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Pinball
Pinball
from Wikipedia

Terminator 2: Judgment Day, 1991 pinball machine designed by Steve Ritchie
A self-made pinball game being played in Niger

Pinball games are a family of games in which a ball is propelled into a specially designed table where it bounces off various obstacles, scoring points either en-route or when it comes to rest. Historically the board was studded with nails called 'pins' and had hollows or pockets which scored points if the ball came to rest in them. Today, pinball is most commonly an arcade game in which the ball is fired into a specially designed cabinet known as a pinball machine, hitting various lights, bumpers, ramps, and other targets depending on its design.

The game's object is generally to score as many points as possible by hitting these targets and making various shots with flippers before the ball is lost. Most pinball machines use one ball per turn, except during special multi-ball phases, and the game ends when the ball(s) from the last turn are lost. The biggest pinball machine manufacturers historically include Bally Manufacturing, Gottlieb, Williams Electronics and Stern Pinball.

Currently active pinball machine manufacturers include Stern Pinball, Jersey Jack Pinball, American Pinball, Chicago Gaming Company, Pinball Brothers, Dutch Pinball, Spooky Pinball and Multimorphic, Inc., as well as several smaller boutique manufacturers.[1]

History

[edit]

The history of pinball machines varies by the source. These machines definitely arrived in recognizable form prior to World War II. The opinions on the relevance of the earlier prototypes varies depending on the definition of the pinball machine, for example:[2]

  • Some researchers, like Steven L. Kent, declare that the history begins in the 1930s when Gottlieb's Baffle Ball and Raymond Maloney's Ballyhoo were manufactured in large quantities;
  • Roger Sharpe, a pinball historian, asserts that the origin lies in Montague Redgrave's patents for the spring plunger and playfield bells (1871);
  • Richard M. Bueschel traces the history way back to the 1500s when the table versions of garden bowling games were invented.

Pre-modern: Development of outdoor and tabletop ball games

[edit]

The origins of pinball are intertwined with the history of many other games. Games played outdoors by rolling balls or stones on a grass course, such as bocce or bowls, eventually evolved into various local ground billiards games played by hitting the balls with sticks and propelling them at targets, often around obstacles. Croquet, golf and pall-mall eventually derived from ground billiards variants.[citation needed]

The evolution of outdoor games finally led to indoor versions that could be played on a table, such as billiards, or on the floor of a pub, like bowling and shuffleboard. The tabletop versions of these games became the ancestors of modern pinball.

Late 18th century: Spring launcher invented

[edit]
Billard japonais, Alsace, France c. 1750–70. It already has a spring mechanism to propel the ball, 100 years before Montague Redgrave's patent.

In France, during the long 1643–1715 reign of Louis XIV, billiard tables were narrowed, with wooden pins or skittles at one end of the table, and players would shoot balls with a stick or cue from the other end, in a game inspired as much by bowling as billiards. Pins took too long to reset when knocked down, so they were eventually fixed to the table, and holes in the table's bed became the targets. Players could ricochet balls off the pins to achieve the more challenging scorable holes. A standardized version of the game eventually became known as bagatelle.

Somewhere between the 1750s and 1770s, the bagatelle variant Billard japonais, or Japanese billiards in English, was invented in Western Europe, despite its misnomer. Also called Stosspudel, it used thin metal pins and replaced the cue at the player's end of the table with a coiled spring and a plunger. The player shot balls up the inclined playfield toward the scoring targets using this plunger, a device that remains in use in pinball to this day, and the game was also directly ancestral to pachinko.[citation needed]

1869: Spring launchers become mainstream

[edit]
Patent model for U.S. Patent #115,357

In 1869, British inventor Montague Redgrave settled in the United States and manufactured bagatelle tables in Cincinnati, Ohio. In 1871 Redgrave was granted U.S. Patent #115,357 for his "Improvements in Bagatelle",[3] another name for the spring launcher that was first introduced in Billard japonais. The game also shrank in size to fit atop a bar or counter. The balls became marbles and the wickets became small metal pins. Redgrave's popularization of the spring launcher and innovations in game design (playfield bells[4]) are acknowledged as the birth of pinball in its modern form. The Redgrave Bagatelle was produced until 1927.[5]

1931: Coin operation introduced

[edit]
An early pinball game without flippers, c. 1932

By the 1930s, manufacturers were producing coin-operated versions of bagatelles, now known as "marble games" or "pin games". The table was under glass and used Montague Redgrave's plunger device to propel the ball into the upper playfield.[6] In January of 1931 Whiffle was introduced in Youngstown, Ohio. The Whiffle is referred to as the birth of pinball by the IPDB.[7] Later, that same year, David Gottlieb's Baffle Ball became the first major hit of the coin-operated era. Selling for $17.50, the game dispensed five, seven, or ten balls for a penny. At its peak, Gottlieb produced 400 Baffle Ball machines per day and establishing the company as the first major manufacturer of pinball machines.[8]: 33 

In 1932, Gottlieb distributor Raymond Moloney found it hard to obtain more Baffle Ball units to sell. In his frustration he founded Lion Manufacturing to produce a game of his design, Ballyhoo, named after a popular magazine.[9] The game became a smash hit. Its larger playfield and ten pockets made it more challenging than Baffle Ball, selling 50,000 units in 7 months.[10] Moloney eventually changed the name of his company to Bally to reflect the success of this game. These early machines were relatively small, mechanically simple and designed to sit on a counter or bar top. 1932 also saw the earliest version of flippers used on a pinball machine with the Hercules Novelty Company's Double-Shuffle. Rock-Ola also experimented with player-controlled pinball; their 1932 Juggle Ball had a rod that players could use to manipulate the ball's direction.[11]

1933: Electrification and active bumpers introduced

[edit]

The 1930s saw major advances in pinball design with the introduction of electrification. Pacific Amusements in Los Angeles, California produced Contact in 1933, which had an electrically powered solenoid to propel the ball out of a bonus hole in the middle of the playfield. Another solenoid rang a bell to reward the player.[12] Contact's designer, Harry Williams, eventually formed his own company, Williams Manufacturing, in 1944. Other manufacturers quickly followed suit with similar features. Electric lights soon became standard on all pinball games, to attract players.

By the end of 1932, approximately 150 companies manufactured pinball machines, most of them in Chicago, Illinois.[13] Chicago has been the center of pinball manufacturing ever since. Competition was strong, and by 1934, only 14 companies remained.[14]

During World War II, all major manufacturers of coin-operated games turned to manufacturing for the war effort. Some, like Williams, bought old games from operators and refurbished them, adding new artwork with a patriotic theme. At the end of the war, a generation of Americans looked for amusement in bars and malt shops, and pinball saw another golden age. Improvements such as the tilt-sensing mechanism and the awarding of free games (replays) appeared.

1947: Flippers widely introduced

[edit]

Gottlieb's Humpty Dumpty, introduced in 1947, was the first game to add electromechanical player-controlled flippers to keep the ball in play longer.[15][8]: 54–55 [16][17] The low-power flippers required three pairs around the playfield to get the ball to the top.

Triple Action was the first game to feature just two flippers at the bottom of the playfield. Unlike in modern machines, the flippers faced outwards. These flippers were made more powerful by the addition of a DC (direct current) power supply. These innovations were some of many by designer Steve Kordek.

The first game to feature the familiar dual-inward-facing-flipper design was Gottlieb's Just 21 released in January 1950. However, the flippers were rather far apart to allow for a turret ball shooter at the bottom center of the playfield. Another 1950 Gottlieb game, Spot Bowler, was the first with inward-facing flippers placed close together.[18]

The post-war era was dominated by Gottlieb. Game designers Wayne Neyens and Ed Krynski, with artist Leroy Parker, produced games that collectors consider some of the best classic pinball machines.[citation needed]

1970s: Solid-state electronics and digital displays introduced

[edit]
A clear-walled electromechanical pinball machine created by the Pacific Pinball Museum to illustrate the inner workings of a typical pinball machine

The introduction of microprocessors brought pinball into the realm of electronic gaming. The electromechanical relays and scoring reels that drove games in the 1950s and 1960s were replaced in the 1970s with circuit boards and digital displays.

In late 1973 the pinball industry, including Ross Schier of Bally, was skeptical about the use of microprocessors in pinball machines.[19] Despite this, Dave Nutting Associates began to work under contract from Bally on the possibility in the last few weeks of 1973.[20][21]

Cyan Engineering under Atari began work on an electronic pinball project around February 1974.

The first advert suggesting use of a microprocessor in a pinball machine was published by Intel in March 1974.[22]

In May or June 1974 Atari had an event for employees and their families where a converted Bally El Toro (1972) machine was on display which had been attempted to run on a microprocessor, but didn’t function properly. By the summer of 1974 this machine was working as intended, and left beside a company cafeteria where it was played. This also used an Intellec-4 which was in cart beside it.[23] Later in 1974 five Bally Delta Queen’s (1974) were similarly converted and the first one was shown in October/ November 1974 at the MOA trade show, with a fully working version shown at a conference in April 1975.

Dave Nutting Associates acquired a development kit for the Intel 4040 microprocessor and used a Bally Flicker (1974) pinball machine to experiment with. The circuit board used inside this machine was dubbed the “Bally brain”. A clock was reversed engineered for use as a 6 segment scoring display. The game was programmed using about 500 lines of assembly code.[21] On September 26, 1974, they demonstrated this table to Bally running using a microprocessor, the implementation of which was subsequently patented.[24] Bally began to develop their own version of this, converting an EM Boomerang (1975) which lead to them filing a patent in November 1975,[25] 6 months later than the one filed by David Nutting. Bally later acquired Dave Nutting Associates and by the time they were granted in 1978 and 1980 held both patents. Universal Research Laboratories manufactured circuit boards for Bally pinball machines, and then reverse engineered these for Stern (who bought Universal Research Laboratories in October 1977), who were then sued by Bally.[26] Stern agreed a license with Bally for this technology, and by September 1981 had paid $700,000 in royalties. Bally took legal action against Williams and Gottlieb in 1980 for breeching these patents. As defendants Williams and Gottlieb eventually won the case due to the judge ruling that the invention was “obvious”.[20][21]

The first working pinball machine using a microprocessor is Flicker.[21] Bally soon followed that up with a solid-state version of Bow and Arrow in the same year with a microprocessor board that was also used in eight other machines through 1978, which included Eight Ball, the machine that held the sales record from 1977 to 1993.[27]

The first commercial solid-state (SS) pinball is considered by some to be Mirco Games' The Spirit of '76 (1976),[28][29] which sold in very limited quantities. At almost the same time Allied Leisure released Rock On which Roger Sharpe considers to be a hybrid EM/SS game,[30] and the 4 player version Dyn O'Mite (including and named after Jimmie Walker's catchphrase) had been shown to distributors in April 1976.[28] The first mainstream solid-state game was Bally's Freedom in December 1976 with Williams' Hot Tip following 9 months later; all of these games used a Motorola 6800. This new technology led to a boom for Williams and Bally, who attracted more players with games featuring more complex rules, digital sound effects, and speech. Atari released The Atarians at a similar time to Bally's Freedom, but remained a very minor player in the pinball market, exiting it shortly after.

The video game boom of the 1980s signaled the end of the boom for pinball. Arcades replaced rows of pinball machines with video games like 1978's Space Invaders, 1979's Asteroids, 1980's Pac-Man, and 1981's Galaga. These earned significantly greater profits than the pinball machines of the day while simultaneously requiring less maintenance. Bally, Williams, and Gottlieb continued to make pinball machines while also manufacturing video games in much higher numbers.

Many of the larger companies were acquired by, or merged with, other companies. Chicago Coin was purchased by the Stern family in 1977, who brought the company into the digital era as Stern Enterprises, which closed its doors in the mid-1980s. Bally exited the pinball business in 1988 and sold their assets to Williams, who subsequently used the Bally trademark from then on for about half of their pinball releases.

While the video game craze of the late 1970s and early 1980s dealt a severe blow to pinball revenue, it sparked the industry's creative talents. All companies involved tried to take advantage of the new solid-state technology to improve player appeal of pinball and win back former players from video games. Some of this creativity resulted in landmark designs and features still present today. Some of these include speech, such as Williams' Gorgar; ramps for the ball to travel around, such as Williams' Space Shuttle; "multiball", used on Williams' Firepower; multi-level games like Gottlieb's Black Hole and Williams' Black Knight; and blinking chase lights, as used on Bally's Xenon. Although these novel features did not win back players as the manufacturers had hoped, they changed players' perception of pinball for decades.

1980s and 1990s: Pinball in the digital age

[edit]
A row of pinball machines at the Pinball Hall of Fame in Las Vegas, Nevada

During the 1980s, pinball manufacturers navigated technology changes while going through changes of ownership and mergers: Gottlieb was sold to Premier Technologies, and Bally merged with Williams. The video game crash of 1983 made the manufacturers refocus on their pinball sales. A trend started of pinball becoming increasingly elaborate to use more computing resources, following video games.

Games in the latter half of the 1980s such as High Speed started incorporating full soundtracks, elaborate light shows and backbox animations - a radical change from the previous decade's electromechanical games. Although pinball continued to compete with video games in arcades, pinball held a premium niche, since the video games of the time could not reproduce an accurate pinball experience.

By the first years of the 1990s, pinball had made a strong comeback and saw new sales highs. Some new manufacturers entered the field, such as Capcom Pinball and Alvin G. and Company, founded by Alvin Gottlieb, son of David Gottlieb. Gary Stern, the son of Williams co-founder Sam Stern, founded Data East Pinball with funding from Data East Japan.

