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Sometimes the fastest way to give your kitchen a mini-makeover is to change the knobs and pulls. You can fill, sand, and stain the holes to hide them and hope that no one notices the repair, or you can use a backplate to cover the existing holes while you drill a new one. They are used in conjunction with a knob or pull to add a little extra interest and detail to the cabinet, or to camouflage existing holes.

Kitchen cabinet backplates come in nearly as many sizes and styles as there are knobs and pulls. Because the backplate needs to be used in conjunction with a knob or pull, your first consideration should always be size. When selecting the backplate for a cabinet, you need to focus on two separate sizes; the size of the overall backplate and whether it will cover existing holes if needed, and the size of the drillings in the backplate itself.

There are essentially two directions you can take here. Choose a backplate that matches the color and style of the knob or pull to complement it, or choose a plain design in a contrasting finish to make your knob or pull stand out and pop against your cabinet.

Because two switches are used, Stern's game manuals may refer to it as a dual target even though it may be responsible for three or more playfield inserts. Bash Toy — A toy or figurine with a target switch built inside its base. A ball hitting the figurine scores the target. The figurine typically is of a person or object specific to the theme of the game.

Instead of a plunger , these games usually have a pitching mechanism which shoots the pinball towards the bat at a speed and direction often controlled by a second player.

The playfields are usually quite bare compared to pinball machines, having no bumpers , ball guides or lights like pinball machines, but because they share many of the same mechanical elements as pinball machines, they are included in the database. The playfield usually contains only the targets and holes, labeled with possible pitch results such as single, double, out, etc.

Some games even mimic the players running around the bases, often with mechanical figures in the backbox running around a baseball diamond. Bell Timer — A Time Clock that has a clapper to ring a bell when the time is up. Beta Test — Before a game is produced for the open market, a small number of prototypes are produced, and these are sent to selected sites for testing so that the manufacturer can find out how well the game rules and playfield layout performs in real play.

The beta test usually leads to minor changes in the playfield and changes to the software. Bigliardino Elettrico — Literally, "electric billiard". Also seen as "biliardino elettrico" and ""nuovo bigliardino elettrico".

These words appeared on backglasses for games made for Italy, not necessarily games made in Italy, as a direct result of Law passed in Italy on May 12, which prohibited flipper pinball machines as gambling because the replays were deemed a thing of value. As a result of this law, pinball machines were still seen in Italy but the word "flipper" had been banished from appearing anywhere on the game and players could only earn added balls to extend game play.

Even then, the backglass would surreptitiously indicate the presence of earned added balls by lighting unnumbered and innocent-looking art elements on the backglass, such as round balls or stars, that blended into the art around it. On some games there is written 'biliardino' instead of 'bigliardino', that's the same. Also note that some other kind of fli pper games, for example toys for kids, were still called 'fli pper' with no problem.

It was a forbidden word only regarding coin-op games. It proved successful in at least a dozen of cases, so even some italian man ufacturers of the time, and other european man ufacturers, sometime used to include in the back glass or in the instructions the same or similar words.

Bally made italian language instruction cards with the same words, as well as Williams. As balls fall into the playfield holes, the corresponding numbers are lit up on the Bingo card s on the backglass. The ball will then stay into that hole until the end of the game. Bingo games normally have 5 balls per game -- to make them distinctive from the one-ball machines made illegal in most areas -- and similar to normal Bingo awards can usually be won by getting three to five numbers in a row on one of the Bingo cards, with larger awards for more numbers in a row or more coins deposited to raise the odds.

Players can either play off the replays earned or have the owner exchange them for cash or prizes. Bingo games have their roots in a 16th century Italian lottery game named Beano, later renamed to Bingo. They are a result of the early desire to reward players with money, free games and awards.

Early games to accomplish this were single ball games with horse and dog racing themes. The Federal Government's Johnson Act of caused the demise of one-ball horse racing machines because it outlawed and made a federal offense the inter-state shipment of gambling devices, manuals and repair parts except to states where the devices were legal, and many areas had already declared them illegal since they were deemed a game of chance rather than a game of skill.

The addition of flippers on later pinball machines caused them to be considered a game of skill since the player could have much more affect on the resulting score. Biri-biri — A repetitive electronic tune indicating that the player had reached a high score. This is a feature found in some Italian-made pinball machines of the 's. Some Italian manufacturers during the 's installed electronic sound devices in their games to replace the standard metal bells.

Older games could also be retrofitted with these devices. The electronic sounds they emitted were rudimentary in comparison to today's capabilities and might be described as monophonic. These devices, while acting in place of bells, could also be made to emit a tune at achieving a high score, and this tune was called the "biri-biri sound". No obvious award was necessarily tied to getting a machine to produce this sound, but the location might give a free drink to the player.

It's purpose was to close the flipper gap and route balls to either flipper for flipping back into play. It is the precedessor of the round plastic Up-post used in 's games and later. Gottlieb also referred to this device as a Safety Gate. An example of this feature can be found on Chicago Coin's 'Thing'.

Body — See Cabinet. BOM — Bill of Materials. As documented on this site, it's the total cost to the manufacturer of the parts for 1 game, expressed in US dollars. A more complete definition is coming. Bullseye target — A standup target consisting of a broad target surface the outer ring with a hole in its center the bullseye through which a separate narrow pin protrudes from behind.

