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The Internet Pinball Machine Database Glossary |
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- AAB ¡ª
- See Add-A-Ball.
- Add-A-Ball ¡ª
- A feature designed to provide a reward to the player in regions where replays (free games) were outlawed as a thing of value, making pinball into gambling. Add-A-Ball games allow the player to be awarded multiple additional balls, and usually include a counter showing balls remaining to play ("Balls to Play" rather than the usual "Ball in Play") that is incremented as each ball is awarded. Note that this is different from the feature of awarding an extra ball (common to many games) because those games do not change the ball counter when the extra ball is played, and often can only award a single outstanding extra ball at any given time. Therefore, a machine is a true Add-a-ball machine only if you can earn more than one extra ball per ball in play. Most machines are a replay type where a special scores a free credit and only one extra ball can be awarded per ball in play.
Add-a-ball games start a ball counter at the original number of balls given to a player at the start of the game and then award the player additional balls as objectives are met, incrementing the "current ball" count for each one.
Early add-a-ball games had individually lighted numbers on the backglass indicating the current ball count. These were usually completely separate models from the non-Add-a-ball games (even of the same name), but in later years an Add-A-Ball "Option" was instead built into a single model, allowing use as either an Add-A-Ball game, a replay game, or a novelty play game, depending of what the government rules in effect at the location.
Because some locations even disallowed the display of the replay or add-a-ball totals wheel, some games came with a sticker to cover the replay counter. Some games would even "hide" the extra ball count in backglass graphics that could not be seen until an additional ball was added.
Gottlieb games can usually award up to 5 additional balls at any one time. If one or more of these additional balls are awarded, they are all played before the main ball counter decrements. So you could win up to 5 balls during the play of 5 regular balls, or a total of up to 25 extra balls. Gottlieb called this the "WOW" feature. For Williams games, the ball counter started at 5 balls and awarded balls could raise the total to as 10 balls at one time.
Alvin Gottlieb created the concept which was then designed by Wayne Neyens.
- Alphanumeric Display ¡ª
- Light Emitting Diode (LED) segment displays that can display only letters and numbers. This type of display has been replaced by the more modern dot matrix display which can also display graphics.
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Alphanumeric display from WMS's 1990 'Funhouse' |
- Alvin G. & Co. ¡ª
- Pinball manufacturer whose first machine (A.G. Soccer-Ball) was released in 1992. Other games include USA Football and Al's Garage Band Goes on World Tour.
- Animation ¡ª
- On dot matrix displays, any animated graphics sequence. Animations are commonly used as introductions to modes, multiball, and at the start of the game.
Some machines, particularly before the L.E.D. era, used other means of mechanical animation, such as moving parts behind the backglass or lights that illuminated different colored masks to produce the illusion of movement.
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Mechanical Animation on Gottlieb's 1966 'Central Park' |
- Apron ¡ª
- The material/item at the very bottom of the playfield, which usually holds a score and/or instruction card and which covers the ball trough. The front edges of the apron lead the ball to the drain.
- Autoplunger ¡ª
- Many newer games feature an automatic plunger that launches the ball at the touch of a button, or which the game uses to launch additional balls into play for various reasons ¡ª for example, to launch additional balls onto the playfield for multiball.
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- Backbox ¡ª
- The upright part of a pinball machine that holds the backglass and any displays and scoring mechanisms (score reels, lighting, etc.) In modern games, it also contains the circuit boards which control the machine. The backbox is also known as the 'head', as compared to the cabinet which is also known as the 'body'.
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Backbox of Hayburners II |
- Backglass ¡ª
- The glass within the front of the backbox, with ink artwork silk-screened onto the back of it. Since it is the most visible part of the game and has to attract players, the artwork is often spectacular. (In modern games, the artwork may actually be a translite.)
Being glass, backglasses are fragile and subject to peeling over time. They are also more restricted than translites in the type of artwork which can be produced, although their color is generally more brilliant than that of a translite.
