PINBALL
"SCORING THEMES"
By Russ
Jensen
Ever since the inception of the pinball
game in the early
1930's,
some form of "scoring" was used to indicate the player's
prowess
at the game. Although in the majority
of cases some form
of
"point system" was used, some games used other methods of
"keeping
score".
In this article I shall attempt to
briefly describe many of
the
"scoring themes" used on pinball games over the years, and when
a
straight "numerical" scoring system was used, elaborate on how
the
values of these scores changed over the years.
One point I wish to make at the
outset. When I refer to the
"scoring
theme" of a game I am talking about the theme of the type
of
scoring used in the game, and not the theme of the artwork used
on the
backglasses of later machines, except when the "art theme"
and the
"scoring theme" happen to coincide.
An example of this
latter
situation would be a "baseball theme" machine where the
artwork
and the "score system" (hits, runs, etc.) both depict the
game of
baseball.
THE
EARLY THIRTIES
The early "counter top"
pingames of 1932 all had holes on
their
playfields into which balls dropped for scoring. Most of
these
holes were marked with score values in the hundreds (100,
200,
500, etc.) and the player had to total his own score by adding
the
values of the holes into which he had succeeded shooting balls.
A very
few games had holes marked less than 100, but this was rare.
Many of these early games also had a special
hole (usually at
the top
of the playfield) which would make the player's score count
double
if a ball was shot into it. A few of
the early games (for
example
CONTACT in late 1933) had one ball which was a different
color
from the others and which counted double the value of any
hole in
which it landed. Within a year or two
the values of
scoring
holes on pingames increased, with holes with values in the
low
thousands (1000, 1500, etc.) up to as high as 5000 by 1934.
Most of the early pins of 1932-1934 had
"numerical" scores as
just
described. A few of these early pins,
however, had scoring
themes
other than numerical. Some early games,
such as Gottlieb's
1932
game PLAYBOY, had holes associated with playing card symbols
where
the object of the game was not to get a high score, but to
make
certain card combinations such as Poker hands.
It was also during this period that the
theme of "baseball"
(hits,
runs, and outs, instead of just plain points) came into
pinball
with Rockola's classic game WORLD SERIES from 1933. This
novel
game simulated the scoring of a real baseball game allowing
the
player to accumulate "runs" until "3 outs" were made.
THE MID
THIRTIES
In addition to the continuation of
"point scoring themes",
with
ever increasing top scoring capability (up to about 20,000 by
1938),
new innovations in pingame scoring developed in the period
from
1934 through 1938.
With the introduction of "payout
pingames" during this period
came a
type of scoring in which cash payout amounts were
"disguised"
as simple "points". While
non-payout "novelty" pins
boasted
of scores in increments of 100 and going up into the
thousands,
the "payouts" had much lower values on their scoring
holes
such as 10, 20, etc. (Some up to 200).
These numbers
actually
represented the number of "cents" the player would receive
for
getting a ball into that hole (10 meaning "10 cents", 100 a
dollar,
etc.).
It is interesting to note that since it
cost a nickel to play
one of
these games, a player getting a ball into any of these
numbered
holes would "make a profit" (or at least "break even").
For
this reason these payout machines were constructed in such a
manner
that it was very difficult to get a ball into any hole, and
therefore
most of the time a player's ball or balls would end up in
the
"out-hole" at the bottom of the playfield. That doesn't sound
like a
very interesting game to play, does it?
Other forms of payout pingames
originating in the mid Thirties
had
what was known as "odds" which represented the actual number of
coins
paid out, rather than their value (eg. A payout odds value of
"8"
for a particular "winning combination" meant that the player
would
receive 8 nickels (40 cents) if he succeeded in making
whatever
game feature was required to receive those "odds"). The
actual
"theme" of most of these games was generally a form of
"number
matching" which will be discussed shortly.
This "odds" system was used on
the many "one-ball horserace"
pingames
which were quite prevalent from the mid Thirties up until
1950. For a detailed history of these games (and
the "bingo
pinballs"
which followed them) I refer you to my previous article
titled
"Multiple Coin Pinballs" which appeared in the SPRING 1985
issue
of COIN SLOT.
