Quoted from Vic_Camp:Only 12 left....what an accomplishment!
So glad you love the bingo pinball machines and i am sure your love is growing stronger as you move forward being part of these wonderful machines.
Thanks Vic! Yes, I am absolutely amazed with the way that Don Hooker and Lyn Durant were able to design the circuits inside these games. Everything moves so gracefully inside the machine - doing exactly its job.
In computers, there is one theory that every program should do exactly one job. You send it a thing, it does something with it and sends something back out - nothing else is modified anywhere else. That style is used throughout the bingos (and at least the later one balls). It's incredible. I knew going into this (having repaired several different eras of bingo pinball machines), that these were truly amazing machines, but the phrase 'ahead of their time' is a constant refrain when I am looking at portioning circuitry.
That said: there's no wasted wire inside the machines. In the early days, to cut down on search disc circuitry, they had a switch that would guide the search to different cards. But that doesn't mean that they didn't come up with ways to improve reliability, either. And through it all, the engineers were thinking of the player experience. The move to 8 step timer units was a big one: in older games, the game would tilt itself if it timed out. This was an easy way to conserve motor life. Moving to the 8 step timer, in combination with the 'R' button, allowed the games to 'soft' tilt, which let the player wake it back up and continue play. Some problems were caused with these changes, similar to software bugs today!
It really has been incredible to look at the evolution of the games. The remaining 12 utilize the same 25 hole playfield, but I am very interested to see how the 20 hole games changed the internals of bingo pinball machines. The tower games, the first commercial solid state hybrid pinball machines, really were a great way to experiment with the new technology while keeping one foot in the older. Think about that - in the 1960s, Don Hooker was experimenting with solid state design. While other designers were content to continue down the 'tried and true' paths, here was an engineer willing to try something completely different. Beautiful.
I would like to know one day who the designers were at Keeney and Williams for their games. Keeney's in particular were a bit ahead of their time. Bally used very similar circuitry for their 70s six cards with double or nothing. I wonder if they purchased a Keeney patent? It's that similar.
In short: I have really fallen even deeper in love with these great games as I've worked my way through all the different eras. The things they were able to accomplish with only a small variation in playfield layout (for 25 hole games) is astounding.
Quoted from Vic_Camp:I wanted to play this Double Header at my friends business but it wasn't working at the time and is the only one i've seen.
Well, you know what that means: you'll have to come to York again this year.
Double Header is truly fun, and what a gorgeous game. The playfield and backglass are fantastic. It's a bit of a novelty (because payouts are low). If you want to win quickly, play game #1 - play for the doubled lines and ignore the spotted number feature and game #2. You can pump some money into game #2 to improve your chances of winning (the card layouts are completely different), but your big money is on game #1. Doubled lines of at least one color will light fairly quickly - that's where I stop and play.
I'll see if that holds true with the 'real thing', but that's how I played the simulation.