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Backglass of Toledo |
- Bagatelle ¡ª
- A bagatelle resembles a light, flat board with nails (pins!) in it and short raised sides to keep the ball on the playfield during play. Each ball is launched from some sort of shooter or pusher to the top of the playfield, where it then rolls towards the player, bouncing off the pins or landing in any of several scoring pockets. These scoring pockets can be depressions in the playfield, nails arranged in a U-shape, or both. They are marked with various score values, with the higher values usually protected by more pins or tougher paths to reach them. By "shooting" the ball harder or softer, the player can try to control where the ball drops.
The earliest relative of the modern pinball machines, bagatelles consist of a basic construction of a frame around a playfield. They have no flippers, bumpers, ramps or other mechanical items normally found on a pinball machine, nor do they contain lights, sounds, or power sources. They have no playfield glass and, with rare exception, are not coin-operated.
Bagatelles are still being manufactured today, although most modern versions are made from plastic and can be found primarily in toy stores.
- Ball Saver ¡ª
- A game that will return a drained ball withing the first few seconds of play is said to be equipped with a 'ball saver'. The ball is returned to the plunger. If the game has an autoplunger, it will often shoot the ball back into play automatically along with an audio queue and an animation. Many games also activate this feature at the start of multiball, when players may not be expecting additional balls on the playfield. Ball savers are a recent feature, introduced around 1990. Most games with this feature will return the drained ball once, although some games can be configured to return it more than once if it is lost again within the ball saver time window.
- Ball Search ¡ª
- When a machine has not seen any scoring in a few seconds and thinks the ball may be stuck, it will quickly activate each solenoid in the machine in turn, to help a ball become unstuck if it happens to be mechanically hung up, or in case the ball has been captured by a playfield mechanism with a faulty indicator switch. This procedure is called a 'ball search', and may happen several times before the game either shuts down or ejects a replacement pinball.
- Bally/Williams ¡ª
- One of the most successful manufacturers of pinball machines, Bally/Williams is the result of a Williams buying Bally.
- Bang Back ¡ª
- A Bang Back is a method of saving a ball that has rolled down an outlane. By holding up the flipper on the side the ball is coming down, and hitting the front of the cabinet when the ball reaches the base of the flipper, the ball can be made to bounce off the playfield arch and back onto the opposite flipper. See Skills for the Pinball Wizard for an animation of this technique.
- Bat Game ¡ª
- Pitch & Bat games are characterized by a game design similar to baseball, in which a bat is used instead of flippers to hit the pinball towards targets and holes at the far end of the playfield. 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., and sometimes some small jumps and a second level of targets/holes at the back. Some games even mimic the players running around the bases, often with mechanical figures in the backbox running around a baseball diamond.
- Beta Test ¡ª
- 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.
- Bingo Machine ¡ª
- Bingo games are those games that usually have the following characteristics: no flippers, numbered holes on the playfield in which the balls are captured, Bingo cards displayed on the backglass along with the various odds that can usually be changed by depositing more coins, and replay counters that normally count up to 999 replays to count the awards received.
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 1950 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.) Since horse/dog racing games were usually one-ball games, and since most areas declared specifically that "one-ball" games were illegal, the manufacturers could see that further production of those types of games would be impractical and so switched to the five ball Bingo designs.
You may also want to read an article titled PINGAMES AND GAMBLING - An Historical Survey by Russ Jensen for more historical information on Bingo machines and the laws affecting them
- Body ¡ª
- See Cabinet.
- Bumper ¡ª
- 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, are round mushroom-shaped targets set into the playfield which forcefully kick the ball away when struck. Passive bumpers look similar to active bumpers, but do not kick the ball when hit.
Bally once made a unique type of passive bumper, called a Mushroom Bumper which is a post with a disk on top. When the ball approaches the bumper, it lifts the disk as it strikes the post. The disk is attached to a shaft down the middle of the post, which rises when the disk is lifted, activating a leaf switch which registers the hit.
Active bumpers are called Jet Bumpers by Williams, Thumper Bumpers by Bally and Pop Bumpers by Gottlieb.
