Mechanical Memories Magazine

Issue: 2006-April - Issue 1

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
Spotlight Bryan's Allwins
Each month in Spotlight, I shall be taking a closer look at one of the machines I
have in the museum. This month it's actually two machines: Elevenses and gapwin.
Bryan ' s entered the Allwin market relatively late. Their heyday, the most innovative
years, were undoubtedly the 1930s. Two machines in particular: Payramid (1934) and
Allsport (1937) were still being manufactured in the 1970s. Few manufacturers of
amusement machines, (or anything else come to that), could boast such longevity of
product. When they did statt to produce all wins, they did so in typical Bryan ' s fashion.
Unlike others of the era, particularly Oliver Whales and Wondermatics, Bry
produced a very small range of Allwins Gust six between 1953 - 1956), but all unique a
individual. The range comprised: Fivewin (1954); Elevenses ( 1955); Pilwin (1953 and
later version 1956); Ten cup (1956); U Win (1956) and Gapwin (1956). The two I have in
the museum are: the most common (Elevenses) and the best (Gapwin).
Bryan 's advertising literature always boasted 'Bryan's Machines are so different',
and William Bryan certainly didn't forget his own slogan when designing his Allwins.
The first machine in the range was ' Pilwin Play' and was no doubt the test bed for future
design and improvement; a chance to evaluate the Allwin ' s short comings and inherant
design flaws (the basic design of Allwins hadn ' t changed for forty years).
B,yans Elevenses and Gapwin in Mechanical Mem ories Museum
Page 10

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