
"novelty"
games. Payout pinballs were indeed a
big business in
those years. Other pingame manufacturers, such as Genco
(I dont
believe
I have ever heard of a Genco payout pingame), Exhibit
supply,
and Chicago Coin made relatively few payouts, sticking
more
with the "novelty" games.
Many of the payout games only
offered
the player one ball per game and became known as "one-
balls".
This new type of pingame, the
"payout", opened up new
opportunities
for the coin machine operators in the mid 1930s.
As I
said earlier, the bell slot machine was a popular money-
maker
for operators of that period in areas where they were
either
legal or "tolerated". The
payout pinball gave the slot
machine
operator another type of game to operate in those areas,
probably
bringing in some new players who wanted to gamble but
felt
that the slots were too 'fixed' in the operator's favor.
These
people probably thought "at least with these pingames I
have a
chance to use my skill to increase my chances of winning."
Secondly, operators could, in some cases,
operate payout
pins in
areas where slots were not tolerated but where pinballs,
with
their "skill" features, could get by under the local
ordinances,
at least until these laws were tested in the courts.
So this
opened up new "gambling territories" for some operators,
at
least for the time being. In other
areas, with stricter anti-
gambling
laws, the non-payout "novelty" pins had to be operated
exclusively.
An "off-shoot" of the
"payouts" were the "ticket venders"
which
dispensed tickets (in place of coins) to the winners.
These
could be used in some territories where cash payouts were
strictly
forbidden by redeeming the tickets for prizes of
merchandise. In many cases though these tickets were
redeemed
for
cash "under the table".
A few payout pins even had "mint
venders" attached, in the
same
manner as many slot machines of the day, in an attempt to
get
around anti-gambling laws by claiming that the player was
paying
for merchandise, and that the playing of the game, with
it's
possible monitory award, was only "secondary". This idea
had
been used many times in the past with other gambling
machines,
even around the "Turn Of The Century" when music boxes
were
added to "upright" slot machines.
FREE GAMES
Another important event, which affected
the pinball/gambling
connection,
occurred early in 1935 with the introduction of "free
games"
to pinball design. As I have stated, in
the early
Thirties
pinball games were essentially divided into two types,
"payouts"
and "novelty games". In an
effort to come up with a
way to
award pinball players for their skill, without direct
payouts,
a young man invented a new device whose concept was to
have a
lasting effect of the pinball industry, even today.
This man, as the story goes, was a young
assistant to
pinball
pioneer Harry Williams named Bill Belluh.
The device he
invented
and patented, and which harry helped him perfect, was
the
"free-play coin mechanism" which allowed a player, making a
certain
high score in a game, to restart the game without
inserting
a coin; thus awarding him with a "free game". This
idea
was introduced in mid 1935 on Rockola's FLASH and then began
to
appear on pingames by most manufacturers.
"Free-game
pinballs"
became the most common type of pingames from that time
on and
are the only type generally in use today.
These new "free-play" pingames
became a third class of
pinball
game which could be operated legally in most territories
where
"payouts" were strictly forbidden.
These games gave the
players
something to "shoot for", namely a "free game". But, as
we
shall see, even these "free games" came under attack by the
courts
and eventually were outlawed in certain jurisdictions.
As "free play pinball"
developed in the mid to late
Thirties,
most had the capability of awarding more than one free
game
(or "replay", as they became known) during a given game, and
the
machines contained some form of "totalizer" mechanism to keep
track
of, and indicate to the player, how many replay "credits"
he was
entitled to. In early 1937 Bally came
out with a game
called
SKIPPER (a new version of their hit game BUMPER) which
combined
"free play" and "payout" features in one machine.
SKIPPER had a free game register on the
backboard which
showed
the player how many "free games" he had accumulated. The
player
could either play these games one by one as "replays" or,
by
pushing a button hidden underneath the game's cabinet, cause
the
machine to subtract his "free game" credits from the
indicator
and pay him one coin for each credit by means of a
payout
mechanism which would dispense coins through a hole, also
located
underneath the cabinet. This game could
thus be operated
as a
"payout" in "payout territories" or as a "free
play" machine
(by
disabling the payout mechanism) in "free game territories".
