Showing posts with label Surf-Club. Show all posts
Showing posts with label Surf-Club. Show all posts

Saturday, July 27, 2024

Bally Surf-Club Vs. United Singapore a comparison of features

I've had Singapore running properly for a few weeks as I write these words. I've owned it for almost 10 years but I never took the time to dial it in after getting it running through a complete play cycle. Heavy play-testing after the release of the gameplay video revealed a few more small problems that were easy fixes. Notably, a few burnt bulbs and a gummed up replay register.


I've owed Surf-Club for about 12 years, it was the second bingo machine I acquired, and so far it's been my favorite bingo machine of that era. I own two actually. I used to drag the second game to pinball events to educate pinball people about bingo machines when I still cared to attend such events.

 

 

Both games were released in 1954. Surf-Club in February and Singapore in October. Both are feature packed. Apart from Surf-Club's Double-Hold feature, which is a second try on the existing HOLD feature, neither game at the time were releasing any new features to the bingo lexicon. They are more like an assemblage of cool features.

I've played hundreds and hundreds of credits on both games and now has come the time to make an honest comparison of the features of United Singapore and Bally Surf-Club.

But first a bit of explanation of what is a bingo machine: 

A bingo machine is a type of gambling machine that was operated form the early 50's up until the 80's. They were the successor of the One Ball Games that were outlawed in 1950 and superseded by video poker machines in the 1980's.

The objective of these early in line scoring bingo machines is to light a sequence of 3, 4 or 5 consecutive numbers on one of the predetermined lines on the card(s) to win credits.

Won credits are added to the credit register. If enough credits were won, usually 200 or more, the player could have the credits paid out by the place. Some games were 5, 10 or 25 cents per credit.

First coin starts a basic game with basic odds with a spin cycle, a bit like a slot machine for features.
Second coin steps up odds and starts a spin cycle.
Third and subsequent coins starts a spin cycle where you "bet" against the machine. You could win or advance a feature or you could get nothing.

Most features were awarded progressively. At each feature panel, there's a row of arrows that indicate (tease) how close the player is from being awarded a feature. Very crafty, makes the player drop even more coins in the machine. After each spin cycle, a feature could advance, none, one arrow, a few arrows or all the way.

Before shooting the first ball into play, the player could drop an unlimited number of coins for the chance of activating extra features that "improve" chances of winning or getting better odds.

Feature comparison between Surf-Club and Singapore

Odds

Both games have exactly the same odd steps. Eight odds steps ranging from 96 credits for a 5 in line to 300 credits for the same 5 in line.

By odds I mean how many credits the machine will be awarded for a 3, 4 or 5 in line.
Example: The first odds step

96 credits for a 5 in line
14 credits for a 4 in line
4 credits for a 3 in line


 

 

Corners

Both games have the Corners feature.

On Surf-Club, when the feature is lit: lighting all 4 corner numbers scores 200.


 

On Singapore, when lit, 4 corners score as a 5 in line. So depending on what the odds are at it will most likely pay out less than 200, for only the highest odd step is superior to 200.

 

Unless the player is a surgeon with a ball shooter, I always thought the corners feature was near completely useless. The probability of a lay player having the feature lit and landing all 4 corners by mostly chance and a little skill is infinitesimal.

Ball replay

Surf-Club has the Hold and Double Hold feature: When lit, this feature allows the player to dump all the balls in either odd or even numbered pockets after shooting all 5 balls. Double Hold allows to do it a second time. This feature, combined with the super cards and number spotting is awesome.



 

Singapore has the "Return All Balls if No Score is Made" feature that when lit allows the player to replay all 5 balls by pressing the RED button in the top right corner of the coin door. It's the tabula rasa approach. All balls are returned to the ball trough and shooter lane.

 

Super Cards Vs. Special Cards

Surf-Club has two Super Cards that are lit progressively. When super card feature is lit, a three in line scores as a four in line. On Surf-Club left super card is all even numbers, right super card is all odd numbers.

Left and right playfield rollovers when lit,  activate the Super Card of it's respective side.