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A thumper bumper from Bally's 1975 'Freedom'. |
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- Cabinet ¡ª
- The large lower box that holds the playfield, coin box, and flipper buttons. 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'.
- Captive Ball ¡ª
- A captive ball is 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. A captive ball is also known as a messenger ball.
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Left:Diagram of captive ball setup. Right: Captive balls and target from Capcom's 1996 'Breakshot' |
- Captive Ball Spinner ¡ª
- 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. As the wheel slows, the ball eventually falls into one of the trap holes to award the indicated hole value. This device first appeared in 1966 on Williams A-Go-Go. Also referred to as a Roulette Wheel.
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Captive Ball Spinner from Williams' 1966 'A-Go-Go'. |
- Catch ¡ª
- When the ball is held in a V formed by an upraised flipper and the lower part of the inlane.
- Cellar Hole ¡ª
- A ramp below the playfield, entered through a hole in the playfield.
- Center Post ¡ª
- A post or pin set between and in line with the bottom pair of flippers. Gottlieb/Premier used a center post on many of their games.
- Cocktail Table ¡ª
- 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 backglass and the playfield is located horizontally under the flat top glass cover. These machines were developed for locations that did not have the room for a standard sized pinball machine. Play is similar to other games, but score and play information is usually displayed at the "bottom" of the playfield near the player.
- Coil ¡ª
- See Solenoid.
- Coil Sleeve ¡ª
- 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.
- Combo ¡ª
- A defined sequence of shots that need to made in rapid successions without missing are called combos.
- Conversion Kit ¡ª
- Conversion kits were designed to allow an owner/operator to convert one game into another while reusing the most significant portions of the previous game to save on cost. Note that these differ from the Converted Games in that the owner/operator makes the conversion rather than the game being converted at a manufacturer's location.
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 ¡ª
- 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.
Unlike conversion kits, which were designed to be installed by the owner/operator in the field, converted games were converted at a manufacturer's facilities (and usually not by the original manufacturer) and then sold as "new" games by the new manufacturer. This process became popular during World War II when a ban ¡ª announced March-26-1942 ¡ª was placed on the manufacture of new pinball machines beginning May-01-1942 and lasting four years until May-1946, 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. Some conversion manufacturers, such as Victory Games, would not even remove the original manufacturer's name from the machine. 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. in addition to a new backglass.
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. According to the Pinball Collectors Resource (by Robert Hawkins & Donald Mueting), there were only four manufacturers of pinball machines from before the ban that were still producing them when the ban was lifted!
- Counter Game ¡ª
- See Table Top Game.
- Cue Game ¡ª
- Games that use cue sticks to shoot the ball rather than a plunger.
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- Data East ¡ª
- One of the major pinball manufacturers of recent time, now out of business. 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., which is also no longer in business.
- Death Save ¡ª
- A method of saving a ball that has rolled down an outlane. 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.
- Designer ¡ª
- The person who designs the playfield and/or game rules.
- Diverter ¡ª
- A playfield object that can swing (usually via 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' 1994 '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.
- Dot Matrix Display ¡ª
- A type of display consisting of a large number of light-emitting diodes arranged in a rectangle. This type of display has succeeded the alphanumeric display used in earlier pinball games. Some displays may use gas plasma elements rather than LEDs.
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A dot matrix display from Capcom's 1996 'Breakshot'. |
- Drain ¡ª
- 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
- A pinball game where balls drain too easily. Derogatory.
- Drop Target ¡ª
- A type of standup target that is dropped into or below the playfield when hit. Often found several in a row in a drop target bank.
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Bank of 5 drop targets from Bally's 1975 'Freedom' |
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- Eddy Sensor ¡ª
- See Proximity Sensor.
- Eject Hole ¡ª
- A hole where the ball can be kicked out. Also called kickout.
- Electro-Mechanical Game ¡ª
- Early games, mostly pre-1978, 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.
- EM ¡ª
- Acronym for an Electro-mechanical game.