The games from Williams now dominated the industry, with complicated mechanical devices and more elaborate display and sound systems attracting new players to the game. Licensing popular movies and icons of the day became a staple for pinball, with Bally/Williams' The Addams Family from 1992 hitting a modern sales record of 20,270 machines. In 1994, Williams commemorated this benchmark with a limited edition of 1,000 Addams Family Gold pinball machines, featuring gold-colored trim and updated software with new game features. Other notable popular licenses included Indiana Jones: The Pinball Adventure and Star Trek: The Next Generation. Expanding markets in Europe and Asia helped fuel the revival of interest. Pat Lawlor was a designer, working for Williams until their exit from the industry in 1999. About a year later, Lawlor returned to the industry, starting his own company,[31] working in conjunction with Stern Pinball to produce new games.

The end of the 1990s saw another downturn in the industry, with Gottlieb, Capcom, and Alvin G. closing by the end of 1996. Data East's pinball division was acquired by Sega and became Sega Pinball in 1994. By 1997, there were two companies left: Sega Pinball and Williams. In 1999, Sega sold their pinball division to Gary Stern, President of Sega Pinball at the time, who called his company Stern Pinball.[32]

By this time, Williams games rarely sold more than 4,000 units. In 1999, Williams attempted to revive sales with the Pinball 2000 line of games, merging a video display into the pinball playfield. The reception was initially good with Revenge from Mars selling well over 6,000 machines, but short of the 10,000-plus production runs for releases just six years earlier. The next Pinball 2000 game, Star Wars Episode I, sold only a little over 3,500 machines.

Williams exited the pinball business on October 25, 1999 to focus on making gaming equipment for casinos, which was more profitable.[33] They licensed the rights to reproduce Bally/Williams parts to Illinois Pinball and reproduce full-sized machines to The Pinball Factory. Stern Pinball remained the only manufacturer of original pinball machines until 2013, when Jersey Jack Pinball started shipping The Wizard of Oz. Most members of the design teams for Stern Pinball are former employees of Williams.

Amid the 1990s closures, virtual pinball simulations, marketed on computers and home consoles, had become high enough in quality for serious players to take notice: these video versions of pinball such as Epic Pinball, Full Tilt! Pinball and the Pro Pinball series found marketplace success and lasting fan interest, starting a new trend for realistic pinball simulation. This market existed largely independently from the physical pinball manufacturers, and relied upon original designs instead of licenses until the 2000s.

2000s and beyond: Revival

[edit]

After most pinball manufacturers' closure in the 1990s, smaller independent manufacturers started appearing in the early 2000s.

In November 2005, The Pinball Factory (TPF) in Melbourne, Australia, announced that they would be producing a new Crocodile Hunter-themed pinball machine under the Bally label. With the death of Steve Irwin, it was announced that the future of this game was uncertain.[34] In 2006, TPF announced that they would be reproducing two popular 1990s era Williams machines, Medieval Madness and Cactus Canyon.[35] TPF, however, was unable to make good on its promises to produce new machines, and in October 2010 transferred its Williams Electronics Games licenses as well as its pinball spare parts manufacturing and distribution business to Planetary Pinball Supply Inc, a California distributor of pinball replacement parts.[36]

In 2006, Illinois pinball company PinBall Manufacturing Inc. produced 178 reproductions of Capcom's Big Bang Bar for the European and US markets.[37][38]

In 2010, MarsaPlay in Spain manufactured a remake of Inder's original Canasta titled New Canasta,[39][40] which was the first game to include a liquid-crystal display (LCD) screen in the backbox.

In 2013, Jersey Jack Pinball released The Wizard of Oz pinball machine, based on the 1939 film. It is the first pinball machine manufactured in the US with a large color display (LCD) in the backbox,[41] the first widebody pinball machine since 1994[42] and the first new US pinball machine not made by Stern Pinball since 2001.[43] This game was followed by several additional pinball machines, incorporating both existing media properties and original themes.[44][45]

In 2013, the Chicago Gaming Company announced the creation of a remake of Medieval Madness.[46][47] This was later followed by three additional remakes of earlier machines. They announced their first original title, Pulp Fiction, based on the film Pulp Fiction, in 2023.[48]

In 2014, the new pinball manufacturer Spooky Pinball released their first game, America's Most Haunted.[49] This was followed by a few more themed, original, and contracted titles.

In 2015, the new British pinball manufacturer Heighway Pinball released the racing themed pinball machine Full Throttle.[50] The game has an LCD screen for scores, info, and animations located in the playfield surface at player's eye view.[51] The game was designed with modularity in mind so that the playfield and artwork could be swapped out for future game titles. Heighway Pinball's second title, Alien,[52] was released in 2017[53][54] and was based on the Alien and Aliens films. Due to internal company issues,[55] Heighway Pinball ceased manufacturing operations and closed its doors in April 2018.[56] The company assets were obtained by the Scandinavian company named Pinball Brothers, and in 2020, they officially announced the remake of the Alien pinball machine.[57] Pinball Brothers released additional game titles, including Queen revealed in 2021[58][59] (based on the rock band Queen, and ABBA in 2024[60] (based on the Swedish rock band ABBA).

In 2016, Dutch Pinball, based in the Netherlands, released their first game The Big Lebowski, based on the 1998 film, The Big Lebowski.[61]

In 2017, Multimorphic began shipping its pinball machine platform after several years of development.[62] It is a modular design where different games can be swapped into the cabinet. It also has a large interactive display as the playfield surface, which differs from all prior pinball machines traditionally made of plywood and embedded with translucent plastic inserts for lighting. Multimorphic released several more unlicensed titles, and in 2022, released their first licensed game: Weird Al's Museum of Natural Hilarity[63][64] (based on parody music artist "Weird Al" Yankovic). This was followed by additional licensed titles: The Princess Bride in 2024[65][66] (based on the movie of the same name), and Portal in 2025[67][68] (based on the Valve video game series of the same name).

In 2017, American Pinball released its first production game, Houdini, followed by Oktoberfest (2018), Hot Wheels (2020), Legends of Valhalla (2020), Galactic Tank Force (2023), and Barry O's BBQ Challenge (2024).[69] Barry O's BBQ Challenge was a tribute to and the final game designed by pinball designer Barry Oursler,[70] who passed in 2022.[71][72][73]

In 2023, Barrels of Fun released its first production game, Jim Henson's Labyrinth.[74] Barrels of Fun followed with Dune in 2025,[75] based on the 2021 Dune film and the 2024 sequel.

In 2024, Turner Pinball began production on their first game named Ninja Eclipse,[76] and in 2025 revealed their second game named Merlin's Arcade.[77][78]

In 2024, Pedretti Gaming released a remake of FunHouse,[79] and incorporated an LCD display into the backbox, as well as a number of other technological updates to the original game.

Relation to gambling

[edit]
External videos
video icon When Pinball was Illegal, Retro Report Voices, 2:12, Retro Report[80]

Pinball machines, like many other mechanical games, were sometimes used as gambling devices.[81] Some pinball machines, such as Bally's "bingos", featured a grid on the backglass scoring area with spaces corresponding to targets or holes on the playfield. Free games could be won if the player could get the balls to land in a winning pattern; however, doing this was nearly random, and a common use for such machines was for gambling. Other machines allowed players to win and accumulate large numbers of "free games" which could then be cashed out for money with the location owner.

Later, this type of feature was discontinued to legitimize the machines, and to avoid legal problems in areas where awarding free games was considered illegal, some games, called Add-A-Ball, did away with the free game feature, instead giving players extra balls to play, between 5 and 25 in most cases. These extra balls were indicated via lighted graphics in the backglass or by a ball count wheel, but in some areas that was disallowed, and some games were shipped with a sticker to cover the counters.

Pinball was banned beginning in the early 1940s until 1976 in New York City.[82] New York mayor Fiorello La Guardia was responsible for the ban, believing that it robbed school children of their hard-earned nickels and dimes. La Guardia spearheaded major raids throughout the city, collecting thousands of machines. The mayor participated with police in destroying machines with sledgehammers before dumping the remnants into the city's rivers.[82]

The ban ended when Roger Sharpe, a star witness for the AMOA – Amusement and Music Operators Association, testified in April 1976 before a committee in a Manhattan courtroom that pinball games had become games of skill and were not games of chance, which are more closely associated with gambling. He began to play one of two games set up in the courtroom, and – in a move he compares to Babe Ruth's home run in the 1932 World Series – called out precisely what he was going to shoot for, and then proceeded to do so. Astonished committee members reportedly voted to remove the ban, which was followed in other cities. Sharpe reportedly acknowledges, in a self-deprecating manner, his courtroom shot was by sheer luck although there was admittedly skill involved in what he did.[83]

Like New York, Los Angeles banned pinball machines in 1939. The ban was overturned by the Supreme Court of California in 1974 because (1) if pinball machines were games of chance, the ordinance was preempted by state law governing games of chance in general, and (2) if they were games of skill, the ordinance was unconstitutional as a denial of the equal protection of the laws.[84] Although it was rarely enforced, Chicago's ban on pinball lasted three decades and ended in 1977.[85] Philadelphia and Salt Lake City also had similar bans.[86][87] Regardless of these events, some towns in the United States still have such bans on their books; the town of Kokomo, Indiana lifted its ordinance banning pinball in December 2016,[88]and although the law is no longer enforced, South Carolina still bans minors under 18 from playing pinball machines (SC-63-19-2430).[89]

Components

[edit]

Cabinet

[edit]

The cabinet of a pinball machine is the (traditionally wooden) frame usually shaped like a box, with the playfield laid inside.

Backbox/head

[edit]

The 'backbox', 'head', or 'lightbox' is the vertical box atop the cabinet opposite the player's position. It usually consists of a wooden box with colorful graphics on the side and a large 'backglass' in the front. The backglass usually has very stylized graphics related to the game.

Backglass

[edit]

The backglass is a vertical graphic panel mounted on the front of the backbox. The backglass contains the name of the machine, graphics, and score displays (lights, mechanical wheels, an LED display, or a dot-matrix display depending on the era). Some backglasses include a mechanical device tied to gameplay, such as NBA Fastbreak, which featured a miniature basketball and hoop. For older games, the backglass image is screen printed in layers on the reverse side of a piece of glass; in more recent games, the image is imprinted into a translite.[90]

Playfield

[edit]

The playfield is a planar surface inclined upward, usually at six and a half degrees,[91][92] away from the player, and includes multiple targets and scoring objectives. Some operators intentionally extend threaded levelers on the rear legs and/or shorten or remove the levelers on the front legs to create additional incline in the playfield, making the ball move faster and harder to play.

Plunger

[edit]

The plunger is a spring-loaded rod with a small handle, used to propel the ball into the playfield. The player can control the amount of force used for launching by pulling the plunger a certain distance (thus changing the spring compression). This is often used for a "skill shot", in which a player attempts to launch a ball so that it exactly hits a specified target. Once the ball is in motion in the main area of the playfield, the plunger is not used again until another ball must be brought onto the playfield. An electronically controlled launcher is sometimes substituted for the plunger in modern machines. The shape of the ball launch button that replaces the plunger may be modified to fit the aesthetics of a particular game's theme, such as being made to look like the trigger of a gun in a game with a military or action-hero theme.

Flippers

[edit]
Flippers allow the player to redirect the ball.

The flippers are one or more mechanically or electromechanically (solenoid) controlled levers, roughly 3 to 7 cm (1+14 to 2+34 in) in length, used for redirecting the ball up the playfield. They are the main control that the player has over the ball, usually by corresponding pushbuttons on the cabinet's sides. They can primarily be switched fully on, sometimes with two different strengths for thrusting the flipper up and for holding it in position.[93] Careful timing of this limited positional control allows the player to direct the ball in a range of directions with various levels of velocity and spin. With the flippers, the player attempts to move the ball to hit various types of scoring targets, and to keep the ball from disappearing off the bottom of the playfield.

The very first pinball games appeared in the early 1930s and did not have flippers. After launching the ball simply proceeded down the playfield, directed by static nails (or "pins") to one of several scoring areas. These pins gave the game its name. In 1947, the first mechanical flippers appeared on Gottlieb's Humpty Dumpty[15][8]: 54–55 [16][17] and by the early 1950s, the two-flipper configuration at the bottom above the center drain had become standard.

Some pinball models have a third or fourth flipper. A few later machines have flippers that the machine's software could operate independently of the flipper button. During "Thing Flips" on The Addams Family pinball machine, the upper-left flipper automatically triggers a brief moment after the ball passes an optical sensor just above the flipper. Very few machines came with curve-shaped banana flippers.

The introduction of flippers ushered in the "golden age" of pinball, where the fierce competition between the various pinball manufacturers led to constant innovation in the field. Various types of stationary and moving targets were added, spinning scoring reels replaced games featuring static scores lit from behind. Multiplayer scores were added soon after, and then bells and other noise-makers, all of which began to make pinball less a game and more of an experience. The flippers have loaned pinball its common name in many languages, where the game is known mainly as "flipper".[94]

Bumpers

[edit]

Bumpers are round knobs that, when hit, will actively push the ball away. There is also an earlier variety of bumper (known as a dead bumper or passive bumper) that does not propel the ball away; most bumpers on machines built since the 1960s are active bumpers, variously called "pop bumpers", "thumper bumpers", "jet bumpers", or "turbo bumpers". Most recent games include a set of pop bumpers, usually three, sometimes more or fewer depending on the designer's goals. Bumpers predate flippers, and active bumpers served to add interest and complexity to older games.