  


 

Singapore has four special cards, they are lit progressively (in the following order: top left, top right, bottom left and bottom right) or all lit by way of the footrail feature selection button. Two lit numbers on a special card scores as a three in line. Three lit scores as a four in line. Four lit scores as 5 in line.


 

Number Spotting 

To spot a number is to light a number without actually having to land a ball in the corresponding hole.

Singapore has two different number spotting features: the Junk Boat and the Selection Feature

Junk boat

When boat is lit, left and right playfield sinkholes will spot numbers 5, 8 and 15. Note that the sinkholes are double duty. They are also used for the Light-A-Name feature and can be lit for both features at the same time. Both sinkholes return ball to the shooter lane.

 

Selection Feature

See Singapore's Super Selection feature below.


On Surf-Club when feature is lit the player has the choice of spotting 9, 14 or 15. The feature is awarded gradually, first 15 and 14. Then 9 and finally the Super-Line. Player selects the number with the front knob before shooting the 4th ball into play. 15 is the center number of the main card. Very handy. Numbers 14 and 9 are the center numbers of each super card. Also very handy.

Singapore's Super Selection Feature

Number Spotting and Super Selection Feature is the heart of Singapore's feature set. It's difficult to explain it in a non convoluted way.


This feature is awarded in two steps, or if lucky, all at the same time. Once the number spotting feature is lit, more coins or credits can be wagered before shooting first ball into play to light the Super Selection feature and/or more spot number choices.

To be clear when the feature is lit. Player can spot a number AND select a Feature. Very cool.

Number Spotting

The number spotting feature when lit starts with the choice of 19, 20, 21 or 22. With the possibility of 16, 10 and 25 if more coins are wagered. 16 is the center of the main card 10 is on the bottom left special card and 25, the bottom right special card, so those last 3 numbers, though seldom awarded, are powerful numbers. Player selects the the number with the front knob before shooting the 4th ball into play, or before 5th ball if the extra time feature is lit.

Super Selection feature

When lit, this feature allows the player to select one of 4 features: Extra Ball, 4 in Line Scores 5 in line, All Special Cards and Advance Score.
 
Selection must be made before shooting 4th ball unless the extra time feature is lit.
 
Player can pre-select a feature at the start of the game and change for another feature at any time before 4th ball.
 
Pre-selected feature is backlit with red bulbs to let the player know what was selected. Feature selection is done by way of the footrail buttons.
 
Feature locks in once 4th ball enters play. Only after this time is the selected feature active.

 
Extra Ball 
 
Pretty straightforward: Awards the first extra ball without having to wager for it after shooting 5 balls into play.

Four in Line scores as Five in Line

Also very straightforward: a 4 in line score will pay as a 5 in line.

This Singapore feature can only be lit by way of the footrail button when the Super selection feature is lit. It cannot be randomly awarded by a normal coin spin cycle.

All Special Cards

Lights all 4 special cards.

Advance Score

Automatically advances payout odds one step.

 

Extra time

When lit, selection of features and numbers can be made until the 5th ball enters play instead of the 4th ball. This gives the player more time to make a final choice on which number to spot and which Feature to select. 

 
 
 Surf-Club has no extra time feature

 

Super Line

On Suff-Club, the Super-Line is part of the spot-number sequence feature when the complete feature is lit. The player can spot a number OR go for the Super-Line.

 

The super line is a separate line from the main card. When this feature is lit the player can select a 3 number sequence by way of the front  rotary knob before shooting the 4th ball.

Possible Super-Line number sequences are as follows:

3 - 16 - 11

16 - 11 - 10

11 - 10 - 20

10 - 20 - 5


Lighting 2 consecutive numbers of the selected sequence scores as a 4 in line and lighting all 3 selected numbers scores as 5 in line. In my opinion this is the weakest part of Surf-Club, that the player has to choose between spotting a number OR the Super-Line where Singapore Gives the player both number spotting and feature selection.

Extra Balls

Both games can be played for extra balls after first shooting 5 balls into play. Up to 3 extra balls.

