BALLY'S
VARIETY AND OTHER "SEQUENCE"
PINGAMES
By Russ
Jensen
As I have done a couple of times in the
past, I thought I'd
describe
another of the early pingames in my personal collection.
This
time, however, in addition to describing the game, Bally's
VARIETY,
I thought I would give some historical background on
pingames
which share this game's chief playing feature, the
"number
(or letter) Sequence."
"Sequence games", as I shall
call them, all have one
characteristic
in common. Each of these games require
the player
to
light a sequence of numbers, or in some cases letters, on the
backglass. In a few cases the numbers must also be lit
in
numerical
order (first '1', then '2', etc) but in most of these
games
this rather difficult task is not required.
In some games the entire sequence must be
lit before any
'scoring
advantage' is obtained, while in others, various
sections
of the sequence (such as 1-5, 5-10, etc) will enable
lesser
advantages. The "sequence
game" was especially popular in
the
later 1930's and early 1940's, but as you will see, sequences
were
used in pingame design in later years as well.
EARLY
SEQUENCE GAMES
The earliest pingame employing a sequence
of numbers that I
could
discover in perusing the advertisements from the coin
machine
trade publication Automatic Age was Bally's AIRWAY of
1937. It had ten numbers on the backglass which
were lit by ten
bumpers
on the playfield, each corresponding to an airplane
pictured
there. From the ad I could not
determine the scoring
significance
of these numbers, and I presently know of no one
owning
this game, but it was possibly the earliest pingame
employing
a sequence of numbers.
About six months after AIRWAY, around
March of 1938, Bally
came out
with their famous RESERVE. This game
was the first of
another
class of pingames which are generically referred to as
"reserve
games." In "reserve"
games half of the coins deposited
were
saved in a special "reserve" (or 'jackpot') compartment in
the
machine and the amount contained in this jackpot was
indicated
by a projected number on the backglass.
The game had
twelve
numbered bumpers which when hit would light the numbers 1
thru 12
on the backglass. If a player succeeded
in lighting all
twelve
numbers, a rather difficult task, he would receive the
"reserve"
jackpot and a new one would be started.
All "reserve"
type
games followed this general idea; a 'jackpot' which
increased
until it was won, and a number sequence (or some
equally
difficult task) to be completed in order to win it.
In September of 1938 Exhibit Supply
introduced a game called
REVIEW. That game had a sailing theme and had 15
numbered flags
on the
backglass, each corresponding to a numbered bumper on the
playfield. Lighting flags '1' thru '5' resulted in a
"small
award"
of replays, '1' thru '10' a larger award, and if all
fifteen
flags were lit the largest award ("the Big Bank Nite
Award"
as it was called) was made. The number
of replays for
each of
these awards was adjustable by the operator.
From the
advertising
for this game it appears that there was no other form
of
scoring, which was fairly unusual for pingames of this period.
Then, in March of 1939, Bally came out
with SPOTTEM, the
direct
forebearer of VARIETY, the featured game in this article.
SPOTTEM
had twelve numbered bumpers, a 'score build up' feature,
and an
'out-ball return' (see the detailed description of VARIETY
later
in this article). The name SPOTTEM
referred to a feature
of the
game in which 'free' numbers were lit ('spotted') by the
machine
after the coin was inserted, another feature later to be
found
on VARIETY.
Other similar games by Bally were
PICK-EM, in which the
player
could select a 'free' number by means of a knob on the
front
of the cabinet, and VOGUE with a 15 number sequence and two
'spotted'
numbers at the start of each game. Both
of these
Ballygames
were issued around August of 1939
Starting in May of 1939 Gottlieb also
began a series of
'number
sequence' games which had sort of a 'bingo card' motif.
The
first of these games was LOT-O-SMOKE which had 13 numbered
bumpers,
each corresponding to a popular brand of cigarettes of
the
time. The backglass had four groups of
eight numbers each,
each
containing a different set of the thirteen 'cigarette
packs'.
Obviously lighting all of the eight numbers in any one or
more of
these groups would award replays. At
this same time
Gottlieb
introduced a similar game called LOT-O-FUN.
