Difference between revisions of "EM / SS Pinball Comparison"

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The table below provides a very general comparison of Electro-Mechanical and Solid State pinball machines.  Like all generalizations there are many exceptions.  During the change-over from EM to SS in the late 1970s the new machines were not that different from a look and play point-of-view.  The goal here is to capture the common cases of comparison between a 70s EM/early SS machine and late SS / 90s DMD or later machines.
 
The table below provides a very general comparison of Electro-Mechanical and Solid State pinball machines.  Like all generalizations there are many exceptions.  During the change-over from EM to SS in the late 1970s the new machines were not that different from a look and play point-of-view.  The goal here is to capture the common cases of comparison between a 70s EM/early SS machine and late SS / 90s DMD or later machines.
  

Latest revision as of 09:50, 26 December 2011

This page is being considered for deletion

The table below provides a very general comparison of Electro-Mechanical and Solid State pinball machines. Like all generalizations there are many exceptions. During the change-over from EM to SS in the late 1970s the new machines were not that different from a look and play point-of-view. The goal here is to capture the common cases of comparison between a 70s EM/early SS machine and late SS / 90s DMD or later machines.

This table summarizes an RGP discussion started on 11/29/2011 by Kirkd2.

Category Late EM / Early SS Late SS / DMD
Ball Time Short, design is about 30 seconds per ball Games tend to have longer ball times
Speed Slower, playfield slope about 3.5 degrees (1) Fast, playfield slope about 6.5 degrees
Randomness The ball is wild Controllable shots, many machines have shots that return the ball to a flipper
Game play No memory from ball-to-ball for multi-player machines Player state tracked from ball-to-ball
Objectives Easy to understand, difficult to master Deep rule sets, complete missions or goals
New Players Easy to see game objectives Often overwhelmed
Sounds Mechanical bells, chimes, and score reels Broad range of electronic sounds, including voice and high-quality music
Lights On, Off, When-Lit, and blinking Broad range of light shows and attract modes
Display Light up, mechanical, or motorized score reels Vacuum fluorescent or gas plasma numeric, alphanumeric, dot matrix
Theme Less licensed themes (Capt. Fantastic, Close Encounters, etc.) and more original themes Less original themes and more licensed themes
Artwork Original artwork Trend toward photo-realistic art, less spot-color screen printing, art sometimes dictated by licensee
Playfield High-quality multi-color screen printing Lower-quality dithered color screen printing
Maintenance No diagnostics, need to trace problem on schematics Built-in diagnostic modes
Repair Rarely need parts replacement other than maintenance Transistor replacement on driver boards
Longevity Could still be working 100 years from now Obsolescence of electronic components is common


(1) Later EMs can have fast play if they are set up and adjusted correctly.