WEBVTT - Pinball: From Electromechanical Machines to Solid State Tables

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<v Speaker 1>Welcome to tech Stuff, a production from iHeartRadio. Hey there,

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<v Speaker 1>and welcome to tech Stuff. I'm your host, Jovin Strickland.

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<v Speaker 1>I'm an executive producer with iHeart Podcasts and how the

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<v Speaker 1>tech are you. We are continuing our look at the

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<v Speaker 1>evolution of pinball, which was inspired by my visit to

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<v Speaker 1>the Southern Fried Gaming Expo where I appeared as media,

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<v Speaker 1>appeared at as too strong a word, I attended as media.

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<v Speaker 1>So in the last episode, we learned that pinball's origins

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<v Speaker 1>trace back to lawn games that eventually were moving indoors

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<v Speaker 1>because not everyone had a lawn and there is disagreement

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<v Speaker 1>over what game constitutes the first true pinball table. But

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<v Speaker 1>we learned how a gradual evolution brought us from simple

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<v Speaker 1>machines outfitted only with like a spring loaded plunger up

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<v Speaker 1>to the early days of electro mechanical pinball tables, and

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<v Speaker 1>some of the things that were added were really a

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<v Speaker 1>big deal. I would argue probably the most important was

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<v Speaker 1>the addition of a coin slot. One early title Bally,

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<v Speaker 1>who reportedly sold around fifty thousand units to various shop

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<v Speaker 1>owners and other proprietors. Fifty thousand units, that's no small shakes.

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<v Speaker 1>Remember this is in the nineteen thirties when this happened.

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<v Speaker 1>That really helped put the company Bally on the map,

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<v Speaker 1>and Bally would play a huge role in the development

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<v Speaker 1>of pinball here in the United States. But yeah, these

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<v Speaker 1>coin operated machines like it became a new source of

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<v Speaker 1>revenue for shop owners and bar owners and such. They

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<v Speaker 1>would buy a machine for a large amount of money,

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<v Speaker 1>but then they would get to keep the proceeds the

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<v Speaker 1>coins made up. And so you know, if you had

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<v Speaker 1>a really popular machine, you could earn back what you

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<v Speaker 1>spent on it within a relatively short amount of time.

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<v Speaker 1>And then everything on top of that is profit, apart

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<v Speaker 1>from whatever you have to spend to keep the machine working.

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<v Speaker 1>But these early machine, because they really had very few

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<v Speaker 1>moving parts, they were relatively easy to maintain. But let's

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<v Speaker 1>talk about some of the electro mechanical components in later

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<v Speaker 1>pinball machines and how those components work. Now, as I

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<v Speaker 1>mentioned in the last episode, the earliest electrified pinball machines

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<v Speaker 1>didn't really have much going for them. Usually there was

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<v Speaker 1>some sort of noise making element that would signify scoring

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<v Speaker 1>and help draw attention to the table so that more

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<v Speaker 1>people would want to play, but there were few components

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<v Speaker 1>that actually used electricity to create mechanical motion. But it

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<v Speaker 1>didn't take long for that to change. Harry Williams of

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<v Speaker 1>Williams Manufacturing Williams is another important pinball company, came up

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<v Speaker 1>with an idea to set up a game that would

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<v Speaker 1>make it stand apart from the competition that was on

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<v Speaker 1>the market. So this was way back in nineteen thirty three,

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<v Speaker 1>and his idea was a relatively simple one, which was

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<v Speaker 1>the inclusion of solenoids. Solinoid is an electro mechanical component

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<v Speaker 1>that works through electromagnetism. In many ways, it's similar to

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<v Speaker 1>your basic electromagnet. So if you think of a standard electromagnet,

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<v Speaker 1>you have a coil of conductive wire, typically copper wire,

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<v Speaker 1>and it's wrapped around a core of some sort like

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<v Speaker 1>sometimes it's just iron, right, And when you run electricity

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<v Speaker 1>through the coil of wire, it creates an electromagnet, and

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<v Speaker 1>you can interact with ferromagnetic stuff using this electromagnet, and

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<v Speaker 1>with a solenoid it's pretty similar. You've got your coil

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<v Speaker 1>of conductive wire. When you pass a current through this coil,

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<v Speaker 1>it creates a magnetic field, and you have a sleeve

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<v Speaker 1>inside this coil. Nestled in the sleeve is a movable plunger,

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<v Speaker 1>so the plunger can slide in or out of this coil.

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<v Speaker 1>Sometimes it's called the armature. When the magnetic field is on,

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<v Speaker 1>it pulls the plunger into the coil. There's a stop

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<v Speaker 1>on either end so that the plunger doesn't just shoot

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<v Speaker 1>through the coil or or fall out of the coil,

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<v Speaker 1>so that it can come to a stop where it's

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<v Speaker 1>partially inside the coil. But when you run electricity through

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<v Speaker 1>the coil, it pulls the plunger in entirely. So when

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<v Speaker 1>the magnetic field is on, the plunger is inside the coil.

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<v Speaker 1>When the magnetic field goes off, like when the current

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<v Speaker 1>stops flowing through this coil, the plunger moves back out

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<v Speaker 1>of the coil and mounting a post at the end

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<v Speaker 1>of the plunger, like extending the plunger so that it

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<v Speaker 1>can punch through something. You have a little device capable

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<v Speaker 1>of giving a quick push. Whenever the electric current flows

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<v Speaker 1>through the wire, the plunger moves in. It pushes this

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<v Speaker 1>arm out and it's pretty fast. It's a pretty simple

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<v Speaker 1>electro mechanical device, and effectively it turns electric current into

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<v Speaker 1>mechanical work. That's its main purpose. Solenoids would in up

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<v Speaker 1>being kind of the heartbeat, the lifeblood of pinball machines.

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<v Speaker 1>They power so much like a lot of the elements

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<v Speaker 1>in your basic pinball machine are worked with solenoids. So

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<v Speaker 1>Williams pinball machine had this name called Contact, which is

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<v Speaker 1>very clever because contact is what we would say was

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<v Speaker 1>made within the circuit to activate the solenoid in the

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<v Speaker 1>first place. So the playfield of Contact had holes with

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<v Speaker 1>little barriers around them. So the ball you know, your

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<v Speaker 1>goal is to get the ball into the highest scoring

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<v Speaker 1>holes in the playfield. Those were closer to the bottom

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<v Speaker 1>of the playfield, which meant that the ball needed to

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<v Speaker 1>pass over or around the holes that were higher up,

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<v Speaker 1>because otherwise you would get a lower score. Well, at

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<v Speaker 1>the very top of the playfield was this solenoid, so

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<v Speaker 1>it's facing downward like toward you. It's at the top

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<v Speaker 1>of the play you're playing at the bottom of the playfield.

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<v Speaker 1>If you were to fire a ball up so that

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<v Speaker 1>it would activate a switch, a contact at the top

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<v Speaker 1>of this playfield, the solenoid would activate and it would

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<v Speaker 1>hit the ball, and if you were lucky, it would

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<v Speaker 1>propel the ball so that it would roll over the

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<v Speaker 1>lower scoring holes and the ball would settle into one

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<v Speaker 1>of the ones that had a higher score if you

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<v Speaker 1>were pretty lucky. Contact relied on a dry cell battery

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<v Speaker 1>to provide this electrical current, and according to Williams, the

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<v Speaker 1>battery would hold a sufficient charge to provide three months

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<v Speaker 1>of play. After that, I assume you would swap the

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<v Speaker 1>battery out. I mean possible that you could recharge it,

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<v Speaker 1>but you would definitely have to swap it out if

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<v Speaker 1>you wanted to be able to play after that time

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<v Speaker 1>and to have the electro mechanical elements work. Contact was

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<v Speaker 1>a game that went through some changes. This is something

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<v Speaker 1>that still happens with the pinball machines now, where manufacturers

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<v Speaker 1>will make changes to a machine and later versions will

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<v Speaker 1>be slightly different, or they will these days because things

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<v Speaker 1>are running on microcomputers. They will update the firmware of

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<v Speaker 1>a machine and it will include new modes and such.

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<v Speaker 1>We'll talk about modes later. So the company, William's Company

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<v Speaker 1>would incorporate a door bell into the machine so that

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<v Speaker 1>when the ball made contact with this switch, that would

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<v Speaker 1>activate the solenoid, it would also ring the bell, and

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<v Speaker 1>Williams also included his anti tilt measure. I talked about

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<v Speaker 1>this in the last episode. So his anti tilt design

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<v Speaker 1>was there was inside the machine was a post. On

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<v Speaker 1>top of this post was a ball, and if the

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<v Speaker 1>player were to shake the machine in an attempt to cheat,

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<v Speaker 1>the ball could roll off this post and it would

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<v Speaker 1>then signal a tilt, which would invalidate the accumulated score

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<v Speaker 1>at that point. Back to solenoids, These would become incredibly

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<v Speaker 1>important components for pinball machines. They are pretty darn simple,

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<v Speaker 1>which is good right. Simple means they're fewer points of failure.

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<v Speaker 1>They can fail if you run electricity through wire. One

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<v Speaker 1>of the byproducts you get is heat, and if electricity

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<v Speaker 1>is running through wire for a long time, a lot

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<v Speaker 1>of heat can build up and that can cause damage

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<v Speaker 1>to the components. So there are points of failure, but

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<v Speaker 1>there are few of them. Solenoids are used not just

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<v Speaker 1>to knock a pinball around. They can also be used

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<v Speaker 1>as noise makers, they can strike a bell, or they

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<v Speaker 1>can be used as knockers. So if you're really good

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<v Speaker 1>at pinball, you have probably experienced a replay or you know,

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<v Speaker 1>if you've ever matched. Matching is when you know modern

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<v Speaker 1>pinball machines, they'll take the last two digits of your

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<v Speaker 1>score and then they'll display kind of a random selection

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<v Speaker 1>of other scores, and if you end up matching, then

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<v Speaker 1>you get a replay. Well, a lot of pinball machines

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<v Speaker 1>include a knocker to signal that a player has managed

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<v Speaker 1>to get a replay and they have a free game.

