MULTIPLE COIN PINBALL
MACHINES
by Russ Jensen
When the pinball industry began in the
early Thirties the main
competition
to the fledgling pinball machines were the three reel
slot
machines, commonly referred to as "bell machines". Slot
machines
were still legal in many areas of the country at that time
and
were a major product of the coin machine industry.
Slot machine players deposited many coins
in a relatively
short
period of time as opposed to pinball in which a game of 5 or
10
balls - at a penny or nickel a game - lasted a minute or two.
The
introduction of electricity (first from batteries and then
A.C.)
into pinball during the 1934-1936 period made possible a new
concept
in pinball design, the "multiple coin" pinball. In this
type of
pingame the player could deposit more than one coin (if
desired)
before starting the game to increase his chances of
winning. In addition, in most of these games, the
number of balls
per
game was decreased to one and these games were soon referred to
as
"one-ball machines".
MULTIPLE
COIN POPULAR
Two elements - the increase in the number
of coins played per
game,
and the reduction in the number of balls from five or ten to
one -
made the operator's earnings from the new type of pingame
more
comparable to those from the bell slot machine. (Note: Some
one-ball
payout pinball games were made with single coin operation
before
the introduction of multiple coin games.)
Early in 1936 D. Gottlieb and Co.
introduced a game called
DAILY
RACES which was to set the pattern for almost all one-ball
multiple
coin machines for the next fifteen years.
(It's
interesting
to note that Gottlieb used the name DAILY RACES again
on
their last one-ball machine in the early 1947.)
The 1936 DAILY RACES had it's playfield
divided into three
sections
labeled WIN (near the bottom), PLACE (in the center), and
at the
top SHOW. Each of these sections
contained 8 consecutively
numbered
holes. The backglass had lighted
panels corresponding to
each of
these numbers, and additional panels to indicate the "odds"
to be
won by matching a number in each of the three sections of the
playfield. In order to "win", a player had to
get his one ball
into a
hole whose corresponding number on the backglass was lit.
If he succeeded, he would win whatever
the lit odds were for
the
section of the playfield (WIN, PLACE, or SHOW) in which his
ball
landed. Since the chance of the ball
reaching the lower
sections
of the playfield (without dropping into a hole) were less
than it
going into one of the top holes, the odds for WIN were
highest,
PLACE a little lower, and SHOW the lowest.
In most of the early games of this type
the first coin
deposited
would light number '1' and select a set of odds.
Additional
coins could then be deposited to light additional
numbers
(generally in order) and to possibly advance the odds. A
player
could therefore cause all the numbers (generally referred to
as
"Selections") to be winners but could still "lose" if his
"winnings"
were less than the number on coins initially deposited.
Shortly after DAILY RACES, Bally - who
was to become the major
producer
of multiple coin machines - introduced their first multi-
section
playfield game, HIALEAH. By the end of
1936, a fourth
section
(usually called PURSE) was added at the top of the field,
and
most one-ball machines from then on had four-section
playfields.
RACY
THEMES
The years between 1936 and the start of
World War II saw much
advance
in the technical development of these machine, but the
playfields
and backglasses (except for getting taller) changed very
little. Most of these machines had a horse race
motif with the
"numbers"
('1' through '7' on most machines) corresponding to horse
"selections"
in a race, and the "odds" displayed on the backboard
corresponding
to the "winnings" on the horse - depending on where
it
placed in the race - 1st, 2nd, 3rd, or 4th.
(NOTE: some games
of this
type had other themes such as baseball, and Gottlieb's
DOUBLE
FEATURE in 1937 had a motion picture Academy Awards theme).
One significant change made in the
operation of these machines
was a
change in what each additional coin would do.
Instead of
each
coin lighting one additional selection,
later one-balls
offered
a random selection or selections with each additional coin
- from
one to possibly all selections could be lit with each coin
inserted.
In addition to extra coins lighting
additional numbers (or
'features'
in later machines), many of the later pre-war and early
post-war
machines had a "multiplier" feature.
The depositing of
the
2nd, 3rd, and 4th coins would light "multipliers" on the
backglass
which indicated that the payoff for achieving a "win"
would
be multiplied by the numbers of coins inserted (up to 4). If
more
than four coins were deposited the "multiplier" would remain
at
four. These machines came to be know as
"One-ball Multiples"
within
the industry.
The physical appearance of one-ball
machines, while generally
similar
to other pinball games, differed mainly in their massive
cabinets. Instead of individual legs, many one-balls
had the front
and
back of the cabinet touching the floor.