I also
imagine that SKIPPER was even occasionally operated in
areas
where payouts were illegal, by paying out secretly using
it's
hidden mechanism.
Even though few games (SKIPPER may even
have been the only
one)
were made with both payout and free game features, the idea
of
installing a button underneath the cabinet for subtracting
free
game credits became a standard feature on most "free play"
pinballs
until the early fifties, but more about that later.
This button allowed free play pingames to
be used for
gambling,
either in territories where it was allowed, or "under
the
table" in other areas. In both
cases a player earning replay
credits
would approach the owner of the establishment where the
game
was located, who in turn would pay the player a certain
amount
for each credit indicated on the replay indicator (usually
a
nickel, the price of one play) and then erase the replays using
the
concealed button. A player could, of
course, play some or
all of
his credits as "free games" if he wished, as was done by
players
in locations where payouts were not offered.
Since this method of "paying
out" on free play machines
involved
the location owner as the "paying agent", a method had
to be
devised for keeping track of how many replays were redeemed
for
cash so that he and the game's owner (the coin machine
operator)
could determine their split of the "profits" from the
machine. This was accomplished by the manufacturer
installing a
"payout
meter" inside each game which tallied (on a odometer-like
counter)
the number of free games erased using the under-cabinet
button
(or "replay knock-off button", as it came to be called).
It was
this "knock-off button", and that "meter", that made
possible
the use of free play pingames for gambling purposes.
So, by the mid to late 1930s there were
essentially three
types
of pingames being produced: "direct payout" machines,
always
used for gambling; "free play" or "replay" machines, which
could
either be used for gambling (using location owner payoffs
and the
"knock-off button") or for strictly free play operation;
and the
so called "novelty" games which neither awarded cash nor
replays.
Many of the games manufactured in the
late Thirties and
early
Forties could be "switched" between "free play" and
"novelty"
modes of operation by the operator changing a "control
plug"
inside the backboard. Even
"novelty" games, which had no
internal
mechanisms to support gambling uses, could still be used
for
gambling either by "side betting" between players, or by high
score
payoffs made by the location owner.
Lets face it, if
people
want to gamble on any game, they will.
THE POST-WAR ERA
During World War II no new pingames
("payout", "free play",
or
"novelty") were manufactured, the plants being devoted to "war
production". Some pre-war games were
"converted" to "new" games
using
the old parts and cabinets. The only
"payouts" converted
during
that time were some of the "one-ball horserace" type
machines
manufactured prior to the war.
When pingame production began again after
the war many of
the
pre-war pingame manufacturers had dropped out of the
business. About the only company which began producing
"payout"
pinballs
after the war was Bally. Gottlieb,
which had produced
many
"payouts" before the war, made their last payout machine in
1947, a
game called DAILY RACES, which, incidentally, was the
name of
one of their early "one-balls" produced back in 1936.
By the late Forties many jurisdictions
had passed anti-
gambling
laws, many of which focused on pinball, especially the
"one-ball"
multiple coin machines. In fact, many
of these laws
specifically
mentioned "one-ball machines" as one type which was
outlawed. In an apparent effort to get around
"the 'letter' of
these
laws", Bally (the producer of most of the post-war "one-
balls")
tried a gimmick which probably, I would think, met with
only
limited success.
They introduced an optional feature on
their "one-balls"
which
they called the "skill lane".
At the upper left hand area
of the
playfield (at the location where the rubber "rebound pad"
was
normally located) a trough was installed just long enough to
hold
four balls. On top of this area was a
cover labeled "Skill
Lane". Five balls were used in these machines, in
place of the
normal
one, and the instruction cards were modified by adding a
statement
such as: "player must shoot the first four balls into
the
skill lane in order to qualify the fifth ball for scoring".
An
electrical contact located below the trough disabled the
scoring
mechanisms of the machine until the fourth ball landed in
the
"skill lane".
