Features of a pinball game
[edit] Playfield
The playfield is a planar surface inclined upward from three to seven degrees (current convention is six and a half degrees), away from the player, and includes multiple targets and scoring objectives. Hint: Some operators intentionally extend (to raise) threaded levelers on the rear legs and/or shorten or remove the levelers on the front legs to create additional incline in the playfield, making the ball move faster and harder to play. It is important that the playfield be level left-to-right; a quick visual test compares the top of the back cabinet against a brick or block wall behind it. Or, roll a marble down the center of the playfield glass. If it clearly rolls off to one side, a player may be inclined to stuff folded paper beneath the legs on the lower side to level the playfield. Additionally, leg levelers that are all extended fully make the game easier to nudge; when collapsed low, the entire game is more stable, and nudging becomes harder. A game that's fun to play makes more money for the owner; a game that is faulty does not get repeat customers. The ball is put into play by use of the plunger, a spring-loaded rod that strikes the ball as it rests in an entry lane, or as in some newer games, by a button that signals the game logic to fire a solenoid that strikes the ball. With both devices the result is the same: The ball is propelled upwards onto the playfield. Once a ball is in play, it tends to move downward towards the player, although the ball can move in any direction, sometimes unpredictably, as the result of contact with objects on the playfield or by the player's own actions. To return the ball to the upper part of the playfield, the player makes use of one or more flippers. Manipulation of the ball may also be accomplished by nudging (physically pushing the cabinet). However, excessive nudging is generally penalized by the loss of the current player's turn (known as tilting) or ending of the entire game when the nudging is particularly violent (known as slam tilting). Many games also have a slam tilt in the bottom of the lower cabinet to end the game if the cabinet is raised and dropped to the floor in an attempt to falsely trigger the coin counting switch.
[edit] Plunger
The plunger is a spring-loaded rod with a small handle, used to propel the ball into the playfield. The player can control the amount of force used for launching by pulling the plunger a certain distance (thus changing the spring compression). This is often used for a "skill shot", in which a player attempts to launch a ball so that it exactly hits a specified target. Once the ball is in motion in the main area of the playfield, the plunger is not used again until another ball must be brought onto the playfield. In modern machines, an electronically-controlled launcher is sometimes substituted for the plunger.
[edit] Flippers
The flippers are one or more small mechanically or electromechanically-controlled levers, roughly 3 to 7 cm in length, used for redirecting the ball up the playfield. They are the main control that the player has over the ball. Careful timing and positional control allows the player to intentionally direct the ball in a range of directions with various levels of velocity. With the flippers, the player attempts to move the ball to hit various types of scoring targets, and to keep the ball from disappearing off the bottom of the playfield. The very first pinball games appeared in the early 1930s and did not have flippers; after launch the ball simply proceeded down the playfield, directed by static nails (or "pins") to one of several scoring areas. (These pins gave the game its name). In 1947, the first mechanical flippers appeared on Gottlieb's Humpty Dumpty and by the early 1950s, the familiar two-flipper configuration, with the flippers at the bottom of the playfield above the center drain, had become standard.
The new flipper ushered in the "golden age" of pinball, where the fierce competition between the various pinball manufacturers led to constant innovation in the field. Various types of stationary and moving targets were added, spinning scoring reels replaced games featuring static scores lit from behind. Multiplayer scores were added soon after, and then bells and other noise-makers, all of which began to make pinball less a game and more of an experience.
The flippers have loaned pinball its common name in many languages, where the game is known mainly as "flipper".
[edit] Backglass
The backglass is a vertical graphic panel mounted on the front of the backbox, which is the upright box at the top back of the machine. The backglass contains the name of the machine, eye-catching graphics, (usually) the score displays (lights, mechanical wheels, digital displays, or a dot matrix display depending on the era), and sometimes a mechanical device tied to game play, for example, elevator doors that opened on an image or a woman swatting a cat with a broom such as on Williams' 1989 "Bad Cats". For older games, the backglass image is painted in layers on the reverse side of a piece of glass; in more recent games, the image is imprinted into a transluscent piece of plastic-like material called a translite which is mounted behind a piece of glass and which is easily removable. The earliest games did not have backglasses or backboxes and were little more than playfields in boxes. Games are generally built around a particular theme, such as a sport or character and the backglass art reflects this theme to attempt the attention of players. Recent machines are typically "tied-in" to other enterprises such as a popular film series, toy, or brand name. The entire machine is designed to be as eye-catching as possible to attract players and their quarters; every possible space is filled with colorful graphics, blinking lights, and themed objects, and the backglass is usually the first artwork the players see from a distance. Since the artistic value of the backglass may be quite impressive, it is not uncommon for enthusiasts to use a deep frame around a backglass (with a light behind it) and hang it on a wall after the rest of the game is discarded.
[edit] Scoring Points
Contact with or manipulation of scoring elements (such as targets or ramps) scores points for the player. Electrical switches embedded in the scoring elements detect contact and relay this information to the scoring mechanism. Older pinball machines used an electromechanical system for scoring wherein a pulse from a switch would cause a complex mechanism composed of relays to ratchet up the score. In later games these tasks have been taken over by semiconductor chips and displays are made on electronic segmented or dot matrix displays.