This game
also
had 13 numbered bumpers, but instead of cigarettes it had
four
'cards' on the glass, each containing 10 of the 13 numbers
(1-10,
2-11, 3-12, and 4-13). It can easily be
seen that
lighting
the numbers 4 through 10 was necessary to have a chance
of
lighting all the numbers on any of the four cards.
In October of 1939 Gottlieb came out
with KEEN-A-BALL.
This
game had 10 numbered bumpers and two cards on the backglass,
one
containing the numbers 1 through 7, and the other 4 through
10. In addition to this 'number sequence' this
game had a very
interesting
feature. The player, as in many other
sequence
games,
could also win replays by scoring points, but this game
went
one step further. Your point score
would be accumulated for
three
games in a row and you could win replays by making 30
points
in the three games combined, as well as for making 12
points
in the first game. This was a feature
that I don't think
was
used by any other pingame producer.
In December of 1939 Gottlieb released two
number sequence
games. LITE-O-CARD, which was similar to
KEEN-A-BALL but had
thirteen
numbers and four backglass cards of 10 numbers each, and
bowling
alley with ten numbered bumpers which lighted bowling
pins on
the backglass.
In that same month Exhibit Supply came
out with CONQUEST
which
had an interesting feature in connection with its number
sequence
scoring scheme. CONQUEST had 11
numbered bumpers with
corresponding
numbers on the backglass. When a player
hit a
numbered
bumper that bumper's light would go out and the same
number
on the backglass would light. If a
player succeeded in
hitting
all eleven bumpers, the bumpers would relight and each
time
any of these was struck after that it would award one
replay!
Another interesting feature of CONQUEST
was its "Lost
Horizon"
feature. A number showing in a window
on the backglass
(called
the "Lost Horizon window") would indicate the number of
games
played on the machine in a row without the scoring of any
replays. When this number reached 30 (ie 30 non
replay scoring
games
had been played) all bumpers would automatically light and
award a
replay when struck during that game, a reward for player
persistence
I guess.
The feature of CONQUEST, in which all
bumpers would award
replays
once a number sequence was completed, was used on other
'sequence
games' of the period. For example,
Stoner's DAVY
JONES,
also appearing in 1939, had a sequence of numbers which
when
completed caused all bumpers to award replays.
Genco's METRO of 1940, described by me in
a past COIN SLOT
article,
had only five numbered bumpers which, after all five had
been
lit, would each score a replay. Now
completing a sequence
of only
five numbers may appear to be easy compared to ten or
more
numbers, however, there was one 'catch'.
The five bumpers
had to
be lit "in rotation" (ie number '1' first, then '2' next,
etc), a
much more difficult feat. This
"rotation sequence" idea
was
found on a few games but was never very popular due to its
difficulty.
By the way, just as a piece of 'pinball
trivia', a
rotational
sequence of numbers, with the additional 'catch' that
if any
target (in this case) was hit out of sequence the sequence
would
have to be started all over again, was used in the
fictional
pingame Koala's COSMIC VENUS. For those
of you
unfamiliar
with that little game, it was the machine played in
the
epic pinball contest between the teenage girl wizard "Tilt"
and her
opponent "the whale" in the ill fated Brooke Shields film
"Tilt".
Another Bally 'sequence' game was TRIUMPH
released in March
of
1940. That game had a 15 number
sequence and rather
attractive
"Art Deco" artwork on the playfield and backglass. It
also
had a unique feature which Bally called the "buy back"
feature. If a player had shot his 5 allotted balls
and still had
not
completed the sequence, he could 'buy' additional balls at
five
cents each, which was of course the price of the original 5
ball game.
During the period from late 1940 through
1941 Gottlieb, as
well as
most of the pingame manufacturers, continued to produce
games
using number sequences. Among the
Gottlieb games were GOLD
STAR
and PARADISE, both with two 6 number sequences; BELLE HOP
with an
8 number sequence; HOROSCOPE with a 14 number sequence;
and NEW
CHAMP and TEXAS MUSTANG, each with 15 number sequences.
