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- From: keefer@access5.digex.net (Keith Johnson)
- Newsgroups: rec.games.pinball,news.answers,rec.answers
- Subject: general pinball Frequently Asked Questions -- The rec.games.pinball DynaFAQ v5.0
- Followup-To: poster
- Date: 5 Sep 1997 02:15:47 -0400
- Organization: DIGgin' up EXcuses
- Lines: 2025
- Approved: news-answers-request@MIT.Edu
- Distribution: world
- Expires: 1 month
- Message-ID: <keefer.873439967@access5>
- NNTP-Posting-Host: access5.digex.net
- Summary: This monthly posting contains a list of frequently asked
- questions (and answers) about the game of pinball and the
- newsgroup rec.games.pinball. It should be read by all who wish
- to post to rec.games.pinball before posting.
- X-Header-Virus: Add me and join the fun. :)
- Xref: senator-bedfellow.mit.edu rec.games.pinball:96624 news.answers:112008 rec.answers:33874
-
- Archive-name: games/pinball/general
- Last-modified: 1997/9/4
- Version: 5.0
- Frequency: monthly
-
- The rec.games.pinball Dyna-FAQ
- ==============================
-
- Originated by Keith Johnson <keefer@access.digex.net>
- and Kevin Martin <sigma@mcs.com>
-
- Maintained by: Keith Johnson <keefer@access.digex.net>
-
- Version 5.0 - 04-Sep-97
-
- [ObLegalStuff]
- This guide is Copyright (c) 1995-1997 by Keith P. Johnson. Permission is
- granted to freely distribute this guide in any manner. You may also make any
- changes you wish, provided credit to those whose names appear in the DFAQ
- "Hallowed List of Contributors" as well as this notice are included in the
- new distribution and the new distribution remains FREE OF CHARGE. Use of
- this guide in any other manner without my permission is strictly prohibited.
-
- What does this mean for you, the consumer? Well, it basically means that you
- can't go off and write a book and include this DFAQ in it without asking me
- first. Not that you'd do that anyway... :)
-
- Any changes, suggestions, flames, or comments are welcomed. Mail them to the
- address given above for the maintainer. Any information that is sent to me
- by email or by posting on rgp or elsewhere becomes my property and fair game
- for inclusion in the DynaFAQ unless you explicitly state otherwise at the
- time the information is released. All contributions are of course noted at
- appropiate places and at the end of the document.
-
-
- Finding the DFAQ
- ----------------
-
- If for some reason you possess a copy of the DFAQ that is more than one month
- old, you may get the latest version from a variety of sources. You should
- try (in this order):
-
- 1. Posted in rec.games.pinball, rec.answers, or news.answers (posting date
- is the 15th of the month, usually).
- 2. Via FTP from the Pinball Archive (see question 1.1).
- 3. Via WWW from the Pinball Archive (HTML version) or the Pinball Pasture
- (see question 1.9).
- 4. Via FTP from the news.answers archive at rtfm.mit.edu. (This would
- probably be located at
- /pub/usenet-by-group/news.answers/games/pinball/general.)
-
- And, as a final, FINAL resort:
-
- 5. Email me (nicely).
-
-
- General Guidelines for rec.games.pinball
- ----------------------------------------
-
- rgp is meant for, well, pinball, so discussion of video games is highly
- discouraged! However, comparisons of pinball to video games are inevitable,
- and do come up fairly often. This is generally accepted. Every post to rgp
- should have *something* to do with pinball, though, be it real pinball,
- pinball vs. video games, or video pinball "simulations". (See question 1.7
- for ObPinballs.)
-
- I think you'll find that in general rgp is one of the friendliest groups on
- Usenet. Flame wars rarely break out, and when they do, it's generally
- because one person was either flame baiting, obviously wrong, or generally
- making a spectacle of him/herself. Therefore, before you reach out and flame
- someone, sit back, think about it a little bit, and question whether the
- original post really deserves a response or whether you really need to flame
- the person to get your point across.
-
- "Netiquette" is very important, no matter how stupid the name sounds. If you
- are new to Usenet in general, then you should check out groups such as
- news.announce.newusers which often get helpful hints and guides and FAQs for
- posting to newsgroups and treating others on Usenet posted to it. Most of
- this stuff is common sense and courtesy, so if you can exercise that, you'll
- be in good shape. Among the finer points:
-
- A) Treat the people in the newsgroup as if you were talking to them in front
- of their face. The computer screen provides a nice shield from reality,
- but tens, if not hundreds, of thousands of other people are reading your
- words. You are essentially standing up in a crowded auditorium and giving
- a speech to them.
-
- B) If you are disagreeing with someone, try to keep it civil. (Refer to
- point A.) It is very frowned upon to pick on someone's spelling or
- grammer because generally people are moving along pretty quickly and not
- picking up every little thing that might be wrong. If people spent 30
- minutes carefully thinking about every post they wrote, nothing would ever
- get done. :) Also, there are a lot of people around that didn't take
- English as a first language.
-
- C) Don't ask a question that's covered in this DFAQ. If you have a question
- about the answer or the info in the DFAQ, then you can ask about it.
-
- D) Make sure your post is somewhat worthwhile. Posting messages where all
- you say is "me too" makes you look really bad, and gains nothing for
- anyone. The same goes for quoting entire articles then adding like 1 line
- to it.
-
- E) This is kind of a personal peeve, but others may feel the same way: If
- you include a line in your post that says something like "Please email as
- I don't get to read this group often," then I don't have the time to
- respond to your question.
-
- F) NEVER post private email that someone has mailed you. Aside from being
- incredibly bad manners, thanks to Lawyermania it could potentially get you
- in trouble. It's OK if you get permission first, but otherwise, don't do
- it.
-
-
- Introduction
- ------------
-
- The purpose of this DFAQ is to provide an up-to-date list of questions and
- their answers for the rec.games.pinball newsgroup. The current official FAQ
- for the newsgroup deals primarily with maintaining and finding/buying your
- own pinball machines. The FAQ is a valuable guide for this kind of
- information, and if that is the kind of information you really need, read
- that. Its maintainer is Andy Oakland <sao@athena.mit.edu>. This DFAQ tries
- to reflect the current goings-on and trends of the newsgroup and pinball in
- general, as well as the interesting past. Finally, and perhaps most
- important, we hope to provide some factual and interesting reading for anyone
- who enjoys pinball or wants to learn more about it.
-
- This DFAQ is set up so that if you want the answer to a specific question in
- the Index of Questions, you can use your favorite editor or pager to locate
- the question quickly by searching for:
-
- >>(section #).(question #)
-
- So if you want the answer to question 4 in section 0, you'd search for:
-
- >>0.4
-
- You can also just search for >> to find the next question in line. If you
- want to go to a specific section, just search for >># (where # is the section
- you want) and you'll go to the first question in that section. Neat, huh? :)
-
- When referring to files in the pinball archive, just the directory from the
- base pinball directory and the filename are used. For example, if you FTP to
- the pinball.cc.cmu.edu archive, all references to files will assume you are
- already in the directory /pinball.
-
-
- Abbreviations and Glossary
- --------------------------
-
- This is a list of abbreviations commonly used in this DFAQ (as well as the
- newsgroup in general). "Learn it, know it, live it." :)
-
- rgp - rec.games.pinball
- FAQ - Frequently Asked Question(s)
- DFAQ - the Dyna-FAQ (this guide!)
- BTW - by the way
- K - thousand (usually points)
- M - million
- B - billion
- SDTM - straight down the middle
- STDM - I don't know, but it sure shows up in rgp a lot :)
- IMHO - In My Humble Opinion
- PAPA - Professional and Amateur Pinball Association
- IFPA - International Flipper Pinball Association
- AMOA - Amusement & Music Operators Association
- TZ - Twilight Zone
- TAF - The Addams Family
- IJ - Indiana Jones
- JD - Judge Dredd
- JP - Jurassic Park
- LAH - Last Action Hero
- SF2 - Street Fighter II
- SMB - Super Mario Bros.
- ST:TNG - Star Trek: The Next Generation
- CFTBL - Creature From the Black Lagoon
- BK - Black Knight
- BK2K - Black Knight 2000
- LW3 - Lethal Weapon 3
- HS2 - High Speed II: The Getaway
- VUK - Vertical Up-Kicker
- EM - Electro-Mechanical
- SS - Solid State
- AFAIK - As Far As I Know
- FWIW - For What It's Worth
- AKA - also known as
- TOM - Theatre of Magic
-
- [If you feel I've left some important terms out, please let me know.]
-
- pinball(1) - a small ball, usually steel (see question 2.13)
- pinball(2) - a game in which you use skill and luck to bat a pinball around
- a playfield with flippers to score points
- flipper - the things you bat the pinball around with by pushing the buttons
- on the side of the cabinet
- plunger - a stick on the front of the cabinet that you pull back to launch
- the ball into play
- autoplunger - instead of a plunger, there is a solenoid that kicks the ball
- into play for you; it is activated by some kind of button or something on
- the front of the cabinet (usually) where the plunger would've been
- combo plunger - a normal plunger that has a kicker around the plunger rod
- that can also autoplunge balls into play
- trough - where balls are usually stored in the front of the machine when they
- are not being played
- drain(1) - the act of losing the ball in play
- drain(2) - the bottom middle of the playfield where balls go out of play and
- into the trough
- inlane - a lane near the bottom of the playfield that returns the ball to a
- flipper.
- outlane - a lane near the bottom of the playfield that leads to the drain
- slingshot - the triangular things above the flippers which project the ball
- back up the playfield
- bumper - the (usually) circular devices that shoot the ball away from
- themselves (often arranged in triangular positions); also called pop
- bumpers, thumper bumpers, jet bumpers, jets, etc.
- kickback - a device usually located at the corner of an outlane that, when
- activated, shoots the ball back up the outlane and back into play
- tilt - happens when you nudge or move the game too much; often games today
- will give one or more "warnings" before you lose the ball in play
- slam tilt - (see question 3.3)
- ramp - an incline off of the playfield that lifts the ball up to another
- section or transfers it to another place on the playfield via a path above
- the playfield
- habitrail - those wire paths on some games that move the ball from one place
- to another, usually connected by/to ramps; also called wireforms
- orbit - a path on the playfield that forms a half-circle loop; usually the
- entrances are on the extreme left and right sides of the playfield and go
- along the very back of the machine; also called loops (esp. if it's an
- inner shot, e.g. from a side flipper)
- sinkhole - a hole in the playfield that either is shootable and/or kicks
- balls out
- saucer - a small recess in the playfield where a ball can go into and rest
- temporarily and then be kicked back out in a certain direction
- spinner - a device triggered by the ball hitting it and causing it to start
- revolving; the faster or harder the spinner is hit, the more it spins
- special - (see question 2.3)
- skill shot - usually available at the very start of a ball, you have one
- chance or a brief period of time to make a certain shot after you launch
- it
- vari-target - a thin rod with a target on the front of hit that registers how
- hard you hit it
- death save - (see question 3.4)
- bang back - (see question 3.5)
- dead catch - stopping the motion of a ball by dropping the flipper just as
- the ball reaches it; of course, the ball is now on a lowered flipper and
- thus must be shot pretty much right away (aka drop catch)
- live catch - stopping the motion of a ball by flipping such that the flipper
- reaches its highest point just as the ball is also reaching that point; if
- done correctly, the ball neatly rolls down the flipper to a caught
- position
- bounce pass - letting a ball hit the flipper and bounce over to the other one
- (don't flip the flipper the ball is bouncing off of)
-
- There is an entire file in the archive dedicated to abbreviations used in
- rgp. I am about to update it and post it. A pointer to it will appear if
- and when the archive reappears. :)
-
-
- Index of Questions
- ------------------
-
- * = change in answer to question + = new question
-
- PREAMBLE
- . ObLegalStuff
- . Finding the DFAQ
- . General Guidelines for rec.games.pinball
- . Introduction
- . Abbreviations and Glossary
-
- SECTION 1.............................................................On-Line
- 1* Did someone say "pinball archive?"
- 2. I don't have FTP access. Can I get stuff by e-mail?
- 3* Can I read rgp by mail?
- 4* Can I post to rgp by mail?
- 5* Where are the archive mirrors?
- 6. What are brag posts?
- 7. What's an ObPinball?
- 8* Do the manufacturers read rgp?
- 9* Is there any pinball stuff on the World Wide Web?
- 10. Wouldn't it be a great idea to keep binaries of pinball games?
- 11* How about getting together on IRC?
- 12. Why do people put asterisks in game names?
- 13+ Can I read and post to rgp on the web?
-
- SECTION 2.............................................................General
- 1* Who are the manufacturers?
- 2. What is that loud cracking noise?
- 3. What is a special?
- 4. What is a match?
- 5* Do pinball machines have magnets in them?
- 6. Then what causes weird ball movement?
- 7. So the electro-magnetic field...
- 8. What is a beta machine?
- 9. Did I just see a cow in that game?
- 10. Are there cows in _____?
- 11. How much does a machine weigh?
- 12. How much does a machine cost?
- 13. What is the size of a pinball?
- 14. What is the Powerball?
- 15. What is the Power?
- 16. Are there any pinball-related or pinball-specific publications?
- 17. What is the Broadway Arcade?
- 18* What games are current and coming?
-
- SECTION 3.....................................................Playing Pinball
- 1. Is there a good source of information for improving my play?
- 2. How does tilt work, anyway?
- 3. What is a slam tilt?
- 4. What is a death save?
- 5. What is a bang back?
- 6. What are combos?
- 7. What are "Wizard Awards?"
- 8. Is _____ a good score on _____?
- 9. What is "rolling a game over?"
- 10. Why is the replay different from the other day?
- 11. How does the game know when a ball is stuck?
- 12. What does "Press start to adjust replay" mean?
-
- SECTION 4.....................................................Tournament Play
- 1. What are the major leagues?
- 2. What are the major tournaments?
- 3. What are common settings for tournament play?
- 4. What is a "tournament mode?"
- 5. How do tournaments work?
- 6. How can I find out about tournaments?
- 7. Can I start my own league?
- 8. Who are the past tournament winners?
- 9* What is this Rating System posted to rgp?
-
- SECTION 5.............................................................History
- 1. What was the first pinball game?
- 2. OK, then, what was the first game with FLIPPERS in it?
- 3. What are Electro-Mechanical games?
- 4. What are Solid State games?
- 5. What was the first Data East game?
- 6. What was the first Alvin G. & Co. game?
- 7. Aren't Tri-Ball and M-Ball really stupid names for Multiball?
- 8. So why do Gottlieb and Alvin G. machines say Multiball?
- 9. Is there a list of all the pinball games that have been made?
- 10* What manufacturers have died off over the years?
- 11. Do manufacturers from other countries exist?
- 12. Was pinball really banned in New York City?
- 13. Are replays still illegal in New York City?
- 14. What are the most popular games ever?
-
- SECTION 6................................................Technically Speaking
- 1. Can the rules change on the same game?
- 2. So how do I see what ROMs are on my machine?
- 3. What kind of sensors are used in games?
- 4. What happens when the switches break?
- 5. What are those wiry paths called?
- 6. How can the game get harder physically?
- 7. How can the game get harder otherwise?
- 8. How do flippers work?
- 9. Can I tell if anything is wrong with the game BEFORE I play it?
-
- SECTION 7..................................................Specific Game FAQs
- 1. What is the 4-way combo in TAF?
- 2. Why is/isn't there a rubber band in my TZ?
- 3. What are the songs used in CFTBL?
- 4. What is the Vacation Jackpot in Whitewater?
- 5. I just got the flipper bonus in TZ. How did I do it?
- 6. What is the proper way to go in STTNG's Shuttle Simulation?
- 7. What is the Secret Mission in STTNG?
- 8. Why in God's name are there 3 High Score tables in STTNG?
- 9. Are there really secret flipper combinations in games?
-
- SECTION 8.......................................................Video Pinball
- 1. Video pinball???
- 2. How accepted is video pinball?
- 3* So what's available?
- 4. Why shouldn't I buy stuff from Amtex?
-
- SECTION 9.............................................Pinball and Your Health
- 1. Can I really get injured just by playing pinball?
- 2. How can I avoid pinball-related injuries?
- 3. So how do I know if I'm getting CTS?
-
- -----------------------------------------------------------------------------
-
-
- ** Section 1 - On-Line **
- -------------------------
-
- >>1.1 - Did someone say "pinball archive?"
-
- Sure enough. We have our own dedicated rgp pinball archive, maintained by
- Kevin Martin. It can be reached on the WWW at:
-
- URL: http://www.pinball.org/
-
- It can also be reached via FTP at:
-
- Host: ftp.pinball.org
- Directory: /pinball
-
- However, due to many reasons, pinball.org has been non-existent for quite
- awhile. If you stop by, you'll see a message promising it's coming soon,
- really. Keep the faith, it should be there soon. HOWEVER, most of the
- paths given in this document are still valid. So, for example, in question
- 3.4 it gives the file /Binaries/Images/ds_bb.gif. You can convert that to
- http://www.pinball.org/Binaries/Images/ds_bb.gif and retrieve the image. So
- disregard the rest of this question for now, it should be useful again pretty
- soon...
-
- It would be nice for everyone if you would check here first to see if what
- you need is here before posting "Does anyone have rules for _____" messages
- to the Net. If what you want isn't here, then make a request and more than
- likely someone will be able to provide you with something. And in the
- process, it makes the archive even bigger, which makes Kevin happy for a
- couple of days. :)
-
- In general, the WWW interface is much better, especially for beginners.
-
- For FTP access, simply FTP to this site, login as anonymous and send your
- e-mail address as your password, same as any other anon-FTP site.
-
- If you're unfamiliar with FTP, basically what you would type is this:
-
- % ftp ftp.pinball.org
- username: anonymous
- password: (type your email address)
- [some welcome messages appear here]
- ftp>cd /pinball
-
- When here, you should grab the README file which describes the archive and
- its mirrors and provides some helpful information for getting files from the
- archive. Also, the Listing file provides a description of every single file
- currently in the archive. Also, you can get the Latest file if you've been
- here before to get the list of recent changes/additions to the archive. Both
- of these are in the pinball archive root directory. From there, there are a
- lot of other directories such as Rules (which contains all the rules sheets
- written so far). Visit it, it's worth it!
-
- -- Thanks to Dave Stewart <dstewart@eng.umd.edu> for suggestions.
-
- >>1.2 - I don't have FTP access. Can I get stuff by e-mail?
-
- Yes, you can. You can use the FTPmail server provided by DEC. It is not the
- place of the DFAQ to explain how to do it, but I will explain how to get help
- from them. Mail the following message:
-
- To: ftpmail@decwrl.dec.com
- Subject: help
-
- reply keefer@access.digex.net [of course, you'd put YOUR address here]
- help
- quit
-
- That's it! You should get a response within a couple minutes. When you
- get around to requesting stuff by ftpmail, though, it'll take considerably
- longer (at least overnight). Maybe someone will get around to writing a
- guide on getting stuff from the pinball archive via ftpmail. <hint, hint>
-
- >>1.3 - Can I read rgp by mail?
-
- A kind soul (Bill Ung, see address below) has offered to mail off the day's
- articles to anyone who wants them. Basically what you'll get is a
- compressed, uuencoded file of every article posted that day. You can then
- save the mail message, uudecode it, decompress it, then do with it whatever
- you want. Keep in mind, though, that the number of messages per day probably
- averages around 20-30, and during peak periods has hit 60-70 per day. That's
- a lot of disk space!
-
- -- Thanks to Bill Ung <ung@filenet.com>!
- ** See also question 1.13.
-
- >>1.4 - Can I post to rgp by mail?
-
- Currently, one mail-to-news gateway known to exist is news.demon.co.uk.
- So, to post to rgp, you would send your message to:
-
- rec.games.pinball@news.demon.co.uk
-
- There are probably others around. There may even be some kind of FAQ for
- them in news.answers.
-
- -- Thanks to Bill Ung <ung@filenet.com> for information.
- ** See also question 1.13.
-
- >>1.5 - Where are the archive mirrors?
-
- ftp.nl.net <193.78.240.1>: /pub/games/pinball
- ftp.funet.fi <128.214.6.100>: /pub/doc/games/pinball
-
- Generally speaking, the mirrors will not lag behind the original archive by
- more than a day. If you have net access from Europe (or Asia, I guess :) ),
- then more than likely the European mirrors will be a lot faster for you.
-
- Unfortunately, I'm entirely unsure as to the accuracy of this information
- right now...
-
- >>1.6 - What are brag posts?
-
- Just someone telling how well they've done on a game or something they've
- accomplished. Depending on who you ask, they're generally not discouraged.
- They are never flamed, though. Often interesting reading.
-
- >>1.7 - What's an ObPinball?
-
- An ObPinball (or ObPinRef or anything similar) stands for Obligatory Pinball.
- Every post made to rgp should have *something* to do with pinball or close to
- it. When something has strayed way off subject, someone will generally
- include some kind of ObPinball. Otherwise we start getting a lot of "What
- does THIS have to do with pinball??" posts...
-
- >>1.8 - Do the manufacturers read rgp?
-
- You bet they do! Some people who work for them even post on occasion. Most
- of them that do post will do so from chinet.chinet.com or mcs.com. There are
- a few other places, too, but those are the main ones. Don't let this deter
- you from posting a truly objective, honest opinion, though! Both us and them
- will benefit more if people can constructively criticize a game and they can
- get the problems fixed in future games. Don't expect to hear from them
- publically too often, though. And almost never about a current game or
- upcoming ones.
-
- If you do recognize one, try to act nicely towards them... We don't want to
- scare them off. :) Ed Boon (who as you may or may not know is the main
- programmer of Mortal Kombat and the voice of Rudy the dummy in FunHouse)
- posted to rec.games.video.arcade Spring 1993 and was accused of everything
- from being a phony to being a jerk for not giving out secrets about the game,
- etc. etc. Little did they know... Anyway, Ed does not post to rgva anymore
- (can you blame him??). I'd say they lost out on a potentially very valuable
- source of information. We just don't want to see the same thing happen to
- rgp, that's all.
-
- Sometimes you'll see posts from "Uncle Willy." This is the effort of several
- Williams/Bally employees to answer some interesting questions people post to
- them. There is an archive of Uncle Willy posts on the Williams web site at
- <http://www.wms.com/williams/willyworld.html>.
-
- >>1.9 - Is there any pinball stuff on the World Wide Web?
-
- The 2 main places for pinball on the Web are the Pinball Archive (see
- question 1.1) and the Pinball Pasture. The Pasture is run by David Byers
- <byers@lysator.liu.se> and is located at:
-
- http://www.lysator.liu.se/pinball/
-
- To access these, you'll need a WWW client. The main ones are Netscape and
- Mosaic (for Windows, Mac, and X) and Lynx (for regular terminals). Of
- course, it's much cooler with Mosaic or Netscape (esp. Netscape), because
- with Lynx you can't see the pictures or animations (yes, there are
- animations there too...).
-
- Other Web sites:
-
- http://www.wms.com/
-
- A new site (as of March, 1996) run by Williams itself.
-
- In the absence of the Pinball Archive, a couple of rulesheet archives have
- popped up recently:
-
- http://pilot.msu.edu/~mccannr1/
- http://www.mindspring.com/~rosco29/pinball.htm
-
- >>1.10 - Wouldn't it be a great idea to keep binaries of pinball games?
-
- Yep. Unfortunately, we can't. The reason is, quite simply, our old friend
- the Copyright. The manufacturers' lawyers won't allow any storage for public
- access of anything having to do with their games. This includes scans of
- playfields and the promotional flyers they give out to advertise their games!
- So why is this the case? Basically, we have too many lawyers in the USA.
-
- Seriously, the reason that has been regurgitated by the manufacturers is that
- they don't want any distribution of their copyrighted material that isn't
- under their control. So why don't they start something that IS under their
- control? Good question.
-
- This has been brought up a number of times, so you really shouldn't consider
- bringing it up again. We are serious. Do *NOT* ever post binaries to rgp.
- It's a bad, *bad*, BAD, *BAD* idea. The main reason is because it is not a
- binaries group and many people who get their newsfeeds via modems, UUCP, and
- all that other good stuff rely on this fact so that they don't get bogged
- down with a sudden 750K of stuff on a group that rarely gets over 40K a day.
- If you really *must* post something because not even I will keep it for
- public FTP for awhile, post it to alt.binaries.misc or something like that
- and post a pointer of it in rgp.
-
- With the Archive's move to CMU, Kevin has added a binaries subdirectory, but
- it mostly contains demos of computer pins and images.
-
- >>1.11 - How about getting together on IRC?
-
- IRC is almost always active. The "scheduled" time is Sunday nights at 9
- Eastern Time. This translates into 2AM for England, 3AM for Sweden, and 4AM
- in Finland. You can of course use a table and find out what this is for your
- local time. The channel, of course, is #pinball. However, we have our own
- server, irc.citenet.net. If you connect to #pinball on "regular" IRC (i.e.
- EFNET or one of the others), it is likely not many people will be on there if
- any. Having our own server keeps the conversation much more reliable since
- we don't really have to worry about netsplits and the like.
-
- If you don't know what IRC is, or don't know how to access it, then check out
- the alt.irc FAQ. If you don't get alt.irc, then hopefully they also have
- gotten it on rtfm.mit.edu by now (the news.answers holding-place). Also, if
- that fails, try alt.answers and news.answers.
-
- The preferred IRC access program that most of us use (for Win16 and Win32) is
- mIRC. Check <http://www.mirc.co.uk/>.
-
- >>1.12 - Why do people put asterisks in game names?
-
- This process (which has become coined as "disemvowelment" or a couple other
- catchy phrases) is used for a game that someone thinks is just plain
- amazingly bad. Any vowel in the game's name is taken out and replaced with a
- "*". It was started with Dr*c*l* and has become a regular part of rgp ever
- since.
-
- The rationale behind the system is this: When people want to swear but don't
- want to be harsh or offend people, they generally write those words with a
- "*" in the word (e.g. sh*t). This procedure was adopted because the game is
- so bad, it is sometimes considered an offense to acknowledge its existence or
- to say it out loud, hence the "*"s in the name. :) OK, it's not really
- offensive, but you get the idea.
-
- >>1.13 - Can I read and post to rgp on the web?
-
- Yup. In case you didn't know, there's this nifty site at
- <http://www.dejanews.com> which has posts from the last couple years. It
- archives posts automatically, but they do honor a "X-No-Archive: Yes" header
- if you put it in your posts. You'll have to check with your news posting
- software about setting that if you wish.
-
- The Pinball Archive used to also have rgp reading and searching facilities.
- We'll see if this makes a return or not.
-
-
- ** Section 2 - General **
- -------------------------
-
- >>2.1 - Who are the pinball manufacturers?
-
- Currently, there are Williams (who owns Bally/Midway and also uses this name
- to manufacture pins, effectively giving the same company 2 pins on the
- assembly line at once) and Sega (who bought Data East). If for some reason
- you'd like to contact one of these companies, their addresses are given in
- the FAQ.
-
- >>2.2 - What is that loud cracking noise?
-
- That is the sound of a solenoid banging the side of the pinball cabinet.
- Well, not always the side of the cabinet, but usually. Some newer Williams/
- Bally games have the thwacker (technical term) in the backbox. Weird. In
- most cases, it signals the award of a free game, a chance to play the machine
- again at no cost! Along with being a real-life physical entity that you can
- manipulate, free games are what sets pinball machines apart from video games.
-
- There *is* the occasional video game that gives free games (like Mr. Do), but
- they are few and far between. A more recent example is Cruisin' USA (for
- getting first place), but I don't consider that to be the same thing because
- you are still continuing where you left off.
-
- >>2.3 - What is a special?
-
- Usually a special is a free game. However, the reason that it's called a
- special is because it doesn't HAVE to be a free game. It could also be an
- extra ball or some number of points. (The latter is most often the case in
- tournaments.) The precursor to the Special was an award called "WOW".
-
- >>2.4 - What is a match?
-
- At the end of your game (unless your operator has disabled it), you will be
- given a chance to randomly win a free game. If the selected digits match the
- last 2 digits of your score, you get it. Note, though, that on modern games,
- you do not have a 1:10 chance of getting a game. The percentage of matches
- awarded is operator settable, and often defaults to 7%. Supposedly Gottlieb
- machines default to a paltry 1%! And Data East uses a newbie-catcher trick:
- When the game matches, it plays some sounds, some animations, and gives you
- the credit after about 3-5 seconds. If you hit start before then (because
- you still have credits left), you won't get your match credit!
-
- Back when scores didn't have dummy 0's (or 2 or 3 or 6... :) ), matches were
- only on the last digit of your score...
-
- On No Fear, Williams has introduced an entirely new matching mechanism. They
- may or may not keep using something similar. (It has each player roll a
- simulated pair of dice, and then the game rolls a pair and matches are based
- on that.)
-
- >>2.5 - Do pinball machines have magnets in them?
-
- NO! Well, usually not. Some games have visible, purposeful magnets in them,
- but they are usually pointed out to you somehow. Some examples are the
- spiral magnets in TZ, the power in TAF (LAH also uses the same technique as
- TAF), and the "Don't shoot!" ball-trapping magnet in Rollergames. In TZ,
- there is also the Magna-Flip in the Powerfield, where you activate the
- magnets in an attempt to sling the ball up to the top. And, in some games of
- the past (most notably BK and BK2K), there was Magna-Save. Hit the button,
- and your ball would be caught from the outlane, and generally fall back into
- the inlane (assuming you were fast enough, of course...).
-
- A rather non-exhaustive list of games with purposeful magnets:
-
- Lost World, Tales of the Arabian Nights, No Fear, High Speed 2, Theatre of
- Magic, World Cup Soccer, Twilight Zone, Dr*c*l*, Last Action Hero,
- The Addams Family, Dr. Dude, Rollergames, Black Knight 2000, Black Knight,
- Centaur, Zodiac (Planets)...
-
- Feel free to mail me stuff I've forgotten.
-
- >>2.6 - Then what causes weird ball movement?
-
- Strange things happen because the ball will develop spin. When the ball
- bounces off of something, several things can happen. If the ball hits metal,
- it'll have a tendency to have its velocity absorbed for the most part and the
- spin will carry it in a new direction. This is most often observed with
- metal outlane posts. If the ball hits rubber, then it'll generally bounce
- off it, but not at the angle you might expect.
-
- Another cause of weird movement is when the playfield covering (mylar, or the
- new Williams Diamond-Plate (tm)) starts to bubble up from underneath. This
- can rise high enough to cause a miniture hill of sorts for the ball to roll
- over. Not only that, but under-playfield gizmos that have something on top
- of them to protect them from the regular playfield (like that hologram in
- CFTBL) sometimes sink down a little bit further than the playfield level, and
- balls can get caught on the lip or have their velocity otherwise altered.
-
- -- Thanks to Dave Stewart <dstewart@eng.umd.edu> for suggestions.
-
- >>2.7 - So the electro-magnetic field from underneath the playfield that is
- generated by the lights and all the wiring doesn't affect the
- movement of the ball in any way?
-
- No.
-
- >>2.8 - What is a beta machine?
-
- Beta machines are pins that show up a while before their production run.
- Most often, they appear in areas around Chicago (since that's where all the
- manufacturers are located) so that people can try them out and give their
- initial impressions and feelings about the game. Betas generally are quite a
- bit different from their later production counterparts in the way the rules
- are set up. However, the artwork and playfield layout almost never changes,
- though other things like rubber posts may be added and/or removed.
-
- There are also even earlier prototype machines that may wind up being
- radically different from the later betas and production machines.
-
- The term "Beta" was coined by rgp (probably due to the nature of its
- inhabitants) and is not necessarily used by other people, like the
- manufacturers.
-
- ** See also question 6.2 for information on prototype ROMs.
- ** See also question 2.18 for machines currently being produced.
-
- >>2.9 - Did I just see a cow in that game?
-
- Yep. Lots of recent Bally/Williams games have cows in them. The reason is
- unbeknownst to the pinball public, though. Data East caught on to this, and
- a cow is featured in one of their games (LW3). It pops up during video mode
- and is considered an enemy. :) Shoot it, quick!
-
- >>2.10 - Are there cows in _____?
-
- If you really want to know, there is a guide to cows in pinball machines in
- the archive. It is called Misc/cows.
-
- >>2.11 - How much does a machine weigh?
-
- Around 250-350 pounds, depending on the number of toys in it, whether it's a
- widebody or not, etc.
-
- >>2.12 - How much does a machine cost?
-
- New machines fresh from the factory retail for $3000-$3500. Sega, Gottlieb,
- and Capcom machines tend to be on the less expensive end of the scale;
- Williams/Bally tend to be more expensive.
-
- Capcom has recently started producing much lower-costing games starting with
- Breakshot.
-
- >>2.13 - What is the size of a pinball?
-
- 1 1/16" diameter, weight 80 grams for a regular steel ball.
- 1 1/16" diameter, weight 65 grams for the Powerball.
-
- A "normal" pure ceramic Powerball would only weigh 40 grams. However, there
- are apparently several different types of ceramic, and the Powerball is one
- of these.
-
- By comparison, if the Powerball was phenolic (the stuff used to make pool
- balls), it would weigh 13.6 grams (or maybe 17.7 with a steel middle).
-
- -- Thanks to Brent Earl <earl@rtsg.mot.com> for the answer to this question.
- -- Thanks to Chris Hehman <hehman@vnet.net> for information.
-
- >>2.14 - What is the Powerball?
-
- The Powerball is found in TZ. It is ceramic, and thus immune to the magnets.
- It is also lighter and moves much faster around the playfield. It seems to
- be just slightly larger than a normal pinball, supposedly verified by a
- caliper by someone. (Anyone know who or for sure?) It's awfully close to
- 1 1/16", though.
-
- >>2.15 - What is the Power?
-
- The Power is a somewhat recurring theme found in Williams' games. It has
- been featured as early as Big Guns, with "Feel the power" written on the
- promo flyer. Pat Lawlor's games have used it the most, as a rule. First, in
- Whirlwind, where you "Feel the power of the wind." Then it shows up in TAF
- (a trio of cycling magnets that can throw the ball off into weird places).
- Finally, TZ features the mini-playfield to defeat the power. It doesn't seem
- to have any kind of deep inner-meaning significance..
-
- >>2.16 - Are there any pinball-related or pinball-specific publications?
-
- Yes. There is a list of books and magazines (some dedicated to pinball,
- others to the entertainment industry in general) in the FAQ, along with
- addresses to contact the publishers.
-
- >>2.17 - What is the Broadway Arcade?
-
- Quite possibly one of the finest arcades in the US for playing pinball. It
- is located at 52nd & Broadway in New York City. Its owner is Steve Epstein,
- who has been an incredible force in advancing the world of pinball. He is the
- founder of PAPA and is responsible for numerous tournaments held nowadays.
- Truly a great man dedicated to a great cause! :)
-
- After January 1, 1997, the Broadway Arcade was closed for business, due to a
- non-renewal of its lease. This was a tremendous loss for New York City and
- pinball in general. Presumably Steve will be restarting somewhere else in
- due time.
-
- -- Thanks to Steve Baumgarten <sbb@panix.com> for corrections.
-
- >>2.18 - What games are current and coming?
-
- Williams/Bally: Producing: Medieval Madness
- Next up: Cirqus Voltaire
-
- Sega: Producing: Lost World
- Next up: X-Files
-
-
- ** Section 3 - Playing Pinball **
- ---------------------------------
-
- >>3.1 - Is there a good source of information for improving my play?
-
- In the archive, there is a file called Info/playingtips. It is maintained by
- Dave Hollinsworth <hlsw_ltd@uhura.cc.rochester.edu>. It is an invaluable
- guide to getting better and explaining techniques. If you are at all serious
- about improving your skill, you should not be without this guide. There is a
- LOT of information in it, but some questions are asked so often, I felt they
- also deserved a spot in the DFAQ...
-
- Also check the Pinball Pasture (Playing.html appended to URL in question 1.9)
- which contains that file (with cross-references) and other articles that
- appeared on rgp.
-
- >>3.2 - How does tilt work, anyway?
-
- The main tilt sensor that you are probably familiar with (the one that gives
- you warnings and ends your ball if you move the game too much to the side or
- back and forth) is a ring on the side of the cabinet. In the middle of the
- ring is a rod that hangs above. Attached to the bottom of the rod is a
- weight (which can be adjusted in height). The end result is a pendulum that
- swings about as the machine gets moved. When the bob (or the rod if the bob
- is missing for some reason) touches the ring, you set off the tilt sensor for
- a warning or a tilt. Most games give you 2 warnings before actually tilting
- (which basically means you lose your ball - the flippers go dead, nothing
- else registers a hit, and you lose any bonus you had). Data East games only
- default to 1 warning at the moment. There are other tilt switches, too. One
- is a ball on a shallow rail to detect if the game is being picked up at the
- front end or not. This may or may not immediately tilt your ball, or worse
- slam tilt your game.
-
- *** ROUGH ASCII DRAWING ALERT! ***
-
- |
- |
- |
- |
- | <-------- metal rod
- |
- |
- |
- -
- / \
- | |
- / \
- ---+-----+--- <- ring
- / \
- | | <---- pendulum bob
- / \
- ---------
- |
- |
-
- "Side view of a tilt mechanism"
-
- The lower the bob is on the rod, the less sensitive the game is. The higher
- up, the more sensitive, since the edge of the bob will getting closer and
- closer to the ring (due to the slope of the bob).
-
- >>3.3 - What is a slam tilt?
-
- A slam tilt is used to discourage heavy abuse of a game. If a machine slam
- tilts for whatever reason, your game (and any other players' games) is OVER.
- Bam. No questions asked. The two most typical places for a slam tilt switch
- are on the coin door and on the bottom of the machine. There's one on the
- coin door to prevent "slamming" credits on the machine. The one on the
- bottom is to try and detect a drop. And some machines (though recent ones
- don't seem to have these) have a sensor just under the lockdown bar to detect
- slamming the top of the glass near the front of the machine. These are
- simply leaf switches that signal a slam to the game when they come into
- contact (though older Gottliebs had slam switches that were normally CLOSED -
- this must have been weird).
-
- Sometimes your coin door may be a bit loose for some reason. When this is
- true, it will make the game a lot easier to slam tilt because of the extra
- pressure provided by your fist moving forward and the door moving then
- stopping and having no where else to go. A great way of reducing accidental
- slams (I've brought my knee up into a loose coin door just by using body-
- english before and the game slammed, even though I just grazed it) is to take
- a penny (or other coin or semi-thick metal object) and wedge it into the gap
- between the coin door and the frame outside it. This will effectively keep
- the coin door from moving at all because of the pressure the penny provides
- against it.
-
- -- Thanks to Mark Phaedrus <phaedrus@halcyon.com> for information.
-
- >>3.4 - What is a death save?
-
- A death save is a way to get the ball back into play after it has gone down
- an outlane. For it to work, you need to have a machine that is not very
- sensitive tilt-wise. These are easiest on any Data East machine, followed
- closely by Williams/Bally and Alvin G. machines. They are very hard to do on
- Gottlieb machines.
-
- You can do a death save if the ball has gone down the right outlane (or down
- the left on a Gottlieb, since they have that rubber pin there to bounce the
- ball off of). When it has gone down the outlane, hold up the LEFT flipper.
- Then, as soon as the ball hits the metal plate on the left side, give the
- machine a sharp quick shove to the right (and perhaps back a little bit).
- For a Gottlieb machine, you should reverse the process, since you'll be
- trying to save a left drain off the post. Right outlane saves are very hard.
- When you try these, please make sure there's enough room for the machine to
- move around, or else you'll wind up damaging the machine, machines around it,
- walls, etc. The operator will be less than pleased at you if any of this
- should happen. However, if you do it right, the ball should now be just
- above the right flipper. Lower the left and flip away! Warning: Be sure
- you have your weight sufficiently behind you when you try this! Otherwise,
- you could wind up hurting your elbow or arm.
-
- In the archive, you should check out the /Binaries/Images/ds_bb.gif picture
- (or its PostScript counterpart, /Binaries/Images/ds_bb.ps). It gives you the
- general idea of how a death save is supposed to work. These files include
- bang back diagrams as well. Also see the file referenced in the next
- question.
-
- >>3.5 - What is a bang back?
-
- Bang backs are extremely useful for getting the ball back from EITHER outlane
- when you have a very sensitive machine. They work best on all but the most
- recent Williams/Bally games (like IJ and JD). They work on Data East
- machines as well, but they're somewhat harder to do. I've never gotten a
- bang back on a Gottlieb machine for some reason. Basically, hold up the
- flipper on the side that the ball is draining. Then, when the ball is under
- the "swiveling part" of the flipper, hit the front of the machine at the
- lockdown bar or a little below HARD and in the direction you want the ball to
- go (i.e. up-left). The ball should pop right off the drain plate and back
- onto the playfield.
-
- These 2 terms (bang backs and death saves) get mixed up all the time for some
- reason. A good way to remember is that bang backs involve BANGing the
- machine.
-
- In the archive, Dave Stewart <dstewart@eng.umd.edu> has written an entire
- guide to saving outlane drains. It provides an excellent description of how
- to do a bang back. Not only that, but death saves are described in there
- too. What more could you ask for? The file is Tips/bangbacks. It is the
- main reason why I'm not describing how to do them in extreme detail in the
- DFAQ.
-
- >>3.6 - What are combos?
-
- Combos are usually defined as a sequence of shots made in rapid succession
- without missing. More often than not, they involve use of a different
- flipper for each shot. The first game to my knowledge that had a "hidden
- combo award" in it was Whirlwind. It also had the coolest sound effect for
- getting it. Since then, many games have had combo awards in them, and some
- have even made the combo an integral part of the game (e.g. Dr. Who's W-H-O
- shots and Dr. Dude's Reflex 1-2-3 shots). A couple of the most recent even
- have the combos laid out for you (Bally's Black Rose and Gottlieb's
- Stargate). Combos play a major part in Williams' Demolition Man.
-
- >>3.7 - What are "Wizard Awards?"
-
- This is the general term given to an objective in a game that is pretty
- difficult to reach and can be worth a lot of points once you finally get it.
- In mode-based games, the Wizard Award tends to be something that happens once
- you have completed all of the modes. In other non-mode-intensive games (like
- Whitewater) the Wizard Award is completing several objectives, each of which
- can be a difficult task. Some games may have a couple of Wizard Awards. JP,
- for example, has the complete-all-modes System Failure as well as the
- multiball super jackpots. Another recent example is the Lost In the Zone
- mode in TZ.
-
- >>3.8 - Is _____ a good score on _____?
-
- This is, in general, a pretty difficult question to answer. Games vary
- widely in terms of setup (both physically and in the software settings - more
- on this in the Technical Section), how much tilt they have, the condition
- they're in (e.g. clean and fast or dirty and slow). A fairly crude
- estimation of a good game is whether or not you got a replay. Usually, a
- replay means you've had one of the best 10% games recently. Now, maybe
- everyone else who plays there is a terrible player, but like I said, it's
- crude. If you get a high score, then you've done extremely well. Of course,
- you could always post and ask, and someone will probably tell you they've
- gotten 5x your score at one point. :)
-
- >>3.9 - What is "rolling a game over?"
-
- Quite simply, this is what happens when your score becomes more digits than
- the machine can handle. On today's machines, this commonly happens at 10B
- points. However, ST:TNG and all machines after it (from Williams/Bally)
- handle 10B+ scores, so rolling over the game will become quite a bit more
- difficult. The upper limit is currently not known, though, since 100B scores
- have been reported.
-
- Sega games simply stop scoring at 9,999,999,990. Starting with Corvette,
- Williams/Bally games (at least in single-player mode, don't know about
- others) will actually display 10B+ scores during the game.
-
- >>3.10 - Why is the replay score different from the other day?
-
- All modern games use reflexing to adjust the replay value of a game every so
- often to a desired target percentage of replays. Generally, this is set to
- about 10%. This means that the game looks at the last x number of games
- played, determines the percentage of those games that replays were awarded,
- then makes the new replay value higher or lower depending on what the actual
- percentage of games won is compared to the desired percentage.
-
- Williams/Bally and Gottlieb games reset their replay scores every 50 or so
- games. Data East games ask you to hit start after power-cycling the machine
- in order to adjust the replay (or they do it right away if you are using the
- menus). Lots of recent Gottlieb games have a bug in them that sets the
- replay well out of reach for pretty much anyone. No one knows why for sure,
- but there are quite a few machines (SF2s and SMBs, especially) that have
- replays in the 9 BILLIONS! Ouch.
-
- Different from the base replay score is the replay boost: Most games will
- start raising the current replay score until you run out of credits (so that
- it isn't easy to constantly keep getting replays at a set score). Williams
- games nowadays typically raise the replay by 50% of the BASE replay score (so
- if a replay was 1.2B, the boost would be 600M every time) until you run out
- of credits or someone else puts more money into the game (although Johnny
- Mnemonic will not allow a replay of more than 10B points). Either of those
- actions will put the replay score back to its base (usually). Sega games
- boost their replays after a replay *OR* a match! Running out of credits or
- putting more money in should reset the replay back to normal here, too. For
- older Gottlieb games, you can get a few replays in a row at the base score,
- but after that, the score starts to skyrocket. And the boost gets higher
- and higher after each game played until there are no credits left. Newer
- Gottliebs (starting with Stargte) seem to have adopted the normal replay
- boosting system.
-
- Also note that the replay score isn't the only thing that can reflex on a
- game. Number of ramp shots needed to light extra ball is a good example of
- other reflexing features. Beware of Data East "reflexing," though! Their
- games have a tendency to reflex either on or off, not just harder or easier!
- (This is a Bad Thing, of course.)
-
- -- Thanks to Dave Stewart <dstewart@eng.umd.edu> for suggestions.
-
- >>3.11 - How does the game know when a ball is stuck?
-
- Well, the true answer is that it doesn't know, really... at least not at
- first. When the game has been idle for a little while during play (no
- sensors have been tripped, and you're not holding a flipper up), it goes into
- "ball search mode." This basically involves kicking every solenoid in the
- game in an effort to lodge the ball free from wherever it might be. Usually
- this is sufficient because a ball will be resting against a fairly
- unsensitive jet bumper or perhaps accidently trapped by a diverter (seems to
- happen in IJ a lot, at least to me, on the right ramp during or just after
- multiball). However, sometimes airballs (or "glassies") will cause the ball
- to land in a place that it shouldn't have been able to get to. :) In a lot
- of these cases, no amount of solenoid kicking is likely to get the ball free.
- Now, at this point you have a few options: Try to shake the ball lose,
- risking a tilt; wait for a few ball searches, and the machine will either
- kick out any locked balls (if there are any) or (very rarely) give you a new
- ball at the plunger; turn the machine off or slam tilt it to make the machine
- give up on the ball for good. Option 1 will at least let you continue your
- game if you get the ball unstuck. Option 2 will let you continue your game,
- but often relocking a ball that got kicked out from a lock will just make the
- game sit there again until it kicks the locked ball out again. Draining the
- newly given ball will usually mean you have to resort to 1 or 3. Option 3
- should be a last resort, obviously. When the machine comes back on, hitting
- start will give you a "pinball missing" message for 30-60 seconds, then let
- you start a game with the ball missing. This means that multiballs will have
- 1 less ball if applicable. If there are 3 balls installed, and there's a 2
- ball multiball, you'll still get 2 balls. But with 3 installed and a 3 ball
- multiball, then you'll only have 2 and it'll end when 1 of them drains. If
- there are 6 balls, then 3 ball multiballs will work OK, but obviously only 5
- will be available during the 6 ball round.
-
- The (rather alarming) trend in games these days is that if a ball should
- somehow get unstuck during a game after the machine has flagged it as
- missing, draining one of the (now two) balls will usually end your ball no
- matter how many targets you hit after it starts counting your bonus.
- Hopefully, the other ball will drain while your bonus is counting and the
- game will realize that it now has all the balls again. If it doesn't,
- though, and the ball winds up in the drain while the other one is at the
- plunger, you may wind up with 2 balls in the plunger lane! This is bad,
- because the game will still end your ball after one of them drains. The
- trick here is to just get one into play. This is impossible, though, if the
- game has an autoplunger. You're in real trouble if this is the case...
-
-
- ** Section 4 - Tournament Play **
- ---------------------------------
-
- >>4.1 - What are the major pinball leagues?
-
- Currently, there is 1 national pinball league - PAPA (Professional and
- Amateur Pinball Association).
-
- In July, 1994, the IFPA (International Flipper Pinball Association) ceased
- operation. IFPA used to be supported by the manufacturers themselves (at a
- supposed US$20,000/year/manufacturer), but they pulled out, effectively
- killing the IFPA. This has not been much of a surprise, really. More than
- likely, the reason is the manufacturers just didn't see any results in the
- popularity of pinball as a result of the operations of the IFPA...
-
- Note: The IFPA was sponsored by the AMOA, which still sponsors some pinball
- tournaments from time to time, though this may not last.
-
- Recently, lots of other local leagues have popped up and are becoming quite
- popular:
-
- FSPA (Free State Pinball Association) - MD/DC/VA area
- BAPA (Bay Area Pinball Association) - Bay Area, in CA
- SCPA (Steel City Pinball Assoctiation) - Pittsburgh, PA
- TPL (Triangle Pinball League) - Raleigh, NC
-
- (Feel free to mail me to mention your league here.)
-
- >>4.2 - What are the major tournaments?
-
- There are 2 very major tournaments during the course of the year. The first
- one is the PAPA tournament, held in New York City early to mid February
- (there hasn't been one in 1996, due in part to the slimy company Amtex -- see
- question 8.4). The next one is the Wild West Pinball Fest, held in Arizona
- around late May. Another annual tournament is at Pinball Expo (held in
- Chicago in early September). The PAPA tournament usually has 6 divisions:
- Open A, B, & C, doubles, womens, and juniors (under 16). They pay out the
- top 9 in each division (whoever made the semis). The WWPF has a couple of
- divisions and lots of other different events, such as head-to-head play on
- Joust machines. Many people have regarded this tournament to be the most
- "fun", and PAPA as the most "serious".
-
- >>4.3 - What are common settings for tournament play?
-
- This depends on the tournament. All of them will set the tournament mode
- option on (if the game has one). Since the tournament only lasts for a
- weekend and there are a LOT of matches that have to be played, games are
- usually set so that the average game time is pretty low. Extra balls are
- off, specials score points, and there are no replays or other credits.
- Typically, they are also set for hard rules and *very* hard outlanes.
-
- >>4.4 - What is a "tournament mode?"
-
- The purpose of tournament modes is to take the "randomness" of a game as much
- as possible. What this mainly means is that any random awards given out by a
- game will be made non-random. Examples: The Fish Finder on Fish Tales and
- the Burn Rubber award on HS2 give out the same awards in the same order each
- time.
-
- Along these same lines, games that physically lock balls (FunHouse is a good
- example) often attempt to not give one person an advantage by "stealing"
- other locked balls. In FunHouse, when someone has multiball lit, at the
- start of each ball the clock resets to 11:30 no matter what to keep it 100%
- consistent. Some machines (Gottlieb's Wipeout is one) actually release all
- locked balls.
-
- Starting with Baywatch, Sega has included an option for letting the player(s)
- decide whether they want to play tournament settings or not. There is a
- special tournament play button that basically puts the game into Tournament
- Mode without having to have access to set that in the machine's menus.
-
- -- Thanks to Mark Phaedrus <phaedrus@halcyon.com> for suggestions.
-
- >>4.5 - How do the tournaments work?
-
- Well, this depends on the tournament, too. Here is a brief overview of the
- major tournaments:
-
- IFPA (at least, how it used to work)
- ----
-
- The IFPA tournament features the game currently on the production line or
- very close to it for each manufacturer that is a member of the IFPA (this is
- all 3 (4 if you separate Williams/Bally, which are really the same) of the
- major manufacturers at the moment). The tournament is a double-elimination
- tournament, each match being the best 2 out of 3 games, each one played on a
- different machine. If you get to next day's competition, you start all over
- again (i.e. you have to lose twice again to be eliminated). All the machines
- (typically, 100 of them - 25 of each) are always available for play, but for
- a price. You also have to pay for each game that you play for actual
- competition.
-
- In its effort to pay out to as many people as possible, the IFPA has
- succeeded in making its prize money pretty much a joke. The winner of the
- highest division this year made slightly over $800. Yay. Generally
- speaking, though, most people aren't in it for the money (probably, quite
- frankly, because it just isn't there - you can't make a living playing
- pinball).
-
- The IFPA has come under question after each of the last 2 tournaments they've
- put on. It seems that the prize money given out doesn't seem to quite equate
- to the amount gained for entry fees and coin drops (since you always have to
- pay to play). This amount has generally been fairly substantial. For IFPA
- 3, the total purse advertised was $20,000, when the actual payouts were
- closer to $10,000. For IFPA 4, the advertised amount was $25,000, with the
- payouts being closer to $15,000...
-
- PAPA
- ----
-
- This is by far the premiere tournament for pinball players. It is generally
- held in New York City (at least, the first 4 were). The PAPA tournament
- features the qualifying round and the finals round. To qualify, you need to
- have one of the 20 or so top scores in the division. Your total is the sum
- of all scores on (usually) 8 machines. These tend to be the 2 machines in
- production from each manufacturer right before the current machine (which is
- used for finals/doubles), though it also has a great deal to do with the
- availability of certain games.
-
- In the quarters, there are about 5 4-player games played. Each person scores
- points on each game based on where he/she finished (10 for 1st, then 5, 1,
- 0). There are a certain number of people that move on to the next round
- based on the number of "PAPA Points" they have. In the case of a tie, total
- score is used to break it. Then around 12 people move to the semis, then 4
- to the finals using the same format.
-
- Prize money is very good here, but then they only pay out the first 4 places
- in each division. The divisions are: A, B, C, Women's, Doubles, and
- Juniors.
-
- Other
- -----
-
- At the Arizona show, there is a qualifying round, then the top scorers
- compete on one machine (a surprise until finals, could be *anything*,
- including old EMs!), top score wins. What do they win, you ask? A new
- pinball machine (current).
-
- At Expo, there is a qualifying round, then later rounds on different machines
- for each round. The qualifying machine tends to be the latest machine from
- the manufacturer giving the factory tour that year. Winner here also gets a
- new machine.
-
- >>4.6 - How can I find out about tournaments?
-
- Obviously, the best way is to read rgp! :) Other than that, most of them do
- some advertising in the trade magazines and pinball magazines that are listed
- in the regular FAQ. After these two choices, though, you're on your own!
- Perhaps your local friendly operator would let you skim through their
- magazine to check (any half-decent operator will subscribe to something like
- Replay, even a lot of the ones that AREN'T half-decent :) ).
-
- >>4.7 - Can I start my own league?
-
- Sure, why not? If you want it to be sanctioned by PAPA, then you'll need to
- contact Steve Epstein. If you just want to start small, and perhaps become
- sanctioned later, then you can run it pretty much any way you want. A good
- source of information is the Pin-Wizard Archive (see question 1.9) provided
- by Dave Stewart <dstewart@eng.umd.edu>. It's a really good idea to have the
- help and approval of a local operator when trying to start one up, if not
- essential.
-
- >>4.8 - Who are the past tournament winners?
-
- As of February, 1995...
-
- 1991 - PAPA 1 - Joey Cartegena IFPA 1 - Rick Stetta
- 1992 - PAPA 2 - Rick Stetta IFPA 2 - Dave Hegge
- 1993 - PAPA 3 - Lyman Sheats, Jr. IFPA 3 - Rick Stetta
- 1994 - PAPA 4 - Bowen Kerins IFPA 4 - Dan Wilson
- 1995 - PAPA 5 - Paul Madison
-
- >>4.9 - What is this Rating System posted to rgp?
-
- An effort to rate players worldwide. It is kind of difficult, as there are
- not that many major tournaments at the moment to provide cross-pollenation of
- the main leagues around the world. Not much work has been done on this
- recently, but I plan to start very seriously pretty soon. You can mail me
- <keefer@access.digex.net> with questions. It was originated by Bowen Kerins.
-
-
- ** Section 5 - History **
- -------------------------
-
- >>5.1 - What was the first pinball game?
-
- This depends on what exactly you're asking. Before pinball as we know it
- today, there were machines that just had pins in them and balls would fall
- down from the top (like a Pachinko machine, except they weren't upright).
- This is probably why it was called pin-ball. This coin operated pinball
- industry as we know it today came into being around 1931. The term "pinball"
- wasn't coined until 1936.
-
- -- Thanks to Terry Cumming <terry.cumming@canrem.com> for information.
-
- >>5.2 - OK, then, what was the first game with FLIPPERS in it?
-
- That would be Humpty Dumpty by Gottlieb. The flippers still weren't as we
- know it today, though. They were really small mini-flippers, and there were
- six of them. Not only that, they were in the middle at different levels and
- faced like this: \ /. However, the pivot point was on the *bottom* of the
- flipper, so you worked your way up. It wasn't until much later that the
- flippers migrated down to where they are now. The first game to feature
- flippers at the bottom of the layout was Triple Action (Genco, January 1948,
- which was designed by Williams' Steve Kordek). However, the flippers were
- facing outward here. The first game with "normal" flippers was probably Spot
- Bowler (Gottlieb, 1950). The really small flippers used on these games
- (about the size of the "Thing" flipper on TAF) were used almost exclusively
- on games until around 1970.
-
- Here's a brief timeline of other events:
-
- 1929 - John J. Sloan, an American advertising representative, starts mass-
- producing bagatelle (an early 19th century game) tables
-
- 1931 - Raymond T. Maloney builds Ballyhoo, with sales of 50,000 at $16 each,
- marking the beginning of the pinball era (Maloney goes on to found the
- Bally Manufacturing Company)
-
- 1934 - Tilt device introduced (dag-nabbed contraption! ;) )
-
- 1946 - Harry Williams founds Williams Manufacturing with his first machine,
- Suspense
-
- 1950 - Rotating dials are used to show scores, as opposed to lights for
- numbers in the various places; some previous machines did use rotating
- dials, but showed the entire score on one piece, not individual wheels
- for each digit
-
- 1954 - Gottlieb produces the first 4-person table, Super Jumbo
-
- 1960 - Gottlieb's Flipper introduces the idea of an extra ball (this was done
- as an alternative to replays to conform to laws of certain areas, thus
- their concentration is higher in some places)
-
- 1962 - Williams' Vagabond introduces drop targets
-
- 1968 - First game with 3-inch flippers produced (Williams' Hayburners II)
-
- 1970 - Big Flipper produced (by Chicago Coin) which had the largest flippers
- to date (at 5 inches!)
-
- 1975 - Micro produces first non-relay based game, Spirit of 76 (and
- supposedly, only 100 were produced due to an unattractive playfield -
- it resembled Gottlieb's Flying Carpet (1972) and had very few layers
- of silk-screening)
-
- 1979 - Williams produces first talking game, Gorgar
-
- -- Thanks to Terry Cumming <terry.cumming@canrem.com> for information.
- -- Thanks to Paul Fernquist <pfern@technix.technix.mn.org> for information.
- -- Thanks to Jarod Nash <j.nash@ukc.ac.uk> for information.
- -- Thanks to Harry Cline <clinehe@cig.mot.com> for information.
- -- Thanks to David Marston <marston@coos.dartmouth.edu> for information.
-
- >>5.3 - What are Electro-Mechanical games?
-
- EMs, as they are affectionately called, are basically games that have lots of
- wires, bells, whistles, and (perhaps their most distinctive feature) scoring
- reels. I would say the name refers to their basic nature of electricity
- signalling certain relays and solenoids to move and change your score or ring
- bells.
-
- -- Thanks to David Marston <marston@coos.dartmouth.edu> for suggestions.
-
- >>5.4 - What are Solid State games?
-
- Basically, anything that came out after EMs died out. The first solid state
- game came out around 1976. The most obvious changes in these new machines
- were the use of 7-segment displays for score, and more electronical-sounding
- noises (computer-generated beeps and boops).
-
- The first SS game available for general operator purchase was Freedom (Bally,
- 1976). Several games from the 1976-1979 period were made in both SS and EM
- versions.
-
- -- Thanks to David Marston <marston@coos.dartmouth.edu> for information.
-
- >>5.5 - What was the first Data East game?
-
- Data East Pinball released their first pin in 1987, called Laser War. They
- have since become a fairly major force in the industry. They have also since
- been bought by Sega.
-
- >>5.6 - What was the first Alvin G. & Co. game?
-
- I believe their first machine was A. G. Soccer-Ball, which was released in
- 1991. This was basically a regular-sized pinball machine with flipper
- buttons on both ends and a playfield that was crowned in the middle towards
- either end. If you don't play against a friend, then the game will itself
- provide somewhat of an opponent using its patented Switch Flippers.
- Basically, each flipper has a switch on it that detects when the ball hits
- it, then it flips. It has been seen doing slap saves!
-
- Their first conventional pin was World Tour, released in late 1992. (Its
- full name is "Al's Garage Band Goes On a World Tour" I think.) The big
- "feature" of this game was a spinning disk as a ramp. Not a very big deal,
- really. Another "feature" of the game was the fact that every time the ball
- hit a jet bumper, you'd feel it in the flipper buttons! This was a pretty
- strange sensation, to say the least.
-
- ** See also question 5.10 about their fold.
-
- >>5.7 - Aren't Tri-Ball and M-Ball really stupid names for Multiball?
-
- Multiball is a registered trademark (R) of Williams. As such, they are the
- ones with the rights to use it and can forbid other people to use it. They
- actually sued Data East for using it (because they were starting to provide
- some decent competition, and wanted to thwart them in any way they could),
- and so Data East started using the infamous Tri-Ball in the middle of the
- production run for LW3. That's why some LW3s say Multiball and some say
- Tri-Ball. Everything since has been Tri-Ball or something other than
- Multiball.
-
- Late breaking news: Starting with Tales From the Crypt, Data East can now
- use Multiball to their heart's content.
-
- >>5.8 - So why do Gottlieb and Alvin G. machines say Multiball?
-
- Because Williams has chosen "selective enforcement" for Multiball. Since
- these two companies aren't perceived as much of a threat, Williams hasn't
- bothered with them.
-
- >>5.9 - Is there a list of all the pinball games that have been made?
-
- Well, most of the solid state games that have been produced are in a list in
- the archive. It is called /Info/pinball. It is maintained by Rob Rosenhouse
- <rob_rosenhouse@hq-bbs.wisdom.bubble.org>.
-
- There is also a more comprehensive list covering games in a bit more detail
- from 1947 on up. You can get information on the guide itself or order it
- from: Daina Pettit, 4805 Marabow Circle, Salt Lake City, UT 84117. Phone
- number is (801)277-6296. Email: daina@xmission.com. Web page:
- "http://www.xmission.com/~daina". Contains nearly all you'd want to know
- about 1,600 games. I haven't seen it myself, this is what Daina has told me.
-
- >>5.10 - What manufacturers have died off over the years?
-
- There was Chicago Coin (which later became Stern) which put out a good number
- of pins, Game Plan, Exhibit, Genco, Keeny, United (apparently later acquired
- by Williams), Zaccaria (an Italian manufacturer), Atari (who also put out the
- biggest pin, called Hercules, with the pinball being roughly the size of a
- cue ball!), and supposedly even Sega had a brief pinball stint (this was
- before they bought DE Pinball in late 1994).
-
- On March 5, 1994, Alvin G. and Co., which had been in business for probably a
- little less than 2 or 3 years, closed its doors as well.
-
- On July 9, 1996, Gottlieb/Premier closed its doors. Their assets were
- acquired by a parent company, Mondial. Their name will likely be on machines
- again some time in the future.
-
- On December 9, 1996, Capcom closed its pinball division. Talks with Sega to
- acquire them didn't quite pan out. They had been operating since
- approximately March 15, 1994 (ribbon-cutting ceremony).
-
- A few companies also produced 1 or 2 games that I haven't bothered to list
- here. If you really want to know, check out the list mentioned in 5.9.
-
- -- Thanks to Lyman Sheats, Jr. <lyman@chinet.com> for information.
- -- Thanks to David Marston <marston@coos.dartmouth.edu> for information.
-
- >>5.11 - Do manufacturers from other countries exist?
-
- Well, after Zaccaria from Italy died out, no. At least, not that I'm aware
- of.
-
- >>5.12 - Was pinball really banned in New York City?
-
- Yes, for quite a long time: January 21st, 1942 up until 1976. The mayor at
- the time (Fiorello Henry LaGuardia, as in LaGuardia airport) made a big
- spectacle by smashing up a large number of pinball machines in front of a
- fairly supportive crowd! Anyway, the ban was put into place because the
- machines were seen more as a game of luck than of skill. (And games of luck
- == gambling, apparently!) However, in 1976, one Mr. Roger Sharpe went up to
- the NYC City Council when they were having hearings on the ban. He said
- something to the effect of: "I can pull back this plunger and make the ball
- go into the lane I want at the top of the machine." He proceeded to plunge,
- make the lane, and right away they voted to end the ban. Neat story, huh?
- If you didn't know, Roger Sharpe is the Major Marketing Dude at Williams now.
-
- -- Thanks to Scott Piehler <rosco29@mindspring.com> for information.
-
- >>5.13 - Are replays still illegal in New York City?
-
- Well, replays were a major reason why pinball was banned in the first place,
- as far as I know. They are still illegal in NYC, apparently. However, it
- turns out most places blissfully ignore this law and let their games give out
- replays anyway.
-
- -- Thanks to Steve Baumgarten <sbb@panix.com> for information.
-
- >>5.14 - What are the most popular games ever?
-
- Here is what has been pieced together from various sources:
-
- Units Year Manu. Game
-
- 1. 22,000 1991 Bally The Addams Family
- 2. 20,230 1977 Bally Eight Ball
- 3. 19,000 1978 Wms. Flash
- 4. 18,250 1978 Bally Playboy
- 5. 17,000 1991 Wms. Terminator 2
- 5. 17,000 1976 Bally Kiss
- 7. 16,850 1978 Bally Star Trek
- 8. 16,260 1976 Bally Mata Hari
- 9. 16,000 1976 Wms. Space Mission
- 10. 16,155 1976 Bally Captain Fantastic
- 11. 14,550 1978 Bally Harlem Globetrotters
- 12. 14,000 1993 Bally Twilight Zone
- 12. 14,000 1976 Bally Evel Knievel
- 14. 13,750 1977 Bally Power Play
- 15. 12,820 1977 Bally Strikes and Spares
- 16. 12,000 1985 Wms. High Speed
- 17. 11,400 1979 Bally Space Invaders
- 18. 11,000 1979 Bally Xenon
-
- -- Thanks to Ted Piknis <bure@wam.umd.edu> for contributions.
- -- Thanks to Matt Walsh <mtmr@walsh.dme.battelle.org> for contributions.
- -- Thanks to Federico Croci <wiz@pinball.nervous.com> for contributions.
-
-
- ** Section 6 - Technically Speaking **
- --------------------------------------
-
- >>6.1 - Can the rules change on the same game?
-
- Yep, and they usually do quite a few times. One reason is because most of
- the rules and timers can be adjusted with the operator menus. (See the later
- questions on how games get easier or harder.) The other major reason is
- because the rules in general go through several revisions. In order to do
- this, though, they have to make new ROMs for the game.
-
- Generally speaking, the later the ROMs the better, because that means they
- have the rules refined a bit more and the bugs worked out for the most part.
- However, as games get more and more complex, the likeliness of bugs showing
- up gets higher and higher. IJ and JP are 2 good examples of games that still
- have a large number of bugs in them despite having gone through a large
- number of ROM changes.
-
- >>6.2 - So how do I see what the ROMs are on my machine?
-
- Usually the only way is to power-cycle the machine. On Williams/Bally games,
- the ROMs are labeled like this: P-?? means prototype (pre-production run)
- ROMs, where the ?? is a number of some sort. The higher the number, the
- later the ROMs. L-?? means production ROMs (again the higher the number the
- later they are), and H-?? is used for custom ROMs. You have to have some
- pretty good connections to get these kind. :)
-
- For a while, Williams/Bally games used PA/LA and PX/LX. These signify
- American ROMs and export ROMs (the A and the X that is). The difference is
- that it is impossible without extra hardware for an American ROM game to be
- set to $.25/game. Boo.
-
- Sega games use actual ?.??-type numbers for their ROMs, as well as the date
- of release.
-
- Williams/Bally, starting with Theatre of Magic, have gone to a ?.??-type
- numbering system like Sega's now.
-
- Gottlieb games don't give any indication of ROMs whatsoever. It just tells
- you how many balls should be in the game and the ROM checksum. Not very
- helpful, really.
-
- Alvin G. games display something like "AG10/R3". The best guess is that the
- first number is the game number and the second number is the revision level.
-
- -- Thanks to John Gantert <gantertj@vitro.com> for information.
-
- >>6.3 - What kind of sensors are used in games?
-
- Microswitched switches
- ----------------------
-
- Rollover - Ball rolls over wire sticking up through slot in playfield.
- Rollunder - Ball rolls under (or next to) a switch mounted on a ramp.
- VUK - Weight of ball on VUK cup depresses a switch lever.
- Star Rollover - Weight of ball rolling across button depresses switch lever.
- Saucer - Ball in saucer depresses switch lever.
- Spinner - Spinning target repeatedly trips switch lever.
-
- Optos (optical sensors)
- -----------------------
-
- Standard opto - Emitter/detector. Ball crosses and breaks a beam of light.
- Micro opto - 1-piece emitter/detector. Use on "gizmos" for positioning.
- Also used for multi-bank drop targets to detect dropped targets.
- Long Range opto - Same as a standard opto, except that the emitter/detector
- use *modulated* light. This helps the detector detect the
- light source as it gets quite dim with great distances.
-
- Williams uses infrafred LED emitters, Sega uses visible red-light emitters.
-
- Proximity sensors (detect a ball from under the playfield)
- ----------------------------------------------------------
-
- TZ Style - These are fixed sensitivity.
- New Style (STTNG and newer) - These have a little potentiometer on a control
- PCB to adjust sensitivity.
-
- All Proximity sensors work via Hall effect sensors. When a metal ball passes
- by the loop sensor, its ferric content induces electric current in the sensor
- loop. This is why it's similar to induction loops used to detect cars at
- traffic lights. The Powerball, of course, doesn't affect the things at all!
- This is how TZ differentiates between ball-types (if the proximity sensor is
- NOT tripped before the Slot Machine switch, then it must be the powerball).
-
- -- Thanks to Bill Ung <ung@filenet.com> for suggestions.
- -- Thanks to Jonathan Deitch <musjndx@gsusgi2.gsu.edu> for a rewrite.
-
- >>6.4 - What happens when the switches break?
-
- Well, unless it is a Williams/Bally game, probably nothing. Gottlieb games
- can do some compensation (SF2, for example, will give you credit for hitting
- a ramp if you shoot the shot underneath the ramp because the game thinks that
- the ramp is stuck up; also, vice versa), but supposedly the general concept
- of compensating for bad switches is patented by Williams. That is why when
- your Control Room or Power Shed break on JP, nothing happens, and the game
- becomes utterly useless.
-
- >>6.5 - What are those wiry paths called?
-
- Well, we in rgp have taken to calling them "habitrails." I've heard them
- called different things as well, like "wireforms" (in an interview with Mark
- Ritchie in the Flipside).
-
- >>6.6 - How can the game get harder physically?
-
- On most games, things like rubber posts near the outlanes can be set in one
- of several different postitions. Obviously, the further apart the posts are
- in the outlane, the harder it'll be to save a ball. Also, there may not be
- any rubber on the outlanes at all, which can be downright rude. (See
- question 2.6.) Also, unethical things such as increasing the playfield angle
- can be done. And, of course, making the tilt more sensitive. Nice, clean,
- recently waxed playfields will tend to be really fast, adding another element
- of challenge altogether (called, "getting control of the 150 MPH ball").
-
- >>6.7 - How can the game get harder otherwise?
-
- Most games nowadays allow you to adjust almost everything about the game you
- could possibly think of. For example: extra ball % (target value for number
- of games with an extra ball in it), replay % (discussed in question 3.10),
- number of tilt warnings given before the game actually tilts, number of extra
- balls you can get per game or per ball, number of extra balls in reserve at
- once, and practically every single timer or difficulty of each individual
- award possible in the game.
-
- There are also usually 5 settings that each game will come with to make it
- easier for the operator to select the general difficulty he wants for the
- game: extra-easy, easy, medium, hard, and extra-hard. With Data East games,
- sometimes changing the overall difficulty level will change things that you
- couldn't normally change from menus. Why? I don't know. Also, there is an
- "install 5 ball rules" option that will set the game to 5 balls per play and
- install harder rules, usually hard or extra-hard. This is to make up for the
- extra 2 balls you will get during the game.
-
- >>6.8 - How do flippers work?
-
- The flipper mechanisms differ from company to company - that's one of the
- reasons why games from different manufacturers tend to have different "feels"
- to them, and probably the biggest one.
-
- Williams/Bally - On an older machine (pre-Addams Family), when you press the
- flipper button, the current flows through only a portion of the flipper coil,
- generating a high magnetic field that forces the flipper up with a lot of
- power. When the flipper is all the way up, the end of stroke switch (EOSS)
- opens, and the current now much flow through the entire coil. This creates a
- lower magnetic field, which holds the flipper up without burning out the coil
- (the high current would do this very quickly). A newer Williams/Bally
- machine uses two coils, one for high power and the other for low power, and
- uses the EOSS to switch off the high-power coil. If the EOSS breaks, the
- flipper will operate on a timing setup similar to the Data East one (see
- below). Williams calls this setup "FlipTronic II".
-
- Data East - On a pre-Jurassic Park DE, there are two current inputs, one at
- 50 volts DC and the other at 8VDC, and no EOSS. When you press the flipper
- button, the higher current activates to fire the flipper, and then a timer
- will switch to the lower current to hold the flipper up. This setup is
- called a "Solid State Flipper." A newer DE appears to use a setup similar to
- the "old" Willaims/Bally flippers (any new info appreciated!).
-
- Gottlieb - Gottliebs' use a single coil with an EOSS. There are three inputs
- to the coil, with a diode across the outside two. The diode is there to help
- the magnetic field that the coil produces collapse more quickly when the coil
- is de-energized, thus saving wear and tear and decreasing the flipper reset
- time.
-
- Alvin G. - The coil is very similar to older Williams' games (around
- Millionaire era). The mechanism is flipper/link assembly like Williams, but
- the flipper pawl is like the new Gottliebs (two hex screws lock the flipper
- shaft in place). This may actually be quite similar to the current Gottlieb
- system.
-
- -- Info originally appeared in Dave Hollinsworth's <ad836@osfn.rhilinet.gov>
- Playingtips guide.
- -- Thanks to John Gantert <gantertj@vitro.com> for information.
-
- >>6.9 - Can I tell if anything is wrong with the game BEFORE I play it?
-
- Currently, the only company which signals game problems publically is
- Williams/Bally. If the game detects something wrong (such as a missing ball
- or a stuck/nonregistering switch), then the credits display will change to
- something like "Credits 0." The period after the number of credits is the
- indicator of some kind of malfunction. DE games use to have a couple of
- blinking lights on the front of their games but not any more. Starting with
- Stargate, on Gottlieb games (in attract mode) you can hold down the start
- button the press the right flipper button to cycle through switches the game
- suspects are bad. Prior to this, you couldn't do anything. Alvin G. games
- implement a strategy similar to Williams called SmartDots(tm). On the
- credits screen, a dot will appear on the lower left if the game thinks a
- pinball is missing. A dot will appear on the lower right if the game detects
- some kind of switch problem. Alvin G. games DO compensate for these
- problems.
-
- -- Thanks to John Gantert <gantertj@vitro.com> for information.
-
-
- ** Section 7 - Specific Game FAQs **
- ------------------------------------
-
- NOTE: All of these questions are covered in their respective rules sheets (I
- think!). However, they still come up so often that we think they warrant a
- space in the DFAQ...
-
- >>7.1 - What is the 4-way combo in TAF?
-
- Shoot the Bear Kick ramp, then the "Advance X" shot to the upper right
- flipper, then the left ramp, then the 5x Graveyard (swamp) shot. Doing
- either the first 3 or last 3 of these gets you a 3-way combo.
-
- >>7.2 - Why is/isn't there a rubber band in my TZ?
-
- The rubber band in the jet bumpers was removed during the production run.
- Starting at the IFPA '93 tournament (== L3 ROMs), games no longer had the
- rubber band in there. Though it protected the ball from left drains very
- nicely, balls coming from the Powerfield would tend to bounce of the band
- into the center drain! The latter was deemed worse than the former, so out
- it came. Any game that shipped with L-3 roms and later does not have the
- rubber band in it. Some prototype machines may have newer ROMs in it, which
- would explain why your machine (with, say, L-4 ROMs) has the rubber band.
-
- For those of you that haven't seen the rubber band, it looks approximately
- like this:
-
- O O (The O's represent the jet bumpers.)
- \
- O
-
- >>7.3 - What are the songs used in CFTBL?
-
- The game plays 3 out of a possible 5 every day. The 5 songs it has are:
-
- Get a Job (Silhouettes)
- Summertime Blues (Eddie Cochran)
- Rock Around the Clock (Bill Haley and the Comets)
- Hand Jive (Johnny Otis)
- Red River Rock (Johnny and the Hurricanes)
-
- -- Thanks to the readers of alt.rock-n-roll.oldies for a couple of groups.
-
- >>7.4 - What is the Vacation Jackpot in Whitewater?
-
- If you get all 4 parts of the Vacation Planner some time during the game
- (though the locks must be last), you get the 200M+change. That means that
- you must get a Class 6 River some time during the game, get to Wet Willies,
- and have done all of the Boulder Rounds at least once. After you've done
- these 3 things, when you lock your third ball for your next multiball, you'll
- get the Jackpot. It goes up 10K for each game played, BTW.
-
- >>7.5 - I just got the flipper bonus in TZ. How did I do it?
-
- If your end-of-ball bonus (NOT from the Camera award "collect bonus") gives
- you enough points to get a replay, then during the replay animation, hit both
- flipper buttons for the flipper bonus.
-
- >>7.6 - What is the proper way to go in STTNG's Shuttle Simulation?
-
- At each split in the path, you can go left or right (you HAVE to do one or
- the other). If you go L-L-R-R-L-L-R-L-L-L then you can get an easy 149M or
- 159M (depending on whether or not you were offered the extra ball after going
- right the 3rd time) and an artifact.
-
- >>7.7 - What is the Secret Mission in STTNG?
-
- When you shoot the Shuttle Ramp, you are told the Holodeck is ready after 3
- ramps, then 9 ramps, then 18, 24, ... If nothing else important is being
- displayed (like Explosive Millions or Rescue animations, etc.) then the
- screen will tell you that "Holodeck X is ready" where X is a number 1, 2, 3,
- or 4. If the number is 3, then pull the gun trigger *3* times, and you'll
- start the Secret Mission. It's basically a frenzy where each target is worth
- 1M+(some weird number)+. The spinner doesn't count for multiple hits.
-
- >>7.8 - Why in God's name are there 3 High Score tables in STTNG?
-
- Which table you get on is based on your score and how many buy-ins you used.
- If you used 0 or 1 buy-ins, then your score is eligible for the Honor Roll or
- Grand Champion positions. If you used 2 or more buy-ins, then your score
- will go in the Officer's Club (thus, the reason it comes after the Honor
- Roll). HOWEVER: If your score is over 10B and is NOT the Grand Champion
- score, then it goes into the Q Continuum. An unfortunate side effect is that
- if your score is over 10B, but not higher than the LOWEST score on the Q
- Continuum, then you do NOT get a high score (and thus no credit reward).
- Bleah. If you get a Grand Champion score that pushed off a score that was
- also above 10B, it'll still get pushed into the first place of the Honor
- Roll, but only the last 10 digits will be displayed (i.e. no 10B digit). It
- looks mighty weird having a score of 2.9B over a score of 9.9B...
-
- Fortunately, Williams seems to have finally decided on a regular high score
- chart and a buy-in high score chart. Buying in may or may not push you off
- of the regular chart (e.g. on Shadow, you can't buy in at ALL or you get
- pushed down to the buy-in high scores).
-
- >>7.9 - Are there really secret flipper combinations in games?
-
- Yep. We currently only know of ones in Williams/Bally games. The following
- steps describe what you can try to do. Most of them work only in attract
- mode with no credits since you have to use the start button (therefore, free
- play is also out of the question). Also, it is best to do them right after a
- game, slam tilt, or power-cycle.
-
- L = left flipper, R = right flipper, S = start button, B = both flippers.
- A number in front indicates hit the button that many times.
-
- TAF - 7L S 14R S 20L S = cows
- 13L S 1R S 2L S = credits
-
- TAFG - same as above, PLUS
- 12L S 5R S 4L S = new cows
-
- Whitewater - 3L S 15R S 23L S = cows
-
- STTNG - B 8L R 5L R 5L R 6L 2R = Steve Ritchie games
- (works during normal play as well)
-
- No Fear - use the STTNG code to get "Put on your 3-D glasses now"
-
- Dr*c*l* - When he crosses his eyes, hit the start (or launch) button.
-
-
- ** Section 8 - Video Pinball **
- -------------------------------
-
- >>8.1 - Video pinball???
-
- Pinball is in fact becoming more and more popular these days with video games
- becoming more tests of how much money you have rather than how much skill you
- have (especially games like NBA Jam). It only follows, then, that more and
- more home pinball games come out.
-
- >>8.2 - How accepted is video pinball?
-
- There are some 100% pinball purists out there that absolutely refuse to
- accept any implementation of video pinball, and it's not too hard to
- understand their positions. I think the vast majority of people accept it as
- long as the implementation is good (I know I do).
-
- >>8.3 - So what's available?
-
- Due to the sheer number of programs out, I have disbanded this section for
- now. However, I can make a few recommendations...
-
- Pinball Illusions has 4 tables, each with fairly decent rules. These tables
- are 2D scrollers and kind of "cartoony." The best sim currently is Pro
- Pinball: Timeshock!, which was the sequel to Pro Pinball: The Web, another
- excellent simulation. Timeshock! goes a long way to simulating an actual
- machine with operator menus and audits. Both of the Pro Pinball sims are 3D
- non-scrollers. Finally, I wouldn't buy anything from Sierra. I just find
- their pinball "sims" repulsive. Non-serious players may enjoy them, though.
-
- There is a PCPin FAQ/review list posted to rgp occasionally.
-
- >>8.4 - Why shouldn't I buy stuff from Amtex?
-
- Because they supposedly sponsored PAPA 5, and then didn't pay anything. Not
- PAPA for being a sponsor, and not most of the participants that won their
- little tournaments. No reason has ever been given, despite the fact that
- they maintain a presence on the net. This is certainly not the only reason,
- but more than likely a major reason, that PAPA 6 will not be able to take
- place this year.
-
- They produce simulations of a game that is near and dear to a lot of our
- hearts. Their willful destructive behavior is this matter is something I'm
- not taking lying down, and will never ever buy anything from them again
- until they rectify the situation. (*I'm* one of the people they owe money
- to.) I also recommend that anyone that truly cares about pinball should
- also join me in boycotting their products and spreading the word about what
- a dishonest and disreputable company Amtex is.
-
- Rumors currently abound of their demise.
-
-
- ** Section 9 - Pinball and Your Health **
- -----------------------------------------
-
- >>9.1 - Can I really get injured just by playing pinball?
-
- It's possible. If you play for long periods of time often, then you can
- develop RSIs (repetitive strain injuries) and even CTS (Carpal Tunnel
- Syndrome). It is not unlike conditions developed by typists and chicken
- cutters. (If you don't know what I'm talking about, don't worry...)
-
- -- Thanks to Michael Field <field@cae.wisc.edu> for suggesting this section.
-
- >>9.2 - How can I avoid pinball-related injuries?
-
- Well, the obvious answer is to cut back on your playing for awhile. However,
- this is not always possible. :) You can take drugs (like Ibuprofen, the
- stuff in Advil) to reduce pain an inflamation, but this is certainly not
- something that should be done constantly for obvious medical reasons. If it
- is only your wrists (i.e. tendonitis), then you could probably get away with
- using wristbands. However, you should also be aware of the possibility of
- CTS, which if left untreated, can be extremely serious. So far, a number of
- people (including myself and Dave Stewart) have had great success with padded
- gloves, such as the kind used by bikers and weightlifters.
-
- There is an exercise that has been prescribed for people who sit at computers
- all day that may also be of benefit: Hold your arms out straight in front of
- you. Make a tight fist with each hand. Then bend your hand inwards and hold
- it after it stops going in for a few seconds. Repeat this 20 or so times.
- Feels pretty good after awhile.
-
- -- Thanks to Michael Field and Dave Stewart for information.
-
- >>9.3 - So how do I know if I'm getting CTS?
-
- From a simple test you can do by yourself (or with a friend's help). With
- the suspect hand, hold your thumb and pinky together as tightly as you can.
- With your other hand (or have your friend do it), use the index finger to try
- and break the hold of your thumb and pinky. When your hands are healthy, it
- will be extremely difficult to break the hold. One of the first signs of
- CTS, though, is that this hold is extremely weak (so much so that a small
- child could probably break the hold as well).
-
- This doesn't mean that you have CTS. What it does mean is that if you
- continue the activity causing the pain (and sometimes numbness) in your hand,
- you are at high risk of getting CTS, and should immediately take steps to
- avoid it. As noted above, using padded gloves while you play seems to do the
- trick. People may laugh or make comments to you, but hey - they're your
- hands, and you'd probably like to keep the use of them, right?
-
- -- Thanks to Dave Stewart <dstewart@eng.umd.edu> for information.
-
-
- -----------------------------------------------------------------------------
-
-
- ** Related Documents **
- -----------------------
-
- The following documents are referred to in the DFAQ. This is simply a
- summary of them for your convenience. The authors/maintainers of these
- documents appear in the question their reference comes from.
-
- Q # File Description
- ----- ------------------------- --------------------------------------------
- Intro Misc/abbreviations "All" the abbreviations used in rgp
- 3.1: Tips/playingtips General pinball playing tips
- 3.4: Binaries/Images/ds_bb.ps Rough diagram for death saves and bang backs
- Binaries/Images/ds_bb.gif GIF of the above file
- 3.5: Tips/bangbacks How to save outlane drains
- 4.7: Tourney/league* Information for forming pinball leagues
- 5.9: Info/pinball List of every recent game made
-
-
- ** The Hallowed List of Contributors **
- ---------------------------------------
-
- Keith Johnson <keefer@access.digex.net>
- Kevin Martin <sigma@mcs.com>
-
- Steve Baumgarten <sbb@panix.com>
- David Byers <byers@lysator.liu.se>
- Harry Cline <clinehe@cig.mot.com>
- Federico Croci <wiz@pinball.nervous.com>
- Terry Cumming <terry.cumming@canrem.com>
- Jonathan Deitch <musjndx@gsusgi2.gsu.edu>
- Brent Earl <earl@rtsg.mot.com>
- Paul Fernquist <pfern@technix.technix.mn.org>
- Michael Field <field@cae.wisc.edu>
- John Gantert <gantertj@vitro.com>
- Chris Hehman <hehman@vnet.net>
- Dave Hollinsworth <ad836@osfn.rhilinet.gov>
- Louis Koziarz <koziarz@mcs.com>
- David Marston <marston@coos.dartmouth.edu>
- Jarod Nash <j.nash@ukc.ac.uk>
- Mark Phaedrus <phaedrus@halcyon.com>
- Scott Piehler <rosco29@mindspring.com>
- Ted Piknis <bure@wam.umd.edu>
- Lyman Sheats, Jr. <lyman@chinet.com>
- Dave Stewart <dstewart@eng.umd.edu>
- Bill Ung <ung@filenet.com>
- Matt Walsh <mtmr@walsh.dme.battelle.org>
- Frank Wang <fwang@sbcs.sunysb.edu>
-
- Minor corrections/additions:
-
- Matt Ackeret <unknown@apple.com>
- Johannes Gronvall <joha@nic.funet.edu>
- Clive Jones <c.jones@sni.co.uk>
- Johan Lagerstrom <vip@tripnet.se>
- Todd McCarty <astjm@acad3.alaska.edu>
- David Smith <maa036@lancaster.ac.uk>
- Tuukka Tikkanen <tic0@sata.fi>
-
- --
- Keith P. Johnson, keeper of rec.games.pinball DynaFAQ
- Insults are random and for amusement only.
- "Win this war for me."
-
-