[HN Gopher] The Economics of Pinball (2009)
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       The Economics of Pinball (2009)
        
       Author : saadalem
       Score  : 42 points
       Date   : 2021-12-08 13:31 UTC (1 days ago)
        
 (HTM) web link (cheaptalk.org)
 (TXT) w3m dump (cheaptalk.org)
        
       | dasil003 wrote:
       | This article is very misleading. Pinball has gone through many
       | eras, and it is true that Addams Family in 1992 was the high
       | water mark, but there's an equivalent peak in late 70s for the EM
       | (Electromechanical, think gas-station price cylinders
       | scoreboard). The article mostly talks about the SS era (Solid
       | State, think 7-segment display scoreboard) which dipped a bit
       | from the late 70s but ended in the late 80s early 90s. Addams
       | Family itself is roughly a dividing line to the DMD era (Dot-
       | Matrix Display), which many players consider the golden era of
       | pinball where game design also became more precise and more
       | "flow" was added to the game as well as more sophisticated modes
       | and rules. Williams created many of the most beloved games during
       | this period through steadily declining sales which did hit a wall
       | and they tried to generate new excitement with their "Pinball
       | 2000" form factor where there was a screen inset under the glass
       | instead of a DMD. They only released a couple of these games and
       | they basically killed the company they were so bad. However after
       | that, Stern remained, and the 2000s were kind of a wilderness era
       | where they sort of picked up the torch of the DMD era, and
       | developed their own modern style. Sales were not high during this
       | time, but they were surviving. This was the state of the world in
       | 2009 when the article was written, so it's understandable they
       | didn't know what was coming. In the early 2010s there started a
       | resurgence of pinball both with hobbyists and competitive play.
       | Stern found a new stride with a series of games with deeper rules
       | and more strategic play with layers of much more complexity and
       | stacking of multipliers such that top players can achieve scores
       | that would take hours or even days of grinding (eg.
       | https://www.youtube.com/watch?v=WdIArp3BW2g). Over the last 5-6
       | years they've switched to full video displays, and a culmination
       | of deeper rules and more creative and dense playfield layouts
       | being created by luminary new designers such as Keith Elwin (the
       | Michael Jordan of competitive pinball). I'm not sure if sales
       | have reached Addams Family level yet as I don't think Stern
       | publishes units sold, but I'm sure they are within spitting
       | distance. Additionally several new companies (Jersey Jack,
       | Spooky, Pinball Brothers, etc) have emerged designing and
       | manufacturing new machines, none of them the market power of
       | Stern, but they are bringing a lot of interesting new ideas and
       | super fun games in their own right.
       | 
       | There's never been a better time for pinball.
        
         | vgeek wrote:
         | Popularity has exploded the last what, 3-5 years? Prices on
         | Pinside are kind of insane as of lately. How much can be
         | attributed to deeper rulesets (plus the beautiful LCD screens
         | and LEDs) vs the uptick in the barcades where pinball co-exists
         | with the 16-bit gaming, providing more exposure?
         | 
         | Stern has been able to do what Gottleib could never do-- make a
         | good table using 3P IP (Haunted House was neat). Do they have
         | any first party IP tables, or only licensed? Williams had tons
         | of great tables (obvious ones like Medieval Madness, High
         | Speed/2, Monster Bash, Hurricane series as a modern throwback)
         | that were of their own creation, but could also do good
         | knockoffs (No Good Gophers, Attack from Mars) and 3P IP
         | (Creature, TNG).
        
           | vikingerik wrote:
           | Stern only does themes that are a licensed intellectual
           | property, since around 2003. And even more specifically, they
           | only do licenses that are a _franchise_ rather than any
           | specific individual movie, since that will become dated. (The
           | one notable movie exception was Avatar, and original property
           | exception was Whoa Nellie.)
           | 
           | Also, Williams' Attack From Mars wasn't a knockoff, it
           | predated the Mars Attacks movie by a year, it was just
           | coincidence that the two industries parodied the same thing
           | around the same time.
        
           | jasondigitized wrote:
           | Haunted House is one of my favorites. 3 floors of pinball
           | fun. I was fortunate enough to be given a Medieval Madness
           | machine. Love it.
        