In December of 1936 Bally revolutionized
the pinball industry
with
the introduction of a new form of scoring device featured on
their
game called BUMPER (the name which quickly became the generic
term for
this device). BUMPER also featured a
new form of score
indicating/totalizing
device (the "score projector") which
projected
a lighted number representing the player's score onto a
frosted
area of the game's backglass.
The score values used by BUMPER were in
units of 10, up to a
maximum
of around 400, producing much lower total scores than the
other
games of the period which had hole values generally between
100 and
5000. Players however probably didn't
mind those lower
scores
because now the job of adding up their final score was
performed
by the machine!
These projectors, however, were only used
for a short time on
a few
machines (mostly by Bally) as the primary score indicating
device,
because the idea of indicating score by lighted "panels" on
the
game's backglass was to become the most popular method used to
indicate
score on most non-payout ("novelty") pingames for many
years
to come.
NOTE: Even though "score projectors"
were not used as the primary
score
indicating device on too many pingames, these units were
quite
widely used for many years for other purposes, such as replay
indicators
and "reserve jackpot" displays; but more about that
later.
Possibly the first game to use this form
of "light scoring"
was
Chicago Coin's LIVE WIRE in early 1937, followed quickly by
Genco's
ROLLOVER. When this form of scoring was
introduced, score
increments
of 100 (as opposed to 10 in BUMPER and other "projector
scoring"
games) were again used, with the backglass having scoring
panels
for 100-900 and for thousands, usually ranging up to between
4000
and 9000 at first. This scoring you
will notice had similar
values
to the "scoring hole" games prevalent at the time this new
score
indicating system was introduced.
The use of the new scoring
"bumpers" on the playfield quickly
spread
to almost all forms of pingames, including payouts; games
with
almost all types of scoring themes. An
example of the use of
bumpers
on a very novel payout pingame, Bally's GOLDEN WHEEL, will
be
described shortly. Enough about
strictly numerical point
scoring
for awhile. What about other scoring
themes used in the
mid
1930's?
Baseball theme pingames were also quite
popular in the mid
Thirties,
especially in 1937 and 1938. The
"scoring" in these
games
was based on "runs" which actually was "unity" (lowest
score
increment
of "1") scoring which was quite rare on other pins since
the
scores seemed low, but it did simulate baseball scoring.
In early 1937, for example, no less than
five "baseball pins"
were
introduced, all of which utilized the new "spring bumpers" (as
introduced
on Bally's BUMPER) to advance "light animated" base
runners
on their backglasses. Chicago Coin's
HOME RUN came out
first
around January of 1937, followed in April by four more games
using
this theme: Genco's BATTER UP, Bally's BOOSTER, Gottlieb's
"(electric)
SCORE BOARD, and Daval's BASEBALL.
Another scoring theme used by games in
the mid 1930's was that
of
"number matching". By far the
most common type of games to
employ
this principle were the "one-ball horserace" games mentioned
earlier. These games had numbered holes on their
playfields
(generally
numbered from 1 to 7 or 8). When the
player inserted a
coin
one or more numbers would light up on the backglass, and in
order
to win the player had to get a ball into a hole with a number
corresponding
to the lighted number(s). These games
were generally
"payouts"
employing the "odds" system described earlier.
Another "number match" game,
which came out near the end of
1935,
was Bally's novelty pin MATCH THE DIAL.
This game had holes
on the
playfield numbered between 1 and 15 and had a dial-like
device
near the bottom of the playfield which indicated a number at
the
start of each game. If a player got a
ball into the hole
corresponding
to that number he would win a "free play".
Still another game, MATCH 'EM, made by
Genco in early 1937,
had a
short backboard on which a different column of three numbers
would
light up at the start of each game. A
player was given 6
balls
per game and in order to win had to "match" any one of the
three
lit numbers by getting a ball into a correspondingly numbered
hole.
