Difference between revisions of "Glossary"

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(Added some terms off the top of my head. Definitions need to be added.)
 
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;Ball Index Relay
 
;Ball Index Relay
 
:A relay found in many later EM machines that is energized when any score is made.  It is used to give an extra ball when a ball is played that results in no points scored.  Unconfirmed, but this may have also been a way to recover from an intermittent problem with the logic that advanced to the next ball in the case of dirty or misadjusted switch contacts.  
 
:A relay found in many later EM machines that is energized when any score is made.  It is used to give an extra ball when a ball is played that results in no points scored.  Unconfirmed, but this may have also been a way to recover from an intermittent problem with the logic that advanced to the next ball in the case of dirty or misadjusted switch contacts.  
 +
 +
;Banana Flippers
 +
:A set of curved flippers that are shaped like a banana. [http://www.ipdb.org/search.pl?any=disco+fever&sortby=name&search=Search+Database&searchtype=quick# Disco Fever] has banana flippers. This flipper design is a novelty and was only used on two Williams games (early production Time Warp games being the other).
  
 
;Bridge Rectifier (BR)
 
;Bridge Rectifier (BR)
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;Extra Ball
 
;Extra Ball
:
+
:The award of another ball to play. Often done by a series of events leading up to it, some machines offer it on a point-based reward. Essentially an extra ball gives you another round or turn to continue play.
  
 
==F==
 
==F==
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==H==
 
==H==
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 +
;Head-to-Head Pinball
 +
:A type of pinball machine where one player sits or stands and a second player sits or stands opposite the other player.  Each player has his / her own set of flippers to control the pinball.  Most head-to-head pinball machines had seemingly low production numbers, and were not typically successful.  This is presumed in part due to the extra floor space needed to accommodate two players comfortably on the game at the same time.
  
 
;Hidden Pop Bumper
 
;Hidden Pop Bumper
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==I==
 
==I==
 
;Impulse Flipper
 
;Impulse Flipper
:A flipper that is not able to be "held" up - you get one flip per button press.  Usually wired in pairs, where either button will activate both flippers.  Used on early flipper games in the late 1940s to the mid 1950s.
+
:A flipper that is not able to be "held" up - you get one flip per button press.  Usually wired in pairs, where either button will activate both flippers.  Used on early flipper games in the late 1940s to the mid 1950s. Not to be confused with a problem some WPC machines develop where it double flips and then drops.
  
 
;Insert
 
;Insert
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;Kickout Hole
 
;Kickout Hole
:
+
:A hole that the ball goes into on the playfield, usually to feed the user information or to lock a ball for multiball. These holes have a solenoid under them that can kick the ball out of the hole once necessary.
  
 
;Knocker
 
;Knocker
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;Magna Save
 
;Magna Save
 
:Magnets under the playfield that prevent a ball from draining down the out lanes. Player controlled by a button on the side of the cabinet. [http://www.ipdb.org/search.pl?any=black+knight&sortby=name&search=Search+Database&searchtype=quick#310 Black Knight] has magna save buttons. If you activate the magna save and still lose the ball the Black Knight will taunt you with laughter.
 
:Magnets under the playfield that prevent a ball from draining down the out lanes. Player controlled by a button on the side of the cabinet. [http://www.ipdb.org/search.pl?any=black+knight&sortby=name&search=Search+Database&searchtype=quick#310 Black Knight] has magna save buttons. If you activate the magna save and still lose the ball the Black Knight will taunt you with laughter.
 +
 +
;Match
 +
:A game option for awarding a player a free game at the conclusion of his game. If the players score matches the last one or two digits with a machine generated number the player is awarded a free game. The match is intended to be a random number match. At times a poor (as in no money) arcade player could find a game left on a machine from the previous un-savvy player who did not realize he had made a match.
  
 
;Match Sequence
 
;Match Sequence
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;Pure Mechanical (PM)
 
;Pure Mechanical (PM)
:
+
:This refers to pinball machines prior to electricity being implemented into them. Usually a tabletop pinball machine that resets with the push of the coin chute.
  
 
==Q==
 
==Q==
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;Ramp
 
;Ramp
 
:A channel that allows the ball to move from one level or portion of the Playfield to another. May be made of metal, plastic, or both.
 
:A channel that allows the ball to move from one level or portion of the Playfield to another. May be made of metal, plastic, or both.
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 +
;Rebound Rubber
 +
:A rubber disk located at the top of the playfield arch that rebounds the pinball after the launch from the plunger.
  
