Instruct: Given a question, retrieve documents that answer the question.
Query: Who invented pinball?
In 1869, British inventor Montague Redgrave settled in the United States and manufactured bagatelle tables in Cincinnati, Ohio. In 1871 Redgrave was granted U.S. Patent #115,357 for his "Improvements in Bagatelle", another name for the spring launcher that was first introduced in "". The game also shrank in size to fit atop a bar or counter. The balls became marbles and the wickets became small metal pins. Redgrave's popularization of the spring launcher and innovations in game design are acknowledged as the birth of pinball in its modern form.
A musical instrument that appears to be a pogo cello was invented and first patented in 1951 by a carpenter named Vincent Lyle Badkin. According to his grandson, Vincent L. Badkin, he performed with a group in New Jersey called Zimmies Zombies. The pogo cello was commercially manufactured in the 1950s in Brooklyn, New York by a chemist and musical instrument manufacturer, Mack Perry, the husband of a music educator, Sylvia Perry. Apparently Badkin had asked Perry to manufacture the instrument. It is unclear what influenced Badkin in his design, perhaps a similar instrument called a bumbass (boombas, boomba, or boom bass) also known as a stump fiddle (or stumpf fiddle). Perry manufactured pogo cellos in Brooklyn and Far Rockaway, New York and in New Jersey. The pogo cello was sold across the United States for decades as a musical instrument for children, but many adults also bought them for themselves.
Atari, Inc. was an American video game developer and video game console and home computer development company which operated between 1972 and 1984. During its years of operation, it developed and produced over 350 arcade, console, and computer games for its own systems, and almost 100 ports of games for home computers such as the Commodore 64. Atari began its operations by developing and producing some of the first arcade video games; the first commercial arcade video game, "Computer Space", was released in November 1971 by Atari founders Nolan Bushnell and Ted Dabney in partnership as Syzygy Engineering. The game in part marked the end of the early history of video games and the start of the rise of the commercial video game industry. After its founding in 1972, Atari released "Pong", believed to be the third arcade video game after "Computer Space" and a clone game and the first commercially successful arcade video game machine, and thereafter produced numerous arcade games, including video games and pinball machines.
In 1971, Nolan Bushnell and Ted Dabney founded a small engineering company, Syzygy Engineering, that designed and built "Computer Space", the world's first commercially available arcade video game, for Nutting Associates. On June 27, 1972, the two incorporated Atari, Inc. and soon hired Al Alcorn as their first design engineer. Bushnell asked Alcorn to produce an arcade version of the Magnavox Odyssey's Tennis game, which would be named Pong. While Bushnell incorporated Atari in June 1972, Syzygy Company was never formally incorporated. Before Atari's incorporation, Bushnell considered various terms from the game Go, eventually choosing "atari", referencing a position in the game when a group of stones is imminently in danger of being taken by one's opponent. Atari was incorporated in the state of California on June 27, 1972.
In 1973, Atari secretly spawned a competitor called Kee Games, headed by Nolan's next door neighbor Joe Keenan, to circumvent pinball distributors' insistence on exclusive distribution deals; both Atari and Kee could market virtually the same game to different distributors, each getting an "exclusive" deal. Joe Keenan's management of the subsidiary led to him being promoted president of Atari that same year.
A pachinko machine resembles a vertical pinball machine, but is different from Western pinball in several ways. First, a pachinko machine uses small (11 mm diameter) steel balls, which are rented to the player by the owner (usually a "pachinko parlor," featuring many individual games in rows), while pinball games use a larger, captive ball. The pachinko balls are not only the active object, but are also the bet and the prize. The player loads one or more balls into the machine, then presses and releases a spring-loaded handle, which is attached to a padded hammer inside the machine, thus launching the ball into a metal track. The track guides the ball around the edge of the playing field, then when the ball loses momentum, it falls into the playing field from near the top. Some pachinko machines have a bumper to bounce the ball as it reaches the top, while other machines allow the ball to travel all the way around the field, to fall on the second time that it reaches the top.