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<v Speaker 1>The pinball machine lets out this very loud knocking sound. Well,

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<v Speaker 1>a solenoid is what is actually making that sound. There's

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<v Speaker 1>a dedicated knocker or solenoid mounted in the machine to

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<v Speaker 1>do this, and there are a couple of different types

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<v Speaker 1>that you could find in various machines. One would be

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<v Speaker 1>a spring mounted solenoid. So the spring would typically keep

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<v Speaker 1>the plunger out of the coil, but when an electric

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<v Speaker 1>current runs through the coil, the magnetic pole is strong

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<v Speaker 1>enough to compress the spring, pull the plunger in quickly,

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<v Speaker 1>and mounted on the top of the plunger as a

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<v Speaker 1>post that's capped in plastic. This post strikes a plate

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<v Speaker 1>typically mounted near the pinball machine's back box, and the

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<v Speaker 1>current only passes through the wire for a fraction of

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<v Speaker 1>a second, so the spring decompresses, the plunger is pulled

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<v Speaker 1>into the coil, and the cap strikes the plate and boom,

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<v Speaker 1>you get your old knocking noise, which could be quite loud.

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<v Speaker 1>Usually there's like a fifty volt current that's being put

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<v Speaker 1>through the device order to make this happen, and if

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<v Speaker 1>you have a lower power supply, the knock's going to

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<v Speaker 1>be less impressive. Many knocker solenoids actually are simpler than

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<v Speaker 1>this design. They don't have the spring loaded piston at all. Instead,

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<v Speaker 1>they rely on gravity. So these solenoids have to be

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<v Speaker 1>mounted vertically so that the plunger naturally slides down. Like

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<v Speaker 1>if there's no current running through the coil, the plunger

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<v Speaker 1>is going to be resting on a rest plate, so

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<v Speaker 1>it's only partly inside the coil. Then when current runs

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<v Speaker 1>through the coil, it pulls the plunger up right because

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<v Speaker 1>magnetic attraction and the plunger the post mounted on the

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<v Speaker 1>end of the plunger will strike the striking plate and make

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<v Speaker 1>the knocking noise. And then when the current is shut off,

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<v Speaker 1>the plunger will naturally slide back down the sleeve inside

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<v Speaker 1>the coil and rest against the resting plate, so you

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<v Speaker 1>have to have it mounted vertically so that gravity will

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<v Speaker 1>pull the plunger back down. But this does simple things

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<v Speaker 1>quite a bit. But what about other elements inside a

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<v Speaker 1>pinball machine? What about flippers? These are pretty common today,

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<v Speaker 1>I mean, they're almost universal in modern pinball machines. Again,

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<v Speaker 1>it wasn't until nineteen forty seven that we got the

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<v Speaker 1>first pinball machine that had flippers. And even then they

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<v Speaker 1>were oriented opposite, like they were facing outward on the

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<v Speaker 1>machine rather than inward, and they were along the sides

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<v Speaker 1>and there were six of them, so it was very

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<v Speaker 1>different from the way flippers are today. But yeah, it

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<v Speaker 1>wasn't until nineteen forty seven that we even got flippers,

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<v Speaker 1>and now they're pretty much standard on pinball machines. How

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<v Speaker 1>do they work, well, no, big surprise. They also use solenoids,

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<v Speaker 1>which are mounted below the playfield where they're out of sight.

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<v Speaker 1>But a solenoid works, you know, like a piston. Right,

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<v Speaker 1>The plunger moves linearly, it moves in and out, so

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<v Speaker 1>you need to have something that translates this action. Because

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<v Speaker 1>a flipper acts like a bat, It swings, it rotates,

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<v Speaker 1>So mounted on the solenoid plunger is a little piece

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<v Speaker 1>typically called a linkage, and the linkage connects to a

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<v Speaker 1>rotating element that in turn is mounted on a spindle.

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<v Speaker 1>The spindle is connected to the flipper, so the rotating

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<v Speaker 1>element translates the linear action into a rotational action and

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<v Speaker 1>then transmits that through the spindle to the flipper. So

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<v Speaker 1>the flipper can swing and there's a stop. Typically that

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<v Speaker 1>all may mean the flipper can only rotate so far.

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<v Speaker 1>It's not gonna make the flipper go all the way around.

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<v Speaker 1>It'll just rise up when you're looking down from the

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<v Speaker 1>position of a player. So when the solenoid activates, the

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<v Speaker 1>mechanical motion causes the flipper to swing, and a spring

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<v Speaker 1>on the spindle will return the flipper to its resting

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<v Speaker 1>position afterwards, so it's not just relying on gravity to

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<v Speaker 1>return the flipper to its downward position. There is a

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<v Speaker 1>spring there so that it adds resistance and pushes back

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<v Speaker 1>against the flipper so it returns to its normal downward state.

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<v Speaker 1>When you connect this assembly to a power supply and

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<v Speaker 1>a flipper button, the flipper button serves as a switch.

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<v Speaker 1>You have your classic pinball flipper as long as you're

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<v Speaker 1>holding the switch down the flipper will remain up, but

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<v Speaker 1>it does get a little more complicated, and in my opinion,

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<v Speaker 1>this is a really cool element for flippers because it's

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<v Speaker 1>engineering a solution to a real problem. So again, pinball

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<v Speaker 1>machines typically have balls that are made out of solid steel,

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<v Speaker 1>which allows for some other fun gimmicks that we'll talk

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<v Speaker 1>about a bit later. These balls weigh in and around

0:13:31.200 --> 0:13:34.600
<v Speaker 1>eighty grams, which is significant, so the flipper bats have

0:13:34.679 --> 0:13:37.760
<v Speaker 1>to be strong enough to whack an eighty gram steel

0:13:37.880 --> 0:13:41.200
<v Speaker 1>ball around a playfield. Anyone who has played a machine

0:13:41.200 --> 0:13:43.520
<v Speaker 1>that has really weak flippers can tell you it's a

0:13:43.679 --> 0:13:48.439
<v Speaker 1>very frustrating experience. So the solidoids powering these flippers need

0:13:48.480 --> 0:13:52.319
<v Speaker 1>to be sufficiently strong to generate the mechanical force necessary

0:13:52.360 --> 0:13:54.920
<v Speaker 1>to give the ball a good whack across the playfield,

0:13:55.080 --> 0:13:58.000
<v Speaker 1>and that means having a fairly significant coil to generate

0:13:58.080 --> 0:14:01.520
<v Speaker 1>a strong enough magnetic field to pull the plunger with force.

0:14:01.960 --> 0:14:04.079
<v Speaker 1>But this also creates an issue if someone is holding

0:14:04.120 --> 0:14:06.720
<v Speaker 1>the flipper button down to keep the flipper raised up,

0:14:07.040 --> 0:14:09.600
<v Speaker 1>and players will often do this, like you might want

0:14:09.600 --> 0:14:12.240
<v Speaker 1>to pause so that you can prepare for a specific shot.

0:14:12.840 --> 0:14:15.520
<v Speaker 1>Maybe you're lining up a shot so you can shoot

0:14:15.520 --> 0:14:18.760
<v Speaker 1>a ball up a ramp, for example, and you kind

0:14:18.760 --> 0:14:20.600
<v Speaker 1>of have a feel for where on the flipper that

0:14:20.640 --> 0:14:22.440
<v Speaker 1>needs to happen, but you need to get control of

0:14:22.440 --> 0:14:24.000
<v Speaker 1>the ball first in order to be able to do

0:14:24.040 --> 0:14:26.920
<v Speaker 1>it reliably. So you've trapped the ball and you're holding

0:14:26.960 --> 0:14:29.120
<v Speaker 1>it in place before you make your shot. You could

0:14:29.120 --> 0:14:31.000
<v Speaker 1>be holding the ball the button down for a bit.

0:14:31.360 --> 0:14:34.000
<v Speaker 1>Maybe you've also decided, Hey, I'm going to take a

0:14:34.200 --> 0:14:37.880
<v Speaker 1>swig of my frosty beverage that I have next to me,

0:14:38.280 --> 0:14:40.880
<v Speaker 1>and I'm going to pause gameplay a little bit by

0:14:40.920 --> 0:14:44.120
<v Speaker 1>holding the ball in place while I do this. The

0:14:44.160 --> 0:14:47.080
<v Speaker 1>issue here is that a high powered solnoid's going to

0:14:47.120 --> 0:14:50.000
<v Speaker 1>generate a lot of heat as that electric current runs

0:14:50.000 --> 0:14:52.600
<v Speaker 1>through that coil, which it will keep doing while you're

0:14:52.640 --> 0:14:57.480
<v Speaker 1>holding the button down, right, because that button's a switch. This,

0:14:57.640 --> 0:15:00.520
<v Speaker 1>as I said, can damage the machine over time. Specifically,

0:15:00.560 --> 0:15:04.000
<v Speaker 1>can damage the solenoids and melt them so that they

0:15:04.040 --> 0:15:09.080
<v Speaker 1>become less effective, and eventually they become ineffective and you're

0:15:09.120 --> 0:15:12.080
<v Speaker 1>going to have to replace the solenoids in the pinball machine.

0:15:12.440 --> 0:15:15.400
<v Speaker 1>So what was needed was a way to switch from

0:15:15.440 --> 0:15:19.520
<v Speaker 1>the high powered coil to perhaps a secondary coil that

0:15:19.640 --> 0:15:21.920
<v Speaker 1>was just strong enough to keep the plunger in position

0:15:22.320 --> 0:15:25.520
<v Speaker 1>once it already had been pulled into the coil itself.

0:15:25.600 --> 0:15:28.320
<v Speaker 1>It takes a lot of energy to move the plunger

0:15:28.480 --> 0:15:31.320
<v Speaker 1>into place, but once it's there, it doesn't take as

0:15:31.400 --> 0:15:35.640
<v Speaker 1>much energy to hold it there. So flippers solenoids often

0:15:35.680 --> 0:15:39.880
<v Speaker 1>have two coils, one essentially kind of nested inside the other.

