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Aaron Spelling Pinball

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Manufacturing date : February, 1992
Manufacturer : Data East Pinball, Incorporated
Number of players : 4
Theme : unknown
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Pinball lesson with Wikipedia

History of pinball

Pinball and gambling

Pinball machines, like many other mechanical games, were sometimes used as gambling devices. Some pinball machines, such as Bally's "bingos", featured a grid on the backglass scoring area. Free games could be won if the player was skillful enough to get three balls in a row. However, doing this was nearly random, and the real use for such machines was for gambling (similar to the way many places now use video poker). Other machines allowed a player to accumulate large numbers of free "games" which could then be redeemed for money. This type of feature was later discontinued, in an effort to legitimize the machines. Some games did away with the free game feature, giving players an extra ball to play in an attempt to legitimize them further (Add-A-Ball games), a feature which was carried over to newer pinball machines which give extra balls in addition to free games. Nevertheless, on occasion pinball games have been regulated or banned, notably in New York City beginning in the 1940s and continuing until 1976, when Roger Sharpe (a star witness for the Music and Amusement Association and known by many to be a superb player), after testifying in April 1976 before a committee in a Manhattan courtroom that pinball games had become games of skill and were no longer games of chance (gambling), began to play one of two games set up in the courtroom, and in a move he compares to Babe Ruth's home run in the 1932 World Series called out precisely what he was going to shoot for, and then proceeded to do exactly so. Astonished committee members reportedly then voted to remove the ban, a result which was then followed in many other cities. Even so, some towns in America still have these bans on the law books over fifty years later. (Sharpe reportedly acknowledges his courtroom shot was ironically lucky.[citation needed])
Most recent games are clearly labeled "FOR AMUSEMENT ONLY" so that the manufacturer can emphasize their legitimate, legal nature.
Another close relative to pinball is Pachinko, a gambling game played in Japan. Although they share a common ancestry, the games are very different, in that pachinko simply involves shooting many small balls one after the other into a nearly-vertical playfield while pinball is about the manipulation of the small number of balls currently in play.

Depression era

By the 1930s, manufacturers were producing coin-operated versions of bagatelles, now known as "marble games" or "pin games". The table was under glass and used Redgrave's plunger device to propel the ball into the upper playfield. In 1931 David Gottlieb's Baffle Ball became the first overnight hit of the coin-operated era. Selling for $17.50, the game dispensed five balls for a penny. The game struck a chord with a public eager for cheap entertainment in a depression-era economy. Most drugstores and taverns in America operated pinball machines, with many locations making back the cost of the game in a matter of days. Baffle Ball sold over 50,000 units and established Gottlieb as the first major manufacturer of pinball machines.
In 1932, Gottlieb distributor Ray Moloney found it hard to obtain more Baffle Ball units to sell. In his frustration he founded Lion Manufacturing to produce a game of his own design, Ballyhoo, named after a popular magazine of the day. The game became a smash hit as well, its larger playfield and ten pockets making it more of a challenge than Baffle Ball, selling 50,000 units in 7 months[2]. Moloney eventually changed the name of his company to Bally to reflect the success of this game. These early machines were relatively small, mechanically simple and originally designed to sit on a counter or bar top.
The 1930s saw a leap forward in innovation in pinball design and devices with the introduction of electrification. A company called Pacific Amusements in Los Angeles, California, USA produced a game called Contact in 1933. Contact had an electrically powered solenoid to propel the ball out of a bonus hole in the middle of the playfield. Another solenoid rang a bell to reward the player. The designer of Contact, Harry Williams, would eventually form his own company, Williams Manufacturing, in 1944. Other manufacturers quickly followed suit with similar features. In addition, electric lights soon became a standard feature of all subsequent pinball games, designed to attract people to the game.
By the end of 1932 there were approximately 150 companies manufacturing pinball machines, most of them in the city of Chicago. Chicago has been the center of pinball manufacturing ever since. Competition between the companies was brutal, however, and by 1934 there were only 14 companies left.

Post-war boom

During World War II all of the major manufacturing companies in coin-operated games were put into use manufacturing equipment for the American war effort. Some companies like Williams bought old games from operators and refurbished them, adding new artwork with a patriotic theme.
By the end of the war, a generation of Americans looked for amusement in their bars and malt shops. Pinball saw another golden age of growth. Innovations such as the tilt mechanism and free games (known as replays) appeared.
The post-war era was dominated by Gottlieb. Game designer Wayne Neyens along with artist Leroy Parker turned out game after game that collectors consider some of the most classic pinball machines ever designed. The most famous were designed by James Rider, the man behind the epitomous catchphrase "I've got it", amongst others.
Gottlieb's Humpty Dumpty, introduced in 1947, was the first game to add player-controlled flippers to keep the ball in play longer and added a skill factor to the game. The low power of the Humpty Dumpty flippers necessitated that three pairs be placed around the playfield in order to get the ball to the top. But the addition of a DC power supply enabled the flippers on Humpty Dumpty to become only two, more powerful ones at the bottom of the Triple Action playfield -- one of many innovations by designer Steve Kordek, who is also credited with introducing the very first "drop target" (1962 on Vagabond) and "multiball" (1963 on Beat the Clock) concepts to the game.

