Tuesday, December 17, 2013

THE ILLUSION OF CONTROL

The illusion of control is the tendency for people to overestimate their ability to control events, for instance to feel that they control outcomes that they demonstrably have no influence over. The effect was named by psychologist Ellen Langer and has been replicated in many different contexts. It is thought to influence gambling behavior and belief in the paranormal. Along with illusory superiority and optimism bias, the illusion of control is one of the positive illusions. Although, the idea of illusion of control has been studied prior to Langer. Psychological theorists have consistently emphasized the importance of perceptions of control over life events. One of the earliest instances of this is when Adler argued that people strive for proficiency in their lives. Heider later proposed that humans have a strong motive to control their environment and White hypothesized a basic competence motive that people satisfy by exerting control. Weiner, an attribution theorist, modified his original theory of achievement motivation to include a controllability dimension. Kelley then argued that people’s failure to detect noncontingencies may result in their attributing uncontrollable outcomes to personal causes. Later on, Lefcourt argued that the sense of control, the illusion that one can exercise personal choice, has a definite and a positive role in sustaining life. Nearer to the present, Taylor and Brown argued that positive illusions, including the illusion of control, foster mental health.

The illusion is more common in familiar situations, and in situations where the person knows the desired outcome. Feedback that emphasizes success rather than failure can increase the effect, while feedback that emphasizes failure can decrease or reverse the effect. The illusion is weaker for depressed individuals and is stronger when individuals have an emotional need to control the outcome. The illusion is strengthened by stressful and competitive situations, including financial trading. Though people are likely to overestimate their control when the situations are heavily chance-determined, they also tend to underestimate their control when they actually have it, which runs contrary to some theories of the illusion and its adaptiveness. People also showed a higher illusion of control when they were allowed to become familiar with a task through practice trials, make their choice before the event happens like with throwing dice, and when they can make their choice rather than have it made for them with the same odds. People even are more likely to show control when they have more answers right at the beginning than at the end even when the people had the same number of correct answers.

The illusion might arise because people lack direct introspective insight into whether they are in control of events. This has been called the introspection illusion. Instead they may judge their degree of control by a process that is often unreliable. As a result, they see themselves as responsible for events when there is little or no causal link. In one study, college students were in a virtual reality setting to treat a fear of heights using an elevator. Those who were told that they had control, yet had none felt as though they had as much control as those who actually did have control over the elevator. Those who were led to believe they did not have control said they felt as though they had little control.

THE REALITY OF CHAOS

The true meaning of the word chaos is different from its general usage as a state of confusion or lacking any order. In chaos theory, chaos refers to an apparent lack of order in a system that nevertheless obeys particular laws or rules. Chaos is not disorder but a higher order of the universe.

Chaotic systems appear to be disorderly, even random. But they are not. Beneath the random behavior is a sense of order and pattern. Truly random systems are not chaotic.In a world of order, chaos rules.

Chaotic systems are deterministic. This means they have something determining their behavior. Chaotic systems are very sensitive are very sensitive to the initial conditions. A very slight change in the starting point can lead to enormously different outcomes. The theory behind how small deviations can lead to large deviations lies at the heart of chaos theory.

Chaos theory is the study of non-linear, dynamic systems. Using Chaos theory, you can predict the patterns of the stock market, the weather and everything that has unfoldment.Chaos theory shows that the occurrence of events is not linear but holographic in nature. The image of the whole can be found within any part of it. Self- similarity is symmetry across scale. It implies recursion, pattern inside of pattern.

Playing with chaos mathematics, science and computer programming produced images which looked like nature. Ferns and clouds and mountains and bacteria. Simple mathematical equations fed into a computer could model patterns every bit as irregular and “chaotic” as a waterfall. They can be applied to weather patterns, coastlines, and all sorts of natural phenomena. Particular equations would result in pictures resembling specific types of leaves, the possibilities were incredible. They seemed to match the behavior of the stock exchange and populations and chemical reactions all at the same time. They suggested answers to questions which had been asked for centuries about the flow of fluids as they moved from a smooth to irregular flow, about the formation of snowflakes, about the swing of a pendulum, about tides and heartbeats and cauliflower and rock formations. The chaos pattern is the pattern of the universe.

PINBALL FACTS AND KNOWLEDGES

HOW TO MAKE A SIMPLE PINBALL MACHINE


Instructions



    • 1
      Make the pinball table. Glue the top of an empty cereal box shut. Cut off the front panel of the cereal box, leaving rounded corners for support and decoration (see image).
    • 2
      Round the top inside of the box so the ball is guided around the corners when it flies out of the chute. Cut a strip of cardboard the same length as the pinball table. This piece should come from the piece of cardboard cut out in step 1. Glue this strip sideways into the top inside of the box to round out the corners and guide the ball.
    • 3
      Add another piece of cardboard (I chose to make a curved band) to the top left corner of this arch so that the ball does not keep going along the arch. Install a chute to the right side of the table by taking another strip from the cardboard panel you cut out of the box in step 1. Cut it one inch wide and a length equal to that of the box.
    • 4
      Bend a 1/4 centimeter of this strip down one long edge. At the top of this fold, cut the 1/4-centimeter flap at increments 1-centimeter apart, going down the side, for 4 inches. The cuts should penetrate 1/4-centimeter (the entire width of the flap) until it hits the fold. Orient this strip with the 1/4-centimeter flap facing down and folded toward the inside of the table.
    • 5
      Curve the top as needed to match the contour of the wall. Give enough space in the chute so the ball will progress smoothly from the bottom to the top. Glue the strip in place to finish the chute and hold it until the glue cools enough to let go.
    • 6
      The plunger being pulled.

      Make the plunger. Cut a strip of cardboard 2-inches wide and fold it into a triangle. The "front" of the triangle should be the width of the chute. Make a dent in the front to make it a little concave (curved inward). The leg of the triangle that you pull on should be 5 inches long. The other leg (on the other side of the front) should be 2 inches long and dented inward in the middle. Half of this dented leg should be flush against the other 5-inch leg. Glue the part of the two legs that touch each other. Cut a vertical 2-inch slit at the right hand corner facing you. Slip the long corner of the plunger triangle into the slit so it sticks out of the box through the vertical slot 1-inch. Outside the box where the plunger is sticking out, cut a small 1/4-centimeter notch on the top and bottom edges of the plunger.
    • 7
      Make the plunger stop. With the plunger still positioned as before, cut a new piece of cardboard the width of the chute and with two 1-inch panels on either side. Cut the height of the plunger stop short enough to allow contact with the ball when the plunger hits the stop. Make the stop tall enough to prevent the ball from following the plunger back.
    • 8
      Cut the plunger guide out of a cardboard strip that is 2 inches wide and 4 inches long. Fold the flap 2-inches in from one side and another 2-inches in from the first fold. Fold the cardboard in half and slip it over the plunger inside the table where it goes through the slot. Glue the side facing the outer wall in place.
    • 9
      Notice the thumbs on the flippers and the finger tips on the sides of the table.

      Make the flippers. Cut a strip of cardboard 3 inches long. Fold the strip at one end 3/4 inch tall. Cut a second strip of paper 2 inches long that is also 3/4 inch long. Roll the second trip into a roll and hold it with a rubber band. Put hot glue into and on both ends of this roll. When the glue cools, remove the rubber band.
    • 10
      Glue this roll, on end, just behind the fold in the first strip on the side toward the outside of the table. Put glue along the edge of the cylinder Where it contacts the folded edge. Cut a wedge in the flipper on the long flap to make a triangle with the roll forming the base and the folded cardboard forming one side. Do not cut past the roll. Do the same thing to make a mirror image of the one you just made. Hold the first flipper up to a mirror if you are having trouble visualizing the next one you will make.
    • 11
      Glue on the table legs. Make and glue four rolls for the 1-inch-diameter legs of the table. Two of them should be 1-1/4 inch long and the other two legs should be a 1/2 inch long. The two table legs closest to you should be the two short ones. Glue the table legs at the corners of the table. This is especially critical for the two front table legs.
    • 12
      Make a fifth table leg. Fold in half, one time, a 2-inch square piece of cardboard. Glue it in on itself. Use this to make a fifth leg on the center front of the table. Glue it here and let it sit flush against the table with the front two legs.
    • 13
      Cut a slot across the table wide enough to insert the ends of your flippers (up to the wedge). You can see in the picture that it was cut back at an angle so that it did not interfere with the ball when the flipper was pulled. Cut two squares of cardboard that are the width of the slot hole and glue them to the under side of the table to patch the flipper hole. Repeat the same process for the other flipper leg.
    • 14
      Complete plunger installation. Flip the table over. Put the flipper handles on either side of the 5th table leg. Get a 1-inch wide strip of cardboard the width of the table. Glue it across the two short table legs and glue it to the fifth leg in the middle of the strip. Do not glue the flipper handles to the table or this strip. At this stage, trim the flipper handles to 1-1/4 inches wide where they touch the table legs so they have more room to move.
    • 15
      Add the springs. Tie three rubber bands together at one central location. Put one loop around each of the two flipper handles. Cut two 1/2-inch deep slits at the top edge of the pinball table at the center with 1-inch separating them. Loop the third rubber band here.
    • 16
      Cut a small hole above and below the plunger stop on the right hand side of the box. Cut a rubber band and thread it through. Tie the loose ends of the rubber band, in which you cut to the same place on this new rubber band, to make a figure "8" shape, where one loop goes through the side of the box. Loop the other end of the figure 8 around handle of the plunger through the two notches. If the rubber bands are not tight enough, double them over to make them tight.
    • 17
      Make the bumpers. Fan fold a 12-inch-long strip of cardboard into 1-inch cardboard "plates." Pull the fan fold open so the first and last plates meet and glue them together.
    • 18
      Make the plates 2 inches long for the side bumpers. Glue cardboard tunnels and flaps to guide the ball.
    • 19
      Cut holes slightly smaller than the ball so the ball stops and you can add up your score up before popping the ball out from underneath. Assign a point score for everything so that you can count your score as you play or tally the score on a sheet of paper.

Tips & Warnings

  • Use crate paper to make your machine pretty. Use the plastic from a large box of donuts (or fruit-leather) as a shield over the top of the box. The flippers are operated by pulling them outwards with your thumbs while your finger tips rest on the sides of the table and then letting go. The plunger works by pulling back on the plunger handle and letting go.
  • Do not use balls that will break things or hurt when they fly out of the machine. Watch out for the rubber bands since they can snap unexpectedly; there is an element of risk for the user. Wear goggles when making this machine and when using it if the rubber bands are under significant tension. Do not cut yourself on your scissors or other sharp objects. Do not burn yourself with the hot glue gun/glue or anything hot.




PINBALL FACTS AND KNOWLEDGES

HOW TO PLAY PINBALL LIKE A PRO



1

Watch and listen to the game. In order for the profits to trickle back upward, operators need as many players as they can get. This means that the last thing anyone in the industry wants is players walking away from machines confused and frustrated because they couldn't understand what they were doing. To combat this, machines today give the player lots of instruction. But some beginner players don't realize this and this miss easy hints from the game. So while you are playing, look at and listen to the machine.
  • "Look at" mostly means watching the display. Most games from roughly 1990 onward will tell the player what they need to do next. Keep an eye also on the play field lights: often if you don't know what you are doing, just hitting a target with a flashing light in front of it will do something.
  • "Listen to" means just that. Pinball machines have had speech since the late 70s, and will verbally tell the player about things going on in the game. And even the sound effects are designed the cue the player in certain ways. Start listening to the sounds games make in conjunction with the things they do and you'll start to get the connection. And this isn't trivial: often the sound is meant to tell you something like, "Hey, I'm about to kick the ball at you really hard: be ready!

  1. 2
    Learn the rules. It isn't just ball control, nudging and aim that makes the world's best players. Most modern machines have complicated rule sets, and learning what those rules are is a major part of getting high scores. Rule sheets for most modern titles can be found at the Pinball Archive.
  2. 3
    Master the basics of flipping. While there will always be an element of chaos in pinball, in truth, very few balls that come down the playing field are completely out of the player's control. This is the key area which determines a player's skill level: bringing the ball under control. There are many advanced tricks, but for now let's address the basics:
    • Don't flip both flippers. Flip only the flipper that you need to. Flipping both will actually sometimes cause the player to "drain" (lose the ball) when they didn't need to.
    • After you've flipped, drop the flipper back down immediately. Leaving it up leaves a nice big gap for the ball to fall between.
    • In general, don't flip any more than you need to. And as you'll discover, that's way less than you might at first think. Once you've got that down, you'll notice that if you hold the flipper up at the right time, you can bring the ball to a dead stop. Great! You've learned how to "catch" the ball. This is a critical element of good play. Catching the ball lets you both stop and think of what shot you want to try to take next and aim carefully for it. There are other things that it also affords the advanced player that we will get into later. And for all players, it lets you stop and take a quick drink, smoke, or answer your cell phone if you're careful.
    • Some machines have more than two flippers. Before you start, be sure to look over the entire machine to find all of the flippers, so that you're ready when the ball is near any of them. (For that matter, some machines have more than two buttons. Some have an additional button on one or both sides that have special functions that come into play at various times in the game. Some have buttons on the lock bar, which is the metal bar above the glass that is closest to the player. Some have more than one plunger. Some have a gun or other type of auto-launch mechanism that at times will come into play for reasons other than just getting the ball onto the field. Be sure to note where all of the these things are, and pay attention to when it is time to use them.)
  3. 4
    Get good at aiming. You've now gotten to the point where you can bring the ball to a stop consistently and you're learning about what shots you want to try for. Excellent. Now you need to learn how to hit them consistently. The most important rule for aiming is simply that the closer to the tip the ball is, the more to the opposite side it will go. So, for example, let's say you're holding the ball on the left flipper. You drop the flipper and let the ball roll down. If you flip again quickly, you'll send the ball more to the left. If you let the boll roll down a little more towards the tip of the flipper, the more you'll send the ball to the right.
    • This is where instruction starts to slowly be taken over by instinct. While the above and other rules are accurate, in truth this is where you will need to start "learning" the machine--what direction and with what force a ball goes in conjunction with when and how you flip all comes down to the individual machine. Even two of the same machine can play very differently dependent upon a wide variety of physical factors: how strong the flippers are and what angles they are at, how clean the machine is, how steep the machine is, etc.
    • Aiming is thus a combination of knowing the general physical rules for a pinball machine and knowing the specifics of the machine that is in front of you. If you shoot for a ramp on a machine that is the same as the one that you normally play, but the shot goes early, adjust yourself, and shoot later next time. You're not playing against other players; you're playing against, and with, the machine.
  4. 5
    Nudge and tilt. Don't be shy: a certain amount of nudging is considered perfectly fair play, and done right, can often save a ball that might have otherwise been lost.
    • Even more than aiming, when and how to nudge is an art form. Even among the experts, no two players approach this with the same philosophy. Some are aggressive, some passive, some judicious, and some wild. What is important is simply to remember that machines do have tilt sensors, and if you tilt, not only does your ball end, but in most games you will lose any end-of-ball bonus points that you might have accumulated; in some cases, this bonus can be enormous.
    • Most modern games will also warn you that you are playing too hard. Take the warnings seriously. The way that tilt bobs work, sometimes the moment you get the first warning you are already doomed, since the tilt bob will keep bouncing back and forth and hitting its surrounding ring even if you stopped touching the machine entirely. More often, though, you'll get your warnings, which build up over the course of the ball. Two to three tilt warnings is usually the default.
    • Do not hit the front coin door in frustration. Really, don't abuse the machines, period: these are expensive games, most operators don't fix them all that often, and it's just plain anti-social. But added to this is that many 80s and 90s games have "slam tilt" sensors on the front door. If this goes off, your game automatically ends.
  5. 6
    Perfect your stance. We've talked about how you play, but how do you stand? What is the best way to position yourself as you flip away? Again, there is no single standard here. Many players simply stand mostly straight, with a slight lean towards the game, no frills. Some hunch down. Some put one leg far ahead of the other. A few cross their legs. And a few even do a Karate Kid and stand mostly on one leg, seriously. Also some players play with gloves to prevent carpal tunnel syndrome. Some play sitting down. Some junior players stand on a milk crate. Some play with and iPod on or with cigarette in their mouth. One player once played routinely with a miner's hat on. Whatever works for you, here is what is important to consider:
    • First, whatever stance you choose should be one that you can remain comfortable at for a long time. A good game can last 15-20 minutes. An epic game can last hours. Make sure that whatever you choose it's so comfortable that you don't think about it.
    • Second, make sure that your body is physically centered enough that you can nudge the machine forward without losing your equilibrium. A pinball machine weighs about 300 pounds; giving it just the right amount of force takes more physical precision than you would think.
    • Finally, don't give a hoot what other people think of your style. Pinball is likebowling or golf in this respect. When the ball is moving you might subconsciously strike all sorts of absurd poses, but as far as the game is concerned, a jackpot is a jackpot. Do what works.
  6. 7
    Join a pinball league. "Huh? A pinball league? Those exist?" Why yes, quite a lot of them do. Pinball leagues and tournaments have been around for decades, despite getting scant media coverage. Various web sites listing them come and go. Much of what you'll learn will come from just watching others play and getting ideas. There are also all kinds of online communities; just about every major social networking site (such asMySpace) that includes groups or forums has at least a few pinheads mulling about. However, what is arguably still the best gathering spot is in the ancient land of Usenet, at the newsgroup rec.games.pinball.
  7. 8
    Enjoy it. Like any game, the object of pinball is ultimately to have fun. Sometimes, you may need to be reminded of this. Pinball is awfully fun when you're playing well. When you're not, or when the game just isn't being nice to you, it can get highly frustrating. Learn early on when to chalk it up to a spat of bad luck and keep on trucking, and learn when to just walk away and come back for another round another day.

PINBALL FACTS AND KNOWLEDGES

LONGEST PINBALL GAME 


Official

The longest pinball marathon lasted 28 hours and was achieved by Alessandro Parisi (Australia) at the Westland Shopping Centre in Whyalla, Australia on 22-23 January 2007.

source: http://www.guinnessworldrecords.com

Not Official

Story dated April 14, 2004

The record holder in question is Ronald M Mowry who claims to be the very first to hold the record for the longest continuous pinball playing session at 72 hours and 8 minutes. He reached the record time almost 30 years ago playing a Gottlieb Super Soccer game.



Ronald told Pinball News how the marathon session came about.

"In 1974 there was a movie promotion put on by a major radio station. The movie was Tommy. There were 15 pinball machines at a bar in Ft. Lauderdale, Fla."

The aim was to set the world record for continuous pinball play. There was no established record to beat so this was an attempt to set the standard and become the first Pinball Wizard. Would-be contestants had to send in a postcard with their name, address and telephone number and fifteen names from an entry of 35,000 were chosen to compete. Ronald did not enter the draw and thus was not one of those chosen to play, so he decided to set up his own record attempt.

"I was in a small sandwich shop in Hallendale Beach Fla. I was representing all the unlucky people that did not have their postcard selected to compete for the world's record!"

The promotion's organisers offered to set up a sixteenth game for Ronald to play but he declined. He says the method of choosing players by a lottery was illegal at the time, but more importantly, he wanted to set the record in the true pinball way, with no free play - paying to play if you don't win a replay or match.

"Their machines were rigged for continuous playing where as I had to compete for a free game at all time. There were prizes awarded to their winners - first prize was a Wizard pinball machine, second prize was $250.00 in silver dollars & third prize was a date with Ann-Margret to the opening of the movie Tommy."

Ronald had been training for the record attempt by staying awake for three days and sleeping the next three along with swimming and exercising. "It was fun staying awake that long because I was on the people's team that think that playing pinball is a sport and you must respect the rules of the game."

So one Friday at 7:55pm the first quarter was dropped into the coin slot and the record attempt was under way. Customers to the shop were asked to sign a sheet confirming that Ronald was still playing during their visit.



President Richard Nixon had recently resigned from office, so Ronald tilted away the first ball to mark the occasion.

He was allowed a five minute break each hour during which he did push-ups, sit-ups and running to keep the blood circulating in his legs. Meals consisted mainly of sandwiches (this was in a sandwich shop, remember) and were eaten during play.

The record was finally set after 709 games when he had to stop playing to avoid physical injury. "I was convinced by the paramedics to stop playing because I was losing feeling in my legs and they started to swell. I didn't win their prize but I beat them all and set the record of 72hrs and 8min of constant playing of a pinball machine."

As with the first ball, Ronald tilted away the last ball to commemorate the President's resignation. No other tilts occurred during the session.

Playing for all that time used up plenty of quarters. Despite winning 145 free games, over $100 went into the coin slot during the pinball marathon - $20 of Ronald's own money, $35 from the sale of movie star patches and the remainder was given by well-wishers. The money was was then donated to the Big Brothers & Big Sisters Association.

Getting the feat recognised by the Guinness Book Of Records was more of a challenge. The publishers in New York rejected the submission saying pinball was considered by Guinness to be a non-competitive sport and therefore ineligible.

The best hope for a legitimate pinball endurance record now rests with the Twin Galaxies organisation who chart the top scores of video and pinball competitions. The next edition of their Official Video Game & Pinball Book Of World Records will include Ronald's achievement.

And now, almost 30 years after the record was set, Ronald is inviting pinball players around the world to try to beat his record. "Play the game like the sport that is.
You put the money in the slot and push the button. The game begins when you release the spring. You can not delay; you must start playing, no stalling. Now, at the end of the game you either win a free game by score or match. Not doing that you must feed the machine and play again. You keep doing this for 72hrs &9min, you will have beaten my record!"

So, are you ready for the challenge? Could you play continuously for more that three days or perhaps you've already beaten the record?

Ronald has this message for you: "I Ronald M. Mowry here by challenge the world to beat my record of 72hrs and 8min. I set the record 30 years ago and it's time to get it
on."

PINBALL FACTS AND KNOWLEDGE

TOP 8 MOST INNOVATIVE PINBALL MACHINES OF ALL TIME


First With a Mechanical "Tilt"
Brokers Tip /// 1933 /// D. Gottlieb & Co.



Early pinball machines, which became immensely popular in a Depression-scourged America looking for cheap entertainment, were built without flippers. Instead of the now-standard paddles, users pulled a plunger to shoot balls onto the playing field, aiming for holes that were worth various point values. Of course, players would try to influence the outcome by shoving the machines themselves, and game operators were less than pleased with the potential for damage. This Wall Street-themed game was the first to feature the now-standard "tilt" mechanism, which punishes players for physically abusing their low-tech gaming console.

The tilt is the brainchild of pinball pioneer Harry Williams, who founded the legendary Williams Manufacturing and designed the first electrical pinball machine. Various types of mechanical tilts have been used over the years, but the first was known as the Stool Pigeon. In it, a small ball stood on a pedestal above a metal ring. When a player pushed the machine too hard, the ball fell off the pedestal and hit the metal ring, activating an electrical circuit that would end the round.

Today, tilt mechanisms are standard in all machines, and mastering gently pushing a machine just hard enough to manipulate the ball without activating the tilt sensor has become an integral part of game play.


First With Flippers
Humpty Dumpty /// 1947 /// D. Gottlieb & Co.



Beginning in the early 1940s, a large anti-pinball movement gained steam across the country, resulting in its banning in a number of locations, including New York City, Los Angeles and Chicago (where most of the machines were manufactured). Much of the opposition to pinball stemmed from the belief that it was a game of chance, and thus a form of gambling. The introduction of the flipper in the late 1940s was important not just as a key component of what people today think of as pinball, but also because it brought a new level of control and skill to pinball. (Although it would be another three decades before most of the pinball bans were lifted).

Humpty Dumpty had six flippers--all facing outward, away from the center of the playing field. It wasn't until a 1950 game called Spot Bowler that the key hardware for game play took on its now common incarnation at the bottom of the playing field, facing inward.


First Licensed Movie Theme
Wizard /// 1975 /// Bally



Today, Illinois-based Stern Pinball is the only company in the world still making pinball machines, and every single one of its new games is based on a licensed theme (recent games include The Family Guy and NASCAR). But it wasn't until a movie about pinball was released that a game took its theme from a film.

Wizard was based on the 1975 movie version of The Who's Tommy rock opera (which was, of course, about that "deaf, dumb and blind kid" who sure played a mean pinball). The game, which featured depictions of Roger Daltry and Ann-Margret on its back glass, proved a hit, and another Tommy-based game came out the following year (Captain Fantastic, which featured Elton John in full pinball-wizard garb). Today's pinball designers use themes to give their games a narrative and structure, and to bring in a built-in customer base.


First Solid-State Pinball
Hot Tip /// 1977 /// Williams
Spirit of 76 /// 1975 /// Micro Games




Until the 1970s, no pinball machine had any sort of computerization. Instead, the electromechanical games ran on a precarious balance of moving parts, with their guts resembling giant Rube Goldberg machines.

But beginning in 1977, manufacturers began running their games off of computer chips, and the machines became far less prone to mechanical failure. (Engineers could also take advantage of the chips to put in more intelligent and complex features.) Oddly, when the first so-called solid-state pinball machines came out, Williams was worried that customers used to the familiar feel of churning gears and ringing bells would be scared away by the high-tech new machines. To protect against this, the company filled the games with spinning gears that did nothing except make familiar noise.

Correction: The original version of this story incorrectly identified Hot Tip as the first solid-state pinball machine. It was the first solid-state machine manufactured by Williams, but not the first in the industry.


First Dot-Matrix Display
Checkpoint /// 1991 /// Data East



In many ways, the early 90s were the last and greatest golden age of pinball. Even though video games were wildly popular by that point, pinball machines saw their best sales ever--and some of their best and most creative incarnations. This was the direct result of a single innovation: the dot-matrix display.

Before the dot-matrix display, pinball machines showed their scores on spinning reels and, later, simple digital displays. But the dot-matrix display was flexible enough to show more than mere numbers--they could display animations. As a result, programmers could add an unparalleled number of new features and new game modes (such as mini video games that took place entirely on the tiny screens), and even immerse the player in a narrative of sorts.

Checkpoint used a so-called "half-height" dot-matrix display, as opposed to the full-size one used in later machines. It was also the first game to allow a player to select the music they wanted to listen to during their game, with six different musical genres on the menu.


Best Selling
The Addams Family /// 1992 /// Bally



After the advent of dot-matrix display, pinball saw a rush of now classic games. But The Addams Family is perhaps the era's most iconic. It also sold more than 20,000 units, making it the best-selling pinball game of all time.

The game featured plenty of next-gen features, such as a moving mechanical hand (Thing) that picked up balls, an enormous number of scoring modes and new dialogue recorded by the film's stars specifically for the game. But the real reason for its success was that it had great game play. With well-placed ramps and shots leading into each other naturally, The Addams Family avoided some of the all-too-common pratfalls of the pinball machine. This game nailed the simple things, and virtually every game since has taken design cues from it.


Most Feature-Filled/User-Modded
The Twilight Zone /// 1993 /// Bally



Following the success of The Addams Family, designer Pat Lawlor was given carte blanche to make the game of his dreams. The result: The Twilight Zone, a messy, complex, frustrating and immensely enjoyable machine. Never before had a designer attempted to stuff so many toys and features into a single game. Some of Twilight's wilder features included a working gum-ball machine that would spit balls onto the playing field, a miniature upper play field with invisible magnetic flippers, and a working clock that would count down the time of different game modes. The game was so ambitious that it had to be built as a "wide-body" machine in order to fit all its features onto the playing field.

But because the machine was so mechanically complex and filled with so many moving parts, it was also extremely prone to mechanical problems. The clock, in particular, would frequently break down, and machines still in perfect working order are very rare and remain sought after by collectors.

Recently, The Twilight Zone has developed a reputation as the most-modded machine, with collectors using the Internet to buy and sell even more toys for the game's already crowded playing field. Common mods include filling the gum-ball machine with colorful plastic gum balls, hacking the game to play updated firmware that adds more game features, and even surgically installing magnets to the playing field to make game play more exciting.



Most High-Tech
Revenge From Mars /// 1999 /// Bally



Williams Electronics was perhaps history's most legendary pinball manufacturer. By the late 1990s, it had gobbled up the pinball operations of Bally and Midway to make itself one of only two pinball companies left on the planet (and by far the larger of the two, accounting for more than 80 percent of the market). But Williams's pinball operation was also just one small division of what was then a large, publicly traded corporation, WMS Gaming, that saw greater profits from slot-machine sales than from complex, low-volume pinball games. The company had made moves to shut down the pinball operation, but not before giving its engineers one last-ditch effort to redefine the game for a new millennium--and save their jobs.

The result: Pinball 2000, a high-tech pinball/video-game hybrid in which players would aim the ball at projected holographic targets (click here to see the game in action). Because much of the playing field was built from projected video, the games for Pinball 2000 were designed to be easily converted between themes as future games were released. But that never happened. Only two Pinball 2000 games were ever produced:Revenge From Mars and the not-quite-as-fun Star Wars, Episode 1: The Phantom Menace. Although the new games sold moderately well, it wasn't enough for WMS, which closed the door on its entire pinball operation in 1999, leaving the much-smaller Stern Pinball as the world's sole manufacturer of pinball machines.


source: PopularMechanics.com

PINBALL FACTS AND KNOWLEDGE

BRIEF HISTORY OF PINBALL MACHINE


Pinball is a coin-operated arcade game where players score points by shooting metal balls on a inclined playfield, hitting special targets, and avoiding losing their balls.


Montegue Redgrave & Bagatelle


In 1871, British inventor, Montegue Redgrave was granted US Patent #115,357 for his "Improvements in Bagatelle".

Bagatelle was an older game that used a table and balls. Redgrave's patented changes to the game of Bagatelle included: adding a coiled spring and a plunger, making the game smaller, replacing the large bagatelle balls with marbles, and adding the inclined playfield. All common features of the later game of pinball.

Pinball machines appeared in mass, during the early 1930s as countertop machines (without legs) and they featured the characteristics created by Montegue Redgrave. In 1932, manufacturers began adding legs to their games.



First Games


"Bingo" made by the Bingo Novelty Company was a countertop mechanical game released in 1931. It was also the first machine manufactured by D. Gottlieb & Company, who were contracted to produce the game.

"Baffle Ball" made by D. Gottlieb & Company was a countertop mechanical game released in 1931. In 1935, Gottlieb released a electro-mechanical standing version of Baffle Ball with payout.

"Bally Hoo" was a countertop mechanical game with optional legs released in 1931. Bally Hoo was the first coin-operated pinball game and was invented by the founder of the Bally Corporation, Raymond Maloney.

The term "pinball" itself as a name for the arcade game was not seen until 1936.



Tilt


The tilt mechanism was invented in 1934 as a direct answer to the problem of players physically lifting and shaking the games. The tilt debuted in a game called Advance made by Harry Williams.



Powered Machines


The first battery operated machines appeared in 1933, Harry Williams made the first. By 1934, machines were redesigned to be used with electrical outlets allowing for new types of sounds, music, lights, lighted backglass, and other features.



Bumpers, Flippers, and Scoreboards


The pinball bumper was invented in 1937. The bumper debuted in game called Bumper made by Bally Hoo.

Harry Mabs invented the flipper in 1947. The flipper made its debut in a pinball game called Humpty Dumpty, made by D. Gottlieb & Company. Humpty Dumpty used six flippers, three on each side.

Pinball machines during the early 50s began to use separate lights behind the glass scoreboard to show scores. The 50s also introduced the first two player games.



Steve Kordek


Steve Kordek invented the drop target in 1962, debuting in Vagabond, and multiballs in 1963, debuting in Beat the Clock. He is also credited with repositioning the flippers to the bottom of the pinball playing field.



The Future of Pinball


In 1966, the first digital scoring pinball machine, "Rally Girl" was released Rally. In 1975, the first solid-state electronic pinball machine, the "Spirit of 76", was released by Micro. In 1998, the first pinball machine with a video screen was released by Williams in their new "Pinball 2000" series machines. Versions of pinball are now being sold that are completely software based.