0:15:40.280 --> 0:15:42.520
<v Speaker 1>One coil is the high powered one that pulls the

0:15:42.560 --> 0:15:45.840
<v Speaker 1>plunger in the other one requires much less power and

0:15:46.000 --> 0:15:48.880
<v Speaker 1>is just there to hold the plunger once it's in place.

0:15:49.160 --> 0:15:52.280
<v Speaker 1>The rotating element of the flipper's spindle actually breaks a

0:15:52.400 --> 0:15:57.320
<v Speaker 1>contact that is for the heavy duty coil, so once

0:15:57.440 --> 0:16:01.520
<v Speaker 1>the flipper is in full upright position, it is no

0:16:01.640 --> 0:16:04.560
<v Speaker 1>longer under the power of the main coil. It is

0:16:04.640 --> 0:16:07.880
<v Speaker 1>swapped to the secondary coil, which requires much less power

0:16:07.880 --> 0:16:11.000
<v Speaker 1>to operate. It also generates much less heat, so the

0:16:11.160 --> 0:16:13.680
<v Speaker 1>power coil does the heavy lifting of pulling the plunger

0:16:13.760 --> 0:16:15.800
<v Speaker 1>in the later coil just holds it in place once

0:16:15.840 --> 0:16:20.760
<v Speaker 1>it's there. All because a mechanical element physically changes the

0:16:20.800 --> 0:16:25.320
<v Speaker 1>circuit underneath by breaking this one contact and making another.

0:16:25.400 --> 0:16:28.440
<v Speaker 1>And I think that's really super cool, Okay, I've got

0:16:28.480 --> 0:16:30.760
<v Speaker 1>a lot more to talk about with pinball machines, but

0:16:30.840 --> 0:16:33.479
<v Speaker 1>first let's take a quick break to thank our sponsors.

0:16:42.920 --> 0:16:45.360
<v Speaker 1>So before the break, I was talking about flippers and

0:16:45.440 --> 0:16:49.280
<v Speaker 1>solenoids and how a pair of different coils can allow

0:16:49.360 --> 0:16:53.360
<v Speaker 1>you to hold a flipper an upright position without burning

0:16:53.360 --> 0:16:56.640
<v Speaker 1>out your solenoids. Well, we are starting to get into

0:16:56.720 --> 0:17:00.440
<v Speaker 1>why some pinball machines have really weak flippers, and there

0:17:00.480 --> 0:17:02.760
<v Speaker 1>can be a few different things that contribute to this.

0:17:03.240 --> 0:17:07.240
<v Speaker 1>One is that the power supply that's going to the solenoids,

0:17:07.280 --> 0:17:10.119
<v Speaker 1>that power of the flippers is in turn weak. That

0:17:10.160 --> 0:17:13.040
<v Speaker 1>could be an issue. And you know, a lot of

0:17:13.040 --> 0:17:16.119
<v Speaker 1>these pinball machines get pretty janky over time, with people

0:17:16.200 --> 0:17:20.439
<v Speaker 1>replacing components with stuff that wasn't necessarily designed to go

0:17:20.480 --> 0:17:23.040
<v Speaker 1>in a pinball machine, or wasn't the same sort of

0:17:23.040 --> 0:17:25.560
<v Speaker 1>power supply that was used in a previous version of

0:17:25.600 --> 0:17:28.800
<v Speaker 1>the machine, which means that some of these solenoids might

0:17:28.840 --> 0:17:31.719
<v Speaker 1>be receiving far less power than they typically would, and

0:17:31.760 --> 0:17:33.760
<v Speaker 1>that means when you push the button, you get a

0:17:33.840 --> 0:17:37.239
<v Speaker 1>kind of weak flipper and you're not really able to

0:17:37.359 --> 0:17:40.480
<v Speaker 1>play the game very effectively. Other times, it can be

0:17:40.520 --> 0:17:44.359
<v Speaker 1>an issue where there's a problem with the actual mechanical

0:17:44.400 --> 0:17:47.440
<v Speaker 1>components where they're not able to turn or move as

0:17:47.600 --> 0:17:51.320
<v Speaker 1>freely as they usually would. They might need some cleaning

0:17:51.520 --> 0:17:55.440
<v Speaker 1>or replacing in order to do that, and sometimes it's

0:17:55.480 --> 0:17:59.800
<v Speaker 1>because the solenoids themselves have become damage due to overheating.

0:18:00.280 --> 0:18:02.960
<v Speaker 1>This is a good point to remind y'all that if

0:18:03.000 --> 0:18:06.159
<v Speaker 1>you do ever play a pinball machine, or if you

0:18:06.640 --> 0:18:09.080
<v Speaker 1>happen to be rolling in the bucks and you own

0:18:09.119 --> 0:18:13.080
<v Speaker 1>a pinball machine, because these things are expensive, y'all, don't

0:18:13.200 --> 0:18:15.280
<v Speaker 1>push a flipper button a whole bunch of times in

0:18:15.359 --> 0:18:19.879
<v Speaker 1>quick succession. When you do that, you're activating that primary coil.

0:18:20.000 --> 0:18:21.840
<v Speaker 1>Each time you push the button and release it and

0:18:21.880 --> 0:18:25.080
<v Speaker 1>then push it again, they're activating that primary coil and

0:18:25.119 --> 0:18:28.080
<v Speaker 1>you're building up heat. So if you hold the button down,

0:18:28.160 --> 0:18:31.159
<v Speaker 1>that's less damaging because you're using that secondary coil that

0:18:31.280 --> 0:18:34.439
<v Speaker 1>consumes less energy and doesn't generate as much heat. But

0:18:34.520 --> 0:18:37.560
<v Speaker 1>if you press the button really quickly over and over

0:18:37.560 --> 0:18:39.720
<v Speaker 1>and over and over and over again, that can make

0:18:39.720 --> 0:18:42.399
<v Speaker 1>the coil heat up, and the coil can actually melt

0:18:42.760 --> 0:18:46.080
<v Speaker 1>and the flippers will stop working. Eventually, you'll have to

0:18:46.119 --> 0:18:49.520
<v Speaker 1>replace the solenoid underneath, and that could be that's a

0:18:49.560 --> 0:18:52.359
<v Speaker 1>bit of a thing, like it's not impossible, people do

0:18:52.400 --> 0:18:55.400
<v Speaker 1>it all the time, but it is a bit complicated.

0:18:56.119 --> 0:19:00.560
<v Speaker 1>Another common feature in pinball machines are bumpers. So in

0:19:00.600 --> 0:19:03.200
<v Speaker 1>the previous episode I talked about a game called Bollow

0:19:03.600 --> 0:19:07.120
<v Speaker 1>Bolo and it had passive bumpers that has had these

0:19:07.119 --> 0:19:09.520
<v Speaker 1>little obstacles. So in Bollow they were the shape of

0:19:09.600 --> 0:19:13.000
<v Speaker 1>bowling pins and they were mounted on rods that in

0:19:13.040 --> 0:19:16.400
<v Speaker 1>turn were attached to springs. They otherwise had no other

0:19:16.480 --> 0:19:19.720
<v Speaker 1>mechanism attached to them, so they were what you would

0:19:19.760 --> 0:19:22.919
<v Speaker 1>call passive bumpers. So a ball could hit them and

0:19:23.000 --> 0:19:25.600
<v Speaker 1>bounce off of them, and they would wiggle around in stuff.

0:19:25.800 --> 0:19:27.800
<v Speaker 1>But that was pretty much it. Well, I say that

0:19:27.840 --> 0:19:29.800
<v Speaker 1>was it, But there were also passive bumpers that could

0:19:29.840 --> 0:19:33.280
<v Speaker 1>actually send a signal for the purposes of scorekeeping. Ballow

0:19:33.320 --> 0:19:36.320
<v Speaker 1>as far as I can determine, wasn't this way, but

0:19:36.400 --> 0:19:40.800
<v Speaker 1>others were. And sometimes these bumpers are called mushroom bumpers

0:19:40.800 --> 0:19:44.399
<v Speaker 1>because they look kind of like mushrooms. So these bumpers

0:19:44.440 --> 0:19:47.800
<v Speaker 1>are also passive. They don't bounce back, but they can

0:19:47.880 --> 0:19:51.120
<v Speaker 1>register when they've been hit and that can then go

0:19:51.240 --> 0:19:55.719
<v Speaker 1>toward the progressive scorekeeping part of the pinball machine. And

0:19:55.760 --> 0:19:58.920
<v Speaker 1>the way that this typically works is that these bumpers

0:19:59.000 --> 0:20:02.520
<v Speaker 1>have a diss sitting near the top of the post

0:20:03.160 --> 0:20:04.840
<v Speaker 1>of the bumper. So if you think of the bumper,

0:20:05.040 --> 0:20:09.719
<v Speaker 1>you got the post that's the centralized stand, the pedestal

0:20:10.040 --> 0:20:12.280
<v Speaker 1>kind of that makes up the bumper. Then you've got

0:20:12.280 --> 0:20:14.679
<v Speaker 1>a disc on top, and then maybe you've got like

0:20:14.920 --> 0:20:17.680
<v Speaker 1>a cap on the very top that shows how many

0:20:17.760 --> 0:20:21.040
<v Speaker 1>points the bumper is worth. So when a ball makes

0:20:21.200 --> 0:20:26.480
<v Speaker 1>contact with the pedestal, the rod the post of this bumper,

0:20:26.880 --> 0:20:30.000
<v Speaker 1>there's this little disc that the ball impacts and it

0:20:30.080 --> 0:20:32.840
<v Speaker 1>lifts the disc up slightly. Now the disc, in turn

0:20:32.960 --> 0:20:36.440
<v Speaker 1>is connected to a stem. That stem is ultimately connected

0:20:36.480 --> 0:20:39.359
<v Speaker 1>to a leaf switch, and when the disc lifts up,

0:20:39.400 --> 0:20:42.479
<v Speaker 1>the leaf switch is activated and it sends a signal

0:20:42.560 --> 0:20:45.840
<v Speaker 1>to indicate scoring. These simple bumpers date back to the

0:20:45.920 --> 0:20:48.760
<v Speaker 1>nineteen forties, but they would get much more attention in

0:20:48.800 --> 0:20:52.440
<v Speaker 1>the sixties and seventies. They would become kind of emblematic

0:20:52.920 --> 0:20:55.960
<v Speaker 1>of pinball machines of that era. Just as flippers were

0:20:56.160 --> 0:20:59.520
<v Speaker 1>really important for pinball machines to take off, these bumpers

0:20:59.560 --> 0:21:03.360
<v Speaker 1>would become something that people just associate with pinball machines.