Solid-state era

The advent of the microprocessor in the early 1970s brought another new age for pinball. The electromechanical relays and scoring reels that drove games in the 50s and 60s were now replaced with circuit boards and digital displays. Companies like Bally thrived in this era, selling large amounts of games with fancy sound effects, speech, and game features that only a computer could make possible.
The video game fad of the 1980s, however, signaled the end of the boom for pinball. Arcades quickly replaced rows of pinball machines with games like Asteroids and Pac-Man, which earned incredible amounts of money compared to the pinballs of the day and required much less mechanical maintenance. Bally, Williams, and Gottlieb continued to quietly make pinballs while they also manufactured video games in much higher numbers. Many of the larger companies were acquired by corporations or merged with other companies. Chicago Coin was purchased by the Stern family who brought the company into the digital era as Stern Enterprises, which closed its doors in the mid-1980s. Bally exited the pinball business in 1988 and sold their assets to Williams, who subsequently used the Bally trademark on about half of their pinball releases from then on.

Pinball in the digital age After the collapse of the coin-operated video game industry, pinball saw another comeback in the 1990s. Some new manufacturers entered the field such as Capcom Pinball and Alvin G. and Company, founded by Alvin Gottlieb, son of David Gottlieb. Gary Stern, the son of Williams co-founder Sam Stern, founded Data East Pinball with funding from Data East Japan.
The games from Williams now dominated the industry, with complicated mechanical devices and more elaborate display and sound systems attracting new players to the game. Licensing popular movies and icons of the day became a staple for pinball, with Bally/Williams' The Addams Family hitting an all-time modern sales record of 20,270 copies. Two years later, Williams commemorated this benchmark with a limited edition of 1,000 Addams Family Gold pinball machines, featuring gold-colored trim and updated software with new game features. Other notable popular licenses included Indiana Jones: The Pinball Adventure and Star Trek: The Next Generation. Expanding markets in Europe and Asia helped fuel the boom. Pat Lawlor was a designer, working for Williams up until their closure in 1999. About a year after, Lawlor announced a return to the industry, starting his own company (Pat Lawlor Design) working in conjunction with Stern Pinball to produce new games into the new millennium.
The end of the 1990s saw another downturn in the industry, with Gottlieb, Capcom, and Alvin G. all closing their doors by the end of 1996. Data East was acquired by Sega and became Sega Pinball for a few years. By 1997 there were only two companies left: Sega Pinball and Williams. Sega later sold their pinball division to Gary Stern (President of Sega Pinball at the time) who called his company Stern Pinball. By this time, Williams had shrunk its production runs significantly and reduced the manufacturing cost of their machines by incorporating fewer playfield toys than in earlier games. In 1999 Williams attempted to revive sales with the Pinball 2000 line of games, merging a video display into the pinball playfield. The reception was lukewarm and Williams exited the pinball business to focus on making gaming equipment for casinos, licensing the rights to Bally/Williams parts to Illinois Pinball and names to The Pinball Factory. Stern Pinball is the only current manufacturer of pinball machines. Almost all members of the design teams for Stern Pinball are former employees of Williams.

Rebirth

In November 2005 The Pinball Factory (TPF), based in Melbourne, Australia, announced that they would be producing a new Crocodile Hunter-themed pinball machine under the Bally label. However, with the recent death of Steve Irwin, it was announced that the future of this game has become uncertain.[1] In 2006 TPF announced that they would be reproducing two popular 90's era Williams machines, Medieval Madness and Cactus Canyon.[2] To date the Pinball Factory has produced no machines. Illinois pinball company PinBall Manufacturing Inc. has produced several reproductions of Capcom's Big Bang Bar for the European market and continues to build machines for the U.S.[3][4]
Competitive pinball has become increasingly popular with the creation of the International Flipper Pinball Assosciation (IFPA) and the World Pinball Player Rankings (WPPR). The IFPA is run by Roger Sharpe and Steve Epstein, while the WPPR is run by Roger's son, Josh. Together, their goal is to promote competitive and non-competitive pinball throughout the world.
The current #1 player, according to the WPPR, is Keith Elwin, from California. He is trailed by #2 from Stockholm, Sweden, Mats Runsten. The current PAPA (Professional-Amateur Pinball Assosciation) World Champion is Lyman Sheats. Current Junior (16 and under) and Senior (50 and over) World Champions are Ethan Blonder and Rick Prince, respectively.
Several competitive pinball leagues have been formed in recent years to encourage friendly competition and to keep pinball in the public eye. These leagues exist everywhere from the Free State Pinball Association (FSPA) in the Washington, DC area to the Tokyo Pinball Organization (TPO) in Japan.
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