- End-of-Ball Bonus ¡ª
- Points added to the score when the ball drains, based on targets hit, modes completed, and/or multipliers earned. On some games, bonus is such a large portion of the score that tilting the game results in a major loss of points.
- End-of-Stroke Switch ¡ª
- A switch that is activated by a mechanical device when the device reaches the end of its stroke. On Bally/Williams flippers, the switch is used when the flipper reaches the end of its movement to switch to a lower current feeding the flipper coil to prevent it from burning out. 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 &mdash when fully engaged &mdash hits the end-of-stroke switch which pulses the score relay. They are also used on pop bumpers and some stepping units.
- EOSS ¡ª
- See End-of-stroke switch.
- Extra Ball Buy-in ¡ª
- Many modern games allow the player to purchase an extra ball after the last ball of a game drains. This is called an extra ball buy-in. The extra ball often costs as much as an entire game would, and so is only usually used when the player is very close to completing a goal for which the extra cost may be worth it.
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- Flip Card ¡ª
- A domino-sized and shaped device that is hinged on one side and which flips back and forth to show status, much the same as a drop target or a light shows status. Only three machines have this feature, all of them manufactured by Bally.
- Flipper ¡ª
- Those thingies that move when you hit the flipper buttons. Some people use these to propel the pinball. First game to use them was Humpty Dumpty.
- Flipperless ¡ª
- These machines have no flippers. When used as a specialty designator in this database, it is usually used for games manufactured after the invention of the flipper (circa 1947, see Humpty Dumpty) that don't have flippers, but is occasionally used to identify other games, usually those for which not having flippers is an interesting notation and for some games manufactured before the flipper was invented.
Many games manufactured just prior to 1947 may have had flippers retrofitted into them by their operators in an attempt to keep their games profitable after new games were released with flippers. When used for these games, this specialty will designate that the games were manufactured without flippers, even though a particular instance of the game has them. These retrofit flipper can be found in various locations on the playfields, as operators fit them in wherever there was room and where they did not interfere with existing wiring.
- Frenzy ¡ª
- A special mode earned in some games where everything on the playfield scores a lot of points.
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- Gate ¡ª
- 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.
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A type of gate from Bally's 1976 'Freedom'. The ball can pass through from the left, but not from the right. |
- Gimmick ¡ª
- 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
- 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.
Also a hole in the playfield that gobbles the ball, causing it to drain. See also Sinkhole.
- Gottlieb/Premier ¡ª
- One of the major pinball manufacturers. Gottlieb, before it was bought by premier, is one of the oldest pinball manufacturers around, with three generations of the Gottlieb family in the business.
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- Habitrail ¡ª
- The paths made from pieces of steel wire set above the playfield. Also called wireforms.
- Head ¡ª
- See Backbox.
- Head-to-Head Play ¡ª
- These machines allow two players to play against each other at the same time using the same ball.
- High Score Game ¡ª
- See Novelty Play.
- Home Model ¡ª
- 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 machines are similar to the coin operated models they're based on, but they do not accept coins and are usually smaller, often designed with shorter legs and younger art for children. 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 ¡ª
- 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.
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.
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- Inlane ¡ª
- The path feeding a falling ball from the playfield to the flippers, usually behind a slingshot. See also outlane.
- Insert ¡ª
- See Playfield Insert.
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- Jet bumper ¡ª
- The name used by Williams Electronics to describe active bumpers. See Bumper for a description.
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- Kickback ¡ª
- Usually located at the left outlane, the kickback, when activated, kicks the ball back into play instead of allowing the ball to pass to the drain.
- Kicker ¡ª
- See Slingshot.
- Knocker ¡ª
- The solenoid that bangs the inside of the cabinet or backbox to produce a loud cracking noise that signals a free game. Also see Match.
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- Lane Change ¡ª
- Games featuring lane change allow the player to shift the lit lights in a set of lights on the playfield, such as a set of lights on the outlanes and inlanes showing which lane has an award.