In case you haven't guessed already, the
main idea of this
was
that a "one-ball game" (specifically outlawed in many areas)
now
became a "five ball game" which were not outlawed in most
areas. The other part was that "skill"
was now supposed to be
involved. It turned out, however, that the only
"skill" involved
was
being able to pull the plunger all the way back (or even
close
to that) because a moderate force applied to any ball would
send it
directly into the "skill lane"; but the card said
"skill",
didn't it? The card also said "5
balls 5 cents", so
between
these two maybe the "five ball one-balls" could be
operated
for awhile in a few areas where "one-balls" were
outlawed,
at least until the matter was taken to court.
I really
don't
know how good this idea worked, but I doubt that it was
very
successful. But, it's a good piece of
pinball history
trivia
anyway.
As I said, by the late Forties Bally was
almost the only
manufacturer
of payout pinballs. These were all in
the form of
"one-ball
horserace" machines, most of which were built in two
models,
one "coin payout" and the other "free play". These were
often
released in pairs with similar names, such a s JOCKEY CLUB
and
JOCKEY SPECIAL, with the term "special" in the name normally
used to
signify the "free play" version.
Of course, even the
"free
play" versions were used mostly for gambling, with the
location
owner paying off for "free games" and using the "knock-
off
button" as described earlier. But,
as we shall soon see, the
day of
the "one-ball" and of the "knock-off button" were soon to
come to
a close.
In the late Forties there were also a
few "one-balls" made
by
manufacturers other than Bally, Keeney
made a few, and
another
outfit, Universal Industries (which was actually a
subsidiary
of Lyn Durant's United Manufacturing set up to
manufacture
console slots and "one-balls") also made some rather
sophisticated
one-ball horserace machines.
Before we end our discussion of the late Forties, another
significant
event in pinball history, having a lot to do with the
legal
hassles over pinballs and gambling, must be noted. This
was the
introduction of the "flipper" to pinball by D. Gottlieb
and
Company in December of 1947.
The prevalence of the "one-ball
games" at that time, which
as we
said were used almost exclusively for gambling, led to
increased
pressure by anti-gambling forces against pinball games
in
general. The increase in the
"skill factor" in pinball play
resulting
from the introduction of the flipper gave the pro-
pinball
forces a new "weapon" to use to defend "amusement
pinball"
in the courts. It could now be argued
that "flipper
pinball"
was more of a game of "skill" than of "chance", an
argument
that was much more difficult to support before the
flipper
came along.
So by the end of the Forties we had the
"one-balls" as the
primary
gambling pins on the one hand, and the new "amusement
flipper
games", with their increased "skill factor", on the
other. Of course, the ever present "knock-off
button" still
remained
on many flipper machines allowing them to also be used
for
gambling, if desired.
THE JOHNSON ACT
By 1950 gambling machines (slots,
"one-balls", etc.) were
quite
common in many parts of the country despite massive efforts
by
anti-gambling forces over the years to outlaw them. Slot
machines
were operated in many states and localities; in some
places legally,
in others illegally, but they were there
nevertheless.
Then, probably the biggest single blow to
the "gambling
industry"
in the U.S. came about in 1950 with the passage by
congress
of the Johnson Act. That law banned
inter-state
shipment
of "gambling devices" (including repair parts, manuals,
etc.)
except to states in which the device was legal. So, it now
was a
federal offense to ship slots, "one-balls", etc. into any
state
which did not allow them. This, as you
can imagine, was
quite a
deterrent to the manufacturers and distributors of such
devices
to providing them to illegal, or even questionably legal,
areas.
As I previously stated, at that time
about the only pinballs
used
mostly for gambling were the "one-ball horserace games"
manufactured
primarily by Bally and Universal. The
advent of the
flipper
had made "amusement pinballs" less likely to be outlawed
as
gambling devices due to their increased "skill factor" and
therefore
not a problem under the Johnson Act.