Both the outer ring and bullseye pin operate their own switch for scoring. A ball can hit the ring and miss the bullseye pin, or hit the bullseye pin without hitting the ring, or with force or angle can hit both bullseye pin and ring for a combined score. Gottlieb used this type of target on games made from the later 's to early 's, such as Gottlieb's 'Seven Seas' , where the outer ring was painted with the familiar target rings.

It appeared again on Premier's 'Tee'd Off' but without the target rings. Some Gottlieb games used these targets but without the center bullseye pin. One game that had this type is Gottlieb's 'Preview'.

Bumper — Bumpers are round, mushroom-shaped targets set into the playfield of most pinball machines. They fall into two categories: active and passive. Both types register a hit when the ball collides with them. Active bumpers , the most common, forcefully kick the ball away when struck.

Passive bumpers look similar to active bumpers, but do not kick the ball when hit. See also the passive Tower Bumper. Mushroom bumpers are passive bumpers, each is a post having a disk on top. When the ball approaches the bumper and strikes the post, it lifts the disk.

The disk is attached to a shaft down the middle of the post, and this shaft rises when the disk is lifted, activating a leaf switch which registers the hit. Bally popularized this bumper in the s and s starting with Bally's 'Hootenanny' , and European games followed in its use.

While Bally is popularly credited with the first use of mushroom bumpers, Stoner used them during on Stoner's 'Ali-Baba' and Stoner's 'Fantasy'. Active bumpers have been given various names. According to the book All About Pinball , Williams called them thumper bumpers on their game Saratoga but eventually decided to use the shorter term jet bumpers. Gottlieb first used the term percussion bumpers on their "Bowling Champ" game but eventually changed to the term pop bumpers.

Genco called them power bumpers. Bally called them thumper bumpers. Disappearing bumpers are active bumpers with flat plastic tops in place of standard bumper caps and that are mechanically lowered to be below the playfield when dictated by game rules.

When lowered, the flat top of the bumper is flush with the playfield surface as if the bumper was not there. A list of games with a disappearing bumper is here. The invention of the bumper in replaced the well-known pins and pockets. Balls would now exit the playfield after play, while the score would appear on the backglass. Before, players had to visually add up their score from the balls that had landed in playfield pockets and remained in them until the start of a new game.

A thumper bumper from Bally's 'Freedom'. In this way, the player is extending the length of the game in progress but at an additional cost per "extra" ball. The cost for each extra ball would be the same price as it took to start the game. Depending on the game, this feature might be a standard item equipped from the factory or might be an optional attachment at extra cost to the operator.

Also, there may be a limit to the number of extra balls the player can purchase per game, such as three maximum, or the game may allow an unlimited amount.

The Buy-back feature on pin games did not outlast the s. When it reappeared in solid state games, it was known as the Buy-In. Buy-In — This term describes an operator option to extend the length of the game being played beyond what was purchased with a coin or credit. Of the games that appear in this database, the first solid state game to have it is Bally Midway's 'Blackwater '. For each player, after the last ball has been played, the player can press a specially-marked button on the front of the cabinet to extend the game by buying an extra ball, usually at the cost of 1 credit.

If this is done, the game will not go to Game Over but will continue where it left off for that player, typically with extra features or modes that were not previously activated or available to achieve. Some pinball machines with this feature will allow only one buy-in extra ball per game per player. Other machines will provide higher maximums, such as 3, 9, or an unlimited number of buy-in extra balls per player.

The button for this feature is located either below the left-side Start button or below the right-side ball shooter knob. Capcom, Data East , and Spinball are examples of other manufacturers that used this feature on one or more of their games.

Buy-in was a term used by manufacturers of solid state machines. When this feature appeared in EM games of the s to s, it was known as Buy-Back. It often has color attention-attracting graphics, especially on later model games with detailed many-color side art. Not to be confused with the backbox. The cabinet is also known as the 'body'. Cabinet Insert — A broad, flat wooden board bolted to the inside bottom of the lower cabinet upon which relays and other electromechanical components are mounted.

Because an EM game will have its motor attached to this insert , it is also known as a motor board. Captive Ball — A ball that is restricted to a small area of the playfield or backbox.

It is separate from the ball in play. The captive ball sits at rest until propelled into motion by either the ball in play or by a kicker upon which the captive ball was resting. Then, it moves within its defined area. The simplest version is the messenger ball , a special kind of target that consists of a pinball held captive at the end of a lane or ramp with a switch at the far end, such as shown in the picture below.

Other arrangements include: A curved captive ball lane, as on Gottlieb's 'Magnotron'. A bagatelle on the playfield as on Williams' 'Big Ben' or in the backbox as on Williams' 'Casanova'. A mini-playfield containing both captive ball and dedicated flippers as on Bally's 'Elektra'.

See also captive ball spinner. Left: Diagram of captive ball setup. Right: Captive balls and target from Capcom's 'Breakshot' Captive Ball Spinner — A scoring device consisting of a large metal wheel and a small steel ball enclosed in an area not accessible by the ball in play.