Probably the most interesting
"number match" pingame however
was
Bally's 1937 "classic" GOLDEN WHEEL.
In that game one (or
possibly
more) groups of 4 numbers would light on the backboard
when a
coin was inserted. This game used
bumpers to increment a
"score"
indicated by a score projector similar to that introduced
on
BUMPER. In order to win the player's
final score (number of
bumpers
hit) had to exactly match one of the lit numbers on the
backglass. This was a "payout", and the
number of coins paid out
for a
"match" varied depending on whether you matched the lowest
number
in the group of four lit numbers or one of the higher
numbers
(the larger the number matched, the larger the payout). A
very
novel idea indeed!
Another scoring theme used on a few games
in the mid 1930's
was
that of the game or "Blackjack" or "21". In these games the
player
had to make a total score as close to "21" as possible
without
going over that amount as in the card game.
Examples of
games
of this type were Chicago Coin's SWEET-21 and Pamco's BEE-JAY
(both
"payouts" coming out around November of 1936), and Gottlieb's
"novelty"
pin "(Electric) 21" from April 1937.
The pingame's "competitor" in
the 1930's, the "bell slot
machine",
was also used as a pingame scoring theme. A few very
early
pins had slot symbols (Bells, Cherries, Lemons, etc.) next to
their
score holes, but Mills' ONE-TWO-THREE, which first appeared
in
1938, really "took the cake".
That game had three slot machine type
reels behind it's
backglass
which, instead of "spinning" as in a slot, "advanced",
one
symbol at a time, when the ball in play hit bumpers on the
playfield. At the end of the game, if the reels ended
up on a
winning
slot machine combination, a payout would be made based on
that
combination in the same manner as with a slot.
This game was
so
popular that it was produced for quite sometime. There were
also a
few pingames, such as Mills' 1935 game TEN GRAND, which
actually
contained a Mills slot machine mechanism beneath it's
playfield.
Other popular games were also used as
pinball scoring themes
in the
mid Thirties. The always popular game
of Golf was used as
the
scoring theme of GM Laboratory's PAR GOLF in 1935, the
scoreboard
indicating the "9 holes" of a golf game. A dice game
was the
theme of Keeney's 1935 payout pingame IVORY GOLF, with the
player
shooting one ball to try to get it into a hole next to which
was a
number between 1 and 11. Landing in the
"7" hole (very
difficult
to do) gave the player 48 nickels, "11" giving 20, with
other
numbers paying less, or nothing at all.
One very popular game used as a scoring
theme on pingames was
the
game of pool. One such game was
Gottlieb's KELLY POOL which
came
out in the Spring of 1935 and had it's playfield holes
arranged
in the form of a "rack of pool balls". Bally's POCKETS
from
late 1936, however, was a "life-like" simulation of that game.
The playfield of POCKETS (which was flat,
and not sloped like
other
pingames) resembled a real pool table.
It only had six holes
(in the
same positions as the pockets on a pool table) and was
covered
with a green synthetic felt material.
The "catlin" (a form
of
ceramic) balls were launched onto the playfield using a pinball
type
plunger. When they reached the top of
the field a slanted
rail
would direct them into the playing area.
Since the field was flat (except when
tilted downward at the
start
of each game to retrieve any balls still "stranded" in the
middle)
the balls could stop anywhere on the field without going
into a
pocket. The sides of the field were
cushioned however like
a pool
table so balls striking the side would be deflected,
possibly
into one of the 6 pockets. Balls
stopping in the center
of the
field could possibly be placed into a pocket when hit by
another
ball played later.
The player's "score" (number of
pocketed balls) was indicated
on the
backboard by a "light-up totalizer".
This was probably the
closest
simulation of the game of pool using a pingame plunger
which
was ever produced. Some may argue that
this was not truly a
"pingame"
because it did not have a sloping playfield, but it's use
of a
plunger certainly made it "pin-like". Anyway, I'm sure you'll
agree
that Bally's POCKETS was a very novel amusement device
indeed.