But the "one-balls" were an
entirely different story. Many
ordinances
specifically mentioned "one-ball games" as a type
which
were outlawed and therefore, in most jurisdictions, their
shipment
was definitely banned by the Johnson Act.
So at that
time
the one-ball manufacturers could clearly see that production
of this
type of machine was impractical.
Something had to be
done if
they were not to suffer a severe loss of profits.
So, in 1951, a new type of pingame came
into being to replace
the
"one-balls". One story, which
was told to me by industry
personage
Bob Jonesi a few years ago, regarding the beginning of
this
new type of game goes something like this.
Lou Walcher, owner of the large San
Francisco coin machine
distributorship,
Advance Automatic Sales, had an idea for a new
type of
pingame which used 5 balls ("one-ball" was definitely
out)
and scored replays by lighting numbers in a given pattern.
He then
challenged the industry to design games using his new
idea. As a result the first "in-line" or
"bingo" type pingames
came
into being
United's initial entry into this new field
was a game called
A-B-C
which had a circular playfield (much like a roulette wheel)
and
three 5 by 5 number "bingo cards" on the backglass.
Universal,
actually a subsidiary of United, came out with 5-STAR,
having
a short rectangular playfield containing numbered holes
and
five 3 by 3 cards on the backglass.
Bally's entry into this
"derby"
was BRIGHT LIGHT, which had a playfield about the size of
a
"one-ball" and six 5 by 5 cards.
Well, Bally's format (as for
playfield
configuration and card size) finally won out, and games
of that
type became the new addition to the pingame industry.
Bally and United became the chief
manufacturers of these new
"in-line"
games as they were first called, with a few being
produced
by Keeney, and even one by Williams. At
first there
seemed
not to be much of a problem with shipping them under the
Johnson
Act, after all they were clearly not "one-balls" as five
balls
(and up to eight, as most allowed the player a chance to
use up
to three "extra balls") were actually used in each game.
But, before very long, these games were
also being
challenged
in court as being "gambling devices" primarily due to
the
fact that they had no flippers (not much "skill factor") and
because
a player could win large numbers of replays which, in
most
locations, were paid off in cash by the proprietor of the
establishment
in which they were located. Indeed, I
am sure
"bingos"
(as these games came to be called) were used for
gambling
more often than not.
Well, after many legal hassles, the 1957
"Korpran Decision"
of the
Supreme Court ruled that these "bingo pinballs" were
"gambling
devices" and thus subject to the Johnson Act. This
severely
cut back the use of these machines except in a few
states,
such as Tennessee and South Carolina, where they were
legal. Bally continued to manufacture bingos,
however, for many
years
to come to supply these states and foreign markets, even
making
improvements in the games, such as the popular "OK bingos"
of the
early Sixties, until the early Eighties when Tennessee
(the
largest U.S. user of these machines) outlawed them.
The Johnson Act also had its effect on
"flipper games". Two
characteristics
used to define "gambling features" in coin
machines,
which showed up in many laws, were "a button to
'cancel'
Free game credits" and "a meter to indicate the number
of free
games so canceled." In 1950 almost
all flipper pinballs
had
these two features, so when the Johnson Act came along
pinball
manufacturers knew these features had to be eliminated
from
flipper games lest their shipment be banned by the new "law
of the
land".
Therefore, by 1951 or so, the infamous "knock-off button" was
eliminated
from most flipper pinballs.
Incidentally, the "bingo
pinball"
manufacturers had found a clever way of getting around
(at
least for satisfying the "letter of the law") the "knock-off
button"
problem. The circuitry in these
machines automatically
ran the
replays, indicated by the replay counter on the
backboard,
down to zero whenever power was applied to the
machine. So, locations "paying off" replays
would simply turn
the game
off and back on again, and the replays would be "reset"
to zero
without the use of a "button".
So, as you can see, by the early Fifties
the Johnson Act had
severely
curtailed shipment of gambling machines such as slots
and
"one-balls", caused a new type of pingame (the well known
"bingo")
to be produced, and made it much more difficult (by the
elimination
of the "knock-off button") for people to gamble using
flipper
games. But this was not the end of the
attack on pinball
by the
"crusaders", as we shall see.