Pinball scoring can be peculiar and varies greatly from machine to machine. During the 1930s and the 1940s, lights mounted behind the painted backglasses were used for scoring purposes, making the scoring somewhat arbitrary. (Frequently the lights represented scores in the hundreds of thousands.) Then later, during the 1950s and 1960s when the scoring mechanism was limited to mechanical wheels, high scores were frequently only in the hundreds or thousands. (Although, in an effort to keep with the traditional high scores attained with the painted backglass games, the first pinball machines to use mechanical wheels for scoring, such as Army Navy, allowed the score to reach into the millions by adding a number of permanent zeros to the end of the score.) The average score changed again in the 1970s with the advent of electronic displays. Average scores soon began to commonly increase back into tens or hundreds of thousands. Since then, there has been a trend of scoring inflation, with modern machines often requiring scores of over a billion points to win a free game. At the peak of this trend, two machines, Johnny Mnenomic and Attack From Mars, have been played into the trillions. In 1990, the Bally pinball machine Dr. Dude made fun of this trend, offering the player a chance to score a "Gazillion" point jackpot. Another recent curiosity is the 1997 Bally game NBA Fastbreak which, true to its theme, awards points in terms of a real basketball score: Each successful shot can give from one to three points. Getting a hundred points by the end of a game is considered respectable, which makes it one of the lowest scoring pinball machines of all time. The "scoring inflation" trend continued until the 1996 release of Tales of the Arabian Nights, where all points would shrink over 100-fold. For example, replay scores that used to be in the billions have now shrunk to usually no more than 30 million. The inflated scores are the source of one of the Spanish-language names of pinball machines, máquina del millón ("million machine").
[edit] Machine layout
The key attribute of a successful pinball game is an interesting and challenging layout of scoring opportunities. Many types of targets and features have been developed over the years.
Common scoring targets and other playfield features include:
[edit] Bumpers
- Bumpers: These are round knobs that, when hit, will actively push the ball away. There is also an earlier variety of bumper (known as a dead bumper or passive bumper) that doesn't propel the ball away; most bumpers on machines built since the 1960s are active bumpers, variously called "pop bumpers", "thumper bumpers", "jet bumpers", or "turbo bumpers". Most recent games include a set of pop bumpers, usually three, sometimes more or less depending on the designer's goals. Bumpers predate flippers, and active bumpers added a great deal of spice to older games.
[edit] Slingshots
- Kickers and slingshots: These are targets which propel the ball away upon impact, like bumpers, but are usually a horizontal side of a wall. Every recent pinball machine includes slingshots to the upper left and upper right of the lowest set of flippers; older games used more experimental arrangements.
[edit] Ramps
- Ramps: Ramps are, as the name may imply, inclined planes, with a gentle enough slope that the ball may travel along it. The player attempts to direct the ball with enough force to make it to the top of the ramp and down the other side. If the player succeeds, he has made a "ramp shot". Ramps frequently end in such a way that the ball goes to a flipper so one can make several ramp shots in a row. Often, the number of ramp shots scored in a game is tallied, and reaching certain numbers may lead to various game features. At other times, the ramps will go to smaller "mini-playfields" (small playfields, usually raised above the main game surface, with special goals or scoring).
[edit] Targets
- Stationary Targets: These are static targets that simply record when a ball strikes them. These are generally the simplest playfield elements.
- Bullseye Targets: These are static targets that have two concentric elements, similar to a stationary target. Hitting the outer ring usually scores lower than hitting the center bull's eye. Found mostly on older electro-mechanical games.
- Drop targets: These are targets that drop below the playfield when hit. Eliminating an entire row in this manner may lead to any of various features. Once an entire bank of drop targets is hit, the bank may reset or pop back up. Alternately, the drop targets can be placed in front of other targets, requiring the drop target to be knocked down before the targets behind can be hit, or the drop target may only pop up at specific times to deny the player the ability to shoot the ball into whatever is behind it. If used in the latter way, the target is usually blocking a lane or ramp.
[edit] Holes and Saucers
- Holes: The player directs the ball into a hole. On modern games, there are both vertical and horizontal holes (also called scoops), and the game may include mechanisms to move the ball between them. On older games, there is a peculiar thing called a "gobble hole": this takes the ball, awards a large number of points or a free game, but doesn't give the ball back.
- Saucers: A type of shallow hole that still keeps the ball visible above the table. Once the ball is directed into the recess, it will be ejected back towards the direction it came from, or sometimes at a right angle to its entry point instead. On recent tables, a saucer shot usually awards a random prize or a "video mode" on dot-matrix display machines.
[edit] Spinners and Rollovers
- Spinners: a ball can push through a flat surface that is hinged in the middle, causing it to spin; each rotation adds points.
- Rollovers: these are targets activated when a ball rolls over them. Often a series of rollover targets are placed side-by-side and with dividers between them forming "lanes"; the player must guide the ball to particular lanes (or to all lanes) in order to complete an objective. Such lanes are frequently placed at the bottom sides of the table: "inlanes" feed the ball back to the flippers, "outlanes" cause the ball to immediately drain. On many tables, outlanes can have extra balls or "specials" lit to act in the same role as the older gobble holes.
[edit] Switches and One Way Doors
- Switches: an area you go through once and gets blocked off. An example of this is the initial firing lane. Once you come out of that chute you hit a switch and can’t go back.
- One Way Door: This is a block that will allow balls to come through one way but will block the ball if it is going the other way.