The wheel has small trap holes all along its outside edge. When activated, the wheel spins around its central axis, causing its captive ball to randomly roll around with it. The wheel generally stops abruptly, and the rolling ball eventually falls into one of the trap holes to award the indicated hole value.

This device first appeared on Williams' 'A-Go-Go'. Also referred to as a Roulette Wheel. Card Holder — See Apron. Carom Spinner — See Spinning Bumper. Carombolette Table — A large table game that looks like a billiard table but it has no pockets like a billiard table has. The entire playing surface is covered with felt except for one end which has a built-in bagatelle. The players stand at the felt end of the table and use cue sticks to shoot the balls towards and onto the bagatelle.

An example of this type of game is Unknown Manufacturer's 'Carombolette Table'. Billiard Boards were sold to allow a regular billiard table to be converted to a carombolette table. An example of this is H. Schafer's 'Combination Recreation Board'. Carousel roto-target — See longer explanation under Roto-target. Carry-over — A sequence during game play that increases towards a goal such as extra points, an extra ball, or a replay , and does not reset to the beginning of the sequence at the start of a new game.

Instead, the position in the sequence carries over to the next game as the starting point for the new game. This sequence is often featured prominently on the backglass to entice players to play the machine again. As described above, this term primarily describes a feature that carries-over from game-to-game, but it can also be used to describe a feature that carries-over from player-to-player during multiple-player games.

Catch — When the ball is held in a V formed by an upraised flipper and the lower part of the inlane. Cellar Hole — A ramp below the playfield , entered through a hole in the playfield. Center Post — A stationary rubbered post or pin set between and inline with the bottom pair of flippers. Not to be confused with an Up-post. Check Separator — Also called a trade check separator, it's a device used in coin payout machines of some 's games to determine whether the coin inserted by the player is a real nickel or a trade check a token.

Trade checks each had a hole in their center, allowing a detecting pin in the separator to recognize them as different from nickels and route them to the payout tube for future payout.

Coins were routed to the cashbox. Check separators were often an operator option at extra cost. Invented by Charles Fey for his Liberty Bell slot machines which were the first mechanical slot machines, also invented by him.

Chicane Lane — A lane with several curves to it, and a ball rolling through this lane will exhibit a zig-zag or wiggling motion on its way down. The lane usually has inserts in its path to light what awards or features will be earned by a ball passing through it. The curving aspect of the lane slows the ball down. Chromium Steel — This is not steel that has been dipped in chrome to give it that brilliantly shiny veneer finish of which we are all familiar.

It is steel that has been alloyed with chromium to make it resistant to corrosion. Stainless steel contains at least Clear Coated Playfield — A playfield which has had any of several choices of coatings such as Varathane applied to the playing surface for purposes of restoration, protection, or aesthetics.

This term generally refers to coatings applied after the playfield left the factory, and is not the same finish that the manufacturer had used. However, Williams, for instance, in around began producing playfields clearly marked as "diamond-plated" which had a clear coated finish. This finish almost always produces a strikingly polished and reflective surface, more than the playfield possessed when it came from the factory.

Thus the practice goes beyond the protective effect of a good waxing by adding a permanent visual effect. For IPDB purposes, these playfields do not show users how the game looked when first produced. Cocktail Table — These machines are smaller versions of the standard pinball machine, usually about the size of a cocktail table, from where they get their name.

These machines have no backbox and the playfield top glass is unsloped and horizontal, allowing drinks to be placed on it. These machines were developed for locations that did not have the room for a standard-sized pinball machine.

Play is similar to other games, and the score and play information is usually displayed on the cardholder at the "bottom" of the playfield near the player. Coil — See Solenoid. Coil Sleeve — A plastic or nylon and sometimes aluminum in older games sleeve that passes through the center of a solenoid , and in which the metal slug moves when the solenoid is engaged.

The coil sleeve must be clean and smooth or the metal slug can hang and bind when the solenoid is activated. Coining — Inserting a coin to start a game or to add credits replays to the credit meter.

Combo — A defined sequence of shots that need to made in rapid successions without missing are called combos. Console Cabinet — Most often, this term describes a floor-standing machine that has wood panel sides extending down to the floor on all four sides, instead of four individual legs.

An early example of this is C. Some pinball machines were made in two versions: with individual legs and as a console, such as Keeney's 'Cover Girl' In some styles, the back portion of the cabinet will extend to the floor as one piece with only the front end supported by two individual legs.

Games such as United's 'Bonus Baseball' might be described as having a console cabinet. Other consoles are too small to have any individual legs, and the cabinets rest on the floor.

An example is Genco's ''. Conversion kits usually contained a backglass and instruction cards, and sometimes a new wired playfield that plugged into the old connections but which reused the electromechanical or solid state controllers, cabinet , cabinet art, coin mechanisms, scoring mechanisms, etc.

Some conversion kits included additional items, such as cabinet side decals, new game roms , manuals and miscellaneous other items. Some later kits even contained new solid state electronic boards to upgrade the control system. In kits where only only a backglass and instruction cards were included, the game play and scoring was not changed in any way and the original manufacturer's name was often still on the game, which can lead to confusion regarding the status of similar games and their manufacturer.