It was also in the early Fifties that
some people in the
coin
machine industry decided it was time to "clean up their act"
lest
their business be hurt by the still existent anti-gambling
forces.
An organization, "the Coin Machine Institute", was formed
with
harry Williams of Williams manufacturing as its president.
Many of
the manufacturers, such as D. Gottlieb and Co.
(who got
out of
the "gambling business" in 1947 by eliminating "one-ball"
production),
etc., joined this organization and began a publicity
campaign
to show that "flipper pinball", and the other amusement
machines
they made, were strictly for fun and had no connection
whatsoever
with gambling. Others, such as Bally
and United,
continued
to manufacture "bingos" and other machines with a
"gambling
flavor".
ADD-A-BALLS
With the elimination of the
"knock-off button", making it
extremely
difficult to use flipper games for gambling, one would
certainly
think that these games would be relatively free from
"pressure"
from anti-gambling forces. Well, there
were still
some
"crusaders" who thought that pinball (probably because of
its
gambling connections in the past) was "evil" and should be
outlawed
no matter what form the games took.
Actually, there was still a way that a
skillful flipper game
player
could make a small "profit" from playing pinball, other
than of
course, from "side betting".
If he was able to "rack up"
a large
number of replays on a machine he could "sell" them to
another
player for him to play, instead of the second player
actually
putting coins into the machine. This
could, in effect,
make
the replays earned by the player (and subsequently sold to a
second
party) "something of value" which he could "win" resulting
from
his initial investment ("bet") of the coin he deposited to
play
the game. Based on this concept,
playing flipper games in
this
manner could be construed by some persons, and possibly
courts,
as "gambling".
Probably as a result of ideas such as
this, and the idea
that
flipper games were closely related to the "bingo" gambling
type
games (which also gave replays), "free games" on flipper
pinballs
were eventually outlawed by some states (such as New
York
and Wisconsin), and some local jurisdictions as well. So
again
the pinball industry, even those companies making strictly
"flipper
amusement games", had to come up with a new type of game
to try
and recoup the territories lost by such laws.
Well, it was "Gottlieb to the rescue". In 1960 Alvin
Gottlieb,
son of D. Gottlieb and Co. founder David Gottlieb, who
was now
working at the plant, had an idea for a new type of
flipper
game which did not give replays at all, but still
provided
a "challenge" to the player and an opportunity to "earn"
something
for his skill at the game. His idea was
to give "free
balls",
rather than "free games", for the player attaining
certain
scores on the machine. After all, it
would be almost
impossible
for a player to "sell" an extra ball to another
player.
Alvin's idea, after the design was
perfected by Gottlieb's
ace
designer Wayne Neyens, became the first of the so-called
"Add-A-Ball"
games. The company decided to call this
game
FLIPPER
to strengthen in people's minds its identity as a
"flipper
skill game" and further indicate that it had no
connection
with the infamous "bingo" machines which had no
flippers.
This game, and the many
"Add-A-Balls" which followed over
the
years, had a ball counter which could indicate up to 10
balls. At the start of a game 5 balls were
indicated, one being
subtracted
as each ball was played. When the
counter reached
zero
the game was over. If, however, the
player reached one of
the
pre-set high scores, the counter was incremented by one
giving
the player an additional ball to play.
These new games won acceptance in many
states and localities
where
"replays" had been outlawed, and states such as New York
became
known as "Add-A-Ball territories".
Many players, who
have
grown up in such areas, say that playing these machines is
"the
ultimate challenge in pinball play" because an extremely
skillful
player can make one game last for quite a while. So,
once
again, the pinball industry made another step in winning
acceptance
of pingames in areas where they had formerly met with
"legal
resistance".
LATER YEARS
Before leaving the subject of local laws,
and their effect
on
pinball, I would like to briefly mention one other situation I
have
heard of. It seems that some
jurisdictions, such as the
state
of Indiana I am told, decided that "replays" themselves
were
alright as long as it was not indicated by the machine how
many
replay "credits" were available on the game at any given
time. It was felt that if a person could not
easily ascertain
how
many replays had been earned by a player, then a player could
not
"sell" his replays to another player.
