Capersville

Bally

Capersville

Pinside Rating

This game received 34 approved Pinsider ratings and currently rates 8.536 /10

8.536

Top 100 ranking

This game ranks #7 in the Pinside EM Top 100.



Score breakdown

Score breakdown in the 4 main categories:

Game Design: 8.922

Artwork: 8.2

Sounds/Music: 2.327

Other Aspects: 8.563


Pinside staff rating

This is how we, the very knowledgeable (wink wink) Pinside.com staff & moderators rate this game. 2 of us have rated this game.

8.619

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Found 21 ratings (with comment) on this game

There are 21 ratings (that include a comment) on this game.
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9.103/10
4 months ago
A masterpiece of logic in the early EM era.

Brilliant.
9.239/10
10 months ago
Played this at PNW pinball. Of all the games there I played this the most and was very impressed by the game play and multi play options. I will own this at some point if I have room when I find one.
9.521/10
1 year ago
Very innovative game for it's time.
The three ball aspect is cool.
Definitely one of the best in the 60s
8.442/10
3 years ago
Owned this one for a while now, absolutely adore it, 2 and 3 ball multiball, ball locks that carry over player to player and game to game, zipper flippers..what's not to like? No chimes...ok..and the artwork is pretty basic and bland..but a cool playfield design and lasting playability makes up for ugly green artwork..
7.904/10
3 years ago
When I had this one I thought the artwork was kind of depressing (plus it was the German version which I can't read!) but the gameplay made up for it. Really cool use of all the gizmos, the way the two multiballs pop out simultaneously and the 'secret symbol code' reels. A very very strange game in a good way.
8.533/10
3 years ago
I can't find a good example of this game or else I would own one.
9.470/10
3 years ago
This game is outstanding. The three ball multiball is great. Game is risk and reward and is filled with rules, of which I can't recall seeing many EMs that have rules. Game feels much newer than 1966. I've had many EMs and have several great EMs currently but I find this game is particularly fun to play and definitely has lastability; which for a game this age says a lot. Don't pass up trying this game if you get the chance!
8.820/10
4 years ago
The gameplay is one if the best in the EM world and the artwork really pops. This is a "must-play" for all pinball enthusiasts.
9.759/10
6 years ago
Capersville is a great game, quite possibly the best one made in the 1960's.

The Pros:
Zipper-Flippers, multiball, a super sweet art package, complex and intriguing rules and gameplay through the roof. The height of Master Zale and Jerry Kelley's creative collaboration. I could go on about this game for a while, but instead. I'd ask you to find out for yourself, what makes this game special? Read Xerico's review of this game for more details.

The Cons:
Finding one for my collection. That and if I can find one with an english PF...

The Takeaway:
This was Bally's best selling game of the 1960's play it and find out why. I will have one, one day... hopefully soon!
7.944/10
6 years ago
This is great example of a pinball machine and one of Ted Zale's designs that stands on the merits of gameplay, not the artwork.
The ruleset is cryptic for bonuses, if you do not understand it.
The description of the rule set below in a prior review is a good explanation for novices of this title.
This is a "spy" theme game reminiscent of the early James Bond days with Sean Connery.
Essentially, you are trying to solve a code mystery.
Jerry Kelley's straight line artwork pulls the game rating down for me as a collector, as I do not like this type of graphics on any pinball machine.
The gameplay is greatly enhanced by the use of the "zipper flippers", mushroom bumper targets, and right ball lane kickback.
It is the second game in pinball history to use 3 ball "multiball", a term not formally used until the 1980s.
The ability to keep the ball in play like all short 2 inch flippers games means you have to be on your toes, and requires a different type of pinball skill set to play.
A very collectible game in its own right, particularly since many of original games have been parted out at this point in history. However, there are still well maintained examples out in the collector's homes.
The game was very successful as a production run from 1966-1967.

If an owner is interested in Ted Zale designs, look for the rare German export version of this title with a different backglass and playfield fonts and wording.
4.756/10
7 years ago
I've been the unfortuante recipient of having to play this game in tournaments a few times.. I want to be clear about why I'm rating it the way I am. It seems there is a surge of love for this game right now....you're not going to get that from me.