Because the controllers were usually reused, conversion kits were designed to convert one specific game into another. Converted Game — Similar to the Conversion Kit games, these were also conversions of one game into another, reusing a significant portion of the previous game, such as the cabinet , score mechanisms, etc.

This process became popular during World War II when a ban — announced March — was placed on the manufacture of new pinball machines beginning May and lasting four years until May, when the ban was finally lifted. Converted games were remanufactured several ways.

Some games were given a new backglass and playfield , while others were given little more than minor playfield changes, such as a retouching of the original playfield art. Other conversions would go as far as completely stripping the components from the game and rebuilding it with a new theme, possibly rescreening the playfield , and even including new side art, manuals, score cards, etc.

Owners would often send in their games to be converted, but manufacturers also purchased games on their own to convert and, using additional parts available from stock, resell to a different owner. A number of new companies were created solely for the purpose of offering pinball machine conversions. See also Re-themed Game.

Credit Dot — A small, visual indicator that appears on the alphanumeric and dot matrix score displays of many solid state games to alert the operator upon arrival at the location that there is a problem with the game that needs servicing.

It is in the form of a decimal point a period, or dot that immediately follows the displayed number of credits on the game. It is not expected to be noticed by the pinball-playing customer.

The dot initially indicated only that switch errors were present, but in later games it represented additional error conditions, such as if one of the balls in a multi-ball game was missing from the trough. The first pinball machine that had defective switch detection was Williams' 'High Speed' but it could not show a credit dot because it still had the traditional 4-digit display for credits and match numbers. These displays did not provide for dots or commas.

To alert the operator, when this game was powered-up the switch numbers were shown on the score displays up to a maximum of three switches according to the manual. Also, as an operator option, an audio alarm at power up would cause the knocker to rapidly strike several times.

See Switch Alarm Knocker. The first pinball machine to have a credit dot was Williams' 'F Tomcat' as it was their first game to have 7-digit alphanumeric score displays, replacing the traditional 4-digit display, and these new displays allowed for dots and commas. A ball entering the top of the return lane has to cross the outlane in order to reach the flipper. The speed of the ball usually allows it to jump the outlane and not drain , although success of this is not guaranteed.

Cue Game — Games that use cue sticks to shoot the ball rather than a plunger. Data East was known for only making games based on a licensed theme, such as a TV show or movie, but had used unlicensed themes in the past. Data East became Sega Pinball, Inc. By moving the cabinet forward and to the right as the ball hits a plate near the drain , tha ball can be made to bounce back into play.

See Bumper for a description. Disc roto-target — See longer explanation under Roto-target. Diverter — A playfield object that can swing usually controlled by a solenoid to divert the ball onto one of several paths. Diverters are commonly used on ramps and on lanes to allow the ball to divert to a special target or lock during certain phases of the game.

For instance, Williams' 'Demolition Man' uses a diverter on the ramp that can lead to the cryo-claw to divert the ball onto a habitrail when the cryo-claw is not activated. Not be be confused with Diverter Magnet. Mechanical non-electric pivoting diverters are found on Genco's '42nd Street'. For static non-moving diverters, see Horseshoe Diverter.

The Magnasave feature found on several games is under player control. Not to be confused with a Diverter. See Playfield Magnets. Diverter Ramp — A ramp with one entrance and more than one exit. A single pivoting device is used to divert the ball on Midway's 'The Shadow'. See Diverter. Dot Matrix Display — Plasma displays not usually LEDs which are much dimmer in an individually addressable dot grid rectangular array, capable of displaying graphics and text by energizing selected dots of the display.

This type of display replaced the earlier Alphanumeric displays. A dot matrix display from Capcom's 'Breakshot'. Drain — Where lost balls exit the playfield noun , as well as the actual act of losing a ball verb.

Also known as the outhole. Drain-o-Matic — A pinball game where balls drain too easily. Drop lane — A vertical lane directly above an outlane that causes the ball entering it to drop straight down into the outlane. In this way, it makes the outlane have more than one entrance. An example of this feature is found on Bally's 'The Wiggler'. A game having two of these lanes is Bally's 'Dixieland' where the left one is very long and has a detour gate in its path, if earned by the player.

In the example of Williams' 'Gay 90's' the drop lane also serves as an extended kickback lane. Some games were designed by the factory to have a mini-post in the path of the dropping ball to deflect the ball away from the outlane and towards the flipper.

In these instances, we do not identify this feature as a drop lane, even if an operator removed the mini-post after the game left the factory. Drop Target — A type of standup target that is dropped into or below the playfield when hit. A row of them placed side-by-side is a Drop Target Bank. On early versions of this target, the surface that the ball hit did not drop.

What dropped is a piece of decorative plastic behind the target that the ball never touched. An example of this is found on Gottlieb's 'Minstrel Man'. Starting with Williams' 'Vagabond' , the surface struck by the ball is what dropped into the playfield, and the flat top of the target became part of the playfield surface while in the down position. This type of target is often found in a row of several, referred to as a drop target bank.

Unlike a Dropping Bank of targets where all targets move in unison under motor power, each drop target operates individually, dropping suddenly when hit, pulled by spring tension. They reset in unison, however, when they are in a bank controlled by a common reset coil. This reset action is also sudden. See Sega Enterprises' 'Rodeo'. See also Memory Drop Target. In the Notable Features section of the game listings on this site, drop targets are grouped by the number of them that share a common reset coil.

For instance, if ten drop targets are in a row and share one reset coil, we will display this fact as bank drop targets 1. If half of that row used one reset coil and the other half used a different reset coil, we will display this fact as 5-bank drop targets 2.

In addition, targets that share a reset coil may not all appear next to each other on the playfield. For instance, Bally's 'Centaur' has two sets of two drop targets in its center playfield that share a reset coil and we would show this as 4-bank drop targets 1.

In-line drop targets also are grouped by common reset coil. Centaur also has 4-in-line drop targets which means all four targets share a reset coil. Grouping drop targets in this manner can help explain game operation to users unfamiliar with a game.

Games for which we do not yet know how many reset coils are involved will list their drop targets as a sum total, such as Drop targets Bank of 5 drop targets from Bally's 'Freedom' Drop-down cabinet — This is a term used to describe a type of wood cabinet that is extended downward in the front or "dropped down" to accommodate a large coin door. Gottlieb used this style of cabinet from January to February on their multi-player games to accommodate their new larger chrome door and their new and large combination lockdown bar and ball-shooter used during this period.

Williams used this style of cabinet for games made from February through mid They had instituted a new coin door designed to accommodate nickels, dimes, and quarters in a single slot. Prior to this, each denomination required its own coin slot. This new design required a larger coin acceptor and a larger coin door than before.

To accommodate the larger door, the front end of the wood cabinet was extended downward. Their first game to use this cabinet style was 'Alpine Club'. Their last game to use this cabinet was 'A-Go-Go' where, during its production run, the coin door was changed back to a multiple slot design and the cabinet extension was eliminated.

Other manufacturers also used this style of cabinet. Sega Enterprises of Japan used it on their solid state games from to An example is 'Mikoshi'. An example from Spain is Automaticos' '7-Up'. Dropping Bank — Not to be confused with a Drop Target Bank, this is a row of standup targets enclosed in a frame that can move up and down during game play.

In the up position, all of the targets can be hit by the ball in play. For the down position, the frame will lower all of the targets simultaneously into the playfield , and the flat top of the frame becomes part of the playfield surface where the targets had been. The up and down motion is controlled by a motor, therefore is not a instant action like in the case of Drop Targets.

Dual Outlanes — Two outlanes on each side of lower playfield , as in the examples of Gottlieb's 'Sunset' and Williams' 'Zig Zag'. The design feature was prevalent prior to the introduction of flipper return lanes in Dual Target — See Bar Target.

This was the company who designed the entire electronics of most if not all Playmatic machines. We do not know how many other pinball manufacturers for which they provided boards other than manufacturers we occasionally happen upon in our research, such as Maibesa. We know they also designed boards for Cidelsa, an arcade division of Playmatic. Their circuit boards will indicate E.

Their schematic pages may indicate EFO S. Their name roughly translates to "Functional Operative Electronic". A list of games for which this company provided the boards or may have provided the boards can be found here. Eddy Sensor — See Proximity Sensor.

Eject Hole — A hole which holds the ball visible to the player until a scoring objective is achieved then kicks it back into play. Also called Kick-out Hole. Electro-Mechanical Game — Early games, mostly pre, that rely on electromechanical components, such as relays, stepping units, motors and scoring wheels rather that solid-state electronics. Also called EMs. Compare to Solid-State games.

Electromagnet — A coil that acts like a magnet only when electricity is applied. When electricity is removed, the magnetism stops. Most often used as a solenoid , but sometimes used under the playfield to affect ball travel. Electromagnets may or may not be under player control. Electronic Upright — Also called an "upright" or a "flasher type" slot machine, this is not a pinball machine.

It is a gambling device. The player deposits coins to increment the credit counter, usually a 3 or 4-digit counter.

The player presses a button to increase the potential payout amounts as shown on the silkscreened display glass, decrementing the counter one step for each press of the button. Then the machine motor is activated by the player by moving a large handle on the front of the cabinet , and certain artistic symbols on the glass light up momentarily until finally some symbols remain lit when the motor stops, presenting a final combination to the player, to compare to the payout combinations awarded by the game.

If a winning combination is achieved, the counter increments according to the level of payout that the player had first selected. Later models did not light symbols on the glass but instead had three small windows built in the top of the cabinet , simulating the look of a slot machine as symbols flashed by.

It is important to note that these devices do not have a side handle to pull like a traditional slot machine nor are any coins or tokens dispensed as payout. Payout takes the form of added credits to the counter, allowing the player to continue to play without inserting more coins or, if permissible by the location and if no law enforcement is present in areas where gambling is illegal , the player can exchange credits for cash.

The location will then remove all credits, usually by quickly turning the machine off, then on, which activates the knock-off mechanism, quickly decrementing the counter to zero.

The J. Keeney company was a well-known manufacturer of these games in the s and 60s, having made many models, although other manufacturers such as Bally made them, too. Sometimes these games show up on pinball lists in old Billboard and Cash Box magazines.

