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reviews

Sheriff Wanted

by DJ B00M

I never cared much for westerns as a kid. However, as an adult I can watch Unforgiven or The Magnificent Seven and appreciate the subtle acting, the beautiful locations and the straight forward “good versus evil” of the stories. But I think it was the “simpler times” aspect that drew me to Cactus Canyon.

Sure the game features four multi-balls, the pop up targets of the ‘bad guys’ (four in all), and even a shoot out at the OK Corral. But it’s the pacing, the sense of accomplishment that drives me to place dollar after dollar into the machine. Granted the game came out in 1998, and it was the last one that Bally/Midway made before the dreaded Pinball 2000 mess that was Mars and Star Wars. But it just has that certain something.

There are some pinball purists that will say that Cactus is nothing more than a toy, that it doesn’t have the true depth that a pin should have. True, it’s not that hard to play. True, the software has a few bugs in it. However, it’s also true that it has one of the best soundtracks I have ever run across, as well as some of the funniest dot graphics I’ve seen in a while. The playfield layout is perfect, and the art work on the machine draws you in from across the room. Then there is the voice work, which is worthy of any Paul Dini cartoon. This game is simply fun to play.

With over 20 modes, or stories, to complete this game always has something to shoot at. In fact, Rosie the barmaid says just that. “Honey, just shoot anything,” she croons. From saving Polly from the mine shaft to battling the Bart brothers, this game is a hoot! Sadly, only 903 of these games were made during the initial production run. A company in Australia is re-issuing the game, with a release date for later this year. But that’s what they said in ‘07.

Some people call it the best game ever or the Holy Grail of pinball. I just call it a good western.

Categories
news & gossip reviews

Skill Shot # 5 News & Gossip

Originally published in Skill Shot issue 5, August 2008

Curiously, both Shorty’s and the Madison Pub replaced their Lord of the Rings with the new Indiana Jones pinball machine! Since both places were having problems with LotR, we guess it wasn’t a big surprise, though the Pub did take the new game as an opportunity to raise the prices of all their pinball machines to 75¢! They also recently raised the price of beer, and we’re left wondering what’s next: pay toilets?

While we are speaking of the Madison Pub, it has come to our attention that Stern’s new Batman pinball is going to be there soon. It’s going to be a classic Marvel versus DC (comics) battle, and it looks like DC is going to win! Apparently there’s some kind of delay at the factory because the game was originally supposed to be released in time for the new movie. Another thing that’s been delayed is the return of Gilligan’s Island to the Lava Lounge. It’s been gone so long now that people are beginning to think that we made it up, and that the Fish Tales has always been there!

And speaking of Fish Tales, there’s a new one in Seattle at the Comet Tavern! The Comet’s one of the oldest bars in Seattle, and back in the day they had a bunch of games, so it’s nice to see that pinball is back. Especially since the other pin they have is No Good Gofers, which we love. Meanwhile next door, the King Cobra has recently been put up for sale; let’s hope whoever buys the place keeps the pinball!

Did you go to the Northwest Pinball and Game Room Show at the beginning of the summer? It was a big success, and there are already plans for another one next year! Read our complete review of the show below. The next big pinball event in Seattle will be the 11th Annual Pinball Tournament at Shorty’s on November 9th, so mark it on your calendars now! And we’re not just saying that because they bought our back page ad either.

The Northwest Pinball and Game Room Show

June 6 -8 at the Seattle Center

The first annual NW Pinball Show was great fun with over 100 pinball machines all set at free play! It was only $25 for the weekend and we certainly got our money’s worth after being there all three days. The pins were from the 1960’s up to the most current Stern releases, with lots of both classic machines and some rarities (but no flipperless pins which we were hoping to see/play).

As soon as you entered the hall there was a long row of older electro-mechanical machines and it was really neat to see so many of these pins set up together. Their bells and buzzers and old school back glass art work were exciting to see and gave a cool first impression. Another area of the show that had older games was devoted to Silverage Silverball, owned by Dominique, who had a home-built machine opened up to display the mechanics involved. He also purchased the Sure Shot pinball machine to put into the Sure Shot Café in the U-District!