Probably one of the most popular pinball
scoring themes
(although
not often the "primary scoring theme") from the late
1930's
through the 1940's (and even later) was that of "number
sequences". In fact pioneer pinball designer Steve
Kordek is fond
of
saying "'One to Ten' was the most popular pingame ever made".
For an
in-depth discussion of number sequence pins I refer you to
my
previous article, "Bally's Variety, and Other 'Sequence'
Pingames"
which appeared in the FALL 1985 issue of COIN SLOT.
One of the early "sequence
scoring" games was Exhibit's REVIEW
which
came out in the Summer of 1938. This
game had fifteen
bumpers
on it's playfield which were numbered "1" through "15".
The
backglass had a nautical theme with fifteen "ship's flags"
correspondingly
numbered. The object of the game was
very simple;
hit the
1 through 5 bumpers for a small replay payoff (probably 1),
hit 1
through 10 for a larger number of replays, or hit all fifteen
bumpers
for the "Big Bank-Nite Award" of a large number of free
games. There apparently was no other form of
scoring on this game,
thus
making the "number sequence" it's "primary scoring
theme". By
the
way, this was also an early pin employing the new "light-up"
bumpers.
In the years to come, variations on this
theme of hitting
bumpers
to light "sequences" were often used in pingames. On many
of
these games the number sequence was "supplemental" to other
scoring
themes, most often "high score", the completing of the
number
sequence (or part of it) enabling certain game features
which
promoted better scores.
Some pins, such as Bally's RESERVE of
1938, used the
completing
of a number sequence to award the player a "reserve
jackpot"
(of coin payout or free games) the value of which
increased
the more the game was played until it was won.
This same
general
idea was also used as a "come-on" feature on many of the
previously
mentioned "one-ball horserace" pins, the "reserve
jackpot"
being awarded when the player got a ball in a special
"pocket"
(usually labeled "Feature") when that feature was enabled
by
insertion of extra coins at the start of the game.
Before leaving the mid-Thirties one other
pinball scoring
theme
should be mentioned, although at that time it was only used
a few
times, but was revived in the 1950's as we will see later.
That
theme was "in-line" scoring.
Possibly the earliest pingame to employ
this theme was Pacific
Amusement's
LITE-A-LINE which appeared on the market in late 1934.
This
game had a circular playfield containing 25 holes numbered "1"
through
"25". The backglass had three
5 by 5 number patterns
similar
to a "bingo card". The player
"bought" 1, 2, or all cards
by
depositing coins in three separate coin chutes (one for each
card). In order to win the player had to light a
row of 5 numbers
on the
selected card(s).
Two later games with this theme were
Keeney's KEEN-O from
Spring
of 1937, and Bally's LINE-UP later that same year. KEEN-O
had one
5 by 5 card on it's backglass with a center "free spot"
replacing
the number "13". Numbered
spring bumpers on the
playfield
would each light one (and in a few cases two) numbers on
the
card. In order to win the player again
had to complete a five
number
line on the card (which could include the "free spot").
Bally's LINE-UP had a similar "bingo
card" on it's backglass,
but the
playfield contained a 5 by 5 array of holes in the exact
same
pattern as the backglass card. We shall
see later that a
similar
game format became very popular in the 1950's.
UP TO
THE WAR
In the years from 1939 until the World
War II pingame
manufacturing
ban in early 1942, "numerical scores" were the
primary
pinball scoring theme. There were a few
games of this
period
with baseball (runs) scoring and a couple, such as
Gottlieb's
LITE-O-CARD, which had an "in-line" theme to supplement
high
scores. Many games in this period used
"number sequences",
mostly
in addition to "numerical score" scoring. As far as
"payouts"
were concerned, they were almost all "one-ball horserace"
number
matching games with the payout "odds" as described earlier.
The "scoring units" in the
numerical scores used during that
period
began to change from what they had been in the mid 1930's.
Previously
scores had generally been in units of 100, with maximum
scores
reaching up to between 5 and 10 thousand.