Also,
late in 1941, they released FIVE & TEN, which had 'letter'
rather
than 'number' sequences. This game had
bumpers with the
letters
of the words Five, Ten, and Twenty on them, with the 'E'
in Five
and the 'T' in Ten being part of the word Twenty. The
player,
by lighting any or all of those three words, would
presumably
be awarded some game 'advantage', probably replays.
Anyway,
by the start of World War II number sequences pingames
were
almost everywhere!
BALLY'S
VARIETY
Now for our featured game, Bally's
VARIETY, which was
released
around June of 1939 and is certainly a typical 'number
sequence'
pingame of the period. I personally
feel a special
affection
for VARIETY as not only is it now in my personal
collection,
but it is identical to one of the first two pingames
I ever
owned when I was about twelve years old.
VARIETY has 12 numbered bumpers of the
'spiral spring' type
plus
two additional smaller unnumbered bumpers at the bottom of
the
playfield. Bumper #7 is near the center
of the playfield and
has an
added special significance which will be discussed
shortly.
The artwork on both the backglass and playfield is of a
striking
"Art Deco" design making VARIETY an Art Deco pingame
classic.
When a new game is started the 12
numbered bumpers are all
lit,
the lights being contained in the circular plastic 'posts'
which
make up the center of each bumper. When
a lit bumper is
struck
by a ball its light goes out and the corresponding number
on the
backglass is lit. The object of the
game (the only way to
win
replays) is to light all twelve numbers on the backglass, a
feat I
might ad, which is very difficult to accomplish.
The game has two additional features
which can aid a player
in
accomplishing his goal. First, is the
so-called "spottem"
feature,
first introduced by Bally on SPOTTEM as previously
mentioned. Every so often, upon the deposit of a coin,
the
player
receives two 'free' numbers which are lit ("spotted") by
the
machine at the start of a game. These
number pairs on
VARIETY
are 4,10 and 5,6. The 4,10 pair is
especially nice since
these
bumpers are both normally hard to hit being somewhat well
'guarded'
by playfield obstructions.
The second special feature is the
"extra ball" feature. Any
time
during play if a ball hits bumper #7, one ball (if there are
any)
from the out-hole at the bottom of the playfield is returned
to be
played again. This means it is possible
for the player to
have
more than the usual 5 balls (in fact there is no limit if
the
player is extremely skillful) to use to try to light the 12
numbers. Needless to say, however, it is fairly
difficult to hit
the #7
bumper.
As I said earlier, whenever a lit bumper
is hit its light
goes
out. Any ball hitting an unlit bumper,
including the two
small
unnumbered bumpers near the bottom of the playfield, causes
a
'point' to be added to a tally projected in a circular area
near
the bottom of the backglass. These
'points' are actually
'potential
replays' which can be collected only if the player
succeeds
in lighting all 12 numbers on the backglass, and this,
as I
said earlier, is a very difficult task.
If however the player does light all
twelve numbers things
begin
to happen! First, a beautifully colored
'rainbow' lights
up on
the backglass signifying the player has "beaten the
machine"
and can now collect his "pot of gold", replays in this
case. At this point the 'points' indicated in the
lower
projector
window on the backglass begin to count down and, as
each
point is subtracted, a replay is added to a replay projector
showing
in another circular window near the center of the
backglass. This 'payoff' process is indeed striking,
what with
the
glowing 'rainbow' accompanied by the 'clack', 'clack',
'clack'
of the two projector units "doing their thing."
As you can see from the above
description, VARIETY is indeed
an
interesting example of the many "sequence games" which were so
popular
before World War II, only a few of which have been
mentioned
in this article. We shall now describe
the continued
use of
the "sequence" in pingames during the war, and into the
period
following the war.
DURING
THE WAR
During the war, as most of you should
know, there were no
new
pingames made due to a wartime ban on the production of "non-
essential"
items. During that period, however,
many pre-war
machines
were 'converted' into 'new' machines using the old parts
with
new artwork (backglasses, and sometimes new playfields).
Most of
these "wartime conversions" used the features of the
games
they were converted from (primarily Exhibit, Gottlieb, and
Bally)
most of which used number sequences, so "sequence games"
were
very prevalent during the war.
