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HARDWARE: The Elusive “Bally Side Rail”

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Quite a lot of Bally System 11 games have dented side rails.  It’s almost an epidemic.  Read any For Sale description of an Elvira and the Party Monsters, and more often than not, you’ll get a mention of damaged side rails from an errant backbox drop.  They seem be dented and left unfixed in high numbers due of the lack of new (or NOS) replacement rails available in the marketplace.  The rails are an oddball size and only appeared on a handful of games, so parts manufacturers have neglected making them.  Drop the backbox and dent the rails on your WPC machine and it’s a $50 mistake that is easily remedied with an order through Pinball Life.  Dent the rails on your Mousin’ Around? You’re pretty much screwed.  The dents will be a constant reminder of your stupidity.  Might as well get out the hammer and try to bang out the damage, because these rails are pretty hard to source.

The games bearing these rare rails are Truck Stop, Atlantis, Transporter: The Rescue, Elvira and the Party Monsters and Mousin’ Around, and the reference number for the elusive part is A-12359-1 (the parts catalogue mentions that Bally Game Show may also use these rails, however, I cannot find definitive photographic evidence of this–Game Show was the first Bally game to employ the external rounded hinge, which leads me to believe a different shorter rail was used.  If you have leads, or photos, please let me know.)  All of the above mentioned games were manufactured under the “Midway” banner (despite bearing the “Bally” name on the backbox) during a time when Williams had just absorbed the struggling Bally/Midway brand.  The rail length for these games, from end to end, for a System 11 Bally Rail runs 51.5 inches, making it nearly 5 inches longer than the identical looking in every other way WPC side rail (A-12359-3).

Blackwater 100, the first appearance of the thin "Bally Rail"

Blackwater 100, the first appearance of the thin “Bally Rail”

The reason for the extra length is that the backbox on these five Bally games sits on a built-up pedestal of sorts, and the side rails run underneath the backbox to the backside of the cabinet.  The hinges on the backboxes are not external, but rather contained within the backbox pedestal, allowing the rail to run undisturbed to the rear of the cabinet.  Bally games that followed Mousin’ Around had their backboxes sit flush with the cabinet and employ a set of external rounded hinges (similar to other late model Williams System 11 games), thus the side rails had to terminate at the backbox.  (It is interesting to note that Bally Midway’s  March ’88 release Blackwater 100, pre-Williams takeover, appears to be the first “modern game” with the thinner and longer 51.5 inch rail incorporated into the design, however, this version of the rail is affixed to the cabinet with a series of nails running its  length, whereas the later version of the rail we are speaking about here is affixed to the cabinet with double-sided tape, a Torx screw on the back end and a bolt on the front near the flipper button.)  To complicate matters more, rails on the games from the same era bearing the Williams logo, such as Fire!, Earthshaker, Jokerz! and Black Knight 2000 to name a few, were wider in height and incorporated the flipper button right into the rail itself.  You could almost cut two thin Bally rails out of the metal used on one of the Williams games.  Less metal meant cost savings: thus, it should come as no surprise that Williams adopted the thinner Bally-style rail when a standard design for all pinball machines was adopted for the WPC platform in the 1990s.

A quick search shows that Bay Area Amusements has the A-12359-1 rail advertised on their page for purchase; however, like many other desperately needed niche parts listed on their site, they are currently out of stock.  I have checked the page for the last five months, and I have never been lucky enough to find the item available for immediate purchase (if in stock, retail price would be $59.00USD+shipping).  The Ministry of Pinball, the Netherlands-based pin retailer, also lists the rails for purchase (retail price: 29.95 Euro), which remains an option for our Euro friends, but those stateside would pay dearly for shipping due to the awkward size of the parts (you’d have to add another 35.00 Euro for shipping to the US or Canada…it gets cost ineffective pretty quick).