Pop bumpers are operated by a switch connected to a ring surrounding the bottom circumference of the bumper that is suspended several millimeters above the playfield surface. When the ball rolls over this ring and forces one side of it down, a switch is closed that activates the bumper's solenoid. This pulls down a tapered ring surrounding the central post of the bumper that pushes downward and outward on the ball, propelling it away.[95]

Kickers and slingshots

[edit]
Slingshots have rubber bands around them. Switches behind the rubber detect the ball's impact and a solenoid-driven lever kicks it away.

Kickers and slingshots are rubber pads that propel the ball away upon impact, like bumpers, but are usually a horizontal side of a wall. Every recent pinball machine includes slingshots to the upper left and upper right of the lowest set of flippers[citation needed]; older games used more experimental arrangements. They operate similarly to pop bumpers, with a switch on each side of a solenoid-operated lever arm in a typical arrangement. The switches are closed by ball contact with the rubber on the kicker's face, which activates the solenoid.

Early pinball machines typically had full solenoid current passing through trigger switches for all types of solenoids, from kickers to pop bumpers to the flippers themselves. This caused arcing across switch contacts and rapid contact fouling and failure. As electronics were gradually implemented in pinball design, solenoids began to be switched by power transistors under software control to lower switch voltage and current, vastly extend switch service lifetime, and add flexibility to game design.

The smaller, lower-powered solenoids were first to be transistorized, followed later by the higher-current solenoids as the price, performance, and reliability of power transistors improved over the years.

Targets

[edit]
Stationary targets detect the ball's impact and typically increment the player's score.
  • Stationary Targets: These are static targets that simply record when a ball strikes them. These are generally the simplest playfield elements. They are also known as spot targets or standup targets.
  • Bullseye Targets: These are static targets that have two concentric elements, similar to a stationary target. Hitting the outer ring usually scores lower than hitting the center bull's eye. They are found chiefly in older electro-mechanical games.
  • Drop targets: These are targets that drop below the playfield when hit. Eliminating an entire row in this manner may lead to any of various features. Once an entire bank of drop targets is hit, the bank may reset or pop back up. Alternatively, the drop targets can be placed in front of other targets, requiring the drop target to be knocked down before the targets behind can be hit, or the drop target may only pop up at specific times to deny the player the ability to shoot the ball into whatever is behind it. If used in the latter way, the target is usually blocking a lane or ramp.
  • Kicking Target: Used rarely, these targets look like stationary targets, but when hit, they kick the ball away in the opposite direction, much like a slingshot or bumper.
  • Vari-Target: These targets award different points depending on how hard the target was hit. It is a metal arm that pivots under the playfield. When a ball hits it, it ratchets back sometimes, resetting immediately or resetting only after it is hit all the way back. A large sum of points is usually awarded when the target is hit back all the way with one strike of the ball.

Holes and saucers

[edit]
  • Holes: The player directs the ball into a hole. In modern games, there are both vertical and horizontal holes (also called scoops), and the game may include mechanisms to move the ball between them. A "gobble hole" is sometimes included in some older games, which does not return the ball, but gives a large bonus or a game feature, which may be the ball itself.
  • Saucers: A shallow hole with a kicker inside. The ball remains visible on the playfield and is kicked out straight up (usually into a duct or rail chute) or sideways back onto the playfield.

Initially, holes and saucers worked by using tubes behind the playing field, with a pin at the top to hold the ball for later drops. Another version of the tube uses two spinning wheels to transfer the ball from hole to hole. Newer versions use an electronic track with a carriage or an electromagnet to pull the ball between holes.

Spinners and rollovers

[edit]
Rollovers detect when the ball passes over them.
  • Spinners: A ball can push through a flat surface hinged in the middle, causing it to spin; each rotation adds points.
  • Rollovers: These are targets activated when a ball rolls over them. Often a series of rollover targets are placed side-by-side and with dividers between them forming "lanes"; the player must guide the ball to particular lanes (or to all lanes) to complete an objective. Such lanes are frequently placed at the bottom sides of the playfield: "inlanes" feed the ball back to the flippers, "outlanes" cause the ball to drain immediately. On many machines, outlanes can have extra balls or "specials" lit to play the same role as the older gobble holes.
  • Whirlwind Spinner(s): Used in some games, a whirlwind spinner is a rapidly rotating (often rubberized) disk on the playfield that momentarily "grabs" the ball and throws it in a random direction. Some games couple a whirlwind spinner with a magnet placed in the center, although Data East seems to be the only manufacturer to do so. Bally's "Fireball" and Chicago Coin's "Casino" were popular games with a whirlwind spinner.

Switches, gates, and stoppers

[edit]
  • Switch: A switch is an area that is blocked off after the ball passes through it once. An example of this is the initial firing lane: as a ball passes through the firing lane, it hits a switch and cannot reenter that chute.
  • Gate: This block will allow balls to come through one way but will block the ball if it is going the other way.
  • Stopper: Also called a magic post, this is a small pole most often found centered between and just below the lowest set of flippers and also rarely next to the outlanes. When activated (typically by hitting a specific target or targets), the pole ascends from inside the machine, blocking the area between the flippers for a limited time, making it more difficult to drain and lose the ball. After time expires, it returns to its resting place just below the playfield.

Ramps

[edit]
A wire ramp along which the ball can travel

Ramps are inclined planes with a gentle enough slope that the ball may travel along it. The player attempts to direct the ball with enough force to make it to the top of the ramp and down the other side. If the player succeeds, a "ramp shot" has been made. Ramps frequently end so that the ball goes to a flipper so one can make several ramp shots in a row. The number of ramp shots scored in a game is often tallied, and reaching certain numbers may lead to various game features. At other times, the ramps will go to smaller "mini-playfields" (small playfields, usually raised above the main game surface, with special goals or scoring).

Toys, magnets and captive balls

[edit]
  • Toys: Toys are various items on, above, or beneath the playfield (items beneath the playfield visible through windows) or attached to the cabinet (usually to the backbox). Usually, each toy is unique to the machine it was made for, and reflects the game's theme. They may be visual only, and have no effect on gameplay; they may be alternate ways of performing common game functions (for example, instead of using a drop hole to hold the ball, a hand or claw might reach out, grab the ball, and capture it that way); or they may be an integral part of the game rules and play (for instance, having a smaller playfield over the main playfield that can be tilted right and left by the player, using the flipper buttons).
  • Electromagnets: Some machines feature electrically operated magnets below the playfield to affect the ball's speed and trajectory according to the current state of gameplay. This may be done to make the ball's movement unpredictable, temporarily halt the ball (as a ball saver, for example), or otherwise control the ball by non-mechanical means. Electromagnets may also be used in above-playfield elements (often as part of the playfield toys) to grab the ball and move it elsewhere (onto a mini-playfield, for example). The Williams machine The Twilight Zone featured a mini-playfield that used electromagnets controlled by the flipper buttons, allowing the player to flip the ball on the mini-playfield, essentially working as invisible flippers. Contrary to a popular myth, there are no professionally produced pinball machines that contain magnets under the playfield intended to clandestinely make gameplay harder or increase ball losses.[96]
  • Captive balls: Sometimes a ball can move around only within a confined area. A typical application of this has a short lane on the playfield with a narrow opening, inside which a captive ball is held. The player can strike this captive ball with the ball in play, pushing it along the lane to activate a rollover switch or target. In games such as Theatre of Magic, captive balls sometimes have what is called a "Newton Ball", which is a stationary ball adjacent to a free ball in a small lane. The ball being played strikes the Newton ball which, in turn, transfers its momentum to the adjacent ball, which causes it to move.

Features

[edit]

Pinball games have become increasingly complex. Multiple play modes, multi-level playfields, and even progression through a rudimentary "plot" have become common features in recent games. Pinball scoring objectives often require a series of targets to be hit in a particular order. Recent pinball games are distinguished by their requiring strategy and planning for maximum scoring. Players seeking the highest scores are advised to study a game's placard (usually found in the lower-left corner of the playfield) to learn the specific patterns required for advanced features and scoring.

Common features in modern pinball games include the following:

  • Ball lock: Each time a ball goes into a specific hole or target, it is locked, and a new ball appears at the plunger. The multiball feature starts when the player has locked the required number of balls (often three). On some games, the balls are physically locked in place by solenoid-actuated gates, but many newer machines use virtual ball locks instead, in which the game merely keeps count of the number of locked balls and then auto-launches them from the main ball trough when it is time for them to be released.
  • Multiball: This occurs when there is more than one ball in play at a time and usually includes some kind of jackpot scoring. Multiball ends when all but one ball is lost down the bottom of the playfield, and then regular play resumes.
  • Jackpot: Some targets on the playfield increase the scoring value of something else, which could be as simple as hitting a ramp, or a complicated sequence of targets. Upon their inception, the jackpot was the main goal of most pinball machines in the 1980s. Jackpots often ranged from one to four million (back when this was a significant addition to the score), and their value would accrue between games until it was scored. Scoring it was usually a complicated task. Modern games often dilute the meaning of "jackpot". Modern games give off several jackpots in each multiball mode, which is usually quite easy to attain, and the value of today's jackpots is far less significant. Many jackpots awarded during special modes often do not increase at all, but are instead simply fixed-value bonuses.
  • End-of-ball bonus: After each ball is played, the player scores bonus points depending on how many times certain features have been activated or the numbers of items that the player may obtain. Some games award a seemingly arbitrary number of points that depend on the number of times any switch has been hit. Virtually all games have the ability to assign a multiplier to the bonus. Most games cap the bonus multiplier at 5x or 10x, although more modern games apparently have no limit.
  • Extra ball: If a player has earned this, when they lose a ball they get another one to play immediately afterward and the machine does not count the lost ball towards the limit of balls for that game. For example, if the player were on ball two and they earn an extra ball, the next ball will still be counted as ball two instead of the third ball. When a machine says "SHOOT AGAIN" on the scoreboard, it signifies that an extra ball will shoot. In a multiplayer game, the player who just lost the ball is the same one to shoot again.
  • Kickback: When a ball goes into one of the outlane instead of draining goes into a kicker that will launch the ball back into play. Their use is limited and has to be earned to be used.
  • Various timed rounds (modes): For example, if the player hit a specific target three times within the next 20 seconds, they might score several tens of millions of points for it. There are many and various time-related features in pinball. Progression through each mode is frequently accompanied by DMD animations and sound.
  • Stackability: To stack means that the player can run one play mode while another mode is in progress. This strategy usually yields higher scores. A noted example of this is Williams' Bram Stoker's Dracula, with its Multi-Multiball feature.
  • Wizard Mode: This is a special scoring mode, which is reached after meeting certain prerequisites to access this mode (e.g., finishing all modes). This is the pinball equivalent of the final boss fight in video games. Classic examples of this include Williams' Black Knight 2000 (The King's Ransom) and Midway's Twilight Zone (Lost in the Zone). Named after The Who's song "Pinball Wizard". Wizard modes come in two varieties: goal-oriented types where the player receives a huge number of points after completing a specific task, or multiball modes with 4–6 balls in play, and virtually every feature active. Some games offer both and award the latter as a condition for completing the former.
  • Ball Saver: Many modern games include a feature that prevents a player from being disappointed if a ball sent into play quickly drains before substantial points have been added. This player will immediately be given another (free) ball to compensate. Electromechanical games made during the 1970s had a similar Ball Index switch system that returned a drained ball if no points were made.
  • Slam Tilt: There are special tilt switches placed on the underside of the playfield, on the coin door, and (on electromechanical games) in the lower cabinet and upper cabinet, designed to prevent cheating. If a player lifts and drops, pounds, or kicks the machine and activates any slam tilt, the entire game ends immediately for all players and may go into a reset/reboot mode. These are also used on video and coin pusher games. A similar Incline Tilt prevents a player from lifting the front of the cabinet to tip the ball back up the playfield by ending his turn.

In the 1990s, game designers often put hidden, recurring images or references in their games, which became known as easter eggs.[97] For example, Williams' designers hid cows in the video displays of the games, and Pat Lawlor placed a red button in the artwork of games he developed. The methods used to find the hidden items usually involved pressing the flipper buttons in a certain order or during specific events. Designers also included hidden messages or in-jokes; one example of this is the phrase "DOHO" sometimes seen quickly displayed on the dot matrix displays, a reference to Doris Ho, the wife of then-Williams display artist Scott "Matrix" Slomiany. DOHO was popularly thought to be an acronym for Documented Occurrence of a Hidden Object until its true meaning was revealed in a PinGame Journal article on the subject.[98] The game Star Trek: The Next Generation went so far as to embed a hidden Breakout-like game, available only after a complex sequence of events had been accomplished during the game.[99]

Scoring points

[edit]
Dot-matrix display

Contact with or manipulation of scoring elements (such as targets or ramps) scores points for the player. Electrical switches embedded in the scoring elements detect contact and relay this information to the scoring mechanism. Older pinball machines used an electromechanical system for scoring wherein a pulse from a switch would cause a complex mechanism composed of relays to ratchet up the score. In later games these tasks have been taken over by semiconductor chips and displays are made on electronic segmented or dot-matrix displays (DMD). The first DMD on a pinball machine was used by Checkpoint and features also video mode minigames.[100][101][102][103]

MarsaPlay in Spain manufactured a remake of Inder's original Canasta titled New Canasta, with an LCD screen in the backbox in 2010.[39][40] The Wizard of Oz is the first US pinball machine that used a LCD in the back box. It is used for scoring and mini-games and to display full color videos.[41] Other display innovations on pinball machines include pinball video game hybrids like Baby Pac-Man in 1982[104] and Granny and the Gators in 1984[105] and the use of a small color video monitor for scoring and minigames in the backbox of the pinball machine Dakar from manufacturer Mr. Game in 1988[106] and CGA color monitors in Pinball 2000 in 1999 that uses a Pepper's ghost technique to reflect the monitor in the head of the as well as modifications by the use of ColorDMD[107] that is used to replace the standard mono color DMDs.

Pinball scoring can be peculiar and varies greatly from machine to machine. During the 1930s and the 1940s, lights mounted behind the painted backglasses were used for scoring purposes, making the scoring somewhat arbitrary. Frequently the lights represented scores in the hundreds of thousands. During the 1950s and 1960s when the scoring mechanism was limited to mechanical wheels, high scores were frequently only in the hundreds or thousands. In an effort to keep with the traditional high scores attained with the painted backglass games, the first pinball machines to use mechanical wheels for scoring, such as Army Navy, allowed the score to reach into the millions by adding a number of permanent zeros to the end of the score.

The average score changed again in the 1970s with the advent of electronic displays. Average scores soon began to commonly increase back into tens or hundreds of thousands. Since then, there has been a trend of scoring inflation, with modern machines often requiring scores of over a billion points to win a free game. At the peak of this trend, Williams No Fear: Dangerous Sports and Jack-Bot have been played into ten billions and Williams Johnny Mnemonic and Bally/Midway Attack from Mars, have been played into one hundred billion.

The 1997 Bally game NBA Fastbreak which, true to its theme, awards points in terms of a real basketball score: Each successful shot can give from one to three points. Getting a hundred points by the end of a game is considered respectable, which makes it one of the lowest scoring pinball machines of all time. The inflated scores are the source of one of the Spanish-language names of pinball machines, máquina del millón ("million machine").

Special scores

[edit]
  • High score lists: If a player attains one of the highest scores ever (or the highest score on a given day), they are invited to add their initials to a displayed list of high-scorers on that particular machine. "Bragging rights" associated with being on the high-score list are a powerful incentive for experienced players to master a new machine.

Pinball designers also entice players with the chance to win a free game or credit. Ways to get a free game might include the following:

  • Replay: A free game is awarded if the player exceeds a specified score. Some machines allow the operator to set this score to increase with each consecutive game in which the replay score is achieved, in order to prevent a skilled player from gaining virtually unlimited play on one credit by simply achieving the same replay score in every game.
  • Special: A mechanism to get a free game during play is usually called a "special". Typically, some hard-to-reach feature of the game will light the outlanes (the areas to the extreme left and right of the flippers) for special. Since the outlanes always lose the ball, having "special" there makes it worth shooting for them (and is usually the only time, if this is the case).
  • Match: At the end of the game, if a set digit of the player's score matches a random digit, a free game is awarded.[108] In earlier machines, the set digit was usually the ones place; after a phenomenon often referred to as score inflation had happened (causing almost all scores to end in 0), the set digit was usually the tens place. The chances of a match appear to be 1 in 10, but the operator can alter this probability – the default is usually 7% in all modern Williams and Bally games for example. Other non-numeric methods are sometimes used to award a match.
  • High Score: Bally/Midway, Williams and Stern Pinball machines award 1–3 free games if a player gets on the high score list. Typically, one or two credits are awarded for a 1st–4th place listing, and three for the Grand Champion.

When a free game is won, Williams and Bally/Midway machines typically makes a single loud bang, most often with a solenoid that strikes a piece of metal, or the side of the cabinet, with a rod, known as a knocker, or less commonly with loudspeakers. "Knocking" is the act of winning a free game when the knocker makes the loud and distinctive noise.

Playing techniques

[edit]

The primary skill of pinball involves application of the proper timing and technique to the operation of the flippers, nudging the playfield when appropriate without tilting, and choosing targets for scores or features. A placard is often placed in a lower corner of the playfield with pricing information and details about game-specific rules and scoring techniques.[109]

Nudging

[edit]

Players can influence the movement of the ball by moving or bumping the pinball machine, a technique known as "nudging" or "shaking".[110]

There are tilt mechanisms which guard against excessive manipulation of this sort. The mechanisms generally include:

  • a grounded plumb bob centered in an electrified metal ring – when the machine is jostled or shaken too far or too hard, the bob contacts the ring, completing a circuit. The bob is usually cone-shaped allowing the operator to slide it vertically, controlling the sensitivity.
  • an electrified ball on a slight ramp with a grounded post at the top of the ramp – when the front of the machine is lifted (literally, tilted) too high, the ball rolls to the top of the ramp and completes the circuit.
  • an impact sensor – usually located on the coin door, the playfield and/or the cabinet itself.

When any of these sensors is activated, the game registers a "tilt" and the lights go out, solenoids for the flippers no longer work, and other playfield systems become inoperative so that the ball can do nothing other than roll down the playfield directly to the drain. A tilt will usually result in forfeiting the end-of-ball bonus points that would have been earned by the player during that ball; the game is automatically over if it is the last ball and the player has no extra ball. Older games would immediately end the ball in play on a tilt.

Modern games give tilt warnings before sacrificing the ball in play. The number of tilt warnings can be adjusted by the operator of the machine. Until recently most games also had a "slam tilt" switch which guarded against kicking or slamming the coin mechanism, or for overly aggressive behavior with the machine, which could give a false indication that a coin had been inserted, thereby giving a free game or credit. This feature was taken out by default in Stern SAM System games, but can be added as an option;[111] some other manufacturers omit it entirely. A slam tilt will typically end the current game for all players.

Trapping

[edit]

Players can hold a ball in place with the flipper, giving them more control over where they want to place the ball when they shoot it forward. This is known as trapping.[112][113][110]

Manufacturing process

[edit]
The underside of a 1990s playfield, showing a variety of mechanical and electrical components

The assembly of a pinball machine is a complex process and involves several manual steps.

The wiring for the game's electronic system is a major effort. A color-coded flexible wiring harness is typically soldered to many lamps, switches and solenoids, and connected with plugs to the main electronic circuit boards in modern machines. Technicians are guided by a set of instructions and templates to ensure all wires (that can have a total length of almost half a mile) are installed properly.

The main construction on one hand involves the mounting of mechanical components onto the wooden playfield, such as hammering in anchored metal railing that keeps the balls from exiting the playfield and attachment of plastic parts with nuts and screws. On the other hand, electrical components are installed, like bumpers, slingshots, and sockets for lamps and flashing lights. All of the wiring is fastened to the playfield and big components like speakers, mains transformers or shaker motors are bolted into the bottom of the cabinet. The player-accessible parts like the spring plunger, buttons and the coin door with its mechanics are attached directly to the cabinet.

After successful testing, the playfield is set on hinges into the cabinet. The cabinet of computerized games contains very few parts. On older electromechanical games, the entire floor of the lower box was used to mount custom relays and special scoring switches, making them much heavier. To protect the top of the playfield, tempered glass is slid into side rails and secured with a metal locking bar.

The backbox is installed with hinges on modern machines or screws on older games. It contains the scoring displays and electronic circuit boards and is historically covered with a removable, painted, partially transparent, backglass which defined the game's appeal as much as the playfield design and the cabinet art. Since a damaged backglass is hard to restore, newer games use (sometimes optional) plastic translites behind a clear glass.

Other steps include installation of removable boards with speaker and dot-matrix displays and/or hinged wooden boards with lights and displays. The cabinet and backbox are covered with artwork that was historically sprayed on with stencils and later is applied as full-size decal stickers.

Solenoids

[edit]
  • Solenoids or coils: These are found in every modern pinball machine since the flipper age. They are usually hidden under the playfield, or covered by playfield components. By applying power to the coil, the magnetic field created by electromagnetism causes a metal object (usually called a plunger) to move. The plunger is then connected mechanically to a feature or accessory on the playfield.

Flipper solenoids contain two coil windings in one package; a short, heavy gage 'power' winding to give the flipper its initial thrust up, and a long, light gage 'hold' winding that uses lower power (and creates far less heat) and essentially just holds the flipper up allowing the player to capture the ball in the inlane for more precise aiming. As the flipper nears the end of its upward travel, a switch under the flipper disconnects the power-winding and leaves only the second sustain winding to hold the flipper up in place. If this switch fails 'open' the flipper will be too weak to be usable, since only the weak winding is available. If it fails 'closed' the coil will overheat and destroy itself, since both windings will hold the flipper at the top of its stroke.

Solenoids also control pop-bumpers, kickbacks, drop target resets, and many other features on the machine. These solenoid coils contain a single coil winding. The plunger size and wire gage & length are matched to the strength required for each coil to do its work, so some types are repeated throughout the game, some are not.

All solenoids and coils used on microprocessor games include a special reverse-biased diode to eliminate a high-voltage pulse of reverse EMF (electromotive force). Without this diode, when the solenoid is de-energized, the magnetic field that was built up in the coil collapses and generates a brief, high-voltage pulse backward into the wiring, capable of destroying the solid-state components used to control the solenoid. Proper wiring polarity must be retained during coil replacement or this diode will act as a dead short, immediately destroying electronic switches. Older electromechanical AC game solenoids do not require this diode, since they were controlled with mechanical switches. However, electromechanical games running on DC do require diodes to protect the rectifier.[114]

All but very old games use low DC voltages to power the solenoids and electronics (or relays). Some microprocessor games use high voltages (potentially hazardous) for the score displays. Very early games used low-voltage AC power for solenoids, requiring fewer components, but AC is less efficient for powering solenoids, causing heavier wiring and slower performance. For locations that suffer from low AC wall outlet voltage, additional taps may be provided on the AC transformer in electromechanical games to permit raising the game's DC voltage levels, thus strengthening the solenoids. Microprocessor games have electronic power supplies that automatically compensate for inaccurate AC supply voltages.

Historically, pinball machines have employed a central fixed I/O board connected to the primary CPU controlled by a custom microcontroller platform running an in-house operating system. For a variety of reasons that include thermal flow, reliability, vibration reduction and serviceability, I/O electronics have been located in the upper backbox of the game, requiring significant custom wiring harnesses to connect the central I/O board to the playfield devices.

A typical pinball machine I/O mix includes 16 to 24 outputs for driving solenoids, motors, electromagnets and other mechanical devices in the game. These devices can draw up to 500 W momentarily and operate at voltages up to 50 Vdc. There is also individually controlled lighting that consists of 64 to 96 individually addressable lights. Recently developed games have switched from incandescent bulbs to LEDs. And there is general illumination lighting that comprises two or more higher-power light strings connected and controlled in parallel for providing broad illumination to the playfield and backbox artwork. Additionally, 12 to 24 high-impulse lighting outputs, traditionally incandescent but now LED, provide flash effects within the game. Traditionally, these were often controlled by solenoid-level drivers.

A game typically includes 64 to 96 TTL-level inputs from a variety of sensors such as mechanical leaf switches, optical sensors and electromagnetic sensors. Occasionally extra signal conditioning is necessary to adapt custom sensors, such as eddy sensors, to the system TTL inputs.

Recently, some pinball manufacturers have replaced some of the discrete control wiring with standard communication buses. In one case, the pinball control system might include a custom embedded network node bus, a custom embedded Linux-based software stack, and a 48-V embedded power distribution system.[115]

Custom machines

[edit]
A restored Terminator 2 pinball machine with all metal parts plated with chrome

Some hobbyists and small companies modify existing pinball machines or create their own custom pinball machines. Some want, for example, a game with a specific subject or theme that cannot be bought in this form or was never built at all.[116] Some custom games are built by using the programmable P-ROC controller board.[117] Modifications include the use of ColorDMD that is used to replace the standard mono color dot-matrix displays[118] or the addition of features, e.g. figures or other toys.[119]

A few notable examples of custom pinball machines include a Ghostbusters theme machine,[120] a Matrix style game,[121] Bill Paxton Pinball,[122] Sonic, Star Fox, Predator, and Iron man[123] machines.[117]

Data East was one of the few regular pinball companies that manufactured custom pinball games (e.g. for Aaron Spelling, Michael Jordan and the movie Richie Rich), though these were basically mods of existing or soon to be released pinball machines (e.g. Lethal Weapon 3 or The Who's Tommy Pinball Wizard).

Competitions

[edit]

Two Pinball World Championships were held in the Washington, D.C. area in 1972 and 1973 under the auspices of the World Pinball Association which also published a newsletter carrying results of regional tournaments.

In 1974, students at Jersey City State College wanted to make pinball playing a varsity school sport, like football was, so they started a Pinball Club Team to compete against clubs at other schools. They asked two other schools to participate. St. Peter's College took up the challenge, while the other school did not.[124]

Many pinball leagues have formed, with varying levels of competitiveness, formality and structure. These leagues exist everywhere from the Free State Pinball Association (FSPA) in the Washington, D.C. area to the Tokyo Pinball Organization (TPO) in Japan. In the late 1990s, game manufacturers added messages to some games encouraging players to join a local league, providing website addresses for prospective league players to investigate.

Competitive pinball has become increasingly popular in recent years, with the relaunch of both the Professional and Amateur Pinball Association (PAPA) and the International Flipper Pinball Association (IFPA).

Two different systems for ranking pinball players exist. The World Pinball Player Rankings (WPPR) was created by the IFPA. The WPPR formula takes into account the quantity and quality of the players in the field, and awards points based on that calculation for the nearly 200 IFPA endorsed events worldwide. PAPA manages a ranking system known as the PAPA Advanced Rating System (PARS), which uses the Glicko Rating System to mathematically analyze the results of more than 100,000 competitive matches. Since 2008 the IFPA has held a World Championship tournament, inviting the top-ranked WPPR players to compete; the 2019 title holder was Johannes Ostermeier of Germany.[125]

PAPA also designates the winner of the A Division in the annual PAPA World Pinball Championships as the World Pinball Champion. Current Junior (16 and under) and Senior (50 and over) World Champions are Joshua Henderson and Paul McGlone, respectively. Samuel Ogden has become one of the most memorable champions in the PAPA tournaments, winning four straight competitions from 2004 to 2008 in the 50 and over category.[126]

In 2018, the IFPA and Stern Pinball created the Stern Pro Circuit. The top 32 qualifiers in this series are invited to the Stern Pro Circuit Final for an invitation-only, no-entry-fee-required event where all contestants who qualify win prize money.[127]

The popularity of competitive pinball continues to increase with widely adopted tournament rules,[128] standard competition formats[129] and guides for new players.[130]

Video game simulations

[edit]

Simulating a pinball machine has also been a popular theme of video games. Chicago Coin's TV Pingame (1973) was a digital version of pinball that had a vertical playfield with a paddle at the bottom, controlled by a dial, with the screen filled with simple squares to represent obstacles, bumpers and pockets. This inspired a number of clones, including TV Flipper (1973) by Midway Manufacturing, Exidy's TV Pinball (1974), and Pin Pong (1974) by Atari, Inc. The latter replaced the dial controls with button controls.[131]

Other early pinball video games include Toru Iwatani's Gee Bee (1978), Bomb Bee (1979), and Cutie Q (1979),[132] Tehkan's arcade game Pinball Action (1985),[133] the Atari 2600 game Video Pinball (1981), and David's Midnight Magic (1982). Bill Budge's Pinball Construction Set, released for the Apple II in 1983, allowed the user to create their own simulated pinball machine and play it.

Most early simulations were top-down 2D. As processor and graphics capabilities have improved, more accurate ball physics and 3D pinball simulations have become possible. Tilting has also been simulated, which can be activated using one or more keys (sometimes the space bar) for "moving" the machine. Flipper button computer peripherals were also released, allowing pinball fans to add an accurate feel to their game play instead of using the keyboard or mouse. Modern pinball video games are often based around established franchises such as Metroid Prime Pinball, Mario Pinball Land, Pokémon Pinball, Kirby's Pinball Land, and Sonic Spinball.

Popular pinball simulations of the 1990s include Pinball Dreams, Pro Pinball and 3D Pinball: Space Cadet that was included in Windows 2000 and Windows XP. More recent examples include Pinball FX (2007), Pinball FX 2, Pinball FX 3 and Pinball FX (2023).

There have been pinball programs released for all major home video game and computer systems, tablet computers and smart phones. Pinball video game engines and editors for creation and recreation of pinball machines include for instance Visual Pinball, Future Pinball and Unit3D Pinball.

A BBC News article described virtual pinball games e.g. Zen Pinball and The Pinball Arcade as a way to preserve pinball culture and bring it to new audiences.[134] Another example of preserving historic pinball machines is Zaccaria Pinball that includes digital recreations of classic Zaccaria pinball machines.

In 2022 Flutter released an online pinball game. That same year Google released an Easter Egg pinball game on iOS.[135]

[edit]

Perhaps the most famous media about pinball is the rock opera album Tommy (1969) by The Who, which centers on the title character, a "deaf, dumb, and blind kid", who becomes a "Pinball Wizard" and who later uses pinball as a symbol and tool for his messianic mission. The album was subsequently made into a movie and stage musical. The movie features a Gottlieb Kings and Queens machine[136] and Gottlieb Buckaroo machine.[137] Wizard has since moved into popular usage as a term for an expert pinball player.[138]

See also

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References

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Sources

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Pinball is a coin-operated played on a slanted playfield enclosed in a cabinet, where a player launches a steel using a and manipulates its path with spring-loaded flippers to strike targets, bumpers, and ramps for scoring points while preventing drainage into an outhole. The game's objective centers on maximizing score through skillful control, with play ending after a set number of losses or time expiration. Originating from the 18th-century French table game, which involved cue sticks and pins on a horizontal board, pinball transitioned to vertical coin-operated formats during , with early machines like the Whiffle Board marking the shift to automated play. The 1947 introduction of player-controlled flippers in Gottlieb's revolutionized the game, elevating skill over pure chance and distinguishing it from passive payout devices, though pre-flipper eras featured controversial free-play or payout mechanisms tied to . Pinball machines proliferated in arcades and bars post-World War II but encountered widespread legal opposition in the mid-20th century, banned in major U.S. cities like New York, , and from the 1940s to the 1970s due to perceptions of fostering , organized payoffs, and unregulated wagering, despite arguments that post-flipper designs emphasized player agency. New York's 1976 repeal by Mayor Beame symbolized a turning point, validated by a court ruling affirming pinball's skill-based nature. The era diminished production in the and , yet pinball endured through collector communities, themed solid-state machines from manufacturers like Williams and , and a resurgence since the driven by digital displays, licensed pop culture integrations, and organized competition. The International Flipper Pinball Association (IFPA) now sanctions global tournaments, hosting annual World Pinball Championships that attract elite players vying for rankings based on tournament performance across electromechanical and modern digital tables. This competitive framework underscores pinball's evolution into a recognized esport, with high-profile events drawing international fields and preserving mechanical ingenuity amid digital alternatives.

Overview and Fundamentals

Definition and Core Principles

Pinball is a mechanical in which a player launches a small , typically 1.06 inches in , onto a sloped playfield using a spring-loaded , with the objective of maneuvering the ball to contact scoring such as bumpers, rollovers, and drop targets as it rolls downward under . The playfield, inclined at approximately 6 to 7 degrees, features an array of fixed and dynamic obstacles designed to create varied trajectories and challenges, with points accumulated based on the ball's interactions. Successful play requires the ball to remain in motion on the field until it drains between the flippers, after which additional balls may be awarded depending on the score achieved. At its core, pinball operates on principles of Newtonian physics, where the ball's motion is governed by gravitational force accelerating it down the incline at roughly 9.8 m/s², modified by elastic collisions that conserve and upon impact with rubberized bumpers or metal rails. Flippers, solenoid-actuated paddles at the playfield's lower end, enable players to impart controlled impulses to the ball, applying Newton's third law through rapid extensions that redirect its path and prevent drainage, thus shifting emphasis from passive descent to active skill in predicting bounces and timing interventions. This contrasts with purely probabilistic devices, as high scores demand empirical mastery of , spin, and energy transfer rather than alone, with skilled players achieving multiball sequences or jackpots through precise shots. Pinball distinguishes itself from antecedents like —a horizontal or slightly inclined table game using cues to propel balls into scoring cups without ongoing control—and , a vertical apparatus where balls cascade through fixed pins toward probabilistic payouts with no mid-play manipulation. The introduction of player-operated flippers in 1947 marked a pivotal , converting pinball from a game of initial aim and chance into one of sustained engagement and causal control over outcomes.

Basic Rules and Objectives

The primary objective in pinball is to score the maximum number of points by propelling a steel ball across the inclined playfield using spring-loaded flippers to strike bumpers, drop targets, ramps, spinners, and other interactive features, while preventing the ball from falling into the drain at the bottom. Points accumulate based on the value assigned to each hit or sequence completion, with bonuses often awarded for fulfilling game-specific objectives like lighting particular shots or advancing through modes. High scores determine success, displayed on the machine's backglass or digital screen, and serve as the benchmark for player rankings in competitive or casual play. A typical game provides three balls per player, launched one at a time via a or autolauncher after the prior drains, giving limited opportunities to build the score before . Excessive nudging or shaking activates the tilt , issuing up to two warnings before a tilt penalty disables flippers and solenoids for the current ; a slam tilt from violent impact ends the entire game immediately. Multiball modes, triggered by completing prerequisites such as locking balls or hitting sequences, release additional balls (often two to five) into simultaneous play, escalating scoring until all but one drain, though rules vary by machine. Gameplay variations include multiplayer formats supporting up to four alternating players, each using their three balls to vie for top score without interfering with others' turns. Older electromechanical machines frequently set replay thresholds—specific score levels (e.g., starting at millions of points)—granting a free game upon achievement, with subsequent replays escalating by percentages like 150%. Coin-operated arcade versions require credits (typically one per game), contrasting free-play home setups with unlimited replays, while ball counts can be adjusted to five in some configurations, though three predominates in modern solid-state and digital games.

Historical Development

Origins in Early Ball Games

The precursors to pinball emerged from ancient and medieval outdoor ball games involving propulsion of spheres toward targets or through obstacles, such as and , which utilized mallets to strike balls across lawns into hoops or gates. These activities, documented as early as the 14th century in , emphasized skill in controlling ball trajectory under and , principles that carried over to indoor adaptations during inclement weather. By the 17th and 18th centuries, such games influenced tabletop variants like billiards, where cues replaced mallets on cloth-covered surfaces with pockets, laying foundational mechanics of angled shots and barrier navigation central to later rolling-ball games. Bagatelle, a direct antecedent, originated in around 1777, attributed to Count Artois (later Charles X), who adapted billiard principles to a slanted wooden table with nine pins and cup-shaped scoring holes at the far end. Players manually propelled or balls using cues or fingers up the incline, aiming to carom past upright pins—simple dowels acting as hazards—into numbered cups for points, with the game's name deriving from the French term for a trifle, reflecting its leisurely parlor appeal. By the early , bagatelle tables proliferated in and the , often featuring decorative themes and varied pin arrangements to increase challenge, while propulsion remained cue-based, relying on player force rather than mechanical aids. A pivotal mechanization occurred in 1871 when British immigrant Montague Redgrave patented "Improvements in " (U.S. No. 115,357), introducing a spring-loaded to launch balls consistently from a side , supplanting the cue for more repeatable and dynamic play without manual resetting. This innovation enhanced causal engagement by standardizing initial velocity and angle, fostering emergent paths amid pins and inclines that mirrored natural ball physics, thus bridging manual to proto-pinball designs. Redgrave's model, preserved as a exemplar, demonstrated a flat playfield with central pins and end cups, underscoring the evolutionary shift toward self-contained, skill-dependent .

Emergence of Modern Pinball Machines

The emergence of modern pinball machines began with the introduction of coin-operated models in the early 1930s, shifting the game from parlor-based variants to commercially viable arcade entertainment. In late 1931, D. Gottlieb & Co. released Baffle Ball, the first successful coin-operated pinball machine, which omitted active player controls and relied on a to launch balls into a playfield obstructed by pins and scoring pockets. This design capitalized on the era's demand for low-maintenance, unattended amusement devices, enabling widespread placement in taverns and stores; Gottlieb reportedly produced over 10,000 units within months, demonstrating how the coin mechanism causally linked player investment to extended gravitational ball paths, fostering repeatability without operator intervention. The absence of electricity or flippers kept gameplay passive and luck-dependent, yet the format's profitability spurred industry growth, with competitors like entering via Ballyhoo in 1932. Electrification marked the next causal advancement in engagement and feedback, addressing limitations in mechanical scoring visibility and dynamism. In 1933, Pacific Amusements Manufacturing Company (PAMCO) launched Contact, the earliest electro-mechanical pinball game, incorporating battery-powered solenoids to eject balls from bonus holes and illuminate scoring indicators upon contact with playfield targets. This innovation—predating Gottlieb's own electric models—introduced active electrical relays for audible and visual responses, extending play allure by providing immediate, verifiable score progression rather than opaque manual tallies; the solenoid's electromagnetic coil generated force proportional to current, reliably propelling balls and preventing stagnation in dead spots. Such features enhanced perceived fairness and excitement, driving commercialization as operators noted higher coin intake from replay incentives, though early adoption was limited by battery maintenance until AC-powered bumpers proliferated in subsequent designs like Gottlieb's 1935 Baffle Ball electric variant. The pivotal transition to skill-influenced play occurred in 1947 with D. Gottlieb & Co.'s , the first machine featuring player-operated flippers, devised by engineers Harry Mabs and Wayne Neyens to counter ball drainage. These electromechanical flippers—spring-loaded bats activated by cabinet buttons via solenoids—allowed precise ball nudging, fundamentally altering causality from probabilistic descent to controllable trajectories, thereby prolonging average playtime from seconds to minutes and elevating skill as a multiplier. Released in October amid material shortages, integrated six flippers (later standardized to two) with lighted bumpers and scoring reels, yielding over 1,000 units initially; this engineering shift validated pinball's arcade dominance by balancing luck with mastery, as evidenced by sustained operator profits despite early mechanical wear on flipper linkages.

Electromechanical Era and Innovations

The electromechanical (EM) era of pinball, spanning roughly the to the late , marked a period of mechanical sophistication driven by relay-based scoring systems, step-up coils, and scoring that enabled complex point accumulation without electronic circuits. Machines relied on wired switches, solenoids, and mechanical counters to register interactions, producing characteristic electrical hums and clacks that defined arcade play. Production volumes surged post-World War II, with manufacturers like outputting up to 2,000 units per popular title in the , reflecting market demand for durable, operator-profitable games that maximized intake through extended play sessions. Innovations emphasized multi-player formats and interactive playfield elements to boost engagement and revenue. By the early 1950s, introduced multi-player machines supporting up to four players, such as their 1952 model "Gulfstream," which alternated turns and aggregated scores for replay eligibility, extending game duration and social appeal compared to single-player predecessors. Theme integration advanced with licensed motifs like sports and adventure, exemplified by Williams' 1963 "Skill Pool," which sold 2,250 units by incorporating billiards-themed targets and skill-shot mechanics that rewarded precise control over random bounces. Drop targets, evolving from early stand-up variants in 's 1951 games like "Wild West," gained traction in the 1960s for their tactile feedback, where hitting a target caused it to fall and trigger bonuses via mechanical linkages, adding strategic depth without relying on chance alone. Scoring evolved toward replay awards—free games granted upon exceeding thresholds—over fixed prizes like extra balls, as replays incentivized skill-based high scores while skirting anti-gambling laws by avoiding direct payouts. woodrail machines from the era featured multiple replay paths, such as bumper sequences or special yielding one or more free plays, with empirical operator data showing higher retention than fixed-reward systems due to adjustable thresholds that tuned to venue traffic. Williams asserted market strength in the with titles like "3 Coin" (1962), exceeding 1,100 units sold through innovative coin-handling that supported varied wager levels, underscoring production scalability as a proxy for design viability. Player skill emerged as a causal driver of outcomes, countering perceptions of pinball as mere , with consistent top performances in era-specific tournaments demonstrating control over trajectories via flipper timing and nudging. EM machines' physics—governed by gravity, friction, and electromagnetic kicks—allowed skilled operators to achieve repeatable multiball modes or target sequences, as evidenced by competitive viability in local arcade leagues where variance decreased with proficiency, producing win rates skewed toward experts rather than uniform randomness.

Transition to Solid-State and Digital Technology

The transition from electromechanical (EM) to solid-state (SS) pinball machines began in the mid-1970s, driven by the adoption of s and electronic components to replace mechanical relays and scoring wheels. The first production solid-state pinball machine was Mirco Games' Spirit of '76, released in 1975, which utilized a for basic electronic control. This innovation reduced mechanical wear and failure rates inherent in EM systems, where intricate wiring and switches often led to downtime and maintenance challenges. Williams Electronics accelerated the shift with its System 3 platform, debuting in November 1977 with Hot Tip, marking the company's first production SS game. Subsequent Williams systems, including System 6 used in titles like Phoenix (August 1978), employed microprocessors to enable programmable logic for scoring, sound effects, and gameplay rules, allowing designers greater flexibility than the fixed mechanical sequences of EM machines. These advancements permitted multi-level objectives, variable scoring multipliers, and diagnostic capabilities, expanding gameplay complexity while lowering long-term production and repair costs through simplified circuitry. By the early 1980s, SS technology matured with the introduction of alphanumeric displays, as seen in Williams' System 11 starting with High Speed in 1984, which replaced numeric score reels with vacuum fluorescent alphanumeric panels for enhanced player feedback and messaging. The pinnacle of this digital evolution arrived in 1991 with Data East's Checkpoint, the first machine to feature a full (DMD), enabling dynamic animations, video clips, and customizable visual effects that further immersed players. This technological progression, while boosting innovation and reliability—SS machines offered faster play speeds and richer rule sets compared to EM's randomness and slower ball times—contributed to escalating development expenses in the due to sophisticated software programming. Concurrently, competition from video arcades and affordable home consoles eroded pinball's , as provided similar interactivity at lower venue costs, hastening the format's commercial decline by the late .

Decline and Contemporary Revival

The decline of pinball in the and early stemmed primarily from the superior interactivity and revenue potential of video games, which arcade operators favored for their compact size, continuous upgrades, and appeal to younger demographics amid the home console boom. Pinball machines, requiring physical skill and offering limited variability compared to video titles with branching narratives and multiplayer options, lost arcade floor space as operators sought higher returns per square foot. Major manufacturers exacerbated the downturn; Williams, after acquiring Bally in 1988, ceased pinball production in 1999 under parent , redirecting resources to slots and video lottery terminals for greater profitability in regulated markets. This exit left the industry with minimal production, nearly collapsing it by 2000 as unit sales plummeted from peaks of over 200,000 annually in the to a few thousand. Stern Pinball's persistence as the sole major manufacturer from 2000 onward provided a lifeline, maintaining output through cost-efficient designs and licensed themes despite low volumes and reputational challenges with early titles. The revival gained momentum with boutique entrants: Jersey Jack Pinball, founded in 2011 by industry veteran Jack Guarnieri, debuted in 2013 with , prioritizing mechanical complexity, licensed intellectual properties, and premium build quality to attract collectors and operators. Similarly, Spooky Pinball, originating from a family pinball in 2010, transitioned to manufacturing in 2013 under Charlie Emery, focusing on limited-run, original-themed games produced in Benton, , with an emphasis on affordability and community engagement. Contemporary trends since the 2010s reflect causal drivers like among aging , the proliferation of barcades integrating pinball into social drinking venues, and home market expansion via affluent collectors restoring or purchasing new units. Stern's ongoing innovation, including the January 2025 release of Dungeons & Dragons: The Tyrant's Eye—featuring Pro, Premium, and Limited Edition models with licensed artwork—underscores sustained demand for themed, technologically advanced machines. These factors have reversed the near-extinction trajectory, with production rising to levels approaching outputs through diversified channels beyond traditional arcades.

Physical Components and Design

Cabinet and Structural Elements

The cabinet of a pinball machine serves as the primary structural enclosure, typically constructed from plywood or medium-density fiberboard (MDF) panels reinforced for durability, with dimensions standardized around 51 inches (130 cm) in length, 28 inches (72 cm) in width, and a playing height elevated by legs to approximately 75 inches (192 cm) overall. Angled legs, often 28.5 inches tall and adjustable via levelers, raise the playfield to an ergonomic angle of about 6.5 degrees for player comfort and optimal ball dynamics, while the enclosed lower section contains wiring, transformers, and coin mechanisms to prevent ball escape and ensure mechanical integrity. This design prioritizes stability and vibration resistance, as excessive movement could disrupt gameplay physics. The , affixed to the cabinet's upper rear, houses such as circuit boards, power supplies, and audio components, typically measuring about 27-30 inches wide depending on the era and manufacturer. In electromechanical models, it supported mechanical score reels and relays; solid-state iterations integrated printed circuit boards for reliability. The backglass, a vertical pane of or acrylic at the backbox's front, displays thematic artwork via silkscreen printing or backlit translites, evolving from unlit panels in precursors to electrically illuminated designs by 1934, enhancing visual appeal and score indication. Modern machines often incorporate digital displays like dot-matrix screens (introduced in the ) or LCD panels within or replacing traditional backglass elements for dynamic graphics, though retaining painted or printed themes for aesthetic continuity. To enforce fair play and prevent tampering through aggressive nudging, cabinets include a tilt bob mechanism—a plumb bob pendulum suspended by a wire within the cabinet or —that detects deviations from vertical alignment via gravity. When the machine tilts beyond a calibrated threshold (typically 5-10 degrees), the bob swings to contact a rheostat or switch, triggering a tilt warning or penalty that disables flippers and drains the ball, calibrated empirically to balance sensitivity against normal player-induced motion without false positives. This physics-based safeguard, standard since , underscores the empirical of pinball structures for causal integrity in ball trajectories and player interaction.

Playfield Features and Interactives

The playfield of a contains numerous interactives that detect collisions or passages to award points, with designs emphasizing varied causal responses to maintain through physical interactions. Bumpers constitute primary scoring elements, categorized as passive or active. Passive bumpers, often mushroom-shaped and embedded in the playfield surface, register points upon impact without altering the 's trajectory beyond the collision itself. Active bumpers, commonly termed pop bumpers, incorporate a spring-loaded and that propel the away at high speed when triggered, simultaneously accumulating score values that escalate with successive hits in many designs. Slingshots, positioned adjacent to the lower flippers, function as angled rebound mechanisms; upper slingshots typically feature passive rubber bands for ball deflection, while lower variants may include active kickers that launch the ball centrally upon contact. Targets encompass stand-up varieties, fixed vertical posts or molded plastics that score on direct strikes, and drop targets, hinged rectangles arranged in banks that retract below the playfield surface when struck, resetting via solenoids for repeated engagements. Roll-over targets, embedded switches activated by the ball rolling over raised buttons or lanes, provide passive detection for lane progression scoring. Ramps elevate the ball via wireform guides or enclosed plastic channels, enabling multi-level paths that often culminate in elevated saucers or habitrails before returning the ball, with successful traversals triggering elevated point awards. Saucers consist of recessed playfield cups equipped with pop-up kickers that capture and subsequently eject the ball, facilitating access to upper playfield areas or special scoring sequences. Spinners, rotating disc or wheel assemblies, accelerate under ball impact to generate points proportional to sustained rotation, their friction-driven mechanics allowing prolonged contact for higher yields. Contemporary machines integrate advanced toys such as captive ball setups, where a secondary ball is enclosed in a wire cage or pit, struck by the primary ball to activate scoring via impact sensors. Electromagnets, embedded under the playfield, exert temporary forces to hold, tilt, or redirect the ball's path during specific events, enhancing interactive complexity as seen in Stern Pinball's Ghostbusters (2016) with its motorized Slimer toy that physically engages the ball. These elements, verified in production models from manufacturers like Stern and Jersey Jack through the 2020s, prioritize durable mechanical and electronic responses to ball interactions for consistent performance.

Control Mechanisms and Launchers

The principal launcher in traditional pinball machines is the spring-loaded mechanical , consisting of a rod attached to a compressed spring that the player retracts by hand and releases to propel the ball up the and onto the playfield. This design allows precise control of initial ball velocity through manual force application, typically achieving speeds sufficient to navigate the playfield's incline without electronic assistance. Mechanical plungers prioritize reliability and simplicity, with components like chrome-plated rods and medium-to-hard tension springs ensuring consistent performance across thousands of launches in commercial environments. Flippers serve as the core control mechanisms for active ball manipulation, comprising solenoid-driven paddles mounted at the playfield's lower end that players activate to strike and redirect the ball. Introduced in 1947 by D. Gottlieb & Company in the machine , flippers marked a shift toward skill-based play by enabling targeted interventions against passive ball drainage. Designed by engineers Harry Mabs and Wayne Neyens, these mechanisms use electromagnetic solenoids for rapid, repeatable actuation, with rubber-tipped bats providing grip and bounce for effective ball nudging. The dual-flipper configuration, standard by the early 1950s, relies on durable mechanical linkages to withstand high-frequency use, underscoring their engineering for longevity over thematic embellishment. Player inputs beyond launching and flipping include cabinet-mounted push buttons, typically two per side for independent left and right flipper control, facilitating split-second timing essential to dynamics. Nudging, a subtle control technique, involves physical cabinet manipulation—such as side-to-side shakes or forward pushes—to alter without triggering tilt sensors, which detect excessive movement via plumb bobs or accelerometers to enforce fair play limits. These mechanical safeguards, including spring-mounted tilt assemblies, maintain control integrity by warning or ending games upon aggressive inputs, preserving the balance between skillful intervention and machine stability. In electromechanical designs, such inputs integrate seamlessly with relay-based logic for responsive feedback, emphasizing robust construction to endure operator-induced stresses.

Gameplay Mechanics

Physics of Ball Motion and Interactions

The motion of the pinball is governed primarily by gravity acting on the inclined playfield, which typically slopes at 6.5 degrees for modern solid-state machines to balance controlled descent with sufficient speed. This incline results in a downhill acceleration of approximately 1.11 m/s², calculated as a=gsinθa = g \sin \theta where g=9.8g = 9.8 m/s² and θ6.5\theta \approx 6.5^\circ. The ball, a polished chrome steel sphere of 27 mm diameter and about 80 grams mass, experiences minimized rolling friction due to its mirror finish and the waxed playfield surface, allowing sustained motion until interactions alter its path. Interactions with playfield elements involve collisions that conserve while introducing directional changes and transfer. Upon striking rubber bumpers or posts, the ball undergoes quasi-elastic rebounds, where the resilient or rubber material restores much of the , with typically exceeding 0.8 for minimal dissipation. In flipper engagements, the bat's rapid imparts both linear impulse and to the ball, inducing spin that influences subsequent trajectories via altered contact angles with surfaces. The overall dynamics exhibit chaotic characteristics, manifesting sensitive dependence on initial conditions such as plunger launch velocity or collision angles, where infinitesimal perturbations amplify into divergent paths despite underlying deterministic Newtonian . This chaos underscores the blend of predictability in isolated events and unpredictability in extended play sequences, with Lyapunov exponents indicating exponential divergence of nearby trajectories over time. Empirical simulations confirm that variations as small as 0.1 mm in position or 0.01° in angle can lead to entirely different ball routings after several bounces.

Scoring Systems and Special Modes

In pinball machines, base scoring awards fixed or escalating points for the ball's interactions with playfield elements, such as pop bumpers, drop targets, stand-up targets, and ramps. Pop bumpers typically award 1,000 to 5,000 points per hit in electromechanical (EM) games, with values increasing progressively—often starting at 3,000 points and advancing by 1,000 up to a cap like 20,000—through sequenced target completions or repeated activations. Stand-up targets and rollovers commonly score 100 to 10,000 points per activation, while ramps provide 5,000 to 50,000 points for successful traversals, frequently lighting subsequent features or multipliers. These increments reflect mechanical or electronic relays triggering score advances, with EM-era games using score motors to pulse increments in units of 1,000 or 10,000. Multipliers enhance base scores through combo sequences or end-of-ball bonuses, where hitting lit shots in order doubles or triples subsequent points, often up to 7x or higher in solid-state designs. For instance, bonus multipliers accumulate via specific targets or orbits, multiplying a held bonus value (built from playfield hits) at ball end, with values like 5x advancing per qualifying shot. Shot-specific multipliers, common in digital-era games, apply to designated ramps or lanes, escalating scores exponentially during timed windows or progressions. Special awards include extra balls (EB), replays, or lit "" triggered by accumulating hits on designated targets or reaching thresholds, such as 100,000 points in early EM titles for a replay or EB light. Multiball modes, activated by locking balls in specific saucers or ramps (e.g., two locks for multiball), introduce multiple balls for simultaneous scoring, with jackpots—often 250,000 to 1,000,000 points—lit via high-speed shots and collected at central posts or orbits. Super jackpots or doubles further multiply these during extended play, requiring mode-specific qualifiers like bumper flurries. Wizard modes represent pinnacle scoring challenges, unlocked after completing layered objectives across multiple balls, yielding unlimited or high-value multiballs with escalating jackpots. In games like productions from the 2010s onward, these modes demand sequential task mastery, such as artifact collection for seven-ball multiball where shots scale by collected multipliers. Mid-game variants end upon completion, while end-game types persist until drain, often featuring doubled scoring across all elements. Scoring evolved from mechanical score reels in pre-1970s EM machines, which tallied points via cam-driven switches and limited complexity to fixed themes like add-a-ball or free games, to solid-state systems in 1979 that introduced programmable logic for dynamic multipliers and modes. Digital displays from the 1980s replaced reels with numeric LCDs or dot-matrix screens by 1990, enabling real-time animations, variable scoring, and software-tied wizard progressions in 2020s titles, where code tracks states like jackpot qualifiers across sessions. This shift allowed for verifiable high scores via audited electronics, reducing disputes over mechanical failures.

Player Techniques and Strategies

Advanced pinball players develop techniques to exert precise control over trajectories, prioritizing to extend playtime and access high-scoring modes. Nudging entails subtle cabinet movements to redirect the away from drains or toward desirable targets, executed with minimal force to avoid activating the tilt sensor, which forfeits the current . This method demands sensory attunement to the machine's physics, allowing interventions during critical moments such as outlane threats. Flipper-based strategies include , where the ball is cradled stationary on the flipper tip for targeted shots, and dead flips, involving a timed raise without to let momentum carry the ball across the playfield or to the opposite flipper. extends this control by sequentially flipping to guide the ball over post to the other flipper, facilitating setups for ramps or multipliers without risking uncontrolled drains. These maneuvers enable players to chain shots methodically, such as positioning for multiball entry, where multiple balls amplify scoring through repeated jackpot collections. Competitive data underscores technique's causal role in outcomes, as top International Flipper Pinball Association (IFPA) ranked players achieve sustained high placements across diverse tournaments, with World Pinball Player Ranking (WPPR) algorithms weighting results to reflect skill consistency over variance. For instance, leaders like Jason Zahler hold elevated WPPR points from multiple victories, including the IFPA World Pinball Championship, where scores diverge markedly by proficiency rather than isolated lucky runs. Such patterns refute luck's dominance, as repeated top finishes—evident in players accumulating points from dozens of events—correlate directly with refined execution of nudges, passes, and mode progressions. While these strategies reward extensive and machine familiarity, they carry risks: over-nudging incurs tilt penalties, nullifying gains, and demand active engagement versus passive , potentially frustrating novices but yielding exponential score improvements for proficient users. In tournaments, this skill differential manifests in stratified outcomes, with experts leveraging techniques to convert variable ball paths into predictable high-value sequences.

Manufacturing and Technological Processes

Evolution of Production Techniques

In the early decades of pinball manufacturing, machines were predominantly hand-assembled by skilled workers, involving manual fabrication of wooden cabinets, playfields, and mechanical components, as exemplified by the first coin-operated models like the 1931 Whiffle Board produced by Automatic Industries. This labor-intensive process limited output to small batches, with electro-mechanical (EM) games from the 1930s relying on wired relays and solenoids installed by hand to enable scoring and features. Post-World War II demand spurred scalability, leading major firms like —dominant in the —to adopt factory-based assembly lines that standardized parts and sequenced tasks for efficiency, enabling production of thousands of units per model annually without full automation. These lines emphasized cost reduction through repetitive manual workflows, causal to the industry's expansion amid legalized operations in many U.S. locales, though reliant on human precision for wiring and alignment until solid-state shifts in the 1970s. Material evolution favored durability and uniformity: traditional gave way to for cabinets and playfields by mid-century, with modern iterations incorporating medium-density (MDF) composites for lighter, warp-resistant structures in boutique builds. Artwork application transitioned from multi-layer silk-screen printing on wood and —standard for vibrant, durable playfield and backglass graphics in EM and early solid-state eras—to digital UV and inkjet methods in contemporary and custom production, reducing setup costs and enabling on-demand variability. Precision fabrication advanced with computer numerical control (CNC) routing for playfields, supplanting manual milling by the 1990s to achieve exact tolerances in cutouts, ramps, and features, as utilized in small-batch runs by firms like Spooky Pinball, which in 2025 produced limited-edition titles such as variants through integrated CNC and digital workflows. This shift supports boutique efficiency, yielding 500-1,000 units per release versus historical mass outputs, driven by demands rather than broad-scale automation.

Key Components like Solenoids and Electronics

Solenoids in pinball machines are electromagnetic coils that generate mechanical force to actuate playfield features such as flippers, pop bumpers, and slingshots. These devices consist of a coil wound around a movable , energized by electrical current to produce . In electromechanical (EM) machines, solenoids operated on (AC) typically at 50-60 volts, while solid-state (SS) machines shifted to (DC) at around 48 volts for precise control via transistors. Flipper solenoids feature dual windings: a low-resistance power stroke coil (approximately 4-6 ohms) for initial high-force actuation, drawing 8-12 amperes and peaking at 400-600 watts for brief pulses, paired with a higher-resistance hold coil (around 100-200 ohms) for sustained positioning at lower power. Pop bumper and slingshot solenoids use single windings with higher resistance, such as 10 ohms for a 26-1200 coil, resulting in about 4.8 amperes and 230 watts peak at 48 volts DC. Electronics in pinball machines evolved from mechanical relay logic in EM designs, where relays served as switches and logic gates to sequence scoring, lighting, and solenoid firing through interconnected circuits. This system relied on physical contacts that could arc and wear over time. The transition to SS electronics began in the late 1970s, replacing relays with transistors acting as solid-state relays and introducing microprocessors for centralized control, enabling complex rulesets and diagnostics. Microcontrollers, such as those in Williams System 3-7 (introduced 1979), handle switch inputs, solenoid drivers via Darlington transistors, and display outputs, with printed circuit boards (PCBs) integrating logic for features like non-volatile memory and error logging. SS designs incorporate self-diagnostic modes to test coils, switches, and lamps, alerting operators to faults via displays or sounds, a capability absent in EM machines. Reliability differs between eras: EM solenoids and relays suffer from mechanical fatigue, with contact pitting leading to intermittent failures after thousands of cycles, though simpler designs allow easier part replacement. electronics reduce moving parts but face issues like overheating from sustained coil draws or degradation over decades, with vintage units often requiring board recapping; modern machines employ automotive-grade components and LED upgrades, extending operational life beyond the original 2-5 year design intent. in recent models improves density but complicates field repairs compared to through-hole vintage boards.

Custom, Boutique, and Homebrew Machines

Boutique pinball manufacturers produce limited-run machines emphasizing premium materials, innovative mechanics, and licensed themes for collectors, diverging from mass-market volumes. Jersey Jack Pinball debuted with in April 2013, incorporating features like a mechanical flying monkey and color , with production emphasizing quality over quantity in runs often under 5,000 units per title. Subsequent limited editions, such as the 75th Anniversary model priced at $9,000 and shipping from August 2014, underscored the model's appeal through added custom artwork and components. Other firms like Spooky Pinball, operating from Benton, Wisconsin, focus on original themes with boutique-scale output, exemplified by games featuring modular upgrades for home operators. Homebrew production empowers individuals to fabricate custom machines via DIY kits and open-source designs, facilitated by accessible fabrication tools. Kits from suppliers like Pinball include essentials such as flippers, pop bumpers, and wiring harnesses, enabling assembly of a basic flipping playfield in hours for under $1,000 in components. Communities leverage , CNC routing, and —widely available since the mid-2010s—to prototype playfields and enclosures, reducing reliance on commercial suppliers while allowing theme personalization. Modular systems like Multimorphic's P3 platform, launched in the , enhance homebrew and boutique flexibility by pairing a fixed cabinet with swappable playfield modules that integrate physical interactives, LCD graphics, and software for multiple on one hardware base. Modules such as Final Resistance or Cannon Lagoon support dynamic ball tracking and up to dozens of titles, with base machines priced around $8,500 before add-ons. These approaches achieve economic viability through niche targeting and , bypassing high-volume distribution costs amid route operators' contraction. Campaigns like Wonderland Amusements' Alice Goes to Wonderland raised over $500,000 in 24 hours in March 2025, funding mechanical prototypes under $1,000 retail via backer pre-orders. Similarly, earlier efforts like in 2014 secured $104,050 for custom electronics and integration, demonstrating sustained demand from enthusiasts willing to pay premiums for exclusivity over standardized output.

Regulatory History and Controversies

Associations with Gambling

In the early 1930s, coin-operated pinball machines emerged in two primary variants: free-play models that awarded replays or credits for high scores without direct monetary payouts, and payout machines that dispensed cash, tokens, or prizes based on outcomes. Payout variants, such as the 1933 Bally Rocket, which paid coins for balls landing in specific pockets, were predominantly games of chance due to the absence of player-controlled mechanisms like flippers, with ball paths determined largely by gravity and playfield obstacles. These machines generated revenue through fixed odds favoring operators, akin to slot machines, and became intertwined with organized crime syndicates in cities like Chicago—a manufacturing hub where 90% of units originated—who controlled distribution, collected kickbacks, and used them for money laundering or as fronts for illegal betting operations. The causal dominance of chance in pre-flipper payout machines stemmed from minimal player agency—typically limited to plunger force and timing—resulting in outcomes where skilled aiming yielded only marginal advantages over random play, often less than 10-20% variance in scores per empirical tests on period equipment. This structure mirrored devices, with operators setting payout ratios to ensure profitability, but free-play variants decoupled monetary risk by substituting replays for cash, diluting direct incentives while still inviting scrutiny for indirect wagering on score outcomes. By the mid-1930s, manufacturers like Bally and Keeney produced both types, with payout models comprising a significant portion of illicit arcade revenue, though their proliferation was not universal across all pinball deployments. The 1947 introduction of player-operated flippers on Gottlieb's shifted dynamics, enabling active ball nudging and multiball strategies that elevated 's role, with proficient players achieving 2-5 times more replays per credit than novices through precise timing and positioning—empirical from playfield simulations showing accounting for up to 70% of score variance post-flippers, versus under 30% pre-flippers. This transition empirically undermined blanket labels, as house advantages in skilled free-play modes approximated arcade norms (effective retention rates of 10-20% of plays via unclaimed replays) rather than the fixed 5-15% edges of pure-chance slots, highlighting how conflating all pinball with overlooked variant-specific mechanics and operator practices. Payout practices waned by the mid-1950s amid enforcement, further distinguishing modern -based iterations from early chance-heavy models. In the early 1940s, several major U.S. cities imposed outright bans on pinball machines, driven by concerns over their potential to foster and undermine public morality. enacted its prohibition on January 21, 1942, after Mayor spearheaded a crusade against the machines, ordering police raids that seized over 2,000 units on the first day alone. La Guardia personally wielded a sledgehammer to demolish confiscated devices in a public spectacle, denouncing pinball as a "form of " that preyed on youth and contributed to idleness and vice, with wreckage dumped into the . The ban endured for 34 years until 1976, reflecting a broader paternalistic regulatory impulse prioritizing perceived societal protection over individual recreational choice. Comparable prohibitions swept other urban centers amid similar moral panics. In , authorities effectively outlawed pinball from the late 1930s, with the Illinois declaring machines "pernicious and dangerous" in 1937, leading to sustained enforcement through the 1970s that included seizures and fines for operators. voters approved a ban via in 1939, upheld by local ordinances that criminalized possession and play until a reversal in 1974. These measures were justified by claims that pinball encouraged , , and moral decay among adolescents, despite lacking empirical studies linking the game directly to increased delinquency rates; proponents invoked anecdotal fears of youth wasting quarters and time in arcades, echoing Progressive-era anxieties about urban amusements. Legal challenges to these bans often faltered in early decades, as courts deferred to municipal judgments on public welfare. A 1942 New York ruling classified pinball as an unlawful device, enabling aggressive enforcement, while similar judicial deference in and sustained prohibitions despite operators' arguments emphasizing the game's elements post-1947 flipper innovations. Such outcomes underscored tensions between regulatory overreach and evidence of player agency, as bans ignored demonstrations that proficient play relied on dexterity rather than pure chance. Despite rigorous crackdowns, pinball persisted through underground networks, evidencing resilient demand and the limits of coercive . In New York, machines relocated to illicit venues like backrooms in and , including adult bookstores, where operators evaded raids via hidden installations and informal distribution. Black-market operations in banned cities generated ongoing revenue, with thousands of units circulating covertly, illustrating how suppressed recreations adapted rather than vanished, much like prior alcohol prohibitions. This clandestine endurance highlighted the disconnect between official moral narratives and actual public behavior, as no comprehensive data showed bans reducing youth issues but rather driving activity into unregulated shadows.

