BALLY'S VICTORY
SPECIAL
AND 'ONE-BALL'
PINGAMES
by Russ Jensen
This is the eighth in my series of
articles describing (in chronological
order)
the pingames in my personal collection.
This time the game is Bally's
1946
"gambling type" pingame, VICTORY SPECIAL, which belongs to a special
class
of games I call "one-ball horserace games". Before beginning my
description
of the features of the game, a little historical background will
be
given so that the reader can better understand this type of pingame.
MULTIPLE
COIN PINGAMES
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".
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.
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.
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 number 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.
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
(the game which is the subject of this article) 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.
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.
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."
DESCRIPTION
OF "VICTORY SPECIAL"
Before I describe the specific play
features of VICTORY SPECIAL, a
little
about it's unique cabinet and ball return system. Since the playfield
of the
game contains nothing but holes for it's one ball to land in, a method
of
returning the ball to the plunger at the start of a new game is required.
Prior to World War II the
"one-balls" (and most other pingames for that
matter)
had a push-in coin chute. When the
player deposited a coin and
pushed
it in, the other end of the chute slide pushed against the large fiber
board
(often called a "shuffle") underneath the playfield, holes in which
would
align with any balls trapped on the field, allowing them to drop down
and
roll to the trough which lead to the "ball lift assembly" which
raised
the
ball to the playfield when the player pushed a lever on the front of the
cabinet.
Well, when Bally designed VICTORY SPECIAL
(and it's "payout partner"
VICTORY
DERBY) they decided to use a "drop-in" coin mechanism for the first
time. But this presented a problem - how could the
"shuffle" be moved to
allow
the ball from the last game to be retrieved?
The engineers at Bally
came up
with a novel solution to that problem which (as far as I am aware)
was
only used on these two games, later one-balls utilizing a motorized
method
of performing this task.
A round fiber rod (over an inch in
diameter) protruded from the front of
the
cabinet with a metal cap on it's end.
The player, after inserting a
coin,
had to push in on this rod which would move the "shuffle" under the
playfield,
dropping the ball. To keep this lever
from being effective
without
a coin being first deposited, an electrically operated latch
mechanism
was employed which was tripped when a coin was deposited.
Another interesting thing about VICTORY
SPECIAL'S cabinet was it's
construction
which differed from most other pingames of that era. Instead of
the
usual "body" (a horizontal glass-topped box containing the playfield
and
some of
the electrical game components) being supported by four wooden legs,
and
with a "lightbox" mounted at it's rear end, the cabinet of this game
was
in two
sections.
The playfield was contained in a large
"L-shaped" cabinet, the vertical
part of
which reached to the floor (in place of the usual front legs) and
contained
the large coin box. The
"lightbox" was the upper part of a tall
vertical
cabinet (also reaching to the floor in place of the usual rear legs)
which
contained a series of shelf-like boards which held most of the game's
electrical
components. A quite unusual
configuration compared to most other
pingames.
'SELECTIONS'
VICTORY SPECIAL had the "standard
selections" (numbers '1' through '7')
found
on almost all but the earliest one-balls using the horserace format.
With each
coin inserted usually one, but occasionally two or more (even all
seven
very infrequently) of the selections light.
None of the selections are
ever
held when the next coin is inserted, so if a player got a good
selection(s)
(for instance number '4' - generally the easiest hole to make)
he
would probably stop inserting more coins even though additional coins
would
increase the Multiplier (to be discussed shortly).
Of the seven possible selections '4' is
usually the easiest to make, '3'
and '5'
the next, then '2' and '6', with '1' and '7' (which are closest to
the
sides of the playfield) being the hardest to get a ball into.
"ODDS"
AND "MULTIPLIER"
Also with each coin inserted, a set of
"odds" would light on the
backboard. The odds ranged from: 2, 2, 4, 8 (for PURSE,
SHOW, PLACE and WIN
respectively)
to 12, 16, 20, 40, with three steps in between. As with the
"selections",
they lit randomly with each coin inserted, and if a good set
was
obtained with one coin the player was well advised not to insert any more
coins
as the next coin would very likely result in a lower set of odds.
VICTORY SPECIAL was a true "One-Ball
Multiple" game as it contained the
popular
"Multiplier Feature". If a
player inserted only one coin and
succeeded
in matching the randomly lit "selection" he would receive the
number
of replays indicated by the random odds which were lit, according to
in
which of the playfield sections (PURSE, SHOW, PLACE, or WIN) the ball
landed. If, however, he had inserted 2, 3, or 4
coins before shooting the
ball,
the number of replays awarded for a selection match would be the odds
indicated
for that section multiplied by the number of coins inserted (up to
4).
"SPELL
NAME" AND "FEATURE"
The game also had a "Spell Name
Feature" with 'L' and 'R' holes as
previously
described. A player getting a ball into
an 'L' or 'R' hole, when
the
corresponding light on the backglass was lit, would be awarded 4 replays
(multiplied
by the number of coins played) and would get the next letter of
the
game's name lit. When the entire name
was finally lit, the player would
receive
40 replays times the "multiplier".
VICTORY SPECIAL also had a
"Feature" feature which was also described
earlier. If the machine was set by the operator to
operate in the "40 Replay
Mode",
a player getting a ball in the FEATURE hole near the bottom of the
playfield,
when the seldom seen FEATURE light on the backglass was lit, would
receive
40 replays multiplied by the number of coins played (up to 4). If,
however,
the operator set the game for the "Build-Up Mode" the player
"making
the
FEATURE" would be given by the location man $1 multiplied by a number
shown
on the backglass, projected by a special "Feature Projector" on the
upper
right-hand area of the glass.