           | syntheweave wrote:
           | Since the 80's all pinball manufacturers have sought licenses
           | by default and used originals as a "B-theme" if the license
           | falls through. This is the case because it's still a
           | manufacturing business - it needs to be a functioning
           | physical object first - while the theme is a marketing
           | feature, one that needs quick draws for players and known
           | quantities for operators. A license derisks both, so it's
           | nearly obligatory for new games. But if you look at the
           | virtual pinball space it's almost the opposite. While a
           | handful of studios(Farsight, Zen, Magic Pixel) have done
           | licensed reproduction simulations, over the years there have
           | been far more attempts at original IP, since it's all
           | software.
           | 
           | Even Stern has done the occasional original, e.g. Whoa
           | Nellie, Striker Extreme. But it's very clear that they have a
           | formula and don't deviate much from it - the experiments are
           | left to competitors like Jersey Jack and Spooky. Pinball in
           | the past decade has been defined by collector's market
           | dynamics, a generation that, like with retro gaming, wants to
           | buy for the home. So the new games are built more like home
           | games than operator games - lighter builds with less
           | serviceability, price discrimination features (different
           | models with minor elements added or removed) and more of a
           | focus on sheer quantity of elements - ramps, lights, toys -
           | than one or two "centerpieces". It's only going to last as
           | long as that collector's demographic does, after that pinball
           | may go dormant again or find a new way of expressing itself.
        
             | vgeek wrote:
             | Software only tables do have all types of neat features
             | that can't be matched mechanically-- namely the variety of
             | "mini game" type tables that Zen has used on their own
             | tables. I think the Stern AC/DC sub-table + Banzai Run or
             | Safe Cracker novelty dynamic, cranked up to 11. It is so
             | much easier to do without physical constraints. Physics are
             | so much better vs even 5 years ago, but Virtual Pinball X
             | still doesn't match the real world physics of balls hopping
             | when you hit certain targets, or even the same clinks and
             | thuds. It is light years simpler to run & cheaper than a
             | real table, though.
             | 
             | I never get the different edition value props besides
             | market segmentation. Obviously the Pro/Premium/LE may have
             | different shaker motors, speakers, buttons, but some of the
             | price difference seems excessive. Even more so with Jersey
             | Jack-- especially on the 2nd hand market. Do red rails and
             | legs and a topper make the playing experience worth that
             | much more, or will it be that much more valuable in the
             | future? (Is it like the collectible market, where things
             | made specifically to be collected like modern Star Wars
             | figures, won't ever be as valuable as the originals? Or is
             | it just a bubble where prices revert in another 5 years?)
             | If games like Circus Voltaire have consistent issues with
             | the main feature, how will the home versions with multiples
             | hold up over x,xxx plays?
        
         | vgeek wrote:
         | https://www.multimorphic.com/
         | 
         | I have yet to encounter one of these in the wild, but these
         | look to combine a digital playfield with modular physical
         | components. It is pricier than regular tables, too-- $15k for
         | the base table and 3 modules. It does have new features like
         | real time competitions and the whole electronic playfield.
        
           | dasil003 wrote:
           | I've played a Lexy Lightspeed and it was definitely
           | interesting, but had a lot of reliability issues, and
           | ultimately I didn't think it was that fun--I play pinball for
           | the physical nature of it, the digital stuff feels like an AR
           | gimmick. That said, a really well-designed game could change
           | my mind.
        
       | StillBored wrote:
       | This whole thing sounds like a case of chasing the wrong market
       | killed it.
       | 
       | When I walk up to a pinball machine and put a buck in (or
       | thereabout at my local pinball place) and the game is over in 15
       | seconds because I suck, I don't put another buck in. So the
       | minimum skill level is too high to attract new players.
       | 
       | I'm pretty sure that they can make pinball incrementally more
       | difficult simply by raising/lowering bumpers in critical places,
       | but I only vaguely remember seeing that at some point in the
       | past.
        
         | vikingerik wrote:
         | Those bumpers you refer to are the posts at the entrances to
         | the outlanes, which are the channels at the far left and right
         | away from the flippers, where you can lose a ball. Those posts
         | are now almost universally adjustable, for a wider gap to drain
         | more balls or narrow to keep them in play longer.
        
           | toast0 wrote:
           | There's a few games with a (computer controlled) block for
           | the center drain too. But mostly, early drains have been
           | addressed by kick-back and ball saver. I don't know exactly
           | when ball-saver came around; my Bride of Pinbot (1991)
           | doesn't have it, although it does light an extra ball for
           | free on your last ball if you ran through your first several
           | balls (defaults for three ball play, but configurable) too
           | fast (configurable by the operator, default may be 60
           | seconds?), but my uncle's Indiana Jones (1993) had it (Indy:
           | Don't touch anything) and the interwebs say The Addams family
           | (1992) had it too, but I didn't play that enough to have the
           | ball saver phrase stuck in my brain.
        