In some rare instances, the rails do pop up for sale.  Not two months ago, a set was offered, and quickly purchased, on Pinside for $125USD (shipping included).  A search of the rec.games.pinball newsgroup shows that a few sets have sold over the years with the asking price ranging between $150USD-$200USD.  RGP also mentions the existence of a user named “Timathie” who manufactured the rails for the RGP community years ago.  As per a post from 2011, it appears that the user is no longer making them.

KONICA MINOLTA DIGITAL CAMERAI bought an Elvira and the Party Monsters game late last summer, and wouldn’t you know it, it had dented side rails from an errant backbox drop.  It was disclosed to me in the original description and photos of the game, so I knew I would be (possibly) snookered if I ever wanted to replace them.  The ingenuity of the pinball collector took over.  I was able to locate a set of new, uninstalled Williams System 11 side rails within the community marketplace at a very reasonable price (the wide ones that incorporated the flipper buttons, which turned out to be a set of these: Pinball Life’s Williams Stainless Steel Side Rail Set – Circa 1989-90, pictured right).  I bought them hoping that they could be precision cut to fit my needs.  Unlike the other Williams System 11 wide rails, this 1989-90 version has no extra nail or screw holes that would be left behind once the excess was trimmed off, and they met the length requirements of 51.5 inches.  I contacted a nearby metal fabrication outfit (CIM Metals Inc. , of Burlington, Ontario, Canada) and for $45CDN they were able to cut both rails, using laser technology to replicate the look of a thin Bally rail for my game.  I pulled off an original dented rail for them to use as a template (they only needed one, each Bally rail is interchangeable with no characteristics or markings that require specific left or right side installation).  They were able to match the original tapering and square screw holes faithfully, which made installation a breeze.   For about $85CDN, all told, I had a new set of undented rails on my EATPM, which was a bit cheaper than finding a NOS set, and a bit less frustrating than waiting around for a North American company to stock them.  I had to jump through a few hoops to get it done, but I’m happy with the results.  I’m not one for total perfection on my games but when an opportunity presents itself, I can’t pass it up.  Here’s hoping someone takes the lead on this and starts producing the Bally rails for the community, in sustainable quantities, as they are sorely needed.  Until then, keep those backbox bolts nice and tight…

Further Reading:

Pinside – For Sale: 51-1/2″ side rails (EatPM, Atlantis, Mousin’) – SOLD
Pinside – WTB- set of Side Rails for Eatpm
Bay Area Amusements – Metal Side Rails (pair) – System 11, etc
Ministry of Pinball – Elvira and the Party Monster Side Rails
rec.games.pinball – EATPM side rails

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FEATURED GAME: Williams FIRE!


I don’t have an affinity for Barry Oursler games. His oeuvre can be split into two distinct bodies of work: his early designs which all appear to echo one or two stand-by stock layouts, and his later designs which are too reliant on one feature or toy that make the games seem shallow and trite. For me, two games stand out as exceptions, Fire! in the former category and Bram Stoker’s Dracula in the latter. BSD is currently the darling of collectors and tournament players alike and is enjoying a bit of a renaissance of sorts (meaning the price went up $1000). Maybe I don’t enjoy it because it IS beyond my skill level as a player, or perhaps the art package is just too wretch-inducing. Either way, it leaves me no choice but to take a closer look at Fire!

Fire! was released in August of 1987, and takes its theme from the Great Chicago Fire of 1871. With nearly 8,000 units produced, the game was far from scarce, however, it is not a game that comes up often for sale in my area (maybe all the firemen have bought these up…firemen love being firemen and everything associated with fire history and fire prevention and being a fireman…just ask them). To put it into perspective, Williams made 8,100 units of Comet. I can’t go for three days without seeing someone trying to unload a Comet, so I guess once Fire! finds a home, they stay put. I mean, who doesn’t want a game in a poo brown cabinet to be the centre of their collection?