When in the "Build-Up Mode",
the special feature projector was advanced
by one
number (an additional $1 payout) for every 400th coin deposited by
players. When a player eventually "got the
Feature", the location paid the
number
of dollars indicated by the projector, then pressing a button
underneath
the cabinet which caused the projector to be "reset" to '1'.
"DAILY
DOUBLE"
Another feature of VICTORY SPECIAL (which
may have been unique to
VICTORY
SPECIAL/DERBY) was called the "Daily Double". At random intervals
during
insertion of coins, a "FIRST RACE" light (beneath the area of the
backglass
where the '1' through '4' "selections" were indicated) would light,
along
with a pair of horse's heads which were located directly below each of
the
seven "selection" numbers (one lighting below one of the '1' to '4'
selections,
and the other beneath either '5', '6', or '7').
If that occurred the player would try to
get the ball into the hole
corresponding
to the first lighted horse in either the PURSE or SHOW section
of the
playfield. If he was able to do that, a
light labeled "SECOND RACE"
would
light up on the other side of the backglass (beneath the '5' through
'7'
selections). If the "SECOND
RACE" light was lit, when the player
inserted
a coin(s) for the next game the 2nd number of the Daily Double pair
('5',
'6', or '7') would remain lit.
If on that game the player matched the
number corresponding to this lit
horse
in either the PURSE or SHOW section, he would receive 20 replays
multiplied
by the number of coins played (up to 4).
These "Daily Double
selections"
where entirely independent of the normal "selections" which would
score
as described earlier.
MISCELLANY
That ends the explanation of the scoring
features on VICTORY SPECIAL,
but I
believe a few extra comments are in order.
First, the replay credits
earned
by the player are displayed by a projector which projects (from
behind)
a number near the upper left-hand corner of the backglass. Since all
"payoffs"
are in multiples of two, this projector only displays "even"
numbers
(2, 4, 6, etc.). However, since when
replays are "played off" by a
player
only one replay "credit" is subtracted at a time (equivalent to a
nickel
being deposited) a method was needed to "decrement" the replay
credits
by one.
The Bally engineers came up with a rather
unique way of accomplishing
this
task. There was a small lighted
"panel" on the backglass, next to the
area
where the replay credits (in units of 2) were projected, which indicated
"-1"
when it was lit. As replay credits were
played off by the player, this
would
alternately be lit (indicating that "1" should be subtracted from the
projected
credit) and then turned off with the projected number being
decremented
by one (two credits).
VICTORY SPECIAL also had a very
interesting set of "operator
adjustments"
allowing the machine's owner (if he desired) to drastically
change
the player's chance of "beating the machine". The most radical of
these
adjustments (which, I am sure were completely unknown to the player)
were
the "selections" and "odds" adjustments.
The "selections adjustment"
allowed the operator (utilizing special
plugs
in the back of the machine) to cause one (or more) of the seven
selections
to not light up on various combinations of the four coins which it
was
possible to insert before each game was played. The combinations of
coins
which could be chosen to eliminate selections were: 1st; (2nd, 3rd, and
4th);
(1st and 2nd); (3rd and 4th); (1st, 2nd, and 3rd); 4th; or all.
A similar adjustment could be used to
eliminate the occurrence of the
highest
set of odds (12, 16, 20, 40 - for PURSE, SHOW, PLACE, and WIN) on the
same
combinations of coins played as just described for "selections". So
using
these adjustments the operator could make it impossible (if he desired)
for an
easy to make selection (such as '4'), or the highest set of odds to
occur when
several coins were played (which multiplied a "win").
In addition to the very powerful
adjustments just described, several
other
operator adjustments were available to control how often the game's
special
features ("Spell Name", "Feature", and "Daily
Double") would be lit
on the
backglass as coins were deposited.
(AUTHOR'S
NOTE: The type of adjustments found on
VICTORY SPECIAL which were
just
described (giving the operator an easy to use adjustment of a game"s
payout
percentage) are almost identical to what many people over the years
have
thought that slot machine operators had.
This "myth" was not true at
all
since in order to adjust the payouts of a mechanical or electro-
mechanical
slot the operator had to make physical modifications to the
machine's
internal mechanism - however, it may or may not be true of today's
"computer
controlled" slot machines.)
The VICTORY SPECIAL which I own also has
a remnant of another "special
feature"
(if you could call it that) which was used for a short time on a few
"one-balls"
in some locations.
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.
My VICTORY SPECIAL had the trough cover
labeled "SKILL LANE", but the
special
attachment which replaced the "rebound rubber" at the upper left-hand
side of
the playfield had long since disappeared.
THINGS
TO COME
The characteristics of VICTORY SPECIAL
described above represented
pretty
much the features available on "one-balls" just prior to and just
after
World War II. There were, however,
several new features added to these
machines
from the late 1940's up until the end of "the one-ball era" around
1951
when the Johnson Act made this type of machine essentially illegal.
The post-war history of the "one-ball
horserace" pingame will be
described
in a future article in this series when I get to the other "one-
ball"
I have in my collection. So you'll just
have to wait awhile for the
continuing
story of this fascinating and much neglected form of pinball
machine.