             | vikingerik wrote:
             | Ball saver was invented specifically by Terminator 2 (1991
             | after Bride), because the plunger sends the ball into the
             | center of the play area, where it could drop down the
             | middle before you got any chance to do anything with it.
             | 
             | Addams supports ball saver in software, but it's not on by
             | default factory settings, as it is for almost all later
             | games, so you only get it if the operator enables it in the
             | menu. Designer Pat Lawlor didn't like the ball saver crutch
             | and also tried to minimize its use in Twilight Zone (1993),
             | though after that it became fully standard.
             | 
             | Addams does have a different form of ball saver like this,
             | though. Almost all games dating back to the early 80's will
             | give you the ball back if it drains without ever hitting
             | any playfield switch at all. This happens because the
             | machine can't distinguish between this case and the ball
             | failing to eject out of the trough to the plunger in the
             | first place, so it errs on the side of letting you play
             | again.
             | 
             | For Addams (and other games but most notable for Addams),
             | exploiting that no-switch-drain became a strategic point:
             | deliberately plunge softly so the ball will get to the
             | flippers without hitting any switch, and if you fail to
             | trap and gain control at the flipper, you'll get it back.
             | 
             | What you mention for Bride is called a "pity extra ball",
             | lighting one for you if you did very badly before starting
             | ball 3 (usually determined by score, not play time.) A fair
             | number of Williams machines had that in some form, and
             | occasionally later Sterns do too. It's functionally the
             | same as an extra ball awarded by any other means, and
             | nothing to do with any kickback or ball saver.
             | 
             | Kickback at the bottom of an outlane dates back to at least
             | Firepower (1980), which has target banks at an angle that
             | will often rebound the ball into the left outlane. I'm not
             | sure if anything earlier than Firepower had that.
        
         | irony123 wrote:
         | Agree 100%. I am OK at pinball but it's depressing to have the
         | balls drain in the first minute on a new game.
        
       | 1cvmask wrote:
       | The Japanese Pachinko (pinball) market is bigger than the casinos
       | of Las Vegas, Singapore and Macau combined and is dominated by
       | ethnic Koreans like Masayoshi Son of Softbank whose dad was in
       | the pachinko parlor business. This might explain the "gambling"
       | tendencies of Masayoshi Son and Softbank with investments in
       | WeWork and Better.com
       | 
       | https://en.wikipedia.org/wiki/Pachinko
       | 
       | https://asia.nikkei.com/Business/CEO-in-the-news/SoftBank-Ma...
        
         | gxqoz wrote:
         | When American pinball was basically just gambling it was also a
         | big market. This led to the mob controlling pinball in many
         | parts of the country. Some cities banned the game, including
         | Chicago, ironically home of most of America's big coin-op
         | manufacturers.
        
       | buzzert wrote:
       | > All pinball machines offer a replay to a player who beats some
       | specified score. Pre-1986, the replay score was hard wired into
       | the game unless the operator manually re-programmed the software.
       | High Speed changed all that. It was pre-loaded with an algorithm
       | that adjusted the replay score according to the distribution of
       | scores on the specified machine over a specific time interval.
       | 
       | If you're ever at a pinball arcade and you hear a loud wooden
       | CLONK sound, that's the "replay knocker". It's literally a
       | solenoid that drives a piston into the case of the machine, and
       | it's intention is to let the entire arcade know "this guy/gal is
       | really good". Very satisfying sound! And no equivalent in video
       | games.
        
         | CWuestefeld wrote:
         | _And no equivalent in video games._
         | 
         | Actually, Q*bert has this but the opposite. In stand-up
         | cabinets, when Qbert falls off the board, one of these knockers
         | simulates the sound of him falling on the ground. So it's a
         | signal of failure, not of epic goodness.
         | 
         | https://www.arcade-museum.com/game_detail.php?game_id=9182
        
         | tomcam wrote:
         | 50 years of casually playing and I had no idea. As soon as you
         | described it I knew what you were talking about though.
        
       | dang wrote:
       | Discussed at the time:
       | 
       |  _How Pinball Ate itself: The Economics of Pinball_ -
       | https://news.ycombinator.com/item?id=947417 - Nov 2009 (27
       | comments)
        
       | mansilladev wrote:
       | Black Knight was also a machine that had a grand canyon of a gap
       | between the flippers. It was sure to lighten your pocket of
       | quarters faster than any other game in the arcade.
        
       | jareklupinski wrote:
       | > Later designs would allow the threshold to rise quickly to
       | combat the wizard-goes-to-the-cinema problem
       | 
       | wizard-goes-to-the-cinema problem?
        
         | slyall wrote:
         | "Later designs would allow the threshold to rise quickly to
         | combat the wizard-goes-to-the-cinema problem. The WGTTC problem
         | is where a machine has adjusted down to a low replay score
         | because it is mostly played by novices. "
        
           | jareklupinski wrote:
           | ah ty, sry for some reason my brain didnt parse the
           | lowercase, then acronym being the same thing :(
           | 
           | a strange name though, how does a wizard going to a cinema
           | reflect novices playing a pinball game?
        
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