Play Meter

Issue: 1980 July 15 - Vol 6 Num 12

Mailbox ....
must, why not eliminate the
five-ball setting? This would be
one step toward a long awaited
price increase.
It's easy for the factory r eps,
and the rest of the pros, t o say
"You be the pace setter," but
when a customer tells you to set
t he game on five-ball play like t he
place down the street or take it
out, that advice doesn't cut much!
It's very clear that any for m of
price increase is going t o have t o
originate at t he factory level. As
long as there's a choice, t he pace
is set by the irresponsible opera-
t or and t he game rooms and
arcades owned by non-operators
who exploit our industr y with
super locations or ot her type
amusement center s .
Some ty pe of price per game
increase must be designed into
t he game at t he factory in a way
t hat can not be altered by
anyone.
Howard & Jimmy Cole
Cole V ending Co. , Inc.
Weaverville , North Carolina
FOR SALE
Thanks: Down Under
As an independent operator of
amusement machines ... 1 find
your magazine PLAY METER a
very informative and useful mag-
azine for keeping abreast of
trends and developments of ma-
chines likely to be imported into
Australia. In addition, I have
found your "Technical Topics"
section to be very useful in
understanding some of the basic
problems inherent in most ma-
chines. Keep up the good work!
Larg.st sal. of lat. mod.1
us.d pinball and vld.o gam.s
In th. country
BEST IN USED EQUIPMENT
RECONDITIONED AND READY FOR PROFITS
FLlPPE"S
Bally
EVEL KNIEVEL
GLOBETROTTERS
LOST WORLD
MATA HARI
PLAYBOY
PARAGON
STRIKES & SPARES
EIGHT BALL
KISS
M.D. Kirk
Pin 'n' Ball
Gladstone, Queensland
Need 3-ball play
All the articles, editorials, and
ads tell us that we (the operator),
must demand higher pricing on
pin games, one play for 25 cents
and three -ball play is a must if we
expect to survive as the price of a
new pin game passes the $2,000
mark.
Yet the games still have a
setting for five -ball play.
We set our late model games
on three-ball play only to be
forced to return them to five-ball
play when the competition down
the street refused to follow suit.
If the manufacturers agree on
the fact that three-ball play is a
PLAY METER, July, 1980
Bally
POWER PLAY
SUPERSONIC
Stern
NUGENT
STARS
TRIDENT
Gottlieb
CHARLIE'S ANGELS
CLEOPATRA
HULK
SINBAD
JOKER POKER
Williams
FLASH
TIME WARP
WORLD CUP
STELLAR WARS
TRI ZONE
VIDEOS
Atari
BASKETBALL
FOOTBALL
BASEBALL
LUNAR LANDER
STUNT CYCLE
F-1
SPRINT 4
NIGHT DRIVER
Atari
INDY 4
SPRINT 2
CANYON BOMBER
Exidy
ROBOT BOWL
Cinematronics I
Vectorbeam
SPACE WARS
M idway
SEA WOLF
SPACE INVADERS
Gremlin
HEAD ON
ALSO, NATIONAL CIGARETTE MACHINES
20 AND 22 COLUMN
RECONDITIONED AND READY FOR PROFIT
CALL STEVE KUNTZ, AGENT
504-837-8123
lAC
AMUSEMENT CO.
1525 AIRLINE HIGHWAY
METAIRIE, LA 70001
7
The flipper has stood out over the years as the single
most important play feature on a pinball machine . It has
been pOinted to and judged in courts of law as the prime
indicator that pinball is a game of skill and not a game of
chance.
Likewise , players see nothing but good in the flippers .
They look upon these player-controlled features as
extensions of their fingers which allow partial control over
the wildly careening silver ball as it bangs against target
after target on the playfield .
There are , of course , other ways to influence one's
score in pinball. But, for many players , it has created
something of a guilt complex . The timely nudging of a
pinball machine can produce desired effects; but for a lot
of players , this is a lot like kicking a vending machine - it's
something you'll do to get your soda , but only when no
one is looking .
Actually , the games have been built to withstand a
reasonable amount of nudging ; but no one in the industry
has ever advertised that fact to the player because it might
encourage more abuse .
So many players, though they continue to nudge the
machine , do so, thinking that maybe they're doing
something wrong .
Now there's definitely an argument that people will
enjoy something more if they feel there's something
wrong or sinful about it. Many people insist , for instance ,
that sex isn 't the same if you drag it out of the gutter . But
does the same reasoning apply to pinball? Will people
play the game more if they feel there's a chance they're
going to be accosted by an irate vendor?
Now Williams Electronics has taken a significant step
toward what can best be described as "guiltless pinball"
with its introduction of a second player-controlled feature
in Firepower .
This second feature , the Lane Change , is activated by
the right flipper button which changes the lit lanes at the
top of the playfield . Without having to bully the machine,
in the usual manner . a player can achieve the same
8
effects . And there's also the interesting possibility that this
new feature will reduce the amount of wear and tear the
game will have to endure over a period of time .
Using the flipper buttons to control other features on
the playfield opens countless other possibilities .
Operators can expect to see manufacturers implement
this innovation by adding other player-controlled features
on their games - maybe even allowing the player to
adjust point valves at certain areas on the playfield . This
Lane Change feature has really opened the way for these
type of possibilities .
Then , of course , Firepower resurrected the Multi -Ball
captive ball feature which many of today's players are not
even familiar with. The promise of playing for those few
£rentic seconds when three balls are bouncing around
the playfield are reward enough for players; and ,
even though making the shot virtually assures a tree
game . the elaboration of this idea may even become
enough of a reward for the player without having to give
away as many free games as in the past . This could open
the doors to more conservative free play percentaging
since the game would incorporate its own kind of
reward - in this case the thrill of "busting" three balls at
the same time .
Furthermore, the Firepower package is enhanced
by Williams' use of sound . Here in Firepower,
Williams again uses the talking pinball feature to insure
success. But even the use of the other sounds in the
game come together to make this an unusual effort . Like
last year's Flash , also from Williams. the sounds on
Firepower make the game an even better attraction .
Besides the obvious contributions Firepower makes to
th e advancement of pinball (the introduction of other
playe r-controlled features and the reintroduction of the
captive ball feature) the game can stand on its own merit
as a solid investment which should become a profitable
addition to any operator's stable of games .
By David Pierson
PLAY METER, July, 1980

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