Art: Pointy people yay! To be honest it doesn't bother me much, but at the point where it's on the cabinet too, that's kind of where I draw the line and am "bleh" on the art. I think the playfield choices were interesting with the banana-sub, but the frogmen divers, not so much. Still trying to figure out how many criminals have used a sub to pull a 'caper'. Oh wait....cartels what? Guess they called it back in the day. ;)

Rules: Are confusing as crap. Even someone that owns the game failed to explain it to me in a way that was intuitive and approachable. Lock stealing....really....the ONLY reason I'm even willing to give that a pass is because there's no possible way for an EM to handle that other than to kick out the balls during the end of ball sequence. Oh....that actually would have been acceptable, nevermind. :| The game is not approachable at ALL to novices, and even to experienced EM players like myself, many struggle to deal with the game rules or make the shots. It's more punishment than enjoyment to me. I just don't find the game fun to play. I don't think it's clunky, it's just that it's a very difficult game, especially for a 2" flipper game.
8.418/10
7 years ago
I enjoy Capersville immensely. The great rule set and the unique "pointy people" art make it a top 5 EM for me. The zipper flippers add a great element to game play as does two different multiballs. The cabinet art is not very inspiring, but one does not play the cabinet.

After acquiring one, I found a very good explanation of the rules and features of the game. I am including it in this review. It was written by a man named Bob Graham.


Notes and Disclaimers
Version 03.20.2011
This rule sheet is being created because I could not find another one. I am working off of the schematic. I would like a copy the manual if someone has one.. I did find a brief explanation by Jeff Grippe that explained the two ways to get multi-ball, I will use part of that for the foundation of the multi-ball section. I am using some of the format, by Kevin Martin , for laying out the rules. His job on Twilight Zone inspired me. Credit is due to them for getting me started on this project. (I tried emailing Jeff but his email was outdated.) Some descriptions of devices are the words of Bill O’ Donnell, President of Bally Manufacturing, Chicago. His information was taken from the Cash Box Article on IPDB.org which was submitted by Rob Hawkins.
Capersville the pinball machine is the property of Williams/Bally, and a trademark of the licensor. The author(s) disclaim all interest in any trademarks or other intellectual property referenced herein.
If you would like to publish this somewhere else, feel free to do so, just so it is done for free and all sections are together and complete. If you would like to send me corrections, modifications, additions etc. then get in touch with me. Thank You, Bob Graham. bobgspinball (at) aol (dot) com If you have the manual please contact me.

There are 4 Capers that you can try to complete.
1. Code Zapper Caper.
2. Deep 4 Caper.
3. Sea Ray Caper.
4. Sea Ray Super Bonus Caper.
This is a glossary of the shots and features that will be referred to during the discussion of the game.


BASICS, SWITCHES, DEVICES ETC:
At Start Up
If there are no pinball(s) left in the Kick-Out-Holes or the Deep 4 Alley, from a previous game, the Deep 4 Caper Gate will be open and lit up when the first ball is kicked out into the plunger lane.
If there are pinball(s) left in the Kick-Out-Holes or the Deep 4 Caper Alley, from a previous game, the Deep 4 Caper Gate will be closed and not lit up when the first ball is kicked out into the plunger lane.
The Code Zapper Gate is closed at the start of a game.

Flippers
There are two Flippers with double rubbers on each of them. They measure 2-1/2”. The “Flipper Zipper” was introduced in a game called “Bazaar”. The flipper-gap is closed by a skill shot where you tap the Red Mushroom Bumper, located on the lower-middle right side of the playfield. The Flippers open when you tap one of three (3) Yellow Mushroom Bumpers, located in the center to left side of the playfield.

Manual Plunger (Starting Skill Shot)
This is a normal plunger. Its lane is standard length and leads to a gate, beyond which there is a Rollover Button at the top center, a Rollover Switch between two post and two Kick-Out Holes which may capture the ball.