"Peggle" was originally envisioned by PopCap's studio director, Sukhbir Sidhu, who was inspired by pachinko machines. However, he recognized that pachinko was mostly luck-based, and would not translate well into a video game. After seeing a 2D game engine created by PopCap programmer Brian Rothstein, Sidhu was able to realize his game, and worked with Rothstein for the first five months of its development before bringing in additional programmers. Initial designs focused on bringing together elements of pachinko with "Breakout". The team initially incorporated a "rapid-fire" mechanic used in pachinko, along with numerous moving targets, but they found this made the levels either too fast-paced or too demanding of the player. They found over time that a static field of pegs provided a more enjoyable experience for the player; the path of the ball would be more predictable, leading to the gameplay mechanic of requiring only a random subset of orange pegs to be cleared. Once the team had established the core mechanics of the game, they brought on character artist Walter Wilson, background artist Marcia Broderick and an additional coder, Eric Tams, to help complete "Peggle" within its two-year development period. Even with their game established, Sidhu and Rothstein faced internal challenges at PopCap to increase the level of interactivity with the game, but the two defended their vision of the game.
The Pinballs is a 1976 young adult novel by American author Betsy Byars. The story is about three foster children, Carlie, Harvey and Thomas J., who have been taken in by the Masons, a couple who have cared for many other foster children in the past and also have some personal problems. Carlie compares the children to pinballs, controlled by external forces and at the mercy of fate. It won the 1977 Josette Frank Award, the 1980 William Allen White Children's Book Award, and the 1980 California Young Reader Medal.
Project Pinball Charity was founded on August 19, 2013 by Daniel Spolar. Spolar noticed an inoperable 2007 Spider-Man Pinball Machine in Golisano Children's Hospital, and offered to fix it. After repairing the machine and discovering it had been played over 21,000 times in two years, Spolar went on to found Project Pinball Charity to assist other children's hospitals in their patient rehabilitation. Since then they have been assisted by pinball manufacturers such as Stern, Jersey Jack Pinball, and Visual Pinball to donate machines to 28 different hospitals in 18 states.
In 1971, the arcade game, "Computer Space was released." The following year, Atari, Inc. released the first commercially successful video game, "Pong", the original arcade version of which sold over 19,000 arcade cabinets. That same year saw the introduction of video games to the home market with the release of the early video game console, the Magnavox Odyssey. However, both the arcade and home markets would be dominated by "Pong" clones, which flooded the market and led to the video game crash of 1977. The crash eventually came to an end with the success of Taito's "Space Invaders", released in 1978, sparking a renaissance for the video game industry and paving the way for the golden age of video arcade games. The game's success inspired arcade machines to become prevalent in mainstream locations such as shopping malls, traditional storefronts, restaurants and convenience stores during the golden age. "Space Invaders" would go on to sell over 360,000 arcade cabinets worldwide, and by 1982, generate a revenue of $2 billion in quarters, equivalent to $4.6 billion in 2011.
Their first video arcade game was 1975's "EVR Race"; a handful of others followed in the next several years, "Radar Scope" and "Donkey Kong" being among the most famous of these. The early 1980s saw Nintendo's video game division (led by Yokoi) creating some of its most famous arcade titles. The massively popular "Donkey Kong" was created in 1981, with Shigeru Miyamoto as its mastermind, and released in the arcades and on the Atari 2600, Intellivision, and ColecoVision video game systems (although Nintendo themselves generally had no involvement with these early console ports). This release method would be used on several later Nintendo arcade games of this same period, including the original "Mario Bros." (not to be confused with the later "Super Mario Bros.") In addition to this arcade and dedicated console game activity, Nintendo was testing the consumer handheld video game waters with the Game & Watch.
In the early 1920s, Drs. Walter H. Schottky and Erwin Gerlach co-invented the first ribbon microphone. By turning the ribbon circuit in the opposite direction, they also invented the first ribbon loudspeaker. A few years later, Dr. Harry F. Olson of RCA started developing ribbon microphones using field coils and permanent magnets. The RCA Photophone Type PB-31 was commercially manufactured in 1931, greatly impacting the audio recording and broadcasting industries. Condenser microphones at the time could not compare to its frequency response. Radio City Music Hall employed PB-31s in 1932. The following year, the 44A came on the scene. Its tone and pattern control helped reduce reverberation. Many RCA ribbon models are still in use and valued by audio engineers.