 
;Repro
 
;Repro
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;Shooter or Shooter Rod
 
;Shooter or Shooter Rod
:
+
:The metal rod that a player pulls back and releases to launch a ball into play. This is used in combination with a rubber tip and springs.
  
 
;Shooter Tip
 
;Shooter Tip
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;Thumper Bumper
 
;Thumper Bumper
:
+
:See Pop Bumper; Different terminology from different manufacturers
  
 
;Tilt
 
;Tilt
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==W==
 
==W==
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;Wedgehead
 +
:A pinball machine with the backbox constructed in the shape of a wedge, wider at the top, narrower at the bottom. Gottlieb single player EM machines were the most popular wedgehead machines. Williams made some reverse wedgeheads where the wider part of the backbox was at the bottom of the head, ugly to be sure.
  
 
;Wire Ball Guide
 
;Wire Ball Guide

Latest revision as of 13:09, 5 September 2013

1 A

Apron
The cover at the very bottom of the playfield. It usually holds a score and/or instruction card and covers the ball trough. The front edges of the apron lead the ball to the drain.
Auto-Fire
A solenoid based Plunger in the shooter lane that launches the ball under game control. Can be used to launch balls in rapid succession at the onset of a multiball.
Assembly
Numerous individual parts combined to create a larger functional mechanism on a pinball machine. E.G. Flipper assembly, slingshot assembly, shooter assembly and so on.

2 B

Backglass
A large piece of glass located in the head of the game that has artwork and the name of the game. Scoring is also displayed in the form of lights, score reels or digital displays.
Backbox
The upright part of a pinball machine that holds the backglass and any displays and scoring mechanisms (score reels, lighting, etc.) In modern games, it also contains the circuit boards which control the machine. The backbox is also known as the 'head', as compared to the cabinet which is also known as the 'body'.
Ball Index Relay
A relay found in many later EM machines that is energized when any score is made. It is used to give an extra ball when a ball is played that results in no points scored. Unconfirmed, but this may have also been a way to recover from an intermittent problem with the logic that advanced to the next ball in the case of dirty or misadjusted switch contacts.
Banana Flippers
A set of curved flippers that are shaped like a banana. Disco Fever has banana flippers. This flipper design is a novelty and was only used on two Williams games (early production Time Warp games being the other).
Bridge Rectifier (BR)
An electronics term for a package containing four diodes. They are arranged in a pattern so that they take an input AC voltage and full-wave rectify it to a DC output. Typically a large filter capacitor is placed across the output of the BR to smooth ripples in the output voltage. Uses in pinball are to run the solenoids (coils) and the controlled Lamps in the lamp matrix.

3 C

Cabinet
The large lower box that holds the playfield, coin box, and flipper buttons. It often has color attention-attracting graphics, especially on later model games with detailed many-color side art. Not to be confused with the backbox. The cabinet is also known as the 'body'.
Carry over game features / sequences
Features or sequences which can be advanced from game to game, and are not reset at the start of a game. In most cases, these types of sequences are not possible to achieve during a single game, because more than 5 balls would have to be played. Carry over sequences were primarily used on single player games prior to 1970, and were typically used to spell out the machine's name on the backglass one light at a time. It is believed that carry over sequences were used by manufacturers to give a machine a potential "edge" when placed in a line up of other games by attracting and enticing players to play a particular game over another. One example would be Bally Dixieland. When the lighted title "Dixieland" is completely lit on the backglass of the machine, a credit is awarded to the player during that game. If a potential, player saw in passing that only the last "d" in "Dixieland" needed to be lit, they are possibly more likely to play the Dixieland, as the odds of winning a free game are much higher. Although not nearly as common, there were some multi-player EM pinball machines which exhibited a carry over feature. Gottlieb's Hi Dolly is one example of a multi-player EM, which employs a rather subtle carry over feature regarding the A-B-C-D rollovers and targets. Equally as uncommon, Bally manufactured some solid state machines, Silverball Mania and Eight Ball Deluxe, which had lighted carry over sequences.