Legend says a cow (!) kicked over a lantern in a barn, and that’s what started the fire that burned for days and destroyed most of the city of Chicago. The game is a natural fit theme-wise, paying homage to the fire-fighting history of the city in which these great pinball machines were built. The theme stands out from other Williams/Data East machines being built at the time–-most being themed upon capitalistic Cold War paranoia (Millionaire, F-14 Tomcat, Secret Service) or Science Fiction in the pure sense of the genre (Pin*Bot, Laser War, Time Machine). You could almost picture olde tymey dudes with mutton chops and pork pie hats gathering around this amusement machine for a bit of merriment. Wait, those aren’t olde tymey dudes at all…just hipsters from Portland!

No pop bumpers in this game. Let’s get that out of the way. Purists have long complained that any game without pop bumpers isn’t a pinball machine at all. I think this just adds to the game’s overall flow and overarching theme, and helps to set it apart from the other games released at the time. Complete playfield symmetry is achieved here, each side of the playfield being a mirror image of the other, and can be read as a throwback to the simpler woodrail games of the 1940s and 1950s. There is also a post-up “hydrant” ball save which is seen on only a couple System 11 games of the era (moving towards a less expensive “lit” ball save instead).

The main idea of Fire! is to “put out” fires (no kidding!) by hitting the stand-up target banks in front of the the various vacuum-formed buildings around the playfield. Two banks lie mid-playfield, while two dead end ramp shots flank a mini-area with two more target banks. A second set of kickers really get the ball moving in that closed off mini-area. Surrounding the dead-end ramp shots is an elevated horseshoe orbit with lifting ramps (a la the left Pin*Bot ramp) that lock balls on either side once an indicated fire is extinguished. Dead centre is your rescue shot, which is a ramp (with no guides) that lifts out of the playfield to help launch the ball through a “window”. This can serve as your last shot to start three-ball multiball and carries with it a 50,000 bonus. One million points are awarded if all fires are put out in multiball and the rescue shot is achieved.

To me, the game feels like it’s a martyoshka nesting doll in both layout and art package. There is a layering effect to the loops and ramps that pulls the playfield together quite nicely and symmetry is something we don’t often get in modern era pinball, so you should enjoy it where you can. Bill of materials on this game must have been quite something. In the days before Dennis Nordman arrived at Williams and became the undisputed king of vacuum-formed plastic, Oursler orchestrated quite the miniature diorama of 19th century Chicago under glass here. The amount of detail Mark Sprenger put into fleshing out the plastic buildings is phenomenal. With such intricate playfield art, its easy to overlook the spinning fire reel that turns below the playfield to give a burning effect that flickers through the windows of the buildings above. Sprenger also nailed the gold leaf and cobblestone look of the era on the playfield to really give it that pre-Capone Chicago feel, as well as creating an intricate maze of a darkened huddled mass of citizens cowering from the power of the fire. Sound package is ho-hum, nothing to write home about…olde tyme piano mixed with limited speech from muffled male voices (as was the style for many System 11 games at the time), but man, that bell atop the backbox really catches your attention when it rings. I was at the Allentown show last year, and you could hear that thing ringing out from anywhere in the venue.

Fire! plastic sets are currently available from Classic Playfields, and a repro playfield is currently in development by the CPR folks and available for pre-order. Repro plastic buildings, however, are a different story. These vacuum formed plastics are subject of a ton of wear and breakage with the physics of the playfield the way they are. Plenty of promises out there from companies “if there is enough interest”, but nothing as of yet has materialized. Not only would the plastic have to be vacuum formed, the art would also have to be reproduced as stickers to affix to them. I think this is something beyond what CPR or other repro company would be interested in doing (profit-wise), so it will be up to the ingenuity of the pinball community to find a work-around. Plenty of call must exist for these, as the production run on the machine was quite hefty.

There was also a “Champagne Edition” of Fire! released concurrently with the standard edition which was a classier version, probably for use in higher class bars, restaurants and atriums looking to cash in on the re-emergence of pinball as an arcade staple. The game came with a real wood veneer cabinet, gold rails/legs/lockdown bar and two extra spinning fire cylinders in the backbox, like the one below the playfield. Only about 300 were released.