Rollover Button
The Rollover Button at the top center is a 10 point shot that also opens the “Code Zapper Caper” Gate and lights a porthole in the Sea Ray Ship.

Top Rollover Switch
The Top Rollover Switch is between two posts, just below the Rollover Button and it is a 100 point shot.

Kick-Out-Holes
There are two Kick-Out-Holes located at the top to the left and right of the Top Rollover Switch. They do not score any points. They capture and hold the ball, if there is not a ball in the Deep 4 Exit Alley. If the first ball is held than a second ball is produced to be played from the Manual Plunger, this also happens if both balls are captured. The captive ball(s) are released for Multi-ball by a skill shot where you tap the White Mushroom Bumper, located on the upper-right side middle of the playfield. A captive ball, in the Kick-Out-Holes, will carry over from player to player and game to game. If a ball is in the Deep 4 Alley then any ball that lands in a Kick-Out-hole is immediately “kicked out” and put back into play.

Code Zapper Caper Gate
This gate is located on the lower-left side middle of the playfield. It opens when the Blue Mushroom Bumper is tapped or when you cross the Rollover Button.

Code Zapper Rollover Switch
When crossed by the ball this switch activates the Code Zapper Kicker Solenoid.

Code Zapper Kicker Solenoid
The Code Zapper Kicker kicks the ball up the left side of the playfield across the Left Rebound Gate Rollover Switch and back into play.

Left Rebound Gate Rollover Switch
When crossed by the ball the Left Rebound Gate Rollover Switch is worth whatever the Code Symbol is on the Code Zapper wheel. Triangle = 100 points. Circle = 300 points and a Square = 500 points.


Code Zapper Symbols
There are 3 symbols. The Triangle, which is worth 100 points. A Circle, which is worth 300 points and a Square, which is worth 500 points. Symbols on the Code Zapper Caper wheel advance if one of the Yellow Mushroom Bumpers is tapped, if the Blue Mushroom Bumper is tapped, if one of the Out Lane Rollover Switches is crossed or if the Rollover Button, at the top center is crossed.

Deep 4 Caper Gate & the Free Ball Gate
The Deep 4 Caper Gate is located on the upper-right side middle of the playfield. It is open when there is no captive ball. It closes when there is a captive ball or when a ball enters the Deep 4 Alley.
The Free Ball Gate is located on the right side middle of the playfield in line with the Plunger Lane. It is closed to the Deep 4 Alley and opened to the Plunger Lane when a pinball is in the Deep 4 Alley. It is opened to the Deep 4 Alley and closed to the Plunger Lane when the Deep 4 Caper Gate is opened. The function of this gate is to prevent a ball from entering the Deep 4 Alley if another ball is already present there.

Right Rebound Gate Switch
The Right Rebound Gate Switch, located at the top end of the Plunger Lane on the right side of the playfield, sets Player Advance, Ball Return and Next Play relays. It keeps the machine sequence in order since balls can be held on the playfield by the Kick-Out-Holes and the Deep 4. It also turns off the Same Player Shoots Again Light.

Deep 4 Alley Switches
The Deep 4 Alley Switches are actually one bar that is pulled in by the Ball Advance Solenoid that is activated when the White Mushroom Bumper is tapped. The bar has small levers that pivot when it is pulled in and the levers kick the ball to the next step. A captive ball, in the Deep 4 Alley, will carry over from player to player and game to game.

Super Bonus Caper Unit
Counts up one, each time you complete all six porthole lights on the Sea Ray Ship. Points or a Free Game are awarded at 5, 6, 7 and (or) 8. (See “Sea Ray Super Bonus Caper” for details.)

Left Slingshot Rebound
The Left Slingshot rebound is 10 points. It has a solenoid that does kick the ball out to the playfield. (See Skill Shot below.)

Right Slingshot Rebound
The Right Slingshot rebound is 10 points. It does not have a solenoid kick the ball out to the playfield.