0:21:03.800 --> 0:21:07.560
<v Speaker 1>There are also active bumpers, however, they have different names.

0:21:07.560 --> 0:21:11.320
<v Speaker 1>Some people call them pop bumpers, or jet bumpers or

0:21:11.920 --> 0:21:16.480
<v Speaker 1>thumper bumpers, among other things. So these react when they're struck.

0:21:16.520 --> 0:21:19.920
<v Speaker 1>They strike back, so they propel the ball in the process.

0:21:19.960 --> 0:21:23.639
<v Speaker 1>These are electro mechanical bumpers, and the basic pop bumper

0:21:23.720 --> 0:21:26.560
<v Speaker 1>is a pretty clever design. So typically at the very

0:21:26.640 --> 0:21:31.200
<v Speaker 1>base of the bumper's post or pedestal on the playfield side,

0:21:31.320 --> 0:21:33.920
<v Speaker 1>there's a little plastic disc that's raised up just to

0:21:33.920 --> 0:21:37.199
<v Speaker 1>touch off the playfield itself. Now, it's low enough that

0:21:37.440 --> 0:21:40.600
<v Speaker 1>a ball can roll onto this plastic disc, and when

0:21:40.600 --> 0:21:44.160
<v Speaker 1>that happens, the weight of the ball tilts the disc

0:21:44.359 --> 0:21:48.399
<v Speaker 1>slightly so. Connected to this disc, underneath the playfield is

0:21:48.520 --> 0:21:51.919
<v Speaker 1>a stem, and that stem rests inside a kind of

0:21:51.920 --> 0:21:56.280
<v Speaker 1>a shallow bowl or spoon under this playfield. Now, when

0:21:56.359 --> 0:21:59.080
<v Speaker 1>the disc is in its resting position, the stem's not

0:21:59.119 --> 0:22:02.240
<v Speaker 1>really making content with the bowl. It's almost but not

0:22:02.320 --> 0:22:04.879
<v Speaker 1>quite touching, or if it's touching, it's touching so lightly

0:22:04.920 --> 0:22:08.320
<v Speaker 1>as to not displace the bowl. When the disc tilts,

0:22:08.720 --> 0:22:12.040
<v Speaker 1>the stem is deflected, and it starts to push against

0:22:12.080 --> 0:22:15.080
<v Speaker 1>the rising sides of this bowl, and it makes the

0:22:15.080 --> 0:22:19.400
<v Speaker 1>whole bowl push downward. This is what completes a switch.

0:22:19.640 --> 0:22:21.960
<v Speaker 1>That switch does a couple of things. It sends a

0:22:22.000 --> 0:22:25.360
<v Speaker 1>signal to the progressive score keeping system, so it increases

0:22:25.400 --> 0:22:27.880
<v Speaker 1>the score to the appropriate amount depending on how much

0:22:27.920 --> 0:22:31.680
<v Speaker 1>the bumper is worth. And it completes a command that

0:22:32.000 --> 0:22:35.240
<v Speaker 1>ultimately sends a signal to a solenoid that's attached to

0:22:35.280 --> 0:22:39.480
<v Speaker 1>this bumper. That's a separate circuit typically, but that circuit

0:22:39.680 --> 0:22:43.800
<v Speaker 1>is what gives the bumper the bump. The solenoid in

0:22:43.840 --> 0:22:47.520
<v Speaker 1>turn connects to a metal ring that is also around

0:22:47.520 --> 0:22:49.560
<v Speaker 1>the bumper's post. So you have a disc at the

0:22:49.600 --> 0:22:52.439
<v Speaker 1>base of the ring. On the playfield side, you've got

0:22:52.480 --> 0:22:54.240
<v Speaker 1>the post that extends up and at the top of

0:22:54.240 --> 0:22:57.960
<v Speaker 1>the post typically you have this metal ring that connects

0:22:58.040 --> 0:23:01.280
<v Speaker 1>down through the playfield to the solemn So the solenoid,

0:23:01.280 --> 0:23:04.640
<v Speaker 1>when it activates, it pulls the plunger in. This pulls

0:23:04.720 --> 0:23:09.120
<v Speaker 1>the ring downward, and the ring acts as a bumper.

0:23:09.200 --> 0:23:12.880
<v Speaker 1>It hits the ball and knocks it away. So once again,

0:23:12.960 --> 0:23:15.520
<v Speaker 1>solenoids are the work courses of the pinball world, and

0:23:15.560 --> 0:23:18.199
<v Speaker 1>Typically you would find pinball machines that would group a

0:23:18.320 --> 0:23:22.439
<v Speaker 1>bunch of these active bumpers in a configuration, often in

0:23:22.560 --> 0:23:24.399
<v Speaker 1>like a triangle where you have one bumper at the

0:23:24.400 --> 0:23:29.160
<v Speaker 1>top and two bumpers below, and with a good trajectory,

0:23:29.680 --> 0:23:32.600
<v Speaker 1>the ball could start bouncing in between these like crazy

0:23:32.880 --> 0:23:36.440
<v Speaker 1>as they activate one bumper after another and get knocked around.

0:23:36.880 --> 0:23:39.520
<v Speaker 1>We're also not done with solenoids yet, and we still

0:23:39.600 --> 0:23:43.680
<v Speaker 1>have another classic element to talk about that uses solenoids

0:23:43.920 --> 0:23:47.720
<v Speaker 1>for the purposes of transferring electrical energy and turning it

0:23:47.760 --> 0:23:51.040
<v Speaker 1>into mechanical energy, and that would be the sling shots.

0:23:51.560 --> 0:23:55.760
<v Speaker 1>I've seen Gottleib's Double Feature pinball machine credited as the

0:23:55.800 --> 0:23:59.080
<v Speaker 1>first pinball machine to have a playfield with sling shots

0:23:59.160 --> 0:24:02.359
<v Speaker 1>like these active shots, But then, considering how loosey goosey

0:24:02.400 --> 0:24:05.800
<v Speaker 1>pinball history is, I can't swear that Gottleib's Double Feature

0:24:06.240 --> 0:24:09.560
<v Speaker 1>was the very first pinball machine to have slingshots. It's

0:24:09.560 --> 0:24:13.040
<v Speaker 1>often credited that way, but I'm not sure if that's true. Anyway,

0:24:13.080 --> 0:24:16.919
<v Speaker 1>a slingshot is typically triangular in shape. You will often

0:24:17.000 --> 0:24:19.719
<v Speaker 1>see these at the base of the playfield in a

0:24:19.800 --> 0:24:23.560
<v Speaker 1>pinball machine, usually just above where the flippers are and

0:24:23.920 --> 0:24:28.480
<v Speaker 1>the slingshot has a rubber cord or band wrapped around

0:24:28.520 --> 0:24:32.080
<v Speaker 1>it and it kicks a ball if the ball comes

0:24:32.080 --> 0:24:35.200
<v Speaker 1>in contact with a slingshot. So how does this work? Well,

0:24:35.200 --> 0:24:37.720
<v Speaker 1>it's not passive, it is active. And if you were

0:24:37.720 --> 0:24:40.920
<v Speaker 1>to take a cover off of a slingshot, you would

0:24:40.960 --> 0:24:45.640
<v Speaker 1>see that this rubber cord stretches around three posts. They

0:24:45.640 --> 0:24:49.720
<v Speaker 1>provide the points of the triangle, and a solenoid is

0:24:49.800 --> 0:24:54.760
<v Speaker 1>what gives the the slingshots their kicking power. No surprise there, right,

0:24:54.800 --> 0:24:58.520
<v Speaker 1>because solenoids are used everywhere in pinball machines. The solenoid

0:24:58.560 --> 0:25:02.280
<v Speaker 1>connects to a mechanism that allows for this quick punch

0:25:02.280 --> 0:25:05.280
<v Speaker 1>of power. But what triggers the solenoid? While behind this

0:25:05.720 --> 0:25:09.359
<v Speaker 1>rubber chord making contact with the rubber chord typically on

0:25:09.440 --> 0:25:13.560
<v Speaker 1>either side of where the solenoid's post is, you have

0:25:13.600 --> 0:25:16.199
<v Speaker 1>a pair of switches. So if a ball hits the

0:25:16.280 --> 0:25:19.600
<v Speaker 1>rubber band or rubber chord hard enough to trigger one

0:25:19.600 --> 0:25:22.600
<v Speaker 1>of these switches, it completes the electric current needed to

0:25:22.680 --> 0:25:26.639
<v Speaker 1>activate the solenoid, and the solenoid activates pulls the plunger

0:25:26.680 --> 0:25:31.639
<v Speaker 1>inside the coil. This movement also powers the little post

0:25:31.960 --> 0:25:35.760
<v Speaker 1>that punches out through this rubber chord and boom, the

0:25:35.800 --> 0:25:38.920
<v Speaker 1>ball gets propelled somewhere else on the playfield, often down

0:25:38.960 --> 0:25:41.840
<v Speaker 1>one of the outlanes, and down the ball drained. Gosh

0:25:41.920 --> 0:25:45.639
<v Speaker 1>darn it. Many bimbo machines also have kickout holes, so

0:25:45.720 --> 0:25:48.080
<v Speaker 1>these are holes in the playfield that the ball can

0:25:48.160 --> 0:25:51.080
<v Speaker 1>fall into, very similar in many ways to the holes

0:25:51.119 --> 0:25:55.040
<v Speaker 1>that were used in the old Bagatelle games way back

0:25:55.400 --> 0:25:59.560
<v Speaker 1>in the late eighteen hundreds early nineteen hundreds, and these

0:25:59.600 --> 0:26:02.520
<v Speaker 1>are part of play right. This is a hole that's

0:26:02.560 --> 0:26:05.399
<v Speaker 1>purposefully put there so that you can have it as

0:26:05.440 --> 0:26:08.240
<v Speaker 1>an element of the game. So shooting a ball into

0:26:08.280 --> 0:26:12.160
<v Speaker 1>such a hole typically accomplishes something like maybe you get

0:26:12.600 --> 0:26:15.080
<v Speaker 1>certain number of points, maybe there's a bonus, maybe you

0:26:15.119 --> 0:26:18.000
<v Speaker 1>earn an extra ball, or something along those lines. It

0:26:18.080 --> 0:26:20.960
<v Speaker 1>might be part of a mode in later games. And

0:26:21.040 --> 0:26:24.120
<v Speaker 1>once again, a ball falling into such a hole activates

0:26:24.119 --> 0:26:27.600
<v Speaker 1>a switch. This in turn activates a solenoid to knock

0:26:27.640 --> 0:26:30.600
<v Speaker 1>the ball back out of the hole and onto the playfield.