- Leaf Switch ¡ª
- A type of switch which consists of two tounges of metal, separated by an insulator, which come into contact when pressed together, such as via a lever or mechanical device. Leaf switches are used to detect a ball coming through a gate or going up a ramp. In older games leaf switches are used throughout most of the game, while newer games also rely on microswitches, magnetic proximity sensors, and optos (opto-electronic sensors).
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A basic, single-pole leaf switch |
- Lockdown Bar ¡ª
- The common name of the metal piece (or wood on woodrail games) at the bottom of the playfield, which keeps the playfield cover glass from sliding out. Often labeled "Front Molding" in the manual. Usually removed via a latch inside the coin door, allowing the playfield glass to be slid out and the playfield then removed.
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- M-Ball ¡ª
- The name Data East used for multiball before they licensed the word multiball from Williams.
- Magnasave ¡ª
- A player-activated magnet above an inlane that will try to catch a ball headed for the outlane. Magnasave has appeared on some Williams games and is a trademark of Williams Electronics.
- Manufacturers ¡ª
- There have been several pinball manufacturers through the years. Currently, there is only one force in the pinball business, Stern Pinball. Williams was one of the best known manufacturers and merged with Bally, another well known company, before going out of business in 1999.
- Match ¡ª
- A free game given away by the machine to one of the players for no apparent reason at the end of the game. There is around a 10% chance of receiving a match on older games, but newer solid-state machines allow this to be set as low as 1%, with the factory setting at 7%. When a match occurs, the knocker is usually used to inform the player.
- Mechanical Backbox Animation ¡ª
- When used as a specialty in this database, this term is used to indicate games that contain mechanical backbox animation. This specialty is not used for games that use light based animations, attract mode lights, dot matrix displays, or flashers.
- Messenger Ball ¡ª
- See Captive Ball.
- Microswitch ¡ª
- A type of small switch used under rollovers and other parts of a game. Microswitches are much smaller than leaf switches, are self contained and enclosed to protect their mechanism, and have a button that when pressed activates the switch. Many microswitches are fit with a lever that will press the button when something depresses the lever, which gives the switch a larger range of motion than pressing the button directly.
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A microswitch with a lever and formable wire attached. |
- Mode ¡ª
- Most modern games contain modes, periods where the rules change and sometimes special shots are made available. Common types of modes are where one target scores a value that counts down from its highest value to nothing or when repeated ramp shots score an increasing number of millions. Some games have a certain number of modes you must complete to get a reward or enter a wizard mode.
- Multi-Level Machine ¡ª
- A multi-level machine has at least two distinct playfields at different elevations, each of which contains at least one player controlled device.
- Multiball ¡ª
- When several balls are in play at one time. During multiball, there is often some sort of objective, most commonly a jackpot target that scores an obscene amount of points. Multiball is trademarked by Williams Electronics.
- Multiplier ¡ª
- A feature found on many games that allows you to multiply the end of ball bonus or a mode bonus by some factor, such as x2, x3, etc., if certain targets are hit enough times. Some games will allow multiplers of x10 or more.
- Mushroom Bumper ¡ª
- Mushroom bumpers are a type of passive bumper made by Bally. See Bumper for a description.
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- Not a Pinball ¡ª
- When used as a specialty indicator in this database, this term is used to indicate that a game is not a pinball game, but some other type of arcade game. This indication is used for some games that have been added to the database because they are often confused with a pinball machine or to clarify an issue about it or it's manufacturer.
- Novelty Play ¡ª
- Novelty play games offer no rewards or payouts, and are played for no other purpose than to try and achieve a high score. These machines are sometimes also referred to as High Score games. Novelty play games were especially significant during the eras when pinball machines with payouts were being attacked as gambling devices, and the literature for these games often noted their novelty play status. Even offering a free game (a thing of value) to the player could cause a pinball machine to be classified a gambling device in some areas, so novelty play games did not even offer that simple reward.
When used as a specialty indicator in this database, this denotes games that were manufacured as a novelty play only model and which had a separate model number given to it by the manufacturer. If the game merely had novelty play available as an option, but did not have a separate model designation, then it will instead be marked in the notes.