The show had many newer games that are not currently available to the Seattle public such as Star Gate, The Shadow, and Godzilla, as well as more accessible favorites like Guns N’ Roses, Centaur, No Fear and Attack from Mars. Older solid-state classics such as Eight Ball Delux, Firepower, and Black Knight were also represented throughout the hall.

While the new Indiana Jones and Shrek pins were understandably popular, the busiest part of the hall was the section that had the awesome line-up of Monster Bash, Theater of Magic, Medieval Madness, Tales of the Arabian Knights, Cactus Canyon, and Bay Watch. In this group, Bay Watch was the biggest curiosity for us because there isn’t one around town, so imagine our surprise when we got a “special” and saw the babes wiggling out of their pants on the dot matrix display: Hilarious!

Classic video games were also represented (Tron, Galaga, Asteroids, and of course Donkey Kong) and Steve Wiebe from the movie “The King of Kong” made an appearance during the weekend with a short talk and answering questions.

Steve Richie (currently at Stern) also had a well attended seminar about his many years working in the pinball industry. Mr. Richie is responsible for designing many classic games, most of which were grouped together at the show. Airborne Avenger, Flash, High Speed, Hyperball, and No Fear are among the games he worked on. Apparently Richie is working on a top secret pin due out in 2010. Rumor is that it will be based on the television show 24, but anyone who knows at this point is sworn to secrecy.

Another exciting part of the show was the IFPA Pinball Tournament that attracted players from around the country and Canada. Royal Flush, Harlem Globetrotters, Funhouse, Whirlwind, Creature from the Black Lagoon, Indiana Jones, and (Black Costume) Spider-Man were the games used for the contest which was won by Keith Elwin from Carlsbad, CA (the pro division) and 9 year old Garrett Dubofsky (in the novice tournament).

There were many raffles during the weekend, with the two notable ones being for Stern’s Pinball machine (won by a very excited woman) and a Black Spider-Man game won by our friend Keith Nelson! But one of the best things we saw this weekend were all the little kids playing pinball (some of them even carrying around their own stepstools: cute!). All in all the future of pinball is looking mighty fine after this great event.

Other notable Pins at the show:

Banzai Run had a motocross theme and a playfield that ran straight up the back glass.

Safe Cracker is a time based game; it would give you an unlimited number of balls as long as you could keep adding to your clock, so even if you didn’t drain the ball your game could still end if you ran out of “time.”

An Atari wide body Superman pinball (designed by Steve Richie) that had a ton of drop targets!

The Devil Riders was a game suffering on and off again malfunctions, and its playfield glass even shattered at one point.

Spectrum seems part pinball and part Master Mind (the board game). It didn’t have a plunger and the playfield was ringed with various color banks and ball traps. It’s a very unique and challenging game that we would love to play again (and again).

Categories
news & gossip

Pinball History

Originally published in Skill Shot issues 1 – 5

by Gordon Gordon

Part one

It can be safely assumed that as long as there has been modern man there have been games. Rocks and sticks, bats and balls, dirt, cards, whatever; human’s like to play and have ample imagination to make things up if and when there’s a desire. Sometime around the 18th Century the idea of hitting a ball with a stick on a table became popular with Europeans and evolved into (at least) two different parlor games: Billiards and Bagatelle.

The main similarity between Billiards and Bagatelle was hitting (shooting) a ball with a (cue) stick. But unlike Billiards, Bagatelle has a play field that is slightly inclined and instead of having pockets on the side of the table, the scoring holes on a Bagatelle can be anywhere. Despite the table incline, the biggest difference between the two games is the placement of “pins” around the table on the Bagatelle. These pins had a dual purpose of deflecting the ball about the table and also for knocking the ball into (or away) from the score holes.

While billiard tables have stayed much the same over the years, Bagatelle tables have always had innumerable varieties. Scoring holes and pin placement was totally up to who ever created each individual game. The first major innovation to the game happened in the 1800’s when the cue stick was replaced with a coiled spring and a plunger. This made the game a little easier to play and helped direct the size of the games to smaller versions that could fit on the top of a bar or counter.

The next step on the road to modern pinball games happened in another area of American ingenuity: The Penny Arcade. At the turn of the century (1900’s) coin operated amusements were invented and became all the rage. Fortune Teller machines; simple movie projectors; Test of Strength and the like amused and delighted the masses. Arcades were springing up everywhere and countless new novelties and machines were needed for these businesses including one of the earliest flipperless pin-like games called Log Cabin. In Log Cabin the player would shoot the ball to the top of the game, hopefully landing the ball in one of the numbered scoring slots. Getting the ball in a numbered slot would win the player different amounts of cigars depending on the score.