"Spell
Name" GAMES
One variation of the "sequence
game", which started
appearing
after the war, was the so-called "Spell Name" feature.
This
feature was found on both amusement pins and the "one-ball
horserace"
gambling type machines as well. In
games with this
feature
the player would try to light the letters in the name of
the
game on the backglass, either by hitting lettered bumpers or
by some
other means.
On "one-balls" the next letter
was usually lit by the player
performing
some fairly difficult feat during one play of the
game.
The lighted letters were then "held-over" for subsequent
games
until the player succeeded in lighting all the letters in
the
name, at which time he would generally receive a large award
of
replays (or coins if it was a direct payout machine).
The "Spell Name" feature in
amusement pinballs was somewhat
different. In these games the player generally tried to
light up
the
entire name in one game, the letters being 'reset' at the
start
of each new game. This was generally
done by hitting
bumpers
which indicated the appropriate letters on their caps.
Starting in 1947, United came out with a
series of games
which
had a "Spell Name" feature.
Most of these games had six or
nine
letter names which were broken down into 3 groups of two or
three
letters each. Examples were: HA-VA-NA,
HA-WA-II, NE-VA-DA,
SIN-GAP-ORE,
MAN-HAT-TAN, and TRO-PIC-ANA. These
games had
bumpers
corresponding to each letter in their names.
As the
bumpers
were hit their lights would go out, but it wasn't until
all
letters in any one group (of two or three letters) were made
that
the corresponding part of the name on the backglass would
light. In addition to the bumpers, these games had
'rollover
channels'
which would light a group of two or three letters at
once. Completing each group enabled some scoring
feature of the
game,
and completing the entire name gave the player a much
greater
additional advantage, such as doubling the game's "bonus"
scoring
feature.
Other "Spell Name" games were
also produced in the late
forties. On many of these machines completing the
entire name
would
award the player one or more replays.
HOLD-OVER
SEQUENCES
As was mentioned earlier, some
"one-balls" had Spell Name
features
which were "held-over" from
game to game. Other
sequence
features on some games also employed the "hold-over"
idea. Many post-war "one-balls" had what
was known as the "A-B-
C-D"
feature in which four bumpers, labeled 'A', 'B', 'C', and
'D',
appeared on the playfield. The player
would have to hit
them
'in rotation' (ie 'A' first, then 'B', etc) in order to
light
them, but once lit they would remain lit until all four had
been
lighted. Completing this sequence would
give the player
some
special 'advantage' during the next game he played, such as
lighting
all of the "Horse Selections".
An example of a pingame using a
"hold-over" sequence feature
many
years after the "one-ball era" was Gottlieb's TROPIC ISLE in
1962. This game had a backglass with 'light
animation' of three
monkeys
climbing coconut trees. During play of
a game it was
possible
to cause the monkeys to climb higher, one step at a
time.
The monkey's position was not 'reset' at the beginning of a
new
game until he finally reached the top of the tree, at which
time
"Specials" on the playfield were lit. While this was not
exactly
a "number" sequence it was a "sequential event" and an
example
of a "hold-over" feature on a later model pingame.
The main purpose of these
"hold-over" features was to keep
players
playing the game, trying to finally achieve this goal.
These
features would also attract new players to play the game
since
they would realize that part of the task had already been
performed
for them by previous players of the machine.
So indeed
these
were generally excellent "come-on" features used by pingame
designers
to stimulate play.
MORE
SEQUENCES
The use of number sequences on pingames
continued into the
fifties. Games employing the idea in that era often
used
numbered
kickout holes, rollovers, and other 'targets', as well
as
bumpers, on the playfield to light the sequence numbers on the
backglass. A typical example of such a game was
Williams' SHOO
SHOO
from 1951 which resides in my personal collection.
SHOO SHOO had a ten number sequence on
the backglass.
These
numbers were lighted by numbered kickout holes, rollovers,
and
bumpers on the playfield. If a player
succeeded in lighting
'1'
through '5' certain playfield rollovers would light as
'Specials'.
If, however, the player succeeded in lighting all ten
numbers
an 'Extra Special' kickout hole in the center of the
playfield
would light. This hole would award from
one to ten
replays,
as displayed by lighted numbers next to the hole. These
numbers
could be advanced by other playfield achievements, a sort
of
'mini sequence' feature which was a "hold-over" feature as
well.