- Nudge ¡ª
- A method of controlling the ball by moving the machine itself. See Shaking/Nuging in Skills for the Pinball Player for a full description.
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- One Ball Game ¡ª
- These machines allow the player to shoot only one ball during a game. The user tries to shoot the ball so that it falls into a hole on the playfield and they will then be given an award based on the odds for that hole. These games often allowed more than one coin to be played for a game, raising the payoff odds for that game. These machines either made a cash payout or rewarded replays (usually up to 999) which could be used to play additional games instead of adding coins, or which could be cashed out by the proprietor.
- Operator ¡ª
- A person who owns or runs a pinball game, often at multiple locations (restaurants, bars, etc.).
- Opto ¡ª
- A type of switch that detects the ball using light.
- Opto-Electronic Sensor ¡ª
- See 'Opto'.
- Outhole ¡ª
- See Drain.
- Outlane ¡ª
- The lanes that usually are placed to the far sides at the bottom of the playfield and lead to a drain.
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- Pass ¡ª
- Moving the pinball from one flipper to another. See the skills guide.
- Payout Machine ¡ª
- These machines have the ability to dispense an award to players who achieved a goal. Giving players awards was an early method used to attract players to games and to encourage them to spend more money on the game. The awards have taken many forms (free games, tickets, candy, merchandise, etc.), but the most popular was probably coins.
Coin payout machines were eventually labeled gambling machines and outlawed in most states. At that time, manufacturers converted to awarding and accepting tokens instead of coins in an attempt to circumvent the gambling laws for several years.
- Pin Table ¡ª
- This is an older term and refers to a game that was manufactured with legs to allow it to stand on the floor. Games that did not come with legs were often smaller in size and were referred to as Table Top Games (aka Counter Games ). Many games made in the 1930's and early 1940's were made in both a table top version and a pin table version.
- Pitch & Bat ¡ª
- See Bat Games.
- Playfield ¡ª
- The part of the pinball machine where you actually move the ball around. When referring to playfield positions, the lower playfield zarea is nearest the player while the upper playfield area is nearest the backbox.
Some games may have multiple playfields, with various methods for the ball to travel between them. The additional playfields are usually smaller and located either above the main playfield, or below the main playfield and visible through a window of some sort. (Habitrails under the playfield do not count as additional playfields.)
Some games have a 'split-level' playfield where a portion of the playfield is raised above the main playfield. This is distinguished from 'multiple' playfields because in a split-level playfield there are no real play areas under the raised portion.
A example of a split-level playfield is Williams' 1980 'Black Knight'. An example of a multi-level playfield is Stern's 2003 'The Simpsons Pinball Party', which has a small second playfield in the upper left corner of the main playfield.
- Playfield Insert ¡ª
- Translucent plastic pieces sunk into the playfield with a light beneath. These are lit to show the bonus count, indicate a target to hit or area to shoot for, or a current mode status (for example).
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Several playfield inserts from 'Cirqus Voltaire' |
- Playfield Magnets ¡ª
- Magnets set under the playfield. Contrary to popular belief, very few machines have magnets, and when they do the magnets are either under player control (magna-save, magna-flip) or an integral part of game. Games simply do not contain hidden magnets used to cheat the player.
- Playfield Plastics ¡ª
- Plastic parts on the playfield, such as platic covers, light shileds, dinosaurs, spaceships and palm trees.
- Plunger ¡ª
- The object used to launch a ball onto the playfield. While the plunger is usually a mechanical, spring loaded handle, some modern games (such as Williams' 1993 'Indiana Jones: The Pinball Adventure') have electrically activated autoplungers and plungers in the shape of gun handles, fishing pole handles, or other items.
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Left: A common standard plunger. Right: Gun handle plunger from Indiana Jones. |
- Plunger Lane ¡ª
- The ball lane, usually on the right side, that leads from the plunger to the playfield.
- Pop Bumper ¡ª
- The name used by Gottlieb to describe active bumpers. See
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