While Log Cabin was a popular game, it wasn’t until 1931 that the first pin games truly appeared. Ballyhoo by the soon to be named Bally Company and Gottlieb’s Baffle Ball both came out that year and both game s were extremely popular. By placing the game under glass and feeding the plunger 7 to 10 balls per game, for a penny or a nickel the games started making their owners a nice bit a cash, all for a reasonable investment of less than 20 dollars. Flippers hadn’t been invented yet and you had to add up your own score, but for only a coin these two games were fun to play and started the pin-game craze.

Part Two

The mid-1930’s was a time of many innovations to the game we now know as pinball. As mentioned last issue the introduction of Baffle Ball and Ballyhoo brought widespread popularity as the games (which cost less than $20) spread across America. These games were not very large and easily fit on public counter tops and bars and at a penny a game gave people a cheap diversion during the depression years. One of the many things that make these games a curiosity today is that they were non-electrical and had none of the features that contemporary players are familiar with such as flippers, bumpers or even automatic scoring!

Before electricity pinball games were simple affairs similar to a gum ball machine; you put a penny into the slot and received a set number of balls, then shot the balls one at a time (with a spring launched plunger) up into the play field hopefully landing into a scoring hole. Since there were no flippers or bumpers, gravity was the main motor of these early games and either luck or a “slight” nudging was the only way to get the balls into the higher scoring positions. The addition of a battery to the pin-games brought then exciting features such as lights, bells and in 1935, perhaps the most annoying aspect of all modern pinball games: the tilt mechanism.

Up until the invention of the “tilt” players could jostle, lift and move the game as much as they wanted with no penalty unless the owner of the game happened to notice. Since many of the early games awarded prizes for high scores (like current redemption games) there was plenty of incentive to manipulate the machine as much as possible. But at the same time, since gravity was the main force moving the ball a certain nudging of the game was to be expected, just not too much. Around the same time automatic scoring also made its debut. Early scoring was done basically by illuminating numbers on the back glass as certain shots were made. Soon after the batteries were introduced to pinball games someone came up with the idea of adding an transformer to the machines and games were then able to be plugged into any electric outlet. This gave the games the added boost of power that led to the next big addition: electric bumpers.

With the addition of electric bumpers gravity no longer was the main propulsion of the balls, since the bumpers could bounce the balls in any and all directions. The Bally Company’s “Bumper” pinball machines (1937) were the first games to have these electric bumpers, but other companies soon added this important feature as well. Automatic scoring became connected to both the bumpers and the scoring holes, although the “holes” were soon eliminated because they stopped the movement of the balls.

Pinball games became all the rage at this time and hundreds of different games were soon being produced and enjoyed around the country and the world. So many different pinball machines were produced in the late 30’s- and 40’s that collectors are still discovering forgotten games to this day. But while the electric bumpers added movement and excitement to pinball there was still one important feature left to be invented: flippers!

Part Three

By the late 1930’s, there were hundreds of pinball machines being produced and the popularity of pinball was reaching an all-time high. The addition of electricity to pinball games added features that we currently take for granted, like automatic scoring, lights, sounds, and electric bumpers which made the games more fun to play than ever before. Pinball was an inexpensive way for people to entertain themselves and the games were available in a variety of places, such as drug stores and restaurants.

At the same time, gambling machines were also benefiting from the addition of electricity, and as these devices spread throughout the country, local governments began creating laws to restrict them. Many of the gambling machines at this time resembled pinball games, with the most popular and well known ones being the Bingo games. Bingo machines worked in much the same way as early pinball did, with the player shooting a ball to the top of the play field and into a scoring hole that resembled a giant bingo card. Since it was sometimes difficult to tell a gambling machine from a pinball machine, some local governments began to ban both types of games. The most extreme instance of this was in 1942, when the city of New York banned and then destroyed thousands of machines as part of a political publicity stunt.