During the late
Thirties
and early Forties scores increased and many of the later
games
of that period had maximum scores ranging into the 10,000's,
in some
cases up to as high as 70 or 80 thousand.
Most of these games had
"visible" scoring panels on their
backglasses
indicating "thousands" (from 1000 to 9000) and
"ten-thousands",
starting with 10,000 and going up to at least
40,000,
with some as high as 80,000.
The "basic scoring increment"
for most of these games was
generally
100, or some other "pseudo-score" unit as will be
described
shortly. In most cases these 100-900
scores (or the
corresponding
"pseudo-scores") were "hidden" on the backglass, only
visible
one at a time (100, then 200, etc, for example) using some
form of
"light animation" as the score was advanced during play.
Some of
the later games abandoned these "sub-thousand" scores all
together
using 1000 as their smallest scoring increment.
Some games during this period (instead of
using 100 as their
basic
score increment) used the "completion" of some
"light-animated
activity" on the backglass to score 1000.
For
example,
Genco's METRO from 1941 had an animated display of 12 cars
circling
on a roadway which advanced each time certain bumpers were
hit. Each time this "circle" was
completed (12 hits of the
bumpers)
1000 was scored. This
"pseudo-score" was equivalent to
each
bumper hit being worth 1000/12, or approximately "83 points"
in
straight numerical scoring.
Before leaving the subject of pingame
scoring in the near
pre-war
period, one additional type of "score display" should be
mentioned,
that being the display of "replay credits".
Many games in the early 1940's displayed
"replays" in units of
"1"
in some area (usually near the bottom) of the backglass. These
indications
were usually of the "hidden" type, only the number lit
being
visible to the observer. On some games
however, like many
games
made by Exhibit and Gottlieb, replays were "disguised" as
"numerical
scores" in unit of 1000, each 1000 being equal to one
"free
play credit". This was probably
done to aid operators
operating
pingames in areas where "free games" were illegal. In
these
areas the operator or location owner could say these were
merely
"special skill scores" having no intrinsic value.
AFTER
THE WAR
When the World War II ban on pingame
production ended, the
first
new games to be manufactured were almost identical to those
produced
in 1941. Numerical "high
scores" were the primary scoring
themes
of most games (except for the "gambling type" pins, but more
about
them later) with "number sequences" used on almost all games
as an
"adjunct" to high score scoring.
Most, if not all, of the pingames
produced in 1946 had 1000 as
their
lowest scoring increment, with their maximum scores at first
ranging
up to about 90 thousand. It wasn't
long, however, until
10,000
became the basic scoring increment, remaining so through the
1950's,
except for the "multi-player" games which will be discussed
shortly.
(NOTE:
Some of the early post-war pins actually had 1-9 thousand
scores
displayed, with the lowest value bumper scoring 5000 by
pulsing
the 1000 score unit 5 times for each hit.
So these games,
you
might say, had a minimum scoring increment of 5000).
With the introduction of 10,000 minimum
scoring came an
increase
in the maximum score possibilities. In
1947 and early
1948
games with "100 thousand" scoring panels on their backglasses
began
to appear. Early games of this type,
such as Chicago Coin's
1947
hit KILROY, only indicated 100 and 200 thousand. By late
1947,
however, a few pins could score up to 800 or 900 thousand.
Then, in 1948, a few games came out with
a "One Million" light
on
their backglass, thus beginning the era of the "million scoring
pingame". One of the early pins capable of scoring
over a million
was
Gottlieb's 1948 game ALICE IN WONDERLAND.
In this game there
was a
"One Million" light on the backglass, which was not visible
except
when lit, with the words "One Million" shown in sort of a
'script'
form.
Within a year all pins had scores ranging
up to 8 or 9
million. These high scoring pins even prompted a
Country and
Western
song in the early Fifties titled "Pinball Millionaire", the
lyrics
of the chorus saying: "I made a
Hundred, I made a Thousand,
I made
a Million, but I won't quit there; I'm
going to be a
pinball
millionaire!"