Two competitors play with a ball, in an arena which is split into two halves with breakable blocks on both sides. The aim is to get a higher score than your opponent by breaking more blocks on your side than your opponent does. Competitors are in the form of humanoids, robots and aliens, all of which have a 'gun' of some sort enabling them to take control of the ball. The range of arenas have several pinball-style flippers which make the ball bounce off at unpredictable angles. The game can be played as one player versus a computer player (controlled with good AI for its time), or as two players competing against one another. Players can suck the ball into their gun then fire it at their blocks for points, or deliberately shoot the ball into their opponent to make them lose points. When hit, players disintegrate but instantly re-spawn with control of the ball going to the opponent.
As Jarvis worked on pinball games at Williams in the late 1970s, "Space Invaders" was released, sparking great interest in microprocessor video games. Jarvis wanted to try making a video game. When thinking of design ideas with famed pinball designer Steve Ritchie, they developed the concept for "Defender" — a side-scroller with the player flying over the surface of a planet. "Defender" (1980) was Jarvis's first video game and turned out to be a huge hit, helping kick off the golden age of arcade games and eventually becoming one of the highest grossing video games ever. Williams expanded greatly with the success of "Defender", but Jarvis left to found an independent game development firm called Vid Kidz with Larry DeMar in February 1981. After four months of tag-team programming between DeMar and Jarvis, they produced Vid Kidz's first game: "Stargate" (1981), an enhanced sequel to "Defender" that they sold to Williams.
Although not the first trackball game (the first was "Soccer" by Taito in 1973), "Atari Football" was the game that is credited with popularizing the trackball. Considered physically exhausting to play, "Atari Football" involves spinning the trackball as fast as possible to win the game. Just 90 seconds of play could result in sore palms, and longer could cause blisters. Nevertheless, "Atari Football" was as popular as "Space Invaders" during the 1978 football season, but its popularity waned later on. "Atari Football" is sometimes credited as one of the first games to accurately emulate sports. Twenty-five cents (or one American quarter) would allow 90 seconds of playtime, while adding more quarters would allow longer play. It was also the first non-racing video game with vertical scrolling.
The portable version of the defibrillator was invented in the mid-1960s by Frank Pantridge in Belfast, Northern Ireland.
Development of "Rebound" began in late 1973, as one of several variations they produced in 1974 on the gameplay of the successful "Pong" (1972), Atari's first game and the fourth-ever arcade game. Around the same time, Atari launched Kee Games, a subsidiary meant to produce clone games of Atari's products and act as a competitor in order to expand into more distribution channels in the same region than the industry typically supported. Kee's first game, released in March 1974, was "Spike", a clone of "Rebound", which added a "spike" button to the game that made the paddle jump up and attempt to bounce the ball downwards instead of up. In addition to the base game, Atari sold a conversion kit to convert any Atari two-player "Pong" variant into "Rebound", and in 1977 "Rebound" was included in "Video Olympics" for the Atari 2600, a collection of "Pong" variants.
Throughout the rest of the 1960s, digital computer games were created by increasingly numerous programmers and sometimes sold commercially in catalogs. As the audience for video games expanded to more than a few dozen research institutions with the falling cost of computers, and programming languages that would run on multiple types of computers were created, a wider variety of games began to be developed. Video games transitioned into a new era in the early 1970s with the launch of the commercial video game industry in 1971 with the display of the coin-operated arcade game "Galaxy Game" and the release of the first arcade video game "Computer Space", and then in 1972 with the release of the immensely successful arcade game "Pong" and the first home video game console, the Magnavox Odyssey, which launched the first generation of video game consoles.
The transistor is the fundamental building block of modern electronic devices, and is ubiquitous in modern electronic systems. Julius Edgar Lilienfeld patented a field-effect transistor in 1926 but it was not possible to actually construct a working device at that time. The first practically implemented device was a point-contact transistor invented in 1947 by American physicists John Bardeen, Walter Brattain, and William Shockley. The transistor revolutionized the field of electronics, and paved the way for smaller and cheaper radios, calculators, and computers, among other things. The transