Mechanical Memories Magazine

Issue: 2006-April - Issue 1

So, the Tivoli set the standard for future design of gaming wall machines. In order to be
accepted as ' legal', a machine had to demonstrate a degree of 'skill ' . The line between
skill and chance was never clearly defined; neither would it have been easy to do so. The
element of skill was certainly dubious in many machines to come.
As a measure of Tivoli's success, over forty patents relating to the game were taken
out over almost as many years. But the game didn't drastically change; rather, it evolved.
The cigar payout was replaced with a token payout quite early in the machine's
development, and jackpots were to come later. It wasn't until the 1930s that a new drop
case machine would oust everything that had gone before, and remain in British arcades
for another forty years.
In 1931 , Leslie Bradley in conjuction with The Perry Barr Metal Co. Ltd, took out
patent No. 3 77316 for the Challenger. This was to be the second, and indeed the last,
significant development in the Drop Case machine .
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Bradley's I 9 3 I challenger (sorry this is such a crap picture - it 's the best I could find)
Page 8
The Challenger consists of a row of columns at the bottom of the playtield, and the coin
entry at the top. In addition, a 'flicker' is provided adjacent to the coin entry. At the top
of the playfield, positioned centrally, is a triangular shaped wheel, which could be turned
by the player by a knob to the left of the playfield. On inserting a penny, the player
' flicks' the coin into the wheel and turns the knob to deflect the coin into the playfield.
The coin then drops, through a matrix of pins, into one of the columns. The columns are
arranged such that the central column holds six coins, those adjacent hold five and the
outermost hold four. When a column is full, the next coin triggers a release mechanism
and that column pays out.
Just as so many other games perporting to require 'skill' to effect a payout, l' ve
never been able to work out how there could possibly be any way a player could
influence the outcome; it must surely be as random as throwing a dice! But just to
vince the authorities further that this was an 'honest, players best friend' machine,
played on the front of the machine, cast in solid aluminium are the words: 'ALL
COINS THAT FALL INTO THE COLUMNS BELOW WILL EVENTUALLY BE
RETURNED TO THE PLAYERS '. What it omits to say, is that the coin required to
trigger the payout falls into the machines cash box.
The Challenger is a masterpiece of psychological trickery! First, by allowing the
player to propell his coin into the playfield with the triangular wheel, he is made to
believe he can influence the coin's path. The best he can do is deflect the coin to the left
or right side of the playfield. The coins path through the pins is entirely random. Second,
when the machine pays out, the player is normally so 'chuffed' that he's won, he tends to
forget the machine 's swallowed his stake money!
As a testimoy to the Challengers' success, they were still being manufactured in the
1960s. By then these 'S uper Challengers' were largely made of formica, rather than oak,
but were basically exactly the same machine.
Mechanical Memories Museum
st a reminder that I shall be open throughout the
school holidays at Easter. So bring the kids down to
sunny Brighton and pop in for a chat, I'll look
forward to seeing you. If you've never been before,
it's really easy to find. We're on the seafront, at
beach level about 50 yards west of the Palace Pier.
Page 9

Download Page 8: PDF File | Image

Download Page 9 PDF File | Image

Future scanning projects are planned by the International Arcade Museum Library (IAML).

Pro Tip: You can flip pages on the issue easily by using the left and right arrow keys on your keyboard.