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form the early 50's up until the 80's. They were the successor of the One Ball Games that were outlawed in 1950 and superseded by video poker machines in the 1980's.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.
Naughty Bally Venice Bingo. Issues and a operator hack...
In my previous post, I published a long play video of my Bally Venice bingo machine being played.
If you are part of the 11% of the viewers that watched the end of the video... You might have wondered why I didn't play for extra balls.
To summarize the last game played:
I get the Numbers lit in All 4 star zones score 450 feature lit.
I start chucking some balls: I hit the *16, then hit green 19, then *1, then red 2...
And the last ball lands in *17. That's 3 out of 4 star numbers lit. The camera is still rolling (figuratively speaking).
I figure I should try punting for extra balls and try to skill shot it, *6 is easy enough to hit.
All my quarters are played with zero credits left on the register but I remember I have a few Quarters in my pocket. I fish out my quarters. Press the yellow button before dropping the coin for extra balls and nothing happens! The yellow button is dead. Dead dead deadski.
Is it supposed to do that, like some kind of devious feature, or did the machine just pack up?
I press the R button in a lame attempt. Hoping that it would shake up the machines Goldbergian innards, but no dice.
I turn off the camera, edit out the last part of the video and I start investigating.
Now that I gave you the play by play. Here's the unadulterated ending of my bingo session.
Let's go straight to the point: The machine did pack up.
That's what I get for not going over the whole machine when I first got it and not playing the game for long periods of time. But it did give me the chance to study the manual and schematics and find some hacks along the way.
After making the video, playing a few games, the yellow button had multiple symptoms apart from the aforementioned dead yellow button:
Sometimes the yellow button would work, but switching between red button and yellow button mode with zero credits on the register... the switching would be difficult.
Sometimes, pressing the yellow button would start a new game instead of playing for extra balls.
Sometimes, once the game was in play for extra balls mode, pressing the red button would play for extra balls instead of starting a new game.
What a mess! I was dealing with multiple intermittent issues. Assuredly multipoint failure.
The suspects were the red button relay, the actual switches on the red button and those on the yellow button too, the before 5th selector lock trip and the extra ball #1 and #2 trips.
I started with the red button relay... I open the back door to find the relay just dangling.
This is embarrassing.
On the bright side I don't have to unscrew the relay from the board to service it.
I cleaned the switch points and checked the switch gaps. Then I used beefier screws to secure the relay to the board.
That resulted in no improvements whatsoever on my red / yellow button issues.
Next was cleaning and adjusting of the red and yellow button switches. These switches are finicky AF. The order in which the switches open or close is super critical.
Here's an excerpt from the manual.
Checking the red and yellow button switches had a marginal effect on the problems.
Next thing to look at was the before 5th selector lock trip.
I was inspecting the trip bank when I noticed a tucked away cut green and black wire near the top of the trip bank. Then I found that the green-black wire went to the 4 star numbers score 900 trip coil. Naughty operator hack.
Might as well fix it. Not my prettiest work but it's functional.
I always wondered why the 4 star pays 900 panel was all scratched up on the backglass. Now back to the yellow button mystery.
I took apart the switch stack that has the normally open switch with the red on one side and the blue white wire on the other. Cleaned the switches... and they were grubby. But that had little effect on my problem.
At this point, play testing the game it seemed like it had gotten worse. Consistently. At the end of a game, pressing the yellow button to play for extra balls would start a new game. That meant the extra ball #1 and #2 trip relays were not tripping when yellow button switch 1 was first closed. Directly actuating the switch in the stack confirmed this. I didn't hear the unmistakable click of the relay trip.
At first I suspected a open circuit between the door and the trip relays but that measured good with the multimeter.
So I went upstream in the circuit and I found it. Turns out it was the timer cam index 16c that was out of adjustment.
The 16C switch in situ.
Since then Venice has been playing great... until the next failure. It has 400 pounds of wiring and relays just waiting to fail.
I can't say I play this game a lot. But that could be said of all of my games. It's a shame, Venice being such a rare title.
I made a typical long play video of Venice. Typical... I end up not winning anything.
Venice is an electro-mechanical juggernaut of a bingo machine, with 4 transistors for the special game as the cherry on top.
This game is so heavy that it's land locked in my workshop area. It's been there since 2017. Like most 20 hole games, it's not very fun to play imho. But I like it anyway. I remember coveting this game so badly, the machine hiding in a dusty Ville Saint-Laurent warehouse "attic".
Thank your R.A.B. for making this game part of my collection. Wherever you may be.