So, in these areas, in order to operate a
replay pinball,
the
"free game window" on the backglass had to be covered up. To
accommodate
this type of operation some manufacturers started
putting
a "credit light" at the bottom of the playfield which
only
indicated if one or more replay credits were available
without
indicating how many. So, if any of you
were wondering
what
the little white light in the lower area of the award card
holder
on your game was for, the mystery is solved!
Before concluding this article on
pinballs and gambling one
final
note on the subject of "side betting". In the late 1970s,
when
pinball was finally getting a "good name" after so many
years
of "identity problems", the film industry almost cast a
shadow
on pinball in the form of a motion picture whose theme was
based
on, of all things, "pinball gambling". This film, titled
TILT,
was one of Brooke Shield's early movie roles.
In it she
played
a young teenager, known affectionately as "Tilt", who had
great
skill when it came to playing pinball. In the story she
travels
across the country with a young musician and earns money
for the
trip by "hustling pinball"; playing against local
"champs"
for money, ie "side betting".
I had heard about this movie being
produced and was
anxiously
awaiting another "pinball movie", "TOMMY" being the
only
one at that time. Then someone told me
it had been
initially
released in St. Louis but pulled back after about a
week (a
story which I have never been able to verify) due, I
believe,
to pressure from the coin machine industry.
About that
time I
talked to Harry Williams on the phone and he told me of
being
invited to a preview showing of the film, because, as the
"inventor
of the 'tilt'", the movie makers wanted his
endorsement. Harry told me he thought the film was
"horrible", a
statement
I attributed to his fear of the harm it might do to the
"public
image" of pinball at a time when it was finally in pretty
good
shape.
"Tilt" was never released to
the general public, but several
years
later it began being shown on cable T.V.
I now have the
film on
video tape and it is a good movie showing pinball being
played
with some excellent "special effects"; and the story is
rather
good too, if you discount the "negative" aspect of
"pinball
gambling".
Well, there you have it, "what you
always wanted to know
about
pinball and gambling, but were afraid to ask." As you can
see
pinball has not always been "lily white" when it comes to
gambling,
but neither has it been as "black" as many "crusaders"
of the
past would have had us believe.
Pinball had its beginnings in an era when
gambling was
fairly
widespread and many pingame manufacturers "jumped on the
bandwagon". Some players enjoyed "playing for
money", while
others
got just as much enjoyment out of playing a good game
"just
for the fun and challenge of it".
Still others got, and
still
do, as great a thrill from obtaining a "replay" (or "free
ball"
in "Add-A-Ball territories") as many did from winning cash
or merchandise. That "knock" of the replay knocker
gives the
player
a real inner feeling of accomplishment.
Finally, as we all know, if a person
wants to gamble on a
game,
whether it be pinball, golf, bowling, bridge, or tiddly-
winks,
he will find a way. So be it! Games are for amusement
and
enjoyment so let each "enjoy" in his or her own way.
A FINAL NOTE
Will there ever be "gambling
pinballs" in the future? Could
be! On a recent trip to Las Vegas I visited with
my friend Marc
Fellman,
currently general manager of the recently "revitalized"
Hotel
Nevada, hotel and casino. Marc, in case
you dont know, is
co-owner
with Wade Wright (now of San Francisco) of probably the
largest
pinball collection in the country (around 500 machines)
which,
incidentally, is up for sale if any of you have those "big
bucks".
Marc mentioned to me that he had some
ideas about designing
a
"gambling pinball machine" for use in legal gambling areas,
such as
Nevada. So, when his hotel/casino
revitalization
project
is complete, it is entirely possible that such a machine
might
be designed and produced. Who
knows? If so, all those
people
who enjoy a gambling game with a real "skill factor" may
again
be able to enjoy such play in areas where it is legal to do
so. Lets wait and see!