Other Rubber Rebounds
There are 5 other rebounds. They are all 1 point each. Two are on the right side and three are on the left side of the playfield.

Thumper Bumpers
There are three Thumper Bumpers. They are always 10 points each. They should not have “10 Points when Lit” written on the top.

Left and Right Out Lane Rollover Switches
The Out Lane Switches are 50 points each. They also advance the Code Zapper Symbol.


Red Mushroom Bumper
There is one Red Mushroom Bumper, located on the lower-right side middle of the playfield. It closes the gap on the Flippers. It does not score any points when tapped.

White Mushroom Bumper
There is one White Mushroom Bumper, located on the upper-right side middle of the playfield. It is a 10 point shot. It releases any captive balls when tapped to start a two or three ball Multi-ball. It also moves a ball down to the next Deep 4 Alley position.

Yellow Mushroom Bumper
There are three Yellow Mushroom Bumpers, located in the center to left side of the playfield. They each score 100 points when tapped. Each one also advances the Code Zapper and lights one of the portholes in the Sea Ray Ship. They also open the “Flipper Zipper” if the flippers were closed.

Blue Mushroom Bumper
There is one Blue Mushroom Bumper, located on the upper-left side middle of the playfield. It scores 10 points when tapped. It also opens the Zapper Gate and lights the Zapper Gate light.

THE 4 CAPERS:

Code Zapper Caper
The Code Zapper Gate is opened when you tap the Blue Mushroom Bumper or cross over the Rollover Button. When entering the Code Zapper Caper Gate the ball will cross the Code Zapper Kicker Rollover Switch which activates the Code Zapper Kicker Solenoid. During this time the Code Zapper Gate closes. The Code Zapper Kicker kicks the ball up the left side of the playfield across the Left Rebound Gate Rollover Switch which gives the player points equal to whatever the Code Symbol is on the Code Zapper wheel at that moment. The ball is then up at the top of the playfield and back into play.

Deep 4 Caper
The Deep 4 Caper Gate is open when there is no captive ball. When you enter the Deep 4 Alley Gate the ball stops at the first of four steps and the Deep 4 Caper Gate closes. The ball is then moved to the next step when you tap the White Mushroom Bumper. After moving the ball down the Deep 4 Alley four steps the ball exits out of the Deep 4 Alley to the Plunger Lane and back into play.

Sea Ray Caper
There are six Sea Ray Porthole lights on the ship in the middle of the playfield. To light all six portholes you can cross the Rollover Button at the top center of the playfield, tap the Blue Mushroom Bumper or tap any of the three Yellow Mushroom Bumpers. The Sea Ray Super Bonus Caper wheel for that player advances by one.

Sea Ray Super Bonus Caper
Each time you complete a Sea Ray Caper the Sea Ray Super Bonus Caper wheel for that player advances by one. This is displayed in the lower right corner of the back glass. A special can be set at a Super Bonus Caper score of 5, 6, 7 and (r) 8. The Special is either a Free Replay or points equal to whatever the Code Symbol is on the Code Zapper wheel at that moment.

MULTIBALL:
The game has two different versions of multi-ball play. If you have a ball locked in the Deep 4 Alley, the two Kick-Out-Holes will simply kick the ball back into play without scoring any points. If the
Deep 4 Alley is empty then the two Kick-Out-Holes will capture balls for multi-ball play and the gate to the Deep 4 Alley will close. In other words both the Deep 4 Alley and the two Kick-Out-Holes will trap balls for multi-ball play but if one is active the other is not. As for releasing the trapped balls you would have to hit the White Mushroom Bumper near the Deep 4 Alley. For balls trapped in the Kick-Out-Holes the mushroom bumper will simply release them into play. For a ball trapped in the Deep 4 Alley, each time you tap the White Mushroom Bumper the ball will move down one step. After four hits the ball will exit the Deep 4 Alley and be returned to the Plunger Lane.

Some Skill Shots

When shooting a ball out into play, always try to cross the Rollover button at the top of the playfield. This will open the “Code Zapper Caper” Gate and light a porthole in the Sea Ray Ship.