We include some of them on this site, for clarification purposes. An example of this device where lighted symbols flash on the glass is Keeney's 'Big Round-Up'. An example where symbols flash like a slot-machine is Keeney's 'Black Dragon'. It is a combination transformer and rectifier. Rectifiers convert alternating current AC to direct current DC. Power supplies such as this were used in pinball machines as the evolutionary step after batteries to allow a game designed for DC operation to be powered by an AC wall outlet.

Electrical Products Company was owned by Avery B. See Patent 2,, For additional info, see this article from The Billboard, Feb, page However, we have not yet found his name associated with any pinball machines outside of that article. End-of-Ball Bonus — Points added to the score when the ball leaves the playfield.

This bonus can be a fixed amount of points for each ball, not tied to player performance. Gottlieb's 'Oklahoma' awards 30 points per ball. Gottlieb's 'World Fair' awards 30 points per ball plus a spin of the spin-disc to spot a number on the playfield. Other games can increase the bonus based on player performance. Gottlieb's 'Tropic Isle' awards 20 points per ball, or player skill can change it to be points per ball. Games that allow player skill to increase the bonus amount to any of several values will display these amounts in a row or cluster of inserts on the playfield.

This arrangement is known as a bonus ladder. As the player achieves playfield objectives tied to this bonus, the lit value on this ladder will increase. An early example of a bonus ladder is found on Chicago Coin's 'Nippy'. Starting in , bonus ladders were conspicuously displayed as a vertical row of inserts near the flippers. It is important to note that the end-of-ball bonus is not something that is only awarded at the outhole at the bottom of the playfield.

For example, Gottlieb's 'Seven Seas' has two bonus ladders, one for each of its gobble holes , and the manufacturer clearly marks this gobble hole award as "Bonus". The gobble hole on Gottlieb's 'Spot-A-Card' awards a fixed points.

On some games, this bonus is such a large portion of the score that tilting the game results in a major loss of points. The end-of-ball bonus is almost a standard feature on SS games but less so on EM games.

A list of EM games identified with this feature can be found here. End-of-Stroke Switch — A switch that is activated by a mechanical device when the device reaches the end of its stroke. This allows high current to initially move the flipper quickly, but low current to hold it in the up position. Abbreviated EOSS. In EMs , end-of-stroke switches are used in several places.

For instance, a slingshot score is not activated by the standup switches, but the standup switches activate the kicking coil which, when fully engaged, hits the end-of-stroke switch which pulses the score relay. They are also used on pop bumpers and some stepping units. When a ball enters an outlane, the player can quickly press a corresponding button, located underneath each flipper button, to move this metal wall to detour the ball to the inlane , thus saving the ball from draining.

They also appeared on Bally's 'BMX'. Flip Flag — A domino-sized and shaped device that is hinged on one end and which flips on this hinge to show one of its sides or the other, to indicate whether or not a related feature has been earned by the player. Only three machines have this feature, all of them manufactured by Bally. The first game with this feature is Bally's 'Wizard!

Flip-tronics — The term used by Rally of France to describe their technology package used on several of their EM games in the s, starting with Rally's 'Rally Girl'. The features included nixie tube electronic scoring and design for easier service and repair. Not to be confused with Williams' Fliptronics. Flipper — Those thingies that move when you hit the flipper buttons. Some people use these to propel the pinball. The first game credited to have used them is Gottlieb's 'Humpty Dumpty'.

See also Impulse flipper. Actually, flippers were already used on many games prior to , but they were non-electrical, entirely mechanical. Most were "manually-operated" bats used on baseball games, one to a playfield. According to the book Pinball 1 , David Gottlieb wanted to name this game 'Flipper' but a legal check found a patented countertop game that had a manual bat, Smith Manufacturing Company's 'Flipper'.

From an interview with Harry Williams on March 18, , pinball historian Russ Jensen later wrote that "at the time when Harry Mabs at Gottlieb came out with the first flipper, Williams [Manufacturing Company] had also been working on a similar device. Theirs, [Harry] said, used a shallow hole into which a ball would drop, which would then be kicked out by a "bat" behind the hole. This was an "automatic" action, however, and not controlled by buttons on the cabinet.

Flipper Return Lane — A wireform that allows the ball to roll behind the slingshot and towards a waiting flipper. According to the book All About Pinball , Gottlieb's 'Pleasure Isle' and its replay version Gottlieb's 'Paradise' were the first playfields designed to have flipper return lanes. However, Gottlieb rescheduled the production of a subsequent game designed with these lanes, Gottlieb's 'Bank-A-Ball' , so that it could be produced first.

See also Crossover Return Lane. Flipper-Zipper — This is the correct term that Bally gave the feature that is popularly called Zipper Flippers. Their first game to have it is Bally's 'Bazaar'. It is a trademarked feature found on some of their games that temporarily closed or "zipped" up the gap between the flippers once certain game goals were accomplished, such as lighting up a series of targets, thereby preventing the ball in play from draining between these flippers.

Bally parts catalogs referred to this feature as the Flipper-Zipper Assembly. Bally used the term on its flyers, starting with their second game to have this feature, Bally's 'Capersville' , and they almost always hyphenated it.

