Game over
Pinball's last big player folds up, and a hobby goes
tilt
by Andrew Weiner
Despair, like anything important, means different things to different people.
Some people get existentially spooked by clowns, or deserts, or waiting in
airports. But for any devoted pinball player, despair has always meant only one
thing: watching helplessly as the ball travels past the flippers and into the
drain at the base of the table, irretrievable.
Then, late last year, something happened to make this angst seem like just
another case of the jitters. The day after the close of the annual Pinball Expo
convention, WMS Industries announced its decision to terminate production of
pinball machines altogether. After having watched its losses mount to nearly
$1 million monthly, the company called it quits in order to focus on its
more lucrative slot-machine business.
To the pinball industry, this announcement looked a lot like a big TILT signal.
In fact, it would hardly be exaggerating to say that WMS, whose various brands
together controlled 75 percent of the market, was the pinball
industry. Its withdrawal leaves just one remaining manufacturer, Stern Pinball,
which makes only a couple thousand games a year, most of which end up
overseas.
For fans of the game, the news was unexpected, and it hit hard. The three lines
marketed under the WMS trademark -- Bally, Midway, and Williams -- are
virtually synonymous with the modern electromechanical pinball table. The
machines that are played in contests and prized by collectors, such as
Fireball, Attack from Mars, and the Addams Family, are mainly WMS machines.
Among the company's more impressive engineering feats were multilevel
playfields, animated obstacles, and hidden magnets that would redirect the ball
at random. A pinball-video hybrid called Pinball 2000 was the company's final
attempt to keep the game relevant, but it tanked with casual and committed
players alike.
Brinda Coleman, editor of the "flipper action culture" 'zine multiball,
says that the decline of the industry was an open secret, but the actuality of
the situation was still stunning to most everyone. In her view, fierce
competition for entertainment dollars eventually swamped a company whose chief
asset was the nostalgic affection that many people harbored for its games. The
high resale value of vintage machines indicated an ongoing interest in pinball,
but did nothing for the company's bottom line.
With the active history of the game all but finished, pinball enthusiasts now
find themselves sentenced to the shadowy retrophiliac purgatory known to Civil
War re-enactors and the cult of Elvis.
In a time when computer games are the knee-jerk scapegoat for handgun violence,
it's worth remembering that pinball instigated a moral panic of its own in the
1950s. When Mayor Fiorello LaGuardia took an ax to a New York City pinball
parlor, supporting the city's long-time ban, he symbolized the widespread
belief that the game was a bad influence.
Of course, all this prudishness only made pinball look sexier, and before long
the game joined muscle cars, horror comics, and electric guitars in the private
pantheons of 12-year-old boys everywhere. Pinball's apotheosis occurred in
1969, when the Who made it the center of their classic rock opera Tommy.
Until being rudely dethroned by Pac-Man (ironically, a Bally game), the silver
ball made it close enough to the mainstream that schlockster Elton John had his
own machine, named Captain Fantastic.
Yet even then, the sport retained a certain desirable seediness by association.
For kids my age growing up in the city, one of the first great illicit thrills
was to ride the subway to 1001 Plays on Mass Ave or Teddy Bear's in Park
Square. Both arcades are long gone, respectively eclipsed by a futon store and
a New American restaurant. In this sense, the decline of pinball parallels a
more general shift from the public realm of the game room to the cloistered
privacy of the home gaming system.
More than that, though, the waning status of the game represents the end of a
singular aesthetic. Pinball is all chrome and mirrors and electricity, and the
rush of a good game is as intense as walking into a casino. Like Las Vegas,
pinball somehow managed to sell sin, sex, and speed as democratic and American.
C'mon, it would say in the voice of a pusher on an after-school special,
everybody's doing it. And for a long time, everybody was.
Perhaps that's because anyone can look at a pinball machine and know how to
make it work. The big red flipper buttons practically scream HIT ME, and that's
really all a player needs to know. In contrast, the fighting games that
increasingly dominate arcades are based on the memorization of complex series
of moves. Look in the "Hints" section of any video-game magazine and you're
likely to be confronted by the type of arcane flow chart usually found in
engineering manuals. But the jackpot instructions for any pinball game fit
neatly onto the index card that comes mounted on each table. And, unlike the
Masons, pinball doesn't ask for a secret code to get in, just a couple of
quarters.
Pinball requires the same skills as a video game -- concentration, timing,
quickness -- but it also demands that intangible quality usually called touch.
Any good player knows how to nudge, slap, and otherwise cajole the machine in a
time of crisis. When the Who sang about Tommy having a supple wrist, this is
what they meant. Part of the satisfaction in shooting pin -- if you've got
touch, you "shoot pin" -- is that success depends on a continual but delicate
infraction of the rules. A tolerance for touch is literally built into the
machines, in the form of a wand-and-ring device that distinguishes wiliness
from cheating.
Unlike almost everything else in today's arcade, pinball doesn't try to
simulate reality; it is reality. Players don't control pixel-filled
images, but actual moving objects. This makes the game less about escaping than
about engaging. Your enemy isn't an algorithm, but gravity. You don't reimagine
yourself as a kickboxer or a commando; you're a pinball player. And you don't
sit behind a plastic wheel, pretending to drive a car -- you stand at a pinball
table, actually playing pinball.
It's this same allegiance to old-fashioned reality that keeps people using
typewriters or buying records. (Full disclosure: I am one of those people.) I
don't presume to speak for anyone else, but I'm willing to be thought a Luddite
if it means getting my music in crackles and pops rather than ones and zeros.
Though I used to think the fullness and immediacy of the sound made up for the
imperfections, I now wonder if the two are so easily separated.
Sadly, this human fallibility of the pinball table is among the factors
contributing to its demise. The machines need regular maintenance in order to
function properly, and few operators are willing or able to make that
commitment anymore. To an arcade owner, the choice looks a lot like this: a
broken pinball machine, or a working arcade game.
Expert pinballers sometimes use a last-ditch move called the death save, where
by giving the table a sharp shove they can bounce the ball out from the drain,
putting it back between the flippers and into play again. Although it's
possible that some future circumstance might similarly resurrect WMS's pinball
operation, the time when whole arcades were filled with pinball tables is
already long gone. And it's this that the pinball faithful are now gathered to
mourn.
Andrew Weiner's last article for the Phoenix was on Neil Diamond
fans. You can find him at the Salem Willows Arcade, or at
weimar99@yahoo.com.