0:26:30.760 --> 0:26:32.440
<v Speaker 1>And if the ball were to fall right back into

0:26:32.520 --> 0:26:35.920
<v Speaker 1>the hole, then it'll happen again, and often the ball

0:26:35.920 --> 0:26:39.320
<v Speaker 1>will drain straight away. A lot of the game designers

0:26:39.359 --> 0:26:42.600
<v Speaker 1>make these holes where that often the trajectory of the

0:26:42.640 --> 0:26:47.119
<v Speaker 1>ball is one that is darn close to draining, like

0:26:47.600 --> 0:26:49.760
<v Speaker 1>close to ninety percent of the time, and it is

0:26:50.680 --> 0:26:55.880
<v Speaker 1>mad frustrating. One last common element in pinball machines are ramps,

0:26:56.000 --> 0:26:58.160
<v Speaker 1>and I think it's pretty obvious what a ramp is.

0:26:58.240 --> 0:27:03.240
<v Speaker 1>It's an inclined surface that brings the ball somewhere else

0:27:03.400 --> 0:27:06.320
<v Speaker 1>on the playfield. It might be a raised playfield, so

0:27:06.359 --> 0:27:09.960
<v Speaker 1>you have a secondary playfield that's separate from the main

0:27:10.080 --> 0:27:14.280
<v Speaker 1>playfield of the game. Maybe the ramp will just guide

0:27:14.280 --> 0:27:16.320
<v Speaker 1>the ball down to one of the in lanes that

0:27:16.440 --> 0:27:19.680
<v Speaker 1>lead to the flippers. Usually hitting a ramp activates a

0:27:19.720 --> 0:27:22.360
<v Speaker 1>switch of some sort that does something at bare minimum

0:27:22.480 --> 0:27:24.560
<v Speaker 1>increases the score, but it might be part of a

0:27:24.600 --> 0:27:28.520
<v Speaker 1>mode or some other more advanced game feature. There are

0:27:28.520 --> 0:27:33.119
<v Speaker 1>other basic components as well, like spinners. For example. I

0:27:33.160 --> 0:27:36.120
<v Speaker 1>also mentioned drop targets in the previous episode. These little

0:27:36.119 --> 0:27:38.600
<v Speaker 1>targets typically made out of hard plastic that, when the

0:27:38.600 --> 0:27:42.359
<v Speaker 1>ball strikes them, drops down into the playfield. And there

0:27:42.400 --> 0:27:47.200
<v Speaker 1>are countless gimmicks that are usually called toys in pinball, lingo.

0:27:47.600 --> 0:27:50.879
<v Speaker 1>Toys you can find in lots of different pinball machines.

0:27:51.080 --> 0:27:54.480
<v Speaker 1>Some are unique to a specific table where it's a

0:27:54.520 --> 0:27:58.320
<v Speaker 1>really innovative design and there's not really anything else like

0:27:58.359 --> 0:28:01.119
<v Speaker 1>it in pinball. One of them are based off a

0:28:01.200 --> 0:28:05.240
<v Speaker 1>very similar concept, and it's just that the iterations you

0:28:05.280 --> 0:28:08.720
<v Speaker 1>see looked and act a little different. But these are

0:28:08.840 --> 0:28:11.920
<v Speaker 1>all sorts of stuff and they can do anything from

0:28:12.040 --> 0:28:14.399
<v Speaker 1>shooting a ball elsewhere on the playfield to moving it

0:28:14.440 --> 0:28:17.080
<v Speaker 1>with magnets. Like I think of Adam's Family, which is

0:28:17.119 --> 0:28:20.080
<v Speaker 1>one of my favorite tables of all time. There is

0:28:20.240 --> 0:28:24.800
<v Speaker 1>a toy of thing the hand, and it comes out

0:28:24.800 --> 0:28:26.359
<v Speaker 1>of a box and it's got a little magnet on

0:28:26.400 --> 0:28:28.000
<v Speaker 1>the end of it, so it can pick up a

0:28:28.040 --> 0:28:31.760
<v Speaker 1>pinball and pull it in for a ball lock for

0:28:31.880 --> 0:28:35.280
<v Speaker 1>a multi ball further down the game. That's a simple

0:28:35.320 --> 0:28:39.400
<v Speaker 1>example of a toy in a pinball machine. And magnets

0:28:39.400 --> 0:28:43.440
<v Speaker 1>are really important in pinball. Not only do they activate solenoids,

0:28:43.880 --> 0:28:46.240
<v Speaker 1>not only are they important for all that physical action.

0:28:46.600 --> 0:28:50.600
<v Speaker 1>Remember that the balls themselves are made out of steel

0:28:51.040 --> 0:28:54.480
<v Speaker 1>and thus are affected by magnets. So some games have

0:28:54.600 --> 0:28:58.680
<v Speaker 1>electromagnetic elements mounted under the playfield in order to change

0:28:58.720 --> 0:29:01.360
<v Speaker 1>the direction of the ball's path as it's zooming around

0:29:01.440 --> 0:29:03.920
<v Speaker 1>it might make it suddenly swerve and go a totally

0:29:03.920 --> 0:29:06.720
<v Speaker 1>different way. Some use magnets to pick up a ball

0:29:06.960 --> 0:29:09.720
<v Speaker 1>put it somewhere else on the playfield. Some pinball machines

0:29:09.840 --> 0:29:12.920
<v Speaker 1>also have special balls that aren't made of steel, that

0:29:12.960 --> 0:29:16.280
<v Speaker 1>are made of ceramic like usually mixed in along with

0:29:16.360 --> 0:29:18.640
<v Speaker 1>the steel balls. Twilight Zone is an example of this.

0:29:18.680 --> 0:29:22.640
<v Speaker 1>Twilight Zone has a power ball that's made out of ceramic.

0:29:22.800 --> 0:29:25.840
<v Speaker 1>It is lighter in weight, they don't weigh as much

0:29:25.840 --> 0:29:28.040
<v Speaker 1>as the steel ball, so they go a lot faster.

0:29:28.480 --> 0:29:31.280
<v Speaker 1>And they also aren't affected by magnetic fields, so the

0:29:31.320 --> 0:29:35.040
<v Speaker 1>electromagnet stuff doesn't work on the ceramics, so they change

0:29:35.120 --> 0:29:39.000
<v Speaker 1>the nature of the game as it's being played. So yeah,

0:29:39.120 --> 0:29:42.400
<v Speaker 1>there are versions as well. You can have elements of

0:29:42.440 --> 0:29:45.360
<v Speaker 1>a game work because the balls are mostly made out

0:29:45.400 --> 0:29:47.680
<v Speaker 1>of steel. You can also have elements of the game

0:29:47.720 --> 0:29:50.480
<v Speaker 1>for balls that are specifically not made out of steel.

0:29:50.920 --> 0:29:54.200
<v Speaker 1>To be the exception, It gives a lot of versatility

0:29:54.280 --> 0:29:57.120
<v Speaker 1>when you become a game designer. All right, we've got

0:29:57.120 --> 0:30:00.160
<v Speaker 1>more to say about pinball, but before we get into that,

0:30:00.280 --> 0:30:13.000
<v Speaker 1>let's take another quick break. Now. In my last episode

0:30:13.000 --> 0:30:16.440
<v Speaker 1>about pinball, I talked about how various communities across the

0:30:16.520 --> 0:30:20.360
<v Speaker 1>United States had identified pinball as being a great social evil,

0:30:20.440 --> 0:30:24.920
<v Speaker 1>and pinball machines were associated with gambling and delinquency. And

0:30:25.280 --> 0:30:28.440
<v Speaker 1>since early pinball machines didn't have flippers, they were seen

0:30:28.600 --> 0:30:31.120
<v Speaker 1>as games of chance. And I think that was a

0:30:31.240 --> 0:30:36.120
<v Speaker 1>more than fair assertion, Like, yes, you could use some

0:30:36.360 --> 0:30:39.680
<v Speaker 1>skill to be able to plunge a ball in a

0:30:39.880 --> 0:30:43.440
<v Speaker 1>particular way, but there was way more chance at play

0:30:43.480 --> 0:30:47.000
<v Speaker 1>than skill, I would say, And since proprietors would often

0:30:47.160 --> 0:30:51.160
<v Speaker 1>award prizes for people who achieved top scores, these games

0:30:51.160 --> 0:30:54.520
<v Speaker 1>a chance were essentially seen as gambling. And thus the

0:30:54.560 --> 0:30:58.800
<v Speaker 1>authorities eventually came down hard as moral panic drove them

0:30:58.840 --> 0:31:01.360
<v Speaker 1>to do something that would says by their constituents. But

0:31:01.440 --> 0:31:03.880
<v Speaker 1>it's important to do something that's not too hard, something