In the early 1950's a "secondary
scoring system" was
incorporated
into many pingames, in addition to their
"multi-million
scoring". These "scores"
were called "points" and
generally
had a basic scoring increment of only "1", while the
"high
score" scoring system on the same games had an increment of
10,000.
The "points" earned by a player
(from hitting certain bumpers,
targets,
etc.) were in many cases indicated by lighted plastic
"inserts"
on the playfield, rather than on the backglass where the
"high
scores" were displayed. The
maximum number of points
possible
usually ranged between 20 and 50, a player being awarded
replays
for exceeding one or more point values indicated on the
instruction
card.
For example, on Williams 1951 game SHOO
SHOO, a player could
earn up
to 40 points, with replays being awarded at 32 and 40
points,
for instance. This idea gave the player
an additional goal
to
strive for, thus increasing the "player appeal" of the game.
A major change in "high score"
scoring in pingames came with
the
introduction of "multi-player" (2 and 4 player) pins in the mid
1950's. With the exception of a few Williams games
in 1953, all
pins in
the early Fifties indicated the player's score by means of
lighted
panels on the backglass, nine light-up numbers indicating
10 to
90 thousand, nine more indicating 100 to 900 thousand, and
additional
panels for the millions.
Well, in 1955 Gottlieb produced the first
4-player pingame, a
game
called SUPER JUMBO. Apparently the
Gottlieb designers decided
that
four separate sets of "scoring panels" would leave the
backglass
too cluttered and decided on using "reel type" digital
counters
to display each player's score. One big
difference
between
the "light scoring" method and this "reel scoring" idea was
that
the lowest scoring unit became "1" instead of 10,000, with
"maximum"
scores being lowered to 999, instead of
going up into
the
millions.
(NOTE: The previously mentioned 1953 Williams games
used scoring
reels,
but used "fake" zeros for the low order digits so that the
minimum
scoring increment was still 10,000.
Williams shortly went
back to
"light scoring" again however).
Shortly after SUPER JUMBO, Gottlieb
introduced a 2-player pin,
DUETTE. Williams soon followed suit and the two
major amusement
pinball
manufacturers in the 1950's began producing "reel scoring"
multi-player
games in addition to "light scoring" single player
models.
(NOTE:
Bally, who throughout the mid-Fifties concentrated on their
"bingo
pinballs" (more about these later), produced three 2-player
games
around 1957. Two of these,
BALLS-A-POPPIN' and CIRCUS, used
"light
scoring" for both player's score with a lowest score
increment
of "1", and the other, CARNIVAL, used "reels" like
Gottlieb
and Williams).
In late 1959 Gottlieb came out with a
single player pin called
UNIVERSE
which used "reel scoring" like the multi-players. Their
next
few single players again used "light scoring", but they soon
started
using "reels" on all their games.
About a year later
Williams
also went over to "reel scoring" exclusively.
Some games had three reels with a
possible high score of 999.
Others
used a single light, next to the hundreds reel, to indicate
"1000",
therefore allowing scores up to 1,999.
Still other games
used
four reels allowing a maximum of 9,999.
Well, it wasn't too long before pinball
manufacturers
apparently
decided that players wanted even higher scores than a
few
thousand points. At first one
"fake" zero was added to score
reels
making the minimum increment "10", then another, bringing the
minimum
increment up to "100", etc, boosting "maximum" scores by
the
same factor, of course. When
solid-state pingames were
introduced
"fake" zero displays were also used to give the player's
higher
scores. Today's solid-state pins again
have high scores
running
up into the "millions", like their ancestors three decade
earlier.
We have just seen how "high
scores" in pingames have changed
in the
four decades following the end of World War II, but what
about
other pinball "scoring themes" used during that same period?
Paralleling the "amusement pinballs" in these years (at
least
until
very recent times) were the "gambling type" pingames. The
"One-ball
horserace" pinballs, which were very popular in the late
1930's
and early 1940's, again emerged after the war's end,
beginning
with Bally's VICTORY DERBY and VICTORY SPECIAL coming out
as soon
as the war was over. These were
"number matching" games
with
"odds" similar to the ones I described earlier.