Overturn of Prohibitions and Skill-Based Defenses

In the , legal challenges to pinball prohibitions shifted focus to empirical demonstrations and judicial assessments that flipper-equipped machines required skill predominating over chance, distinguishing them from earlier bagatelle-style games classified as devices. Courts evaluated player control via flippers—introduced commercially in —as evidence that outcomes depended materially on technique rather than random plunges, overturning blanket bans rooted in moralistic anti- statutes. California's set a key in Cossack v. City of on June 21, 1974, ruling that tested pinball machines were predominantly skill-based, invalidating Los Angeles's ordinance prohibiting them as gambling apparatuses and prompting similar reevaluations elsewhere. The decision emphasized trial court findings of player agency in ball trajectory and scoring, rejecting claims of inherent chance dominance despite probabilistic elements like bumpers. New York City's 34-year ban, enforced since January 21, 1942, ended after a April 2, 1976, City Council hearing where enthusiast Roger Sharpe provided a controlled demonstration on a machine, announcing and executing a ball path into a specific target lane to illustrate skill over luck. This testimony, supported by the Amusement and Music Operators Association, led the council to repeal the prohibition on May 20, 1976, halting seizures and affirming pinball's non-gambling status under local law. These rulings catalyzed state-by-state lifts through the early 1980s, with courts in jurisdictions like and others applying skill-preponderance tests to validate flipper games, eliminating widespread enforcement by the decade's end and enabling unrestricted commercial operations in arcades. No federal or broad state-level bans persist today, reflecting judicial prioritization of verifiable mechanics over prior unsubstantiated associations with .

Cultural and Economic Impact

Pinball gained prominence in rock music through The Who's 1969 album Tommy, where the track "Pinball Wizard" depicts the game as a domain of prodigious skill, with the protagonist—a boy rendered deaf, mute, and blind—attaining wizard-like proficiency that symbolizes triumph over adversity. This portrayal contrasts addiction narratives by framing pinball as a redemptive pursuit requiring precision and strategy, elevating it to mythic status in countercultural lore. The 1975 film adaptation of Tommy, directed by , further dramatizes this in a championship sequence where protagonist Tommy defeats the reigning "" (played by ), backed by The Who, underscoring pinball's role in personal awakening and public acclaim amid the story's themes of excess. Such depictions glorify the game's mechanical ingenuity and player dexterity, influencing perceptions of pinball as a test of human ingenuity rather than mere chance. In contrast, pinball often appears in films and television as a prop in disreputable venues like bars and truck stops, signaling characters' involvement in , idleness, or social marginality; for instance, machines feature in scenes of (1975) and (1989) to evoke gritty underbellies. This recurrent trope perpetuates early 20th-century associations with dens, despite post-1947 flipper innovations emphasizing skill over luck, thereby stigmatizing the pastime as a gateway to moral decay. Television episodes similarly deploy pinball machines in over 620 documented instances across series like and , typically in recreational or familial contexts that blend with undertones of compulsion, reinforcing stereotypes of obsessive play without acknowledging competitive proficiency. Scholarly case studies highlight rare but vivid media echoes of pinball fixation, such as a 1992 report of a player meeting adapted DSM criteria for through excessive sessions, though broader cultural narratives exaggerate such pathologies over empirical evidence of moderated engagement. Literature and additional songs evoke pinball metaphorically for entrapment or fleeting highs, as in Brian Protheroe's 1974 single "Pinball," which likens daily drudgery to bouncing aimlessly between bumpers, critiquing modern alienation while nodding to the game's hypnotic rhythm. These varied representations oscillate between iconizing pinball as a bastion of analog mastery and decrying it via outdated calumnies, reflecting media's selective amplification of over verifiable skill dynamics.

Competitive Tournaments and Community

The International Flipper Pinball Association (IFPA) serves as the primary sanctioning body for competitive pinball, maintaining global player rankings updated after each endorsed event and facilitating structured tournaments that emphasize verifiable performance metrics. The IFPA World Pinball Championship, its flagship event, commenced in 2006 and reached its 20th iteration in June 2025, hosted in with qualification primarily via rankings, limited exemptions, and a field underscoring the depth of international contenders. Empirical data from IFPA records indicate substantial growth in participation, with 36,210 players competing in sanctioned events during 2025 alone, surpassing prior years and evidencing a sustained expansion driven by accessible local venues and scoring consistency rather than sporadic hype. By 2024, over competitive events had occurred worldwide, reflecting a post-regulatory revival where skill-based play has proliferated unchecked by historical bans. Tournament formats prioritize match-play systems, grouping players for simultaneous games on identical machines, with points allocated by relative finishing positions—typically 7 for first, 5 for second, 3 for third, and 1 for fourth in four-player matches—to reward strategic and consistency across diverse table layouts over raw scoring volume. Regional leagues, such as the Free State Pinball Association's ongoing series, adopt these mechanics for weekly or monthly rounds, enabling participants to hone tactics through repeated exposure to machine-specific challenges like ramp navigation and multiball timing. The pinball community sustains this ecosystem via dedicated online platforms like Pinside.com, where forums host thousands of threads on strategies, setups, and event recaps, fostering skill exchange and organization without reliance on centralized oversight. In-person gatherings at leagues and majors further promote unhindered knowledge transfer, as players dissect replays and adjust approaches empirically, contributing to the causal chain of improved proficiency and broader engagement.

Industry Economics and Market Dynamics

The global pinball machines market reached a valuation of USD 1.36 billion in 2025, propelled by a post-2020 resurgence fueled by among and millennial consumers, alongside the expansion of barcades combining alcohol service with arcade gaming. This revival has shifted demand toward home ownership, with enthusiasts increasingly acquiring machines for private collections amid rising interest in tactile, skill-based entertainment over digital alternatives. Stern Pinball maintains volume leadership as the dominant manufacturer, producing the majority of new commercial and consumer units through licensed titles and efficient scaling, a position it has held since the early 2000s. In contrast, boutique producers such as Spooky Pinball and American Pinball target niche segments with limited-run, custom-themed machines priced at $8,000 or more per unit, emphasizing artisanal design and exclusivity over mass output. These premium models yield high margins—estimated at 35-40% for mid-tier variants—due to low-volume production and fervent collector demand, though they represent a fraction of overall units sold compared to 's broader catalog. Market dynamics favor incumbents with substantial , including multimillion-dollar development costs for prototyping, licensing , and short production runs that amplify risk for newcomers. Collectible vintage and limited-edition machines have appreciated to values rivaling or luxury watches, with rare models fetching over $50,000 at based on condition, scarcity, and cultural . This asset-like appreciation sustains secondary market but reinforces consolidation among established firms, as supply remains constrained relative to growing enthusiast demand.

Video Game Simulations and Virtual Pinball

Digital pinball simulations emerged in the early 1990s with PC titles like (1992), which featured multiple themed tables and basic physics modeling using 2D graphics and rudimentary ball trajectories. Other notable examples included Pro Pinball series entries starting in 1995, praised for their fast-paced gameplay and multi-level designs that approximated physical ramps and bumpers through software-based . These early games prioritized arcade-style scoring over precise replication of real-world , often simplifying and to suit limited computational power, resulting in ball behaviors that diverged from actual electromechanical dynamics. Modern simulations advanced with titles like the Pinball FX series, rebooted in 2023 using 4 for enhanced physics simulation, including variable ball speeds and flipper response calibrated to mimic licensed Williams and Bally tables. The engine supports "realistic" modes with adjustable difficulty, though player feedback highlights inconsistencies in flipper impact and ball spin compared to physical machines, where and create unpredictable yet causal interactions absent in code-driven approximations. By the , these simulations integrated ray-traced lighting and particle effects for visual fidelity, but core limitations persist in replicating tactile , such as the inertial feedback from a real ball colliding with playfield components. Virtual pinball hardware, exemplified by AtGames' Legends Pinball HD released in the early 2020s, combines LCD displays with software-emulated tables, offering over 20 built-in recreations and expandable packs. In 2025, AtGames announced 26 new tables for Legends HD and 4K models, including licensed themes like Tomb Raider and Star Wars, downloadable via online connectivity to simulate multi-player scoring without physical wear. While haptic feedback systems attempt to bridge gaps through vibrations simulating slingshot rebounds, they fall short of physical machines' nuanced resistance and tilt detection, often rendering nudging ineffective due to absent gravitational subtlety. Nonetheless, digital formats enhance accessibility by reducing space requirements, lowering costs to under $1,000 for full cabinets, and enabling adaptive controls for mobility-impaired players, broadening participation beyond traditional arcade constraints.

Integration with Modern Technology

Modern pinball machines and retrofits increasingly incorporate (VR) for hybrid physical-digital experiences, with early adaptations appearing in the mid-2010s using headsets to simulate immersive playfields. Titles like Pinball FX2 VR, released for Rift in 2016, enable players to view tables from dynamic angles, mimicking leaning over a physical cabinet while preserving core flipper mechanics through controller inputs calibrated to real-world gestures. Subsequent updates, such as Pinball FX VR for Meta Quest platforms in 2025, integrate mixed reality modes that blend VR immersion with passthrough camera feeds, allowing overlaid digital enhancements on physical spaces without fully replacing hardware tables. These adaptations empirically enhance spatial awareness of ball trajectories, as headset tracking reduces blind shots compared to traditional overhead views, though they require precise calibration to avoid motion-induced errors in flipper timing. Augmented reality (AR) hybrids extend this by projecting digital overlays onto physical machines, as seen in custom AR apps developed since 2023 for analyzing shot paths and features in real-time via smartphone cameras. For instance, AR modes in Pinball FX VR demonstrate table elements like ramps and targets superimposed on actual environments, facilitating skill training by visualizing optimal angles without altering the tactile ball roll. Such integrations, tested in homebrew setups like Lin's AR Pinball platform, improve mechanical comprehension—e.g., ramp entry success rates rising 15-20% in user trials—by decoupling visual feedback from physical constraints, though they demand stable device tracking to prevent misalignment during play. Hardware add-ons further bridge analog and digital eras, with app-controlled systems like Stern Pinball's Insider Connected platform, launched on August 26, 2021, connecting machines via for remote score logging, achievement unlocks, and multiplayer leaderboards accessible through and Android apps. These enable empirical tracking of play data, such as global high scores on titles like , fostering community-driven refinements to machine tuning. LED upgrades for vintage units, available as drop-in kits since the early 2010s, replace incandescent bulbs with low-heat alternatives drawing 0.03A per bulb at 6V, enhancing playfield illumination by up to 70 lumens per socket while cutting power draw and extending component life. While these technologies augment core mechanics—e.g., VR/AR reducing novice error rates in multiball sequencing by providing persistent visual cues—critics note potential dilution of tactile skill development, as virtual proxies lack the kinesthetic feedback of physical ball impacts and force, leading to poorer transfer of proficiency to real tables per player surveys. Empirical data from VR implementations, however, indicate expanded audiences, with Pinball FX VR reviews citing doubled session lengths among non-traditional players due to customizable immersion, drawing in demographics less inclined toward arcade visits. This counters physical barriers like machine , though sustained engagement hinges on hybrid to avoid over-reliance on digital aids that bypass skill-building friction inherent to electromechanical play.

Projections for Growth and Innovation

The global pinball machines market is forecasted to expand from USD 1.36 billion in 2025 to USD 2.76 billion by 2035, reflecting a (CAGR) of 6.7%, driven primarily by sustained demand in niche entertainment segments rather than broad mainstream adoption. Boutique manufacturers, such as Spooky Pinball and Jersey Jack, are contributing to this trajectory through targeted expansions, including multiple new title releases in 2025 like Multimorphic's Portal and Turner Pinball's Merlin's Arcade, which emphasize limited-edition runs appealing to collectors and operators. These developments counter perceptions of stagnation, as 2024 production data indicates over 5,000 units shipped by major players like Pinball alone, underscoring resilient sales volumes amid economic pressures. Persistent challenges temper these projections, including elevated manufacturing and maintenance costs that constrain , alongside from lower-barrier digital gaming formats and , which offer scalable virtual experiences without physical infrastructure demands. vulnerabilities, exacerbated by reliance on specialized components for electromechanical features, further heighten operational risks for smaller boutique firms, potentially limiting output during global disruptions. Exploratory integration of in design processes—such as generative tools for artwork or layout optimization—has surfaced in industry discussions and prototypes, though practical adoption remains nascent and unproven at scale, with no verified instances of AI-driven rule sets influencing commercial releases as of 2025. Opportunities lie in the home entertainment and (VR) markets, where hybrid digital-physical simulations enable broader accessibility; virtual pinball adoption is anticipated to accelerate through 2026 via VR hardware advancements and haptic feedback enhancements, potentially capturing casual players deterred by full-size machine costs exceeding USD 8,000. This convergence supports a sustained niche for pinball, rooted in its tactile skill-based mechanics that differentiate it from purely algorithmic , as evidenced by steady collector-driven sales rather than precipitous declines reported in some analyses. Overall, causal factors like enduring appeal to demographics valuing physical interaction—Gen X and —position the industry for modest, data-backed persistence over speculative booms.

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