Extra balls on Surf-Club can be wagered for by way of the yellow button on the coin door.

 

Singapore also has a selection feature that when lit can be selected by way of the footrail feature selection button to award the first extra ball automatically.

Light a Name


This Singapore feature has no equivalent in Surf-Club. It's reminiscent of the One Ball era games. And I think it's this feature that makes Singapore a superior game. It has just the right balance of risk, reward, frustration and play-it-again appeal.

When the game is first turned on, or when the game is timed out and/or tilt, the full name S-I-N-G-A-P-O-R-E is lit. Only when the game is coined up does the player see where the lit letters are at. The feature starts out with the letters S-I-N lit. Then when the light-a-name feature is lit. Landing a ball in lit sinkhole lights next letter. The sequence is as such: Center (G) - Left (A) - Right (P) - Center (O) - Left (R) - Right (E). (G) and (O) are the easiest to hit since it's by way of the bottom playfield ball return hole. The lit letters carry over from one game to the next. Last lit letter scores a 5 in line and the feature resets when the game ends and a new game is started.


A great combo or feature stack is getting both the Light-A-Name feature and the all balls returned if no score is made. It basically doubles the chances of hitting the lit sinkhole to light the next letter.

Of course these features a really a distraction. Getting the player to concentrate on the lit sinkhole rather than hitting a 3 or 4 in line.

The longer the player is on the game, the more he is invested in the feature, the more likely he will keep playing to bring the feature to it's conclusion and that sweet 5 in line score.

So? Which game would you rather play? Which is best: Bally's Surf-Club or United's Singapore?

As postscript, I absolutely love Singapore's artwork that evokes tranquility, exoticism and sophistication.

Tuesday, January 26, 2021

Bally Surf-Club (1954) Bingo: Cheating using a variable transformer (var...


I recently acquired a variable transformer. With a 120 Vac input, I can vary the output between 0 and a bit over 130 Vac.


This reminded me of something I read somewhere a while ago: Back in the day a variable transformer could be used to cheat on a Bally bingo machine.


The Idea was that the machine first had to be surreptitiously plugged in through the variable transformer.


Then through skill or luck a winning combination had to be achieved.


Then, as the machine started adding up credits the variable transformer’s output voltage would be dropped. Enough so that the machine kept operating but just barely. In that state the replay register would keep adding up credits but the replay counter step up coil would be too weak to accurately step up the wiper. If it was done correctly the machine could rack up credits indefinitely. It it was just close enough, the replay counter would once in a while step up successfully the wiper.


That was all theory… more like a myth or an urban legend.


With my new toy I decided to test that urban legend.


Turns out it works.

a 100 replay payout went up to 247 replays. Off camera when I tested the varian I went well over 300.


As one can notice watching the video, the bingo machine’s energized relays start buzzing loudly and the lamps become dim at around 85 Vac.


Also Back in the day there were the logistics of bringing a Variac into a bar and getting the payout from the attendant without the varian being noticed. Easier said than done.

Tuesday, January 21, 2020

Playing Bally Surf-Club bingo (1954)

Is Surf-Club the perfect pre moving number bingo machine?

I was playing it just the other night and I think YES it's the ultimate early bally bingo machine. Before all the magic lines, corners, squares, cards, screens, etc.

The Hold / Double Hold feature is mesmerizing in action. See all the odd or even balls drop through the playfiels at the touch of a button.

Combined with the Super card(s) and the 15, 14 or 9 spotted number feature it's a scoring powerhouse.

Just don't forget to press the yellow button before each coin you drop when betting for extra balls. (hint)

A detailed explanation of the gameplay and repair journey can be found here... I wrote this up a long time ago.

The Super Line and Corner scoring are a bit useless IMO, but that doesnt matter. Cool features nonetheless.

I like Surf-Club so much I have two of them. I use the second Surf-Club to bring to pinball shows. As seen herehere and here I think it's a very good example for a bingo machine and it's relatively compact and lite to move around compared to later bingo machines.

