Ask Uncle Willy #8: November 21, 1995Here are the latest bits of info from Uncle Willy. Please keep in mind that some questions take a bit of research, so that answers to some questions may not show up right away. Also, with all the questions in his mailbox, Uncle Willy can only answer the questions of general interest. Uncle Willy enjoys hearing from you! Back issues of "Ask Uncle Willy" can be found here.
Question: On the Firepower pinball, it when switches were hit faster than it could score them with a sound effect, it would queue up the scores and sounds. Sometimes, the queue could get fairly long and the game would spend some time in "catching up" to a bunch of switch hits. What happens if the ball drains while the catching up is occurring? Do all of the pending points get scored? Answer: Uncle Willy checked with Steve Ritchie and Eugene Jarvis, the designer and software programmer, respectively, for Firepower, to find out the answer to this question. Since Firepower was one of the earlier solid-state pinballs, electromechanical pinballs were still much in everyone's memories. One of the complaints of electromechanical games was that they would not rack up every switch closure while the games were busy scoring. This was simply a limitation of the mechanical means of scoring. The Firepower design team wanted to emphasize that EVERY switch closure was logged and scored on their game. The result was that the points were queued up and scored sequentially. Steve Ritchie notes that the design team even considered putting the text "Every Point is Scored" on the bottom arch of Firepower. According to both Steve and Eugene, the queue is emptied when the ball drains, and the player is credited for each point scored. Eugene notes that tilting clears the queue, and those points in the queue are forfeited. Question: In the Addams Family pinball, the quotes "Dirty Pool, Old Man. I like it." and "It has to warm up...so it can KILL YOU." appear in test mode. I have never heard them in game play. Do they, and where? Answer: The first quote happens when you happen to get the ball into the Vault with the Bookcase closed. You will be credited for the lock, and the Bookcase will open. The second quote happens at the start of the second multiball before the familiar "It's SHOWTIME!" quote, if the multiball is started by shooting the ball into the Electric Chair. Question: I have a great idea for a pinball game. Where do I send it? Answer: Williams Electronics Games, Inc., does not accept game ideas from outside sources. The legalities and potential problems are just too great to make it worthwhile to deal with game ideas submitted by others. Note that just coming up with a good idea is only a small part of being a good game designer. The idea must still be developed; devices must be designed; all the thousands of little details must be attended to. For more information on the game design process, see Uncle Willy's September 1st, 1995, article. Question: Did Black Knight 2000 have a billboard plastic on top of the backbox? Answer: Yes it did. The sign read: "_ Balls for 2 Coins". The blank area was cut out, and small plastics with the numbers "3" and "5" were provided to be affixed behind the sign. A sign was shipped with every game. Question: In the Twilight Zone pinball clock, why were the diodes replaced with zero-ohm jumpers? The diodes are indicated on the silkscreen on the circuit board and in the schematics for the clock. It seems to me that the diodes help to keep the bulbs from getting too hot and affecting the clock circuitry. Answer: Originally, the lamps in the Twilight Zone clock were *controlled* lamps, not General Illumination. You will note that there are four power leads coming out of the clock for lamp voltages. Two are all that are necessary for a GI circuit, but the four leads allows the lamps to be controlled as a 2x2 matrix. As usually happens in the course of game design, the Twilight Zone team ran out of controlled lamps. The lamps in the clock were switched to GI as a consequence. The diodes, which are necessary when the lamps are part of the controlled lamp matrix, were replaced with zero-ohm jumpers simply to make the clock as bright as possible. Since the information in the manual was produced early, and since it did not make sense to spend the money changing the silk screen on the lamp circuit board, that information is out-of-date with the clock lamps as produced. Heat buildup within the clock was not noticed (and not anticipated) during the development and prototype stages of Twilight Zone. Question: I have a chance to buy Hot Tip and Lucky Seven pinball games. Who designed these games, and how collectible are they? Answer: Hot Tip (Williams, 1977) was designed by Tony Kramer. Lucky Seven (Williams, 1978) was designed by Chris Otis. These games are notable because they were the first solid state games made by Williams Electronics Games, Inc. Hot Tip was made in both electromechanical and solid state versions; the latter was equipped with a scoring wheel inside the cabinet to provide the scoring sound that players were familiar with at the time. Uncle Willy is no expert on the collectibility of games, so you will have to ask elsewhere for information on that. Having a Lucky Seven, with its slot machine reels in the playfield, next to a Whodunnit? pinball, which also has slot reels, would be an interesting contrast, however! Question: On the Whitewater pinball, is the ball supposed to hit the glass when it is coming from the Insanity Falls shot? Also, why wasn't a small pin placed by the kickback, like on Black Knight 2000, to keep the ball from sometimes hanging up there? Answer: Insanity Falls was not designed to allow the ball to hit the glass. In fact, most of the initial development of a game is performed with the glass off; the only concern is clearance for mechanisms and the ball. After the Whitewater ramps were finalized and games were actually being played with playfield glass installed, it was noticed that the ball sometimes hit the glass. Since this not detrimental to the game, the behavior was not modified. While the small pin, or nail, on Black Knight 2000 was intended to prevent a ball from hanging up on the kickback, Uncle Willy decided to do some field research of his own on the matter. After several hours of getting sidetracked playing both of the above-mentioned games, Uncle Willy has come to the following conclusions: The small pin present by the kickback on Black Knight 2000 is not placed in a way as to prevent the ball from sitting on the kickback. In fact, Uncle Willy cannot see that the pin does anything useful at all (other than provide the "pin" in "pinball"). The ball will still hang up on the kickback on a Black Knight 2000, and does not come close to the pin while doing so. Admittedly, the ball hangs up more easily and solidly on the kickback on Whitewater. The difference appears to be the placement of the kickback in relation to the bottom arch. On Whitewater it is set farther toward the front of the playfield, providing the ball a deeper "hole" to sit in. As to why the placement of the kickback is different on those two games, Uncle Willy is at a loss for an explanation. All text and images Copyright © 2005 The Pinball Factory. All games made under license to Williams Electronic Games Inc. |