1950s–1970s

Score Reel

The click-click-click an old pinball table makes when you hit something good is not a sound effect. It is the arithmetic, happening at the speed of a motor, because the machine has no other way to count.

The reels

Hit a target

  1. 1 Close: a target switch closes once, whatever the award is worth

  2. 2 Pulse: the score motor turns that one closure into as many pulses as the award

  3. 3 Count: each pulse steps a reel by one digit, at the motor's speed and no faster

  4. 4 Carry: a reel passing nine trips the one to its left, and that one can trip the next

Every digit on those reels arrived as a pulse, and every award ends in a zero because the units digit is paint.

Checked when this page loaded: of 6 awards, 0 needed a fraction of a pulse. Nine nines plus one pulse rolls to zero, carrying through all 5 reels. The units digit is fixed at 0, so the smallest thing this machine can score is 10.

A machine with no adder

There is nothing in an electromechanical pinball table that holds a number. There is no register, no accumulator and no arithmetic unit. There are drums with digits printed on them, and a coil beside each drum that advances it one digit when it is energised. That is the entire vocabulary.

So a target worth fifty points cannot send fifty anywhere. It closes one switch, once, and something else has to turn that single closure into five separate energisings of the ten-point reel. That something is the score motor: a motor turning continuously with cams on its shaft, opening and closing stacks of switches as it goes round. Ask it for five pulses and it delivers five, at its own speed, and you wait.

Why the sound is the sum

This is why a big award on an old table takes time you can hear. Five thousand points is five pulses of the thousand reel, and the motor will not be hurried, so the machine counts out loud while the ball is still in play. On a good table you learn to hear what you scored before you look up.

It is also why every score you have ever seen on one of these ends in a zero. The units digit is usually not a reel at all: it is painted on the glass, because nothing on the playfield was ever worth less than ten and a drum that never moves is a drum you need not buy.

Carry is a piece of metal

When a reel goes past nine it trips a pawl, and that pawl advances the reel to its left. If that one was also on nine, it trips the next. A carry is a physical chain running left along the row, one reel at a time, and a long one is audible as a distinct rattle.

That is a ripple-carry adder built out of steel, and it has the same property the electronic kind has: the worst case is the whole width of the register. Five nines and one more pulse is five separate trips, and then the score is zero again, because there is no sixth reel for the carry to reach. Machines rolled over, and players kept count on their fingers.

What is real here, and what is not

There is no table

No ball, no flippers, no playfield, no physics of any kind. What a target is worth, and whether you could realistically hit it, is the design of a particular machine and is not modelled. This is the counting, which is the part that is arithmetic.

The clicking is synthesised, and it is not a recording

This page's whole argument is that the counting is audible, so it had better be audible, and it now is: one click per pulse, and a heavier one when a pawl reaches the next reel, because those are two different events on a real machine.

The pitch changes with the reel because a real table carried a chime unit: separate coils striking separate chimes, so ten points and a thousand arrive as different notes and a player knows which without looking up. Three chimes was the usual arrangement, so anything above the thousands here reuses the lowest rather than inventing a fourth that nobody had.

None of it was sampled. A score reel is a solenoid slamming a pawl into a ratchet inside a wooden cabinet, which is a broadband transient with a body and a room around it; this is a filtered noise burst shaped to sit in roughly the same place. Anyone who has stood next to one will know the difference immediately. Treat the rhythm as the claim and the timbre as a stand-in.

The motor speed here is plausible, not measured

The pulse rate on this page is a reasonable one for the era. It is not taken from a specific machine, and real cadences differed by manufacturer, by model and by year, as did the number of positions on the motor's cams. Treat the rhythm as indicative and the arithmetic as exact.

The relay logic is missing entirely

On a real table the score motor also sequences the game reset, the ball-in-play and player-up steppers, the bonus count-down and the match at the end, all through ladders of relays and stacks of switches. None of that is here. This page models one thing the motor does.

Five reels is a choice, and machines varied

Six-digit displays with a painted units zero were common in the era this page describes, and that is what is drawn. Earlier machines scored in far smaller numbers with fewer reels, and later ones went further. The rollover shown here belongs to the machine as drawn, not to every machine.

Sources