THE
'QUEENS' GAMES
Early in 1960, Bally, who had primarily
been making the
gambling
type "bingo pinballs" during most of the fifties, came
out
with a series of unique pingames which employed 'number
sequences'
as a major game objective. Like the
"bingos", these
machines
had no flippers, but in all other respects resembled an
amusement
pinball. With one exception, BEAUTY
CONTEST, the names
of all
these games contained the word "queens", and for this
reason
I refer to them as the "Queens Games". The other games in
this
series were: BEACH QUEENS, BEAUTY QUEENS, TROPIC QUEENS, and
ISLAND
QUEENS.
All of these games had number sequences
(11 numbers), each
number being
represented by a picture of a beautiful girl on the
backglass. These numbers were lit by hitting bumpers,
etc, on
the
playfield. Lighting various amounts of
these 'girls' (it was
how
many numbers, not which ones that counted) would result in
different
amounts of replays being awarded to the skillful
player.
Some of these games allowed the player only 1 ball and
others
two or five.
As an interesting sidelight to the
"Queens Games", they used
many
internal parts that also had been used on Bally "bingo"
machines. I have heard it rumored that one of the
reasons Bally
came
out with these games was to enable them to legally ship
"bingo"
parts, since the Korpran Decision in 1957 had declared
"bingo
pinballs" to be gambling devices subject to the Johnson
Act. Whether or not this is true I can not say,
but at any rate,
the
Bally "Queens Games" were an interesting addition to the
parade
of "sequence pingames" over the years.
In 1966, several years after Bally
resumed production of
flipper
pinballs, they came out with a flipperless machine in the
"Queens
Game" tradition. This game was
called FUN CRUISE and
Bally's
brochure for it stated "by popular demand! Old
favorite,
'lights out' scoring." This game
had 15 numbered flags
on the
backglass which could be made by hitting bumpers, targets,
or a
"mystery spotting" kickout hole.
In addition to the numbers
it also
had the standard point scoring typical of the flipper
games
of the period.
The game gave the player only 3
balls. The ad further
boasted
of the game having no flippers by stating "no
flippers....restoring
the happy arts of nudging, tapping, and
body
English....speedy action of 3 sling-shot activated balls
which
deliver twice the excitement, suspense and satisfaction of
5
'flipper flapped' balls." And, a
few months later, Bally
introduced
a similar machine called DELUXE FUN CRUISE with many
of the
same features, plus a "mystery spotting" thumper bumper.
So even
in the mid-sixties pinball players could still play a
real
old-fashioned "number sequence" flipperless pingames.
SEQUENCES
CONTINUE
Many flipper games of the sixties
utilized forms of the
"sequence"
in their play. An example of another
sequence was a
"playing
card sequence" such as was used on Gottlieb's KING OF
DIAMONDS
in 1967. This game had a sequence of 13
representing
the
playing cards '2' through '10' and 'Jack' through 'Ace'.
These
'cards' were made by rollovers and targets on the
playfield. In addition, there was a
"roto-target" unit in the
center
of the playfield containing thirteen targets '2' through
'Ace'
which could be hit by skillful flipper shots.
On the backglass was an elongated window
behind which was a
bank of
thirteen 'drop flags' displaying which of the thirteen
'cards'
had been made. If a player succeeded in
getting all the
cards
from '2' through '10' special lights, which alternated from
one
side of the playfield to the other, would be lit on two
rollovers
on the playfield. If the player was
skillful enough to
get all
thirteen cards ('2' through 'Ace') a 'rotating Special'
was
enabled. The targets 'Jack' through
'Ace' would each light
in
rotation as Specials awarding replays when the lit target was
hit.
That was just one example of
"sequences" used on pingames
from
the sixties. As you can see, number,
letter, and other
"sequences"
have been an important part of pingame design since
the
advent of electric pingames in the mid 1930's.
This idea was
found
on a majority of the games in the late 30's and throughout
the
40's, and still continued, in one form or another, in later
pingames
as well.