Bally finally referred to it as 'Zipper Flippers' on the flyer for their last game to have this feature, Bally's 'Medusa' , which is also their only Solid State game to have this feature, and their only game where these flippers were not placed at the bottom of the playfield. Also used on a few games made in Europe. Flipperless — These machines have no flippers. It is also used for games made before the invention of the EM flipper but after the invention of the passive bumper in , see Pacent's 'Bolo' because playfields in this time frame can often look similar to flippered playfields simply because they have these round bumpers , so we identify them as flipperless to clarify this fact for those users who may not be familiar with when the flipper was invented.

Mechanical games and other games made prior to the invention of the passive bumper are obvious to the eye that they would not or cannot have flippers, therefore we do not bother to mark those games as flipperless.

This specialty designator is occasionally used to identify other games, usually those for which not having flippers is an interesting notation. Many games manufactured just prior to may have had EM flippers retrofitted into them by their operators in an attempt to keep these games profitable on location after new games were released with flippers. These games will still be designated as flipperless, because they were manufactured without flippers, even if a particular instance of the game is pictured in the listing with the retrofit.

These retrofit flippers can be found in various locations on the playfields, as operators fit them in wherever there was room and wherever they did not interfere with existing wiring. Not to be confused with Rally's Flip-tronics. Flyaway Target — A type of Hanging Target that, once hit by the ball, swings up and stays up, unable to be hit again, until reset.

Bally advertised this feature as "All New" on their Bally's 'Speakeasy' but, in fact, targets that performed like this appeared on earlier games whether the term "Flyaway" was used or not. Free Ball Return Lane — A lane that delivers the ball to the shooter alley. Typically, this lane has no gate and therefore is always "open". An example of this is found on Gottlieb's 'Scuba' where it is referred to as a "mid-field ball back feature".

Free Play — This term has shades of meaning: 1 A game won by the player. Also called a replay. Allows a future game to be started without having to insert a coin coining.

A running count of such awarded games are most often displayed on the backglass. To option the game for Free Play was to allow it to award replays for achieving game objectives. Modern games refer to this setting as the Replay Mode. To collect on the earned free plays replays , the game has a Start button on the front of the cabinet used to bypass the need for coining or, if the game has a coin slide, the slide may be pushed in all the way without a coin in it.

This type of coin slide that allowed free play first appeared on Keeney's 'Quick Silver' and was invented and patented by Bill Bellah. To do this, the replay unit zero-count switch on EM games can be made to not open, rendering the Start button as always "hot", or a separate button can be wired to appear somewhere on the coin door, to simulate the insertion of a coin.

Alternately, the game can be set to award a replay at a very low point threshold, ensuring that a replay will always be won for each game played, eliminating the need for coining. Free Play Hole — A hole in the playing field that delivers the ball back to the ball lift mechanism, to allow the player to shoot it again, without subtracting from the count of balls played.

These are seen most often on pre-flipper games. Frenzy — A special mode earned in some games where everything on the playfield scores a lot of points. In this way, it can be said the flipper is under semi-automatic control of the CPU. Typically, the ball in play has to achieve an objective to enable the CPU to take control of the flipper, timing its flip with the proximity of the ball as detected by nearby sensors.

For electro-mechanical games , see Automatic Flipper. Game-controlled Mini-flipper — See game-controlled flipper. Gate — A thing the pinball can go through in one direction but not the other. You can often find gates at the end of the plunger lane. There are several styles of gates.

A type of gate from Bally's 'Freedom'. The ball can pass through from the left, but not from the right. Gimmick — A feature of the game that is put in there to attract attention and make the game unique in some way. A gimmick can also be a decoration on the cabinet or backbox. Gobble Hole — A hole in the playfield through which the ball in play may fall, ending that ball.

Falling into this hole usually scores a large value or a special. This was a common feature in the woodrail era, and rarely seen after that. See also Sinkhole. Gottlieb Made In Brazil — Gottlieb shipped unassembled game components to Manaus, Brazil because it was a Tax Free Zone and assembly was finished there by Fipermatic, a Brazilian import and export firm. We asked Wayne Neyens for more information.

Those components would have to be procured locally by the recipient. See also Knock-Down Game. For instance, a backglass for the Italian version of Gottlieb's "Golden Arrow" has a logo printed on it indicating "MFD by Golden Arrow, Italy" instead of indicating Giuliano Lodola, the acknowledged manufacturer of this version.

This information appears in a rectangular box resembling the Gottlieb logo of the period. This raises questions of who really manufactured those backglasses and playfields. Federico Croci, a collector in Italy, offers this explanation: "I talked about an old operator about the fact that sometimes there are games with the words "manufactured by" or "mfd by" and the name of the game itself, which makes little sense.

He told me that, as far as he remembers, when that copy of a Gottlieb game was built by, for example, RMG, it has the logo RMG in both the backglass and the playfield.

It could be a game entirely made of new parts, or a reconstructed old game, but if RMG ordered playfields and backglasses, they usually were marked RMG. The printing guy always produced some more playfields and backglasses than requested by, for example, RMG, just to sell these for himself.

And he modified the name of the manufacturer, if present; so, he removed "Giuliano Lodola", if present, and substituted it with the same exact name of the game. Or he added "The Best", before the same exact name of the game.