4 D

Dead Bumper
A plastic bumper with a rubber ring around its body and a scoring skirt. Usually lighted. There is no solenoid on this type of bumper, the rebound is provided solely by the rubber ring and force of the ball hitting it.
Dead Flipper Pass
A playing technique used to gain ball control and/or to get the ball to the other flipper. As the ball approaches near the center of either flipper, usually at high speed, allow the ball to hit and bounce off the flipper so it will bounce to the opposite flipper.
Digital Multi-Meter (DMM)
Test meter used to measure Resistance, Voltage (AC/DC) and Current (Amperage) of a circuit. Many meters have a diode and continuity test. Also known as a DVM for Digital Voltage Meter.
Dot Matrix Display (DMD)
Score display used in machines from the early 1990's. Comes in three (3) different sizes. The most common pinball display size is 128 x 32 pixels, in neon orange with overall dimensions of 14.8" x 5".
Driver Board
Drop Target
A plastic target that when hit 'drops' below the surface of the playfield, with the top edge remaining flush on the playfield. Drops can be arranged in banks of multiple targets or singly. Some games have 'memory' drop targets, where the game itself can drop targets on its own for game features or to remember your progress on a bank.
Dual In-line Package (DIP)
An electronics term which refers to a package (usually an IC or socket) that is 2 rows of an equal numbers of legs. e.g. A 6821 PIA is a 40 pin DIP IC, composed of two rows of 20 legs each.

5 E

Electro Mechanical (EM)
A pinball that has no digital components. Game programming is done through switch stacks and relays, it does not have a computer. The common way to tell if a game is EM or SS is to look at the scoring system. EM machine will either have lights in the backbox that show the score or rotating wheels with numbers on them. SS machines have digital displays of one type or another. EM machines have bells or chimes to mark when points are made. Some games were released in both an EM version and SS version (Mati Hari)
E.O.S.
Short for End of Stroke. A switch that is activated at the end of a solenoid mechanism's travel. Most usually found as part of the flipper mechanism assembly. The End of Stroke switch may be either normally closed, or normally open, going to the opposite state as the mechanism activates.
Extra Ball
The award of another ball to play. Often done by a series of events leading up to it, some machines offer it on a point-based reward. Essentially an extra ball gives you another round or turn to continue play.

6 F

Flag Gate
A small solenoid activated wire diverter used to control ball flow. Can often open to allow a path back to the shooter lane. Used on EM and early solid state games.
Flippers
Player controlled bats to direct the ball to various targets on the playfield. Controlled by buttons located on the side of the pinball cabinet. Early pinball machines did not have flippers and were considered more of a gambling device than a 'game of skill'. The first flippers were fired both at the same time, now each flipper button controls individual flippers. Some machines have several flippers. Most flippers come in 2" or 3" size and a few called Banana Flippers were curved.

7 G

Gobble Hole
Playfield feature used from the 1950s to circa 1963. A drain feature that can usually be lit for a high reward making it worth ending your ball to collect.

8 H

Head-to-Head Pinball
A type of pinball machine where one player sits or stands and a second player sits or stands opposite the other player. Each player has his / her own set of flippers to control the pinball. Most head-to-head pinball machines had seemingly low production numbers, and were not typically successful. This is presumed in part due to the extra floor space needed to accommodate two players comfortably on the game at the same time.
Hidden Pop Bumper
A pop bumper that would drop down out of play on a machine, thus it was hidden. Hitting targets would raise the pop bumper back into play.
Home Use Only (HUO)
This means that a game has only been used in the home and was not placed in an arcade or out on location.

9 I

Impulse Flipper
A flipper that is not able to be "held" up - you get one flip per button press. Usually wired in pairs, where either button will activate both flippers. Used on early flipper games in the late 1940s to the mid 1950s. Not to be confused with a problem some WPC machines develop where it double flips and then drops.
Insert
A plastic window, sometimes colored which is embedded in the playfield. A lamp below the playfield under game control, can illuminate the insert. This is done to indicate an available shot, or to show a bonus or achievement that has been reached is desirable. Inserts which say 2x 3x 4x 5x ... 10x appear on many games and indicate a bonus multiplier that will be used at the end of the ball to calculate the total bonus achieved and add it to the current player's score. Inserts come in many shapes, colors and sizes.
Instruction card
A card mostly placed on the left side of the apron. It explains what you need to do to achieve a certain goal. Such as a multiball, special, extra ball, replay, etc.. The cards come in various sizes, depending on the manufacturer.

10 J

Jackpot
High scoring award usually collected during multiball.
Jet Bumper

11 K

Kickback
A solenoid controlled plunger installed in an outlane (usually the left). Returns the ball to play when an outlane drain occurs.
Kickbig
A playfield lane with a solenoid controlled plunger that fires the ball at very high speed (usually towards the player). Examples include the Yagov lane in F-14 Tomcat and the War Machine in Iron Man.
Kicker
A playfield device used to propel the ball in play when struck. Controlled under the playfield by a solenoid and on the playfield usually by a switch behind a rubber band. The most common kickers are located to either side of the flippers under triangle shaped plastics. Also called a slingshot/slingshot kicker.
Kickout Hole
A hole that the ball goes into on the playfield, usually to feed the user information or to lock a ball for multiball. These holes have a solenoid under them that can kick the ball out of the hole once necessary.
Knocker
An assembly with a nylon-tipped plunger that hits a metal plate producing a distinct sound to announce specials and free games being won.