During this same period, World War 2 was happening and most of the manufacturing companies in the U.S. were being diverted to war-time production. While new machines were not being produced, some companies were refurbishing old games and giving them patriotic themes. Despite the new laws and the interruption in production caused by the war, the makers of real pinball machines were ready with new games and designs once WW2 ended. While pinball flourished in the post war years, one thing was still missing that modern players would have noticed right away: flippers!

The first pinball machine with flippers was Humpty Dumpty, created by the Gottlieb Company in 1947. On this early game, they were called “flipper bumpers” and there were three sets of them running up the middle of the game and pointing outward (instead of pointing inward like modern pinball flippers do). Now, instead of relying on gravity and the mostly random bouncing of the electric bumpers, players could hit the ball with the flippers to keep the ball in play as long as possible. This important innovation gave the player more control of the game and made pinball more of a game of skill than ever before, further distancing itself from the gambling machines. Naturally, other manufacturers added flippers to their games, and that spelled the end of the flipper-less pinball era.

During the two decades that followed, other features that we take for granted today made their debuts, such as multiple player games, add-a-ball, multi-ball, and automatic ball return. Although these innovations, along with fantastic artwork, kept the games new and exciting throughout the sixties, it wasn’t until the 1970’s that the next big evolution happened in pinball.

Part Four

After the invention of flippers during the late 1940’s, other features that players of pinball would recognize began to be introduced during the decades that followed. Sling shot bumpers (1951), multiple players (’53), multi-ball (’56), extra ball (’60), drop targets (’62), spinners (’63), “mushroom” bumpers (’64), and the modern 3″ flippers (’68) were all created during this time. While various manufacturers introduced these features, it wasn’t long before they all included them, even if they called them by different names for copyright reasons (for example, “multi-ball” wasn’t called that on all games).

Despite these new gimmicks, pinball machines didn’t really change much due to their electro-mechanical (EM) nature, which gave them lots of wires, relays, solenoids, and moving parts (such as the scoring wheel). Pinball machines still had to attract players with their imaginative art work and the various buzzers and bells that are associated with the games of this period. Many people consider these EM machines to be part of the golden age of pinball, even though they may seem slow and clunky by today’s standards. But all of that was about to change with the introduction of computers and transistors to pinball, A.K.A. Solid State.

The first solid state (SS) pinball machine was a game called Spirit of ’76, released in 1975 by Micro Games. Although not many of these games were sold due to the unattractive playfield, other companies began to produce their own solid state machines (sometimes creating two versions of the same game, one EM and one SS). The new games were much easier to work on because they had less moving parts, and they also made it possible for pinball to include new features such as sound effects, music, and electronic scoring. In 1979, the first talking pinball machine was introduced (Gogar), and this was soon followed by other features such as multi-level play fields (1980’s Black Knight). These features rekindled interest in pinball, but the computer/game revolution almost ended that interest with the sudden popularity of video games.

As video games crowded out pinball in the bars and the newly established arcades, most companies soon began producing their own video games (and very few new pins). Things were looking bleak for pinball, as more companies left the pinball business and the ones that stayed were increasingly being consolidated into larger (sometimes non-pinball related) corporations. Fortunately, at around the same time the video craze crashed in the early 90’s, the most popular pinball machine of the modern era was released: The Addams Family.

Selling over 22,000 units, Bally’s The Addams Family was based on the popular movie and breathed new life into pinball. Soon new innovations such as the dot-matrix display, video-mode, ball-saver, and the automated ball plunger were introduced and the current era of modern pinball truly began. Medieval Madness, Twilight Zone, Monster Bash, Scared Stiff, and many others that are still popular today were created and sold respectably, but it was too little too late for many companies, as they were sold or dissolved by their parent corporations. In 1998 Williams Manufacturing introduced their Pinball 2000 series that combined pinball with video (Star Wars: Episode 1 and Revenge from Mars) but the sales were less than hoped for and they soon left the pinball business. That left just two companies, Sega Pinball and Stern Electronics.

In 1999, Stern bought Sega and became Stern Pinball, making them the sole manufacturer of new pinball machines today. Since then Stern has released new games at a steady pace that are exclusively based on licensed properties and proven able to attract new players (Family Guy) and challenge old ones (Wheel of Fortune.) Thanks to the rise of home game rooms and private collectors, the market for both used pinball machines and new ones has been growing in recent years and will hopefully continue to do so keeping pinball alive far into the 21st Century.