Or he added something else He made this in order to not be accused of selling designs made by someone else, but also, if you have a playfield and a backglass, to have the name of the game printed on it somewhere, it helps to recognize the parts. If we have the same exact game, but the only difference is in the logo, it means that the kit was assembled by the operator, buying somewhere the playfield and the backglass.

In this case, it's also possible they also buyed a new cabinet , or had it sprayed new. Gottlieb was bought by Columbia Pictures in but kept their name. In September , Columbia closed Mylstar, ending three generations of the Gottlieb family in the business. In October , Gil Pollock bought Mylstar's pinball assets and started Premier Technology, prominently and respectfully featuring the honored Gottlieb name on their pinball games and advertising.

Premier went out of business in Gunching — Jolting the machine during play to change the way the ball travels or bounces. In games of the s, they were called "ball elevators". See also wireform. Half-Moon Credit Window — This term is probably the most common of the informal references given to a type of replay unit used by Gottlieb on several of their EM games during The term is derived from its appearance on the backglass as an arc, or half-circle, where no silkscreening appears, allowing the unit to display the number of replays available to the player.

The unit itself is commonly called the half-moon credit unit even though Gottlieb identified the device in their catalogs and labeled the device inside the backbox as "Replay Unit". This device can display a maximum of nine replays.

A previous type of replay unit required only a small square of unpainted backglass through which was displayed the number of replays. This style of device was used by many manufacturers throughout the EM era and replaced the older style known as replay projection. An example of this previous device can be seen here. Whether half-moon or square, these displays on the backglass of EM games are collectively called replay windows or credit windows.

The Gottlieb patent 3,, for the half-moon device explains that it was recognized that the previous Gottlieb replay unit could be cheated by players to increment replays without coining and this half-moon device was designed to eliminate such cheating.

This device was introduced during the production run of Atlantis in January Therefore, some games in that run have the square replay window and some have the half-moon replay window. The last game to have this device was Sure Shot of March Subsequent Gottlieb games once again had the square replay window device until their transition to solid state credit windows in Hanging Target — A target that hangs above the playfield with its top edge attached to a supporting frame.

When the ball hits the target, a switch is closed and the target value is awarded. If the target stays up in the air once hit, it can be referred to as a Flyaway Target. Head — See Backbox. Head-to-Head Play — These machines allow two players to play against each other at the same time using the same ball. High-Tap — The typical EM transformer has two output lugs, normal-tap and high-tap, of which only one is used at a time.

Normal-tap is typically selected at the factory. This allows the game to play well in that environment. Some games are placed in high-tap even when the game is not in a low voltage environment, which can make the game run differently by giving its components more power. Hold Feature — A purchased feature on a bingo machine that, during a game in play, allows the player a choice of returning all or a portion of the played balls to the shooter for replay , retaining "holding" the other balls on the playfield.

This is accomplished by a motorized baffle that can be moved in three directions, not just one direction as is typical of most bingo games, to drop some of the played balls but not others. Home Model — The popularity of commercial pinball machines created a desire in players to own one in their home and the home models were the result of this.

These home models are usually not valued as highly as their commercial models because of their simpler design. The electronics used in later models are hard to find. Horserace Game — Common features of horserace games are: no flippers; one ball game; selection of horses 1 through 7; has 3 or 4 areas on the playfield , consisting of 7 holes win, place, show, purse ; usually has multiple coin play for progressive odds.

Horserace games are were an attempt to capitalize on the popular sport of horse racing by using a game that could be claimed to not be gambling because of the interaction of the user in shooting the ball. These games used a horse racing theme and they allowed a player to shoot a single ball for each game.

The player would try to shoot the ball and cause it to fall into a scoring hole, which caused the player to win that payoff. These games usually allowed players to enter more than one coin at a time to increase the payoff odds. The playfields were often divided into the areas of Win, Place and Show with appropriate odds on the holes in that playfield area. In old trade magazines such as The Billboard , these large games are sometimes euphemistically called 'jumbo pin games' or 'jumbo pinball games'.

A note about the 'one ball' designation listed above: Some 'one ball' horserace games manufactured after World War II actually contained 5 balls, even though still only 1 ball was used to score. The additional four balls were first shot by the player into the "Skill Lane". This was done to allow operators to continue using the games in the areas where "one ball games" were increasingly being classified as gambling devices.

For these 5 ball horserace games, the first four balls shot by the player were stored in a pocket positioned just to the left of the rebound spring at the left edge of the rebound arch at the top of the playfield.

The only skill required to reach this "Skill Lane" was the ability to shoot a ball hard enough to reach the left side of the playfield. Making all four balls into the "Skill Lane" had no effect on the game play or the payout. After four balls were in the "Skill Lane", the rebound spring was reset to the normal position to allow the 5th scoring ball to properly rebound when shot.

If more than one ball made it onto the playfield and dropped into a scoring hole, the payout was disabled for the extra balls. A list of games identified with this Skill Lane feature can be found here.

Horseshoe Diverter — A stationary non-pivoting diverter , shaped like a horseshoe, used to change the direction of a ball shot into play to "spin it around".



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Author: admin | 28.12.2020



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