12 L

Lightning flippers
A slightly shorter set of flippers introduced around 1992 by Williams with a lightning bolt pattern molded into the top. The flipper gap is larger on games that used these, and the flippers play slightly differently as they are stiffer.

13 M

Magna Save
Magnets under the playfield that prevent a ball from draining down the out lanes. Player controlled by a button on the side of the cabinet. Black Knight has magna save buttons. If you activate the magna save and still lose the ball the Black Knight will taunt you with laughter.
Match
A game option for awarding a player a free game at the conclusion of his game. If the players score matches the last one or two digits with a machine generated number the player is awarded a free game. The match is intended to be a random number match. At times a poor (as in no money) arcade player could find a game left on a machine from the previous un-savvy player who did not realize he had made a match.
Match Sequence
MPU
Main Processing Unit for the pinball machine. This is the computer circuit board that controls the game functions and contains the ROMs for the game. The brains, if you will.
Multiball
Simply put, multiple balls on the playfield at once. This term was introduced to modern solid state games with Firepower which had a 3 ball Multiball (tm) when the name was first trademarked by Williams Electronics Inc in '80. Other manufacturers were forced to used different terms, for example Data East used "M-Ball" or "Tri-Ball", but later licensed the use of Multiball from Williams. Multiball has become the default name used. There was the concept of multiple ball play in EM games (and bagatelles as far back as 1934), but the pinball EM accolade is usually awarded to Bally Balls-a-Poppin '56 which had a 9 ball Multiball.

14 N

New In Box (NIB)
Refers to a game that is still in its original shipping box and has never been setup.
New Old Stock (NOS)
A part that was made by the original game manufacturer or parts supplier and has never been installed in a game.

15 O

Orbit
A playfield path/shot that flows from the left side of the playfield to the right (and vice versa) without stopping, typically in a U shape.
Outlane
Lanes at the bottom of the playfield, usually on the left and right sides leading to the drain. The ball often passes a through a rollover scoring switch which on some games triggers points and on others a 'Special' when lit.

16 P

Pitch 'n Bat
Amusement machine similar to a pinball simulating a game of baseball. The bat was the genesis of the flipper.
Playfield
The area where the ball rolls. Made of American Hardwoods Inc 17/32 Mapletop (formerly Weber Inc.). This is the same stock that was supplied to Churchill Cabinet of Chicago, IL who made playfields 50 years ago. It is still used for Stern Pinball games manufactured today. Also known as Playboard in Europe.
Playfields can be multi-level as on Gottlieb Black Hole and also split-level as on WMS Black Knight. There are also small mini-playfields (usually suspended above the main playfield) such as on Bally Twilight Zone (TZ) or Stern The Simpsons Pinball Party (TSPP).
Playfield Plastics
Also called "Light Shields" and "Butyrates" (industry term). Flat plastics (can be 3d molded) cut to cover lamps and playfield mechanisms with decorated artwork screen printed on the bottom, fastened to wood rails and posts.
Plunger
The tool used to launch the ball, usually pulled back and released manually. On some machines this is done through a solenoid (coil), see Auto-Fire
Pop Bumper
A bumper with an actuator skirt that when hit, pulls an angled rod and ring assembly down towards the ball, propelling it away. Often arranged in a nest of three. A playfield device used to add action to the ball. Also referred to as a jet bumper or cyclonic bumper. Rebuild
Power Supply Unit (PSU)
A Power Supply is usually a regulated voltage supply and may consist of bridge rectifiers, diodes and filter capacitors. Unlike a PC PSU a pinball game Power Board might not include a transformer, as the transformer will be found in the backbox or cabinet. On pinball games a variety of voltages are usually supplied from the same PSU board and in modern DMD games it will usually incorporate the Driver Board components.
Printed Circuit Board (PCB)
A board with copper tracks or traces to which ICs, connectors and passive components )such as resistors, capacitors and diodes) are attached.
Pure Mechanical (PM)
This refers to pinball machines prior to electricity being implemented into them. Usually a tabletop pinball machine that resets with the push of the coin chute.