The Surf-Club pictured here is / was my second bingo machine ever. The first being Super Wall Street (Bali). Bought it non working. Brought it back to life.
This actual machine was operated locally back in the day. For this reason, I will never sell it. The machine is patinated and battle scarred but that doesnt matter. When you drop a coin in it's a carnival!

What do you think of Surf-Club?

Surf-Club backglass
Super Card Win

Surf-Club playfield
Playfield

Sirf-Club super card win
Super Card win general view

Surf-Club 3 in line
Main card win

No win, but lots of fun

Live the dream, dream the life. File the dream, dream the file. That's what the spinning beach ball says.




Saturday, June 10, 2017

My lineup at Pincon Canada 2017

Pincon Canada was held June 3rd and 4th in Hawkesbury Ontario. The event was a success. Pretty good turnout for a first year. Here's a picture of my contribution to the show. My bingo Row.
It was fun talking with other pinball enthousiasts and showing people how to play bingo machines.

Tuesday, December 13, 2016

Aftermarket Reproduction Bally Bingo Backglass

Here are a couple of aftermarket bingo backglasses I have.

They are badly silkscreened onto plexiglass. The graphics are a crude rendition of the original bingo backglass art.

The colors are neon like. They give a festive carnivalesque feel to the bingos. All and all I don't hate the look they give to a game. Anyway, a bad backglass is better than no backglass at all. The Surf-Club backglass shown below is on the game I like to bring to pinball events, shows, flea fairs and swap meets. Just the backglass by itself is a conversation starter.

These backglasses were made by a longtime Bingo machine distributor and reseller in the greater Montreal Qc. area.








Saturday, November 26, 2016

Pinball lifestyle: "The dose makes the poison"

To loosely quote Paracelcus:

"The dose makes the poison"

I might be getting close to the lethal dose of pinball... Maybe not, I have observed fellow humans with a lot more games than me. I'm safe, for now.

But I have a heck of a lot of games. A lot for the small space I live in...

Here is the latest pictorial inventory of my... I can't really say gameroom anymore. It's more like a game house.

Observe and enjoy!

Les cardiaques et les femmes enceintes sont priées d'éviter ce spectacle effrayant!

UPSTAIRS

Firecracker, a Bally game designed by Harry Williams, one of my personal favorite games

Bally Nip-It, the latest project. Tastefully modded by moi. Still fun.


Bally Surf Club bingo, with the mixer taken apart for a cleaning. I have a recurring problem with the neatsfoot oil that goes sticky. To be continued.

Williams Four Corners. Every picture tells a story. She is filled with secrets.


The ole Nishijin Super DX pachinko game. I've had this game for over 16 years.


Bally Hokus Pokus. Sadly, I don't have any room for this game at this point in time.


The Booz-Barometer. Circa 1958. A gift from my Ole Pa a long time ago.


North Star Richelieu. Bally Challenger one ball and Keeney Thriller. Future projects. Treasure Trove.



DOWNSTAIRS


Enjoy the view. I know I do.


Interflip "BAO!" Dragon, Bally "camel toe" Wizard! and Bally "Brass Bra" Lost World: my only solid state game



Bally Flip-Flop, Twin Win, Big Valley



Bally Carnival Queen Bingo, my first magic screen bingo.
Watling penny scale
Bally Super Wall Street Bingo. My first bingo machine. Pictures of the backglass of my game seen here were used with my permission in Nick Baldridge's virtual bingo.
Bally Miss Universe. Good looking game, awful gameplay.


... Bally Golden Gate and Mystic Gate Bingo


Keeney Little Buckaroo Upright
Bally bottomless hopper slot machine
Midway's Space Gun. My one and only gun game.
Midway's Table Tennis Remote Controlled wall game. The remotes are HUGE
AMI D-80 jukebox. My first restoration attempt.



THE WORKSHOP aka "B" SIDE

Projects and extra games


Bally Surf Club Bingo
Williams Spark Plugs Horsey game. Gambling machine in disguise
United's Singapore Bingo
Bally Star-Jet pinball. The first EM multiball that established the 3 ball multiball mode.


The Borg cube of extra games, projects and parts machines


Crazy!