This game is an anomaly not only in the oeuvre of Oursler, but also in the design and theme of what Williams and their contemporaries were coming out with at the time. Fire! can be viewed as the Eight Ball Deluxe of the System 11 era. When Bally was making a ton of sci-fi themed games and licencing everything under the sun, they came out with EBD to appeal to a very different demographic of pinball player and hit a home run. Fire! exists somewhat in the same way, just a tad less successful. For Fire!, they were shooting for a more refined demographic, and the production of a more refined looking machine in the “Champagne Edition” really hammers this point home. I mean, look at that Champagne flyer below. You could put the game in an atrium (SEE! I TOLD YOU!) surrounded by ferns and play the game IN YOUR DAMN TUXEDO! This game is so f*cking classy, right?? Anyhow, the standard edition is a beautifully executed machine, did I mention it came in a poo brown cabinet, with a straightforward ruleset much like the other games from the System 11 family. Go put out some fires and save Chicago.

Further Reading:

Classic Playfield Reproductions – Fire! Plastic Set Photo Gallery
Pinball.org – Fire! Rulesheet
AAARPinball – Fire! Restoration


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MODS: Fireproofing using the “Bridge Board”

This post follows up Fireproofing Pin*bot and Other Early System 11 Games, which was posted a few weeks back.  In covering this fix, I will revisit to note that that Pinsider Inkochnito has now introduced a “Bridge Board” which he designed to solve the same problem that is normally corrected by installing two fuses in line with the +18 and +25 volt power supply regulated by two bridge rectifiers on System 3 thru 11 Williams games (and some Data East games too).

Inkochnito, who may be better known for making available faithfully reproduced apron cards for our classic games, has spearheaded the production of this board which can replace parts that already exist in the backbox. To use my Pin*Bot as an example, I would need to remove the fuse blocks I installed (obviously), the two mounted bridges and the large capacitor that sits near the bottom of the box, all indicated in the first picture of the gallery below.  These parts are all “on-board” the new unit. Screw-down connectors are used to affix the wires (which I’m not all that fond of) so no soldering skills are required for installation and the board has two LED lights to alert you when exit power is present for the two line voltages. The bridges are mounted to the back of Inkochnito’s board so that they retain the same cooling properties from the metal backbox plate as the original bridges. Mounting the board is achieved using the original bridge mounting holes. Installation couldn’t be simpler.  Installation notes can be found here (pdf).

The “Add Two Fuses” fix has been the standard for years, and I don’t see much reason for my Pin*Bot to have a whole new board installed in it, even though the price is affordable at $49.00USD+$7.00USD economy shipping within the US. If I notice lights dimming (sign of a bad cap) or if my installed fuses blow (sign of a bad BR) perhaps then I would consider this board as a suitable replacement. Even at an affordable price, the game could be fixed with suitable replacement parts for much less, but as I understand, some of the Data East caps are pricy and hard to find, so in that case, it may be cheaper to use the board. Folks doing a complete overhaul or restoration of games from this period may want to jump straight to this solution, as it looks much cleaner and may save you a few steps down the road anyhow. Restoration of this era of game is normally done for the love of the game rather than profit (after dealing with a blown out playfield, new plastics, cabinet repaint, board fixes, etc. there really isn’t all that much meat left on the bone). What’s another $49.00 when you are doing it for the love of pinball in the first place?

The Inkochnito Bridge Board is available in the US from North American distributor Big Daddy Enterprises, and directly from its creator in Europe by emailing inkochnito (at) kpnplanet.nl.

Further Reading:

Big Daddy Enterprises – Inkochnito’s Bridge Board
Pinside – Bridge Board Available for Williams Games
Inkochnito’s Pinball Score and Instruction Reproduction Cards