0:31:03.920 --> 0:31:06.680
<v Speaker 1>that's achievable. You know. It's one thing to say you're

0:31:06.720 --> 0:31:10.000
<v Speaker 1>going up against like organized crime and the mob. It's

0:31:10.040 --> 0:31:13.040
<v Speaker 1>another thing to actually do that. So why not just

0:31:13.080 --> 0:31:16.239
<v Speaker 1>smash a few pinball machines and make pimball illegal? And

0:31:16.280 --> 0:31:19.400
<v Speaker 1>that'll make you look tough on crime. So folks were

0:31:19.440 --> 0:31:22.080
<v Speaker 1>seeing pimball as a corrupting influence on the youth, of

0:31:22.080 --> 0:31:25.440
<v Speaker 1>the day, partly because pinball machines were also often found

0:31:25.480 --> 0:31:28.960
<v Speaker 1>in places that were a little unseemly, you know, like

0:31:29.120 --> 0:31:32.360
<v Speaker 1>bars and that kind of thing. And so cities like Atlanta,

0:31:32.720 --> 0:31:36.240
<v Speaker 1>New York, Chicago, and several more would pass laws making

0:31:36.240 --> 0:31:39.560
<v Speaker 1>pinball illegal. And then we get up to an event

0:31:39.760 --> 0:31:42.080
<v Speaker 1>that is famous in the history of pinball, at least

0:31:42.120 --> 0:31:47.720
<v Speaker 1>for pimball enthusiasts. So, if you'll recall, in the nineteen forties,

0:31:48.080 --> 0:31:54.640
<v Speaker 1>New York Mayor LaGuardia would outlaw pinball and famously pose

0:31:54.720 --> 0:31:58.520
<v Speaker 1>for publicity photos sledgehammer in hand, smash pinball machines at

0:31:58.520 --> 0:32:01.360
<v Speaker 1>his feet. And it wouldn't be into till nineteen seventy

0:32:01.440 --> 0:32:05.200
<v Speaker 1>six that this band would get overturned. The New York

0:32:05.200 --> 0:32:08.200
<v Speaker 1>City Council was called upon to review the ban, and

0:32:08.240 --> 0:32:12.000
<v Speaker 1>a man named Roger Sharp successfully convinced the council that

0:32:12.080 --> 0:32:16.360
<v Speaker 1>the ban was not appropriate. Sharp wrote for GQ magazine,

0:32:16.640 --> 0:32:19.880
<v Speaker 1>and he really really wanted to play pinball. He had

0:32:19.920 --> 0:32:21.760
<v Speaker 1>played pinball in college and he wanted to be able

0:32:21.800 --> 0:32:24.479
<v Speaker 1>to play pinball day to day. He wrote an article

0:32:24.600 --> 0:32:28.240
<v Speaker 1>and later a book about pinball. But you know, he

0:32:28.280 --> 0:32:30.680
<v Speaker 1>worked in New York City and there was no pinball

0:32:30.720 --> 0:32:33.239
<v Speaker 1>to be played there, it was against the law. So

0:32:33.960 --> 0:32:37.880
<v Speaker 1>his writings would eventually lead to this council meeting and

0:32:37.920 --> 0:32:41.440
<v Speaker 1>he was called upon to provide expert testimony about the game.

0:32:41.720 --> 0:32:44.640
<v Speaker 1>And here's where we get into the myth and legend

0:32:44.760 --> 0:32:47.400
<v Speaker 1>segment of the episode, not to say that this stuff

0:32:47.480 --> 0:32:50.880
<v Speaker 1>isn't true, just that it's become kind of a central,

0:32:51.520 --> 0:32:54.560
<v Speaker 1>really important moment in pinball history here in the United States.

0:32:55.040 --> 0:32:58.080
<v Speaker 1>So Sharp was pulled in to talk to the council

0:32:58.200 --> 0:33:02.360
<v Speaker 1>about pinball, and he was arguing that modern pinball was

0:33:02.400 --> 0:33:06.160
<v Speaker 1>a game of skill, not chance, and that the reasons

0:33:06.160 --> 0:33:10.160
<v Speaker 1>for banning the machines were based off outdated devices that

0:33:10.240 --> 0:33:13.160
<v Speaker 1>were really more like slot machines than they were like

0:33:13.400 --> 0:33:16.840
<v Speaker 1>pinball games. And he said, well, that's not the case anymore.

0:33:16.920 --> 0:33:21.000
<v Speaker 1>That's not what pinball is anymore, and the band shouldn't stand.

0:33:21.440 --> 0:33:24.680
<v Speaker 1>And you know, modern machines were games of skill in

0:33:24.720 --> 0:33:27.200
<v Speaker 1>which a player who was actually good at the game

0:33:27.240 --> 0:33:30.440
<v Speaker 1>could achieve specific outcomes. You know, you could aim for

0:33:30.960 --> 0:33:34.920
<v Speaker 1>and make a particular shot. It wasn't just random chance.

0:33:35.240 --> 0:33:38.240
<v Speaker 1>Otherwise the ball would just bounce around and eventually drain,

0:33:38.320 --> 0:33:40.560
<v Speaker 1>and players would not really be able to affect the

0:33:40.600 --> 0:33:44.360
<v Speaker 1>score in any meaningful way. So Sharp was put to

0:33:44.400 --> 0:33:47.760
<v Speaker 1>the test. The Council had Sharp play a pinball machine

0:33:48.000 --> 0:33:52.000
<v Speaker 1>and asked him to make several specific shots, which Sharp

0:33:52.320 --> 0:33:56.120
<v Speaker 1>managed to do, which is great, he must perform fantastic

0:33:56.200 --> 0:34:00.720
<v Speaker 1>under pressure. I hear he's legit a phenomenal pinball. But

0:34:00.880 --> 0:34:03.600
<v Speaker 1>the thing that I think was interesting is that even

0:34:03.680 --> 0:34:06.760
<v Speaker 1>great pinball players don't make every shot right like It's

0:34:06.840 --> 0:34:10.040
<v Speaker 1>just like any great athlete never doesn't make every shot.

0:34:10.080 --> 0:34:12.920
<v Speaker 1>They might make most, but not all. So he made

0:34:12.960 --> 0:34:15.359
<v Speaker 1>it when it counted, And the council saw that it

0:34:15.400 --> 0:34:18.640
<v Speaker 1>was possible to actually play pinball as a game, and

0:34:18.640 --> 0:34:20.760
<v Speaker 1>that it was a game of skills. So they lifted

0:34:20.760 --> 0:34:23.000
<v Speaker 1>the ban, and the war on pinball, at least in

0:34:23.000 --> 0:34:26.600
<v Speaker 1>New York City, was over. I'm sure the extremely moral

0:34:26.680 --> 0:34:30.120
<v Speaker 1>guardians of the nineteen thirties and forties were beside themselves

0:34:30.120 --> 0:34:33.480
<v Speaker 1>with horror and sadness to see the evil pinball machines

0:34:33.520 --> 0:34:38.359
<v Speaker 1>return to corrupt the youth. The nineteen seventy saw a

0:34:38.440 --> 0:34:43.080
<v Speaker 1>real boom in pinball. Not only were various cities lifting

0:34:43.280 --> 0:34:46.680
<v Speaker 1>or ignoring earlier bands on the game, but game designers

0:34:46.719 --> 0:34:49.440
<v Speaker 1>were coming up with new gimmicks and themes to entice

0:34:49.480 --> 0:34:52.000
<v Speaker 1>people to play. The rise of video games would also

0:34:52.040 --> 0:34:55.080
<v Speaker 1>give rise to the video game arcade. And it used

0:34:55.080 --> 0:34:57.480
<v Speaker 1>to be that, like video games, and pinball machines could

0:34:57.480 --> 0:35:01.000
<v Speaker 1>only be found in random spots like movie theater lobbies

0:35:01.480 --> 0:35:06.040
<v Speaker 1>or bowling alleys, or pizza joints and bars. But over

0:35:06.120 --> 0:35:10.720
<v Speaker 1>time the possibility of a video game and pinball arcade arose,

0:35:11.080 --> 0:35:13.759
<v Speaker 1>and for a short amount of time it was a

0:35:13.880 --> 0:35:16.520
<v Speaker 1>darn good business. Here in the United States, you would

0:35:16.560 --> 0:35:20.080
<v Speaker 1>find such arcade galleries in pretty much every shopping mall

0:35:20.120 --> 0:35:24.120
<v Speaker 1>you came across. These days, they're far more rare because

0:35:24.480 --> 0:35:27.560
<v Speaker 1>over time the home market would change things. Lots of

0:35:27.600 --> 0:35:31.720
<v Speaker 1>things would kind of converge to make the classic video

0:35:31.760 --> 0:35:36.479
<v Speaker 1>game arcade a less viable business. Pinball machines didn't tend

0:35:36.480 --> 0:35:40.120
<v Speaker 1>to be as popular with these arcades as video game

0:35:40.160 --> 0:35:42.720
<v Speaker 1>cabinets were. Pinball machines took up a lot of space.

0:35:42.760 --> 0:35:46.320
<v Speaker 1>For one thing, the mechanical components also meant that parts

0:35:46.360 --> 0:35:49.560
<v Speaker 1>could and would need replacing on a regular basis, so

0:35:50.280 --> 0:35:52.600
<v Speaker 1>sometimes a proprietor would even have to stop what they

0:35:52.600 --> 0:35:55.040
<v Speaker 1>were doing in order to come over and open up

0:35:55.040 --> 0:35:57.600
<v Speaker 1>a machine, slide the glass pane out of the way

0:35:57.719 --> 0:36:01.280
<v Speaker 1>and remove a ball manually, because balls would sometimes get stuck.