17 Q

18 R

Ramp
A channel that allows the ball to move from one level or portion of the Playfield to another. May be made of metal, plastic, or both.
Rebound Rubber
A rubber disk located at the top of the playfield arch that rebounds the pinball after the launch from the plunger.
Repro
Short for reproduction Part. Any part or assembly that has been remanufactured, using either the original tooling, or new tooling. The part may be an exact copy of the original, or may have improvements incorporated relative to the original part.
Return Gate
A playfield activated ball diversion gate that returns the ball to the plunger from an out lane.
Return Lane
Sometimes called an inlane, a lane that near the flippers that returns the ball to the flippers.
Rollover Button
Rollover Switch
A very common playfield scoring device where a switch wireform sticks up through a slot in the playfield. Activated by the ball traveling over the switch wireform.
Ruleset (or rule set)
The objectives and modes that make up a game's programming. Often the major goal is a Replay (or Special), but it can include goals along the way such as obtaining High Scores, Multiballs, Jackpots and other awards. Another ultimate goal on the later DMD machines is to reach the 'Wizard mode' such as LITZ on Twilight Zone. These rulesets are implemented in hardware for the EM games and as software programming for SS and DMD games.

19 S

Saucer
Sunken hole in a playfield intended to hold the ball for multiball locks, bonus collect, scoring, etc. Also known as an eject hole.
Schematic
Paperwork showing a games' circuitry. For EM games this is a logic diagram that not only shows the games' wiring, but also the "programming" (rules). For solid state games usually includes the circuit boards, lamp, solenoid, switch diagrams. Used to troubleshoot games logically and efficiently. Note that for EM games, the schematic is typically drawn with the game reset for a one player game with the ball in the shooter lane and the game unplugged.
Score Motor
A motor and set of cams in an EM game that provides sequencing when multiple events are required, as in a score requiring multiple pulses of a score reel or during the reset (start-up) sequence. Gottlieb score motors rotate 120 degrees per operation cycle where as Williams score motors rotate 180 degrees per cycle.
Shotgun repair
Fixing a board by simply replacing large amounts of components, rather than finding the specific issue.
Shooter or Shooter Rod
The metal rod that a player pulls back and releases to launch a ball into play. This is used in combination with a rubber tip and springs.
Shooter Tip
A small rubber cap that fits over top of the plunger or shooter. This tip prevents the plunger from damaging the ball when launched. Also useful to have in the toolbox to remove playfield lamps.
Single In-line Package (SIP)
An electronics term which refers to a package configured so that the legs of the component are all in a single row.
Skill Shot
At the beginning of a ball a plunger shot that, when achieved, rewarded the player with extra scoring. This plunger shot takes extra 'skill'.
Slam Tilt
A more severe tilt that will result in more than just the loss of ball or game. All games may be erased from the machine. This tilt fires as a result of violent motion of the machine. Examples would include kicking the front door, picking up and dropping the machine.
Slingshot
A playfield device usually triangular in shape (but can also be straight or trapezoidal) with rubber stretched across its face. When hit or grazed, a solenoid activated kicker arm moves the rubber, causing the ball to rebound with added force (slung away). Used to add more action to the ball and also as a randomization device.
Snap Target
A standup target that moves back and forth in 2 positions used on a few Gottlieb 1960s games. The action of the target is controlled by a solenoid so it 'snaps' back and forth.
Solid State (SS)
A pinball game that uses transistors, IC chips including a CPU and often has digital scoring displays.
Solid State Flipper
A flipper system controlled by transistors instead of a high voltage end of stroke switch. Removes the end of stroke switch and the cabinet switches from being a maintenance/weak point in the power delivered to a flipper, as well as reducing/preventing flipper coil burnout from maladjusted end of stroke switches.
Special
An award of a Replay (Free Game) or sometimes an Extra Ball depending on the game settings. Being awarded a 'Special' often sounds the knocker loudly or rings a bell to attract attention in the arcade to the person playing. Some insets for Special are red and found in the lower playfield (inlanes or outlanes) saying 'Special when Lit'. Other Special awards are found elsewhere on the playfield, depending on the game design.
Spinner
Also called a "swinging target" on early Gottlieb games. A flat, weighted target made of plastic or metal that hangs between a flat metal form. When the ball travels through it the target spins along its horizontal axis allowing multiple scores depending on how hard the ball was hit through it.
Spinners or Spinning Discs
Not to be confused with a spinner / swinging target. Spinners or spinning discs are round platters placed within a routered hole in the playfield, which sit level with the playfield, and are rotated by a motor under the playfield. The purpose of a spinner is to deflect the path of a ball. Whether only one or as many as three are used, nearly every large pinball manufacturer has used some version of a spinning disc. Some examples of games which used spinners / spinning discs are: Bally Fireball, Chicago Coin Casino, Williams Whirlwind, Data East Teenage Mutant Ninja Turtles, and Sega Twister.
Star Rollover
A colorful playfield insert with a plastic star shaped actuator in the center. Acts like a rollover switch for scoring.
Straight Down the Middle (SDTM)
Acronym for the way a ball drains between the flippers. Usual meaning is a ball that couldn't possibly be reached by flipping.
Standup Target
A common playfield feature consisting of a vertical target with a plastic face.
Subway (Subway Ramp)
Switch wireform
Bent piece of wire in a carrier that protrudes through a slot in the playfield. Attached directly to a switch or moves to activate a leaf switch.