The artwork on the
cabinets
(as well as the backglass and playfield) were usually
based
on horse racing scenes. The names of
most of these games
were
those of famous racehorses, racetracks, or other "racy" terms.
During World War II production of all
pingames was, of course,
banned. Conversions of older one-balls, like
amusement pinballs,
did
occur frequently during the war however.
When the war ended
Bally
celebrated the event by coming out with their first new
pingames,
a pair of one-balls called VICTORY SPECIAL and VICTORY
DERBY. These two games were virtually identical
except that the
former
indicated "awards" as replays, with the latter paying off
directly
in coins.
This idea of "replay/payout
pairs" became pretty much standard
with
Bally after the war. The names of both
games of a "pair" were
usually
quite similar, with the word SPECIAL in
a name usually
signifying
a "replay" model. Other
examples of such pairs were:
BALLY
ENTRY / SPECIAL ENTRY, and JOCKEY CLUB / JOCKEY SPECIAL.
From the end of World War II to the end
of the "one-ball era"
(1951),
several "come-on" features were added to these games. One
of
these new ways to attract players was generally referred to as
a
"spell name feature". When
this feature was incorporated into a
game
two additional holes (often labeled simply "L" and "R" for
"left"
and "right", or occasionally by some "horsey" name such as
"boot"
and "saddle") were added at the extreme bottom of the
playfield. Two corresponding lights were found on the
backglass
which
lit at random intervals (called "Mystery Intervals" by the
manufacturers)
upon insertion of additional coins.
If a player succeeded in getting a ball
in one of these holes,
when
the corresponding light was lit, a small number of replays
were
awarded. In addition, the next letter
of the name of the game
on the
backglass would light up and remain lit from game to game.
When
the final letter of the name was eventually lit, a large
number
of replays would be awarded (or in the case of a few games
all
seven selections would light for the next game) and the name
lights
reset to a predetermined minimum number of letters.
Another popular feature which was added
to many post-war one-
balls
was the so-called "A-B-C-D Feature".
Four standard pinball
bumpers
(or in a few cases extra holes) were added to the playfield
and
labeled 'A', 'B', 'C', and 'D'. These
bumpers would each light
when
lit in sequence and remain lit from game to game. When the
"D"
bumper was finally hit, the next coin deposited would turn on
some
special feature such as lighting all of the seven "selections"
on the
backglass for the next game. At the
start of the next game
these
bumpers would be reset to their unlit condition.
One of the most widely used
"come-on" features on one-ball
games
was simply called "Feature" (standing for, I believe,
"Feature
Race"). A hole bearing that label
was placed at the
extreme
bottom of the playfield, but just slightly above the "L"
and
"R" holes making it even harder to get a ball to land in. A
lighted
panel on the backglass, also labeled "FEATURE", would flash
on and
off as coins were deposited. This light
would rarely
(usually
once for each 400 coins deposited) remain lit. If it did,
and a
player succeeded in getting his ball into the "Feature" hole,
a
special payoff would be made.
There were two common types of payoffs
associated with the
"Feature",
"direct" and "build-up".
If the game was designed or
set (many
machines had an operator option as to which type of
payoff
a game would use) for a "direct" payoff a large number of
replays
(or coins if it was a coin payout machine) would be given.
The
usual amounts of these payoffs were between 40 and 320 in
multiples
of forty. If the machine was set for
"build-up" payoffs
the
scheme was somewhat different. A
feature build-up award was
indicated
somewhere on the backboard, such as by using lighted
numbers,
a projected number, or, as in the later machines, a number
shown
in a window much the same as the free game window in most
amusement
pinballs.
This number started off at a minimum
value (usually '1') and
would
be incremented at 'mystery intervals" as coins were
deposited. The number shown generally represented the
feature
payoff
in dollars which would be awarded to a player successfully
landing
in the feature hole when the feature light was lit. If a
player
succeeded in doing this he would have to call the location
owner
over to the machine, show him he had made the feature, and be
paid
off by him directly in cash, the amount of dollars indicated
on the
backboard. The next coin deposited (or
the depression of a
button
underneath the cabinet by the location man) would reset the
award number
to it's minimum value and the whole process would be
repeated.
Designers of these games incorporated
these "come-on
features",
which remained "on" from game to game, to tempt either
the
current player, or one who just happened to be walking by the
machine;
after all, the potential special condition was "only a few
coins
away."