0:36:01.280 --> 0:36:04.360
<v Speaker 1>And even a machine that had a ball clearing routine

0:36:04.719 --> 0:36:08.040
<v Speaker 1>where all the solenoids would go off in sequence or

0:36:08.040 --> 0:36:11.000
<v Speaker 1>in series, sometimes that wasn't enough and you would have

0:36:11.040 --> 0:36:13.520
<v Speaker 1>to open a machine up to remove a ball that

0:36:13.640 --> 0:36:17.680
<v Speaker 1>got lodged somewhere so that games could continue. So pinball

0:36:17.719 --> 0:36:21.120
<v Speaker 1>machines were seen as kind of a hassle for some folks,

0:36:21.360 --> 0:36:24.760
<v Speaker 1>and the question was would they be worth the hassle

0:36:24.880 --> 0:36:28.440
<v Speaker 1>of operating them. Now there were still enough people thinking

0:36:28.440 --> 0:36:30.640
<v Speaker 1>they were worth the hassle that there were lots of

0:36:30.640 --> 0:36:34.600
<v Speaker 1>companies making pinball machines. Licensing had become a really big

0:36:34.640 --> 0:36:37.800
<v Speaker 1>deal as well. These companies would strike deals with various

0:36:37.840 --> 0:36:42.319
<v Speaker 1>IP holders to make machines themed after known commodities. These

0:36:42.360 --> 0:36:45.960
<v Speaker 1>could be television shows or movies, or magazines or comic

0:36:45.960 --> 0:36:49.200
<v Speaker 1>books like you know, I keep mentioning Adam's Family that

0:36:49.400 --> 0:36:52.360
<v Speaker 1>was actually based off the film version of Adam's Family

0:36:52.400 --> 0:36:56.799
<v Speaker 1>with ral Julia as Gomez Adams and Angelica Houston as Mortsia.

0:36:57.320 --> 0:36:59.719
<v Speaker 1>That is still one of my favorite tables to the

0:36:59.760 --> 0:37:04.040
<v Speaker 1>stay that's a licensed property obviously, there are lots of examples,

0:37:04.719 --> 0:37:11.360
<v Speaker 1>ranging from things like Marvel Comics to Playboy to Jaws,

0:37:11.920 --> 0:37:16.360
<v Speaker 1>to musicians, famous musicians and rock acts, Guns n' Roses,

0:37:16.480 --> 0:37:22.200
<v Speaker 1>Iron Maiden, Metallica, Elton John. They all have dedicated pinball machines. Well.

0:37:22.280 --> 0:37:25.880
<v Speaker 1>In nineteen seventy five, a company called Micro released an

0:37:25.920 --> 0:37:29.560
<v Speaker 1>electronic pinball machine called the Spirit of seventy six, which

0:37:29.600 --> 0:37:34.560
<v Speaker 1>was really notable because it was a solid state pinball machine,

0:37:34.880 --> 0:37:38.840
<v Speaker 1>meaning that instead of having a mass of wires and

0:37:38.920 --> 0:37:43.480
<v Speaker 1>physical circuitry underneath the playfield, this one had integrated circuit

0:37:43.520 --> 0:37:46.000
<v Speaker 1>boards that were connected to one another. You still had

0:37:46.000 --> 0:37:48.200
<v Speaker 1>wires running to stuff and everything, but you had these

0:37:48.239 --> 0:37:54.960
<v Speaker 1>integrated circuit boards, which drastically simplified the layout underneath, at

0:37:55.040 --> 0:37:59.319
<v Speaker 1>least from a wire's perspective. The invention of the transistor

0:37:59.400 --> 0:38:04.080
<v Speaker 1>and then lay the integrated circuit revolutionized electronics across the board.

0:38:04.120 --> 0:38:07.200
<v Speaker 1>It became possible to build much smaller circuits, which in

0:38:07.239 --> 0:38:10.560
<v Speaker 1>turn led to the miniaturization of various devices. So stuff

0:38:10.600 --> 0:38:14.080
<v Speaker 1>like radios and computers and televisions and much more would

0:38:14.080 --> 0:38:17.680
<v Speaker 1>transform thanks to miniaturization, and again that was due to

0:38:18.040 --> 0:38:23.320
<v Speaker 1>transistors and integrated circuits. Now, in pinball, miniaturization wasn't really

0:38:23.840 --> 0:38:28.040
<v Speaker 1>a big concern, but transistors meant that you could create

0:38:28.520 --> 0:38:32.960
<v Speaker 1>these mechanical systems that could be controlled by digital inputs

0:38:33.120 --> 0:38:36.520
<v Speaker 1>rather than analog circuits wired to physical buttons and whatnot.

0:38:36.800 --> 0:38:40.600
<v Speaker 1>Integrated circuits allowed for more accurate score keeping and control,

0:38:40.800 --> 0:38:43.239
<v Speaker 1>and they would also pave the way for more advanced

0:38:43.239 --> 0:38:47.520
<v Speaker 1>effects such as sound cues and voices speech. In other words,

0:38:47.560 --> 0:38:49.799
<v Speaker 1>I'm told that the first table to have speech was

0:38:49.840 --> 0:38:55.759
<v Speaker 1>the nineteen seventy nine pinball machine called Gorgar gor Gar.

0:38:56.120 --> 0:38:58.840
<v Speaker 1>It had seven whole words to its vocabulary, and it

0:38:58.840 --> 0:39:02.319
<v Speaker 1>could make simple sentences is like you beat me, or

0:39:02.640 --> 0:39:07.040
<v Speaker 1>gorgr speaks. Another change in pinball would be how scores

0:39:07.080 --> 0:39:09.319
<v Speaker 1>would be displayed. So you might remember in our first

0:39:09.360 --> 0:39:12.000
<v Speaker 1>episode I talked about a pinball machine that featured a

0:39:12.160 --> 0:39:15.080
<v Speaker 1>dial and it had a needle that would point to

0:39:15.360 --> 0:39:17.520
<v Speaker 1>score increments, so as your score would go out, the

0:39:17.560 --> 0:39:20.160
<v Speaker 1>needle would move and show you what your score was.

0:39:20.600 --> 0:39:23.840
<v Speaker 1>Later on you would get the famous digit counters mentioned

0:39:23.840 --> 0:39:28.240
<v Speaker 1>in the whose song Pinball Wizard, and these were essentially reels,

0:39:28.640 --> 0:39:32.719
<v Speaker 1>and the reels had numbers printed on the circumference of

0:39:32.760 --> 0:39:36.200
<v Speaker 1>the reel. And the reel would turn to show whatever

0:39:36.280 --> 0:39:38.520
<v Speaker 1>the score was, and you would have a sequence of

0:39:38.560 --> 0:39:41.239
<v Speaker 1>reels right so that you'd have one that would be

0:39:41.239 --> 0:39:44.400
<v Speaker 1>the single digits, one that would be the tens, the hundreds,

0:39:44.400 --> 0:39:48.480
<v Speaker 1>et cetera, and they would rotate to show whatever current

0:39:48.520 --> 0:39:51.840
<v Speaker 1>score was in place. These gave way to digital displays.

0:39:52.280 --> 0:39:56.600
<v Speaker 1>You would get like digital then LCD, THN LED and

0:39:56.640 --> 0:39:59.839
<v Speaker 1>so on, and that would really allow for a lot

0:40:00.200 --> 0:40:05.239
<v Speaker 1>other opportunities to use the BackBox display as part of

0:40:05.280 --> 0:40:08.640
<v Speaker 1>the game. You could incorporate video game elements into your

0:40:08.640 --> 0:40:12.280
<v Speaker 1>pinball game. The solid state era would lead to computer

0:40:12.400 --> 0:40:16.000
<v Speaker 1>micro controllers handling the operations of the game, which also

0:40:16.040 --> 0:40:19.960
<v Speaker 1>allowed game designers to create increasingly sophisticated modes. So a

0:40:20.040 --> 0:40:23.440
<v Speaker 1>mode is typically a series of tasks that the player

0:40:23.520 --> 0:40:27.400
<v Speaker 1>has to complete in order to finish that mode, and

0:40:27.480 --> 0:40:30.080
<v Speaker 1>then you win points or earn an extra ball or

0:40:30.160 --> 0:40:34.360
<v Speaker 1>some other outcome is dependent upon completing that mode. So

0:40:34.520 --> 0:40:38.600
<v Speaker 1>maybe hit these two ramps like five times each. That

0:40:38.640 --> 0:40:41.360
<v Speaker 1>would be a pretty crappy mode, but it could exist.

0:40:41.880 --> 0:40:45.440
<v Speaker 1>Or it might be hit these outer lanes a certain

0:40:45.480 --> 0:40:49.920
<v Speaker 1>number of times, or hit them in this order right ramp,

0:40:50.080 --> 0:40:53.200
<v Speaker 1>left ramp, and then the pop bumpers, it could be

0:40:53.200 --> 0:40:56.799
<v Speaker 1>something along those lines now. Eventually, game designers got the

0:40:56.840 --> 0:41:01.200
<v Speaker 1>idea of including several different modes within a single game,

0:41:01.640 --> 0:41:04.440
<v Speaker 1>and if a player were able to complete all the

0:41:04.520 --> 0:41:08.640
<v Speaker 1>modes listed, then a new bonus mode could pop up,

0:41:09.080 --> 0:41:12.719
<v Speaker 1>and in the pinball community this is referenced as a

0:41:12.760 --> 0:41:17.160
<v Speaker 1>wizard mode. Many newer games feature some sort of wizard mode.

0:41:17.360 --> 0:41:19.640
<v Speaker 1>One of the ones I'm again most familiar with is

0:41:19.680 --> 0:41:22.880
<v Speaker 1>Adam's Family. If you complete all the different modes, you

0:41:22.920 --> 0:41:25.920
<v Speaker 1>get a tour of the mansion, which allows you to

0:41:26.000 --> 0:41:28.720
<v Speaker 1>really rack up points if you're a really good player.