20 T

Test Chip
A special diagnostic ROM chip installed in a machine to perform testing functions, memory tests, other diagnostics and tests above and beyond what the machine includes in its own self test routines.
Thumper Bumper
See Pop Bumper; Different terminology from different manufacturers
Tilt
An anti-nudging device usually in the form of a weighted pendulum installed in the lower left corner of a pinball cabinet. Used to control how much shaking a player can impart to the machine.
Topper
Anything added to the top surface of the machine's backbox to dress it up and attract play. Some are interactive and react to playfield scoring/features. Manufacturer supplied toppers include the Addams Family mansion, Doctor Who's Dalek topper, Fish Tales flapping fish, and Whirlwind's fan assembly.
Toy
An enticing playfield attraction that interacts with the ball or player in some fashion. Playfield toys can move, flash, open/close, hold balls, etc. Examples of interactive toys are Red and Ted's heads, and Ted's bulldozer blade on Williams Roadshow, the Medieval Madness Castle or Trolls and the Theater of Magic's moving trunk . Examples of interactive backbox toys include Stern's Terminator 3 RPG cannon or on Williams 'Big Guns' where a captive ball is fired into a bagatelle earning a bonus.
Trap Hole
Similar to a saucer but holds the ball for the remainder of the game. Used on Bingo pinballs and some 1950s games. Also see Gobble Hole where the ball is lost.

21 U

22 V

Vari-Target
A scoring device that recorded different values depending on how hard the target was struck by the pinball. Vari-Targets were employed on Gottlieb EM machines.
Vertical Up Kicker (VUK)
An area that captures the ball and launches the ball vertically by way of a plunger and coil assembly underneath the playfield, typically through a wireform or off a scoop back onto the playfield or a ramp.

23 W

Wedgehead
A pinball machine with the backbox constructed in the shape of a wedge, wider at the top, narrower at the bottom. Gottlieb single player EM machines were the most popular wedgehead machines. Williams made some reverse wedgeheads where the wider part of the backbox was at the bottom of the head, ugly to be sure.
Wire Ball Guide
A bent wire used to direct the ball's path. Can be straight or bent into shapes.
Wireform gate
A bent piece of wire installed in a flat metal form used to control ball path.
Wireform ramp
A ramp formed by welding bent pieces of wire together to form a channel for the ball.
Wiring Diagram
Paperwork describing attributes of a games' physical wiring, can include wire color, length, size, connection points/type. Can be similar/integrated with a schematic/logic diagram, but can also just be descriptive text.
Wizard Mode
The ultimate goal in a modern pinball game, sometimes a hidden feature and not part of the published Ruleset Usually only obtained by beating all the prior modes or objectives. Examples include becoming 'Lost in the Zone' (or LITZ) on The Twilight Zone or reaching Valinor on Stern's 'Lord of the RIngs'. The origin of the Wizard Modes may have come from progressive awards which were stored as lighted letters on the backglass. These examples spanned multiple games (and players), such as spelling R-a-n-s-o-m on Williams 'Black Knight 2000' and D-e-l-u-x-e on Bally 'Eight Ball Deluxe'.
Woodrail
Early model pinball machine which as the name suggests has wooden side rails.
WPC
Williams Pinball Controller. The control system used in Williams' DMD games.

24 X

25 Y

26 Z

Zipper Flipper
A pair of flippers that when the appropriate target/goal on the playfield is achieved, move together to close the normal flipper gap. Both Bally and Williams used zipper flippers in the 1960s to the early 1970s. The only solid state game with zipper flippers is Bally's 1981 Medusa.