When shooting a ball out into play, always try to land the ball in one of the two Kick-Out-Holes. This will then give you another ball in the Plunger Lane where you can try to cross the rollover button again to light another porthole in the Sea Ray Ship and also land in the other Kick-Out-Hole. This will also set the captive balls up for Multi-ball when you tap the White Mushroom Bumper.

When the ball is going to hit the left slingshot, tap the machine forward. This will push the ball towards the lower right rebound rubber causing it to bounce to the left side of the machine and through the Code Zapper Gate, if it is open.

If you tap the machine forward a little harder, when the ball is going to hit the left slingshot, it will cause the ball to go towards the Red Mushroom Bumper.

When a ball is near the right Thumper Bumper on the right side, push the left front side of the machine to cause the ball to move towards the White Mushroom Bumper.

When a ball is near the left Thumper Bumper on the left top side, push the right front side of the machine to cause the ball to move towards the Blue Mushroom Bumper.

When a ball is near the center Thumper Bumper near the top on the right or left side, push the front side of the machine to cause the ball to move towards the Kick-Out-Holes.

With the Flippers closed and the ball resting between them, press the left flipper button to cause the ball to go towards the White Mushroom Bumper or through the Deep 4 Gate, if it is open.

With the Flippers closed and the ball resting between them, press the right flipper button to cause the ball to go towards the Blue Mushroom Bumper.

With the Flippers closed and the ball resting between them, press both of the flipper buttons to cause the ball to go between the Thumper Bumpers.

When in Multi-ball and the Flippers are closed wait for all the balls to settle on the Flippers, then press either one or both of the flippers for some interesting results.

SOUND:

Bell
The Bell, located in the back box on the left side wall can be set for 10 points, 100 points, 10 and 100 points or off.

Sounder
The Sounder, is a small knocker coil, located in the cabinet bottom at the front right side. It is energized with the Replay Unit.

CREDIT:

Bill O’ Donnell
Jeff Grippe
Rob Hawkins
Bud “Fluid”
Jim Everett
Kevin Martin
Jim Divoky (sold me the machine)
Rick Swanson (just because)

Thanks, BoB Graham
8.843/10
9 years ago
Highly recommend this game. Multiball 2 different ways, one comfortably feeding to your shooter, interesting rules, zipper flippers, unique scoring bonuses, etc. This artist has some fantastic work but Capersville is not as cool compared to some of his others. With a mystery theme he really could have stretched it to the next level but there's some cool stuff to it. Playing alone is great but playing with people and stealing multiballs will make you keep going over and over.
8.577/10
9 years ago
This is a fun game with multiball. The artwork is typical ugly pointy people but man is this game fun. Zipper flippers and did I mention multiball?
9.048/10
9 years ago
Locks and multiball, zipper flippers and "Capers" give a lot of fun with one of the most complex rulesets in EM history. Unlike other pins of the era this one requires some table exploration before playing well. The artwork is surely a matter of taste.
7.143/10
10 years ago
my best emr ever
9.380/10
10 years ago
Great game with spy codes, zipper flippers, and multiballs that can be stolen.
What's not to like.
6.760/10
10 years ago
A very tough game. Forget about 3" flippers and inlanes.....not going to mess with that here. The objective of the game the majority of the time, is "just keep the ball alive"...forget about well timed flips to a place you want to hit the ball.

The artwork is lacking all over the game...so might a well make the game play get you to walk away as well. In all seriousness, the game will challenge you...and sometimes that what you need to come back for another game and try to improve from the last game with 2 house balls. I remember being frustrated and yet played game after game hoping I would "figure it out."
8.935/10
11 years ago
If you find one BUY IT, a multi ball em , zipper flippers, many mushroom bumpers, and it is a tough game to beat. I have played one several times and would love to own one, I love this game.
8.207/10
11 years ago
Cabinet artwork is good, quality of the paint is very poor.
I heard that the paint sometimes already flaked when the machine was unboxed!
9.395/10
11 years ago
the best zipper flipper
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