0:41:28.960 --> 0:41:30.880
<v Speaker 1>I've actually done it a few times back when I

0:41:30.960 --> 0:41:33.120
<v Speaker 1>was in college. These days, I doubt I could ever

0:41:33.239 --> 0:41:35.799
<v Speaker 1>get that far. But back when I was playing it

0:41:35.880 --> 0:41:38.520
<v Speaker 1>pretty regularly, I got really good at it and it

0:41:38.560 --> 0:41:40.919
<v Speaker 1>was a lot of fun. And people who are really

0:41:40.920 --> 0:41:44.600
<v Speaker 1>good at pinball machines and playing pinball, they can really

0:41:45.080 --> 0:41:48.680
<v Speaker 1>show off with getting to wizard modes. It often is

0:41:49.040 --> 0:41:52.080
<v Speaker 1>a bit of a chore. Some games have so many

0:41:52.160 --> 0:41:54.399
<v Speaker 1>different modes you have to complete first before you can

0:41:54.480 --> 0:41:57.799
<v Speaker 1>unlock Wizard mode that I think I would be exhausted

0:41:57.840 --> 0:42:00.480
<v Speaker 1>before I could ever get there. My wrists give out

0:42:00.520 --> 0:42:03.520
<v Speaker 1>from playing with the buttons too much. But this was

0:42:03.560 --> 0:42:05.839
<v Speaker 1>also in an era in which we would see some

0:42:05.880 --> 0:42:09.799
<v Speaker 1>important companies actually get out of pinball design and manufacturing.

0:42:09.840 --> 0:42:13.759
<v Speaker 1>Some companies would shut down important companies that really led

0:42:13.800 --> 0:42:17.440
<v Speaker 1>the way in pinball development. So Gottlieb was the first

0:42:17.440 --> 0:42:20.920
<v Speaker 1>to go. Bally and Williams would also get out of

0:42:20.960 --> 0:42:24.560
<v Speaker 1>pinball after having an amazing run in the eighties and nineties,

0:42:24.960 --> 0:42:29.560
<v Speaker 1>which left a single pinball manufacturer active at that time.

0:42:29.640 --> 0:42:32.600
<v Speaker 1>It was Stern Pinball. Stern Pinball was founded in nineteen

0:42:32.680 --> 0:42:35.399
<v Speaker 1>ninety nine. It actually traces its history back to an

0:42:35.400 --> 0:42:39.760
<v Speaker 1>earlier company called Data East Pinball, which kind of produced

0:42:40.000 --> 0:42:44.680
<v Speaker 1>pinball machines for Sega, But Stern Pinball would establish itself

0:42:44.680 --> 0:42:47.000
<v Speaker 1>in the late nineties and it stuck around. It's still

0:42:47.080 --> 0:42:50.279
<v Speaker 1>making pinball machines today. They made the Jaws machine that

0:42:50.400 --> 0:42:52.880
<v Speaker 1>I mentioned in the last episode, the Jaws machine that

0:42:52.920 --> 0:42:57.040
<v Speaker 1>I desperately would love to own because it's such a

0:42:57.160 --> 0:43:01.280
<v Speaker 1>great machine. Now, the two saw a lot of companies

0:43:01.320 --> 0:43:04.200
<v Speaker 1>get out of pinball, but some companies actually got their

0:43:04.239 --> 0:43:07.320
<v Speaker 1>start later in the two thousands. In twenty eleven, a

0:43:07.360 --> 0:43:11.080
<v Speaker 1>company called Jersey Jack Pinball came into business. Their tables

0:43:11.160 --> 0:43:14.640
<v Speaker 1>often include much more advanced technology, including stuff like Bluetooth

0:43:14.640 --> 0:43:17.520
<v Speaker 1>connectivity so that you can be part of like worldwide

0:43:17.600 --> 0:43:19.960
<v Speaker 1>leader boards and stuff. I got to play one of

0:43:20.000 --> 0:43:23.000
<v Speaker 1>their tables at the Southern Fried Gaming Expo too. That

0:43:23.200 --> 0:43:27.160
<v Speaker 1>was their Elton John table. I mentioned that earlier. Elton John.

0:43:27.280 --> 0:43:30.400
<v Speaker 1>That's another fantastic table. I really love the table design,

0:43:30.480 --> 0:43:33.160
<v Speaker 1>plus has an amazing soundtrack. I think they did a

0:43:33.200 --> 0:43:36.040
<v Speaker 1>fantastic job with that game. It always had a big

0:43:36.080 --> 0:43:39.919
<v Speaker 1>line waiting for it. There were three Elton John tables there,

0:43:39.920 --> 0:43:42.000
<v Speaker 1>I want to say, and all three had a line

0:43:42.560 --> 0:43:47.440
<v Speaker 1>and yeah, great machine. Other companies currently making pinball machines

0:43:47.440 --> 0:43:52.600
<v Speaker 1>include Spooky Pinball, American Pinball, Chicago Gaming Company. They're several more.

0:43:52.760 --> 0:43:56.480
<v Speaker 1>There's even a DIY home building pinball community. You have

0:43:56.520 --> 0:44:00.000
<v Speaker 1>people who are designing and building their own customized machine

0:44:00.400 --> 0:44:06.200
<v Speaker 1>because you can get the various components off different markets,

0:44:06.520 --> 0:44:10.360
<v Speaker 1>and if you have knowledge on how to program, you

0:44:10.440 --> 0:44:13.520
<v Speaker 1>can program a machine. And if you've got really you

0:44:14.040 --> 0:44:18.640
<v Speaker 1>need to have access to some precision machinery to machine

0:44:18.640 --> 0:44:21.440
<v Speaker 1>the playfield properly. But if you have access to that stuff,

0:44:21.480 --> 0:44:24.880
<v Speaker 1>you can design and build a pinball machine. That's just

0:44:24.960 --> 0:44:28.440
<v Speaker 1>based off your own ideas, which is really cool. So

0:44:28.520 --> 0:44:30.840
<v Speaker 1>I feel like pinball had a massive setback in the

0:44:30.880 --> 0:44:34.000
<v Speaker 1>early two thousands, like it was in danger of going extinct.

0:44:34.280 --> 0:44:37.440
<v Speaker 1>But since it's seen a resurgence. You can find pinball

0:44:37.480 --> 0:44:41.279
<v Speaker 1>machines in lots of different places. You have these expos,

0:44:41.280 --> 0:44:44.239
<v Speaker 1>you have various museums that have set up around the

0:44:44.320 --> 0:44:47.839
<v Speaker 1>United States that have collections of pinball machines. So, if

0:44:47.880 --> 0:44:51.040
<v Speaker 1>you are a pinball enthusiast, I think the future looks bright.

0:44:51.440 --> 0:44:53.920
<v Speaker 1>I think that the hobby has got a lot of

0:44:54.120 --> 0:44:57.040
<v Speaker 1>new life to it over the last decade or so.

0:44:57.320 --> 0:45:00.040
<v Speaker 1>If you are not a pinball enthusiast, well, there's no

0:45:00.160 --> 0:45:02.200
<v Speaker 1>better time than the present to go and check out

0:45:02.239 --> 0:45:04.320
<v Speaker 1>a pinball machine. Give it a whirl. There are a

0:45:04.360 --> 0:45:06.359
<v Speaker 1>lot of great ones out there. There are also some

0:45:06.520 --> 0:45:09.800
<v Speaker 1>real stinkers. It helps to kind of go and look

0:45:10.239 --> 0:45:13.640
<v Speaker 1>at what games are generally agreed upon to be good

0:45:14.000 --> 0:45:16.440
<v Speaker 1>versus those that people think are bad. Now, there's a

0:45:16.480 --> 0:45:18.560
<v Speaker 1>lot of disagreement in the space. You've got people who

0:45:18.560 --> 0:45:22.920
<v Speaker 1>will passionately defend one title and say that another beloved

0:45:22.960 --> 0:45:25.360
<v Speaker 1>title is the worst thing to ever happen to pinball.

0:45:25.600 --> 0:45:28.960
<v Speaker 1>That happens too, because gamers, as we know, are a

0:45:29.000 --> 0:45:32.200
<v Speaker 1>passionate group. Sometimes they don't agree with each other, but

0:45:32.280 --> 0:45:36.000
<v Speaker 1>I think you'll find general consensus around certain games, and

0:45:36.080 --> 0:45:38.399
<v Speaker 1>if you play those, you'll know whether or not this

0:45:38.440 --> 0:45:42.760
<v Speaker 1>is something that appeals to you. As for me, yeah,

0:45:42.800 --> 0:45:46.040
<v Speaker 1>I'm gonna keep playing. I love my pinball, and I

0:45:46.160 --> 0:45:48.919
<v Speaker 1>had a lot of fun going into talking about these

0:45:48.960 --> 0:45:52.319
<v Speaker 1>machines and what makes them work. Obviously, when we get

0:45:52.360 --> 0:45:55.680
<v Speaker 1>to the modern ones, there are a lot of components

0:45:55.719 --> 0:45:58.440
<v Speaker 1>that are pretty advanced stuff that you would find in

0:45:58.480 --> 0:46:02.640
<v Speaker 1>things like computer displays and beyond. But it's hard to

0:46:02.680 --> 0:46:06.840
<v Speaker 1>talk about that because it tends to get very game dependent,

0:46:07.160 --> 0:46:09.640
<v Speaker 1>and then you're doing just an episode where you're talking about,

0:46:09.880 --> 0:46:13.240
<v Speaker 1>you know, four or five specific games, and I felt

0:46:13.239 --> 0:46:17.600
<v Speaker 1>that that was less important than a more broad approach.

0:46:18.360 --> 0:46:21.520
<v Speaker 1>I hope all of you out there are doing well.

0:46:21.640 --> 0:46:24.160
<v Speaker 1>I hope you earn all the extra balls and get

0:46:24.160 --> 0:46:27.200
<v Speaker 1>all the replays and set all the high scores, and

0:46:27.239 --> 0:46:37.120
<v Speaker 1>I'll talk to you again really soon. Tech Stuff is

0:46:37.160 --> 0:46:41.680
<v Speaker 1>an iHeartRadio production. For more podcasts from iHeartRadio, visit the

0:46:41.760 --> 0:46:45.359
<v Speaker 1>iHeartRadio app, Apple Podcasts, or wherever you listen to your

0:46:45.400 --> 0:46:49.800
<v Speaker 1>favorite shows,