Well, in 1951 these games were almost
totally "outlawed" with
the
passage of the Johnson Act which forbad interstate shipment of
"gambling
devices". The major manufacturers
of this type of game
had to
come up with a "substitute" to keep from losing a lot of
money.
The new type of game which was developed
to replace the "One
ball"
utilized the "in-line" scoring idea similar to that used on
Pamco's
LITE-A-LINE, Bally's LINE-UP and Keeney's KEEN-O in the
1930's
which were described earlier. These
games soon became known
as
"bingo pinballs" because of the resemblance of the number
arrangements
on their backglasses to the common "bingo card". For
a
detailed description of the "evolution" of these games I again
refer
you to my article MULTIPLE COIN PINBALLS which I mentioned
earlier.
Baseball scoring pinballs (scoring in
"runs") were not to be
found
after the war. The only games using
this type of scoring
were
the "pitch-and-bat" arcade type baseball machines very popular
during
the late 1940's and 1950's.
One game to use an unusual scoring theme
in the early 1950's
was
Genco's 1951 pin STOP AND GO. This game
had an "auto racing"
theme
with scoring in terms of "laps" and "miles".
As I said previously, "number
sequences" were used as
"supplemental
themes" on most pingames coming out right after World
War
II. Within a few years some pins were
using a variation of
this
idea where the player would try to light the letters in the
name of
the game displayed on the backglass.
Examples of games using this idea were
United's series of
"destination
games" (games named after cities, countries, etc.) in
which
the player would hit bumpers (or go through rollovers) which
lit
certain letters in the game's name, such as MANHATTAN.
Completing
these "sequences" (either in total or in parts) would
enable
certain special features in the game, such as doubling the
value
of "bonus" kickout holes on the playfield. Many games of
this
same period also employed straight "number sequences" for
similar
purposes.
Playing card "sequences" were
also a popular "supplemental
theme"
on many games made from the 1950's through the 1970's. This
was
really just another form of the old "number sequence" idea
started
in the late Thirties, with replicas of playing cards (or
just
the numbers 1 through 10 and the letters A, K, Q, and J)
replacing
a strictly numerical sequence.
One example of a game employing a
"playing card sequence" as
a
supplemental scoring theme was Gottlieb's 1957 game STRAIGHT
FLUSH. The 13 card "heart suit" was
pictured on it's backglass.
The
player could light some of these cards by rollovers on the
playfield,
while a "roto-target" in the center of the playfield
gave
the player the possibility of lighting any of the cards,
possibly
2 at a time, if hit properly by a ball in play. The
advertising
brochure for this game indicated that a "special score"
could
be obtained by lighting "any five cards in a row".
Gottlieb's QUEEN OF DIAMONDS two years
later had the diamond
suit in
a semi-circle on it's backglass. These
could be lit by a
combination
of rollovers and playfield targets.
Lighting all 13
cards
awarded the player a replay plus 400,000 points. In the
early
1970's Gottlieb came out with several games which had the
then
popular "drop targets" labeled with "card values" (1
through
10, J,
Q, K, and A). On their 1971 game
DROP-A-CARD hitting the
2-5 or
6-9 targets lit pop bumpers for extra points, hitting 10-A
increased
the value of the bottom rollovers, and getting all 13
targets
down lit rollovers for "specials".
As in the mid 1930's, the theme of the
popular card game
"Blackjack"
(or "21") was also simulated on a few pingames in more
modern
times. On these games the player could
score special "card
points"
in addition to the "high score" aspects of the game. In
order
to win an additional replay the player's "card score" had to
be as
close to "21" as possible, without going over that amount.
Examples
of this type of scoring were found on Gottlieb's 1950
"turret
shooter" game JUST-21, Williams' BLACKJACK and "21" in
1960,
and their 1968 pin LADY LUCK.
The popular game of pool was an even more
popular theme on
post-war
pingames than it was in the Thirties.
Most of these games
used
depictions of the standard 15 pool balls on either their
backglass,
their playfield, or both. Lighting
these "pool balls"
in
reality was just another form of the old "number sequence" idea
discussed
earlier, the balls simply being a "sequence" of the
numbers
1 through 15. This again was a
"supplemental theme" with
"high
score" as the main theme of almost all "amusement" pingames
made
since World War II.
Another theme used by some pingames in
the 1950's through the
early
1970's was that of "horseracing".
While the "one-ball
horserace"
games mentioned earlier were supposed to be simulating
a
horserace (their "number matching" theme indicating the 7 numbers
to be
seven "selections" on a racing program, and their 4 playfield
sections
corresponding to the "finishing position" of a horse), the
games
to which I am now referring had "animation units" (either in
their
backbox or on their playfield) employing mechanical horses
which
advanced when certain playfield bumpers/targets were hit.
These games were all made by Williams,
and their horse racing
themes
were again generally "supplemental" to the "high score"
aspects
of the games, except in a few rare cases.
Both Williams'
NAGS in
1951 (which gave the player only one ball) and TURF CHAMPS
in 1958,
had the "horserace" as their "primary" scoring themes. On
the
former game, one of the 6 horse "selections" was randomly lit
at the
start of a game, but a rollover between the flippers could
change
it if the ball passed over it as it exited the playfield.
On TURF CHAMPS, on the other hand, the
player himself
"selected"
which horse he wanted at the start of the game using a
button
on the front rail. On all these games
"thumper bumpers",
rollovers,
and targets on the playfield advanced each of the horses
in the
animated unit on the game.
(NOTE: For a fairly good list of both pool and
horserace theme
pins
(including a more detailed description of two pool pins and
one
horseracing game) I refer you to my previous article "Pingames
At The
1988 Fun-Fair" in the WINTER 1988/89 issue of COIN SLOT).
Before leaving the subject of pinball
"scoring themes", I
think I
should mention the "Special".
While not exactly a "scoring
theme"
per se, it was a very important part of pinball scoring (at
least
the winning of replays) for many years from the early 1940's
up
until fairly recently (at least I don't believe today's pins
have
them). Exactly when that term was first
used I do not yet
know
(that is something I am trying to determine) but I have
narrowed
it down to somewhere between the beginning of 1939 and
August
of that year.
For those "non pinball players"
reading this who might not
know
what a "Special" is, it is a bumper, target, or rollover on a
pingame
which scores one (or more) "replays" ("free games") when
contacted
by a ball, if it is "lit" (a playfield light
corresponding
to it is lit). The term "Special
When Lit" has been
a
"standard pinball phrase" for many years and even the title of a
fine
book on pinball written by Canadian Ed Trapunski. Anyway, for
us
pinball fans who played pins during the Forties, Fifties,
Sixties,
or Seventies "lighting the Special" was one of the primary
objectives
of playing any pingame.
Well, that ends this discussion of the
various "scoring
themes"
used on pinball machines since the early 1930's. Although
many
"themes" were employed in pingames over the years, many were
only
themes of the artwork and were not connected with the
"scoring",
other than that in the earlier "light bulb scoring"
games
the score numbers on the backglass were blended in with the
artwork
theme.
Before concluding, one final note
regarding the "scoring
values"
found on pingames over the years. While
reading this
article
you probably noticed that the "minimum scoring increment"
(10,
100, 1000, or 10000) and the "maximum score" (1000 or so on
some
games, and up into the "millions" on others) have changed
considerably
over the years (both upwards and downwards).
Well,
there is
one "side effect" of this phenomena which can be
beneficial
to pinball collectors.
By combining knowledge of how these
scoring values have
changed
over the years with knowledge of other changes in pinball
construction
(such as the complexity and size of the backglass - or
lack of
it altogether) one can make a fairly accurate "educated
guess"
of the date of manufacture of a game you may hear about or
have
found. If the game is not listed in
"Pinball Reference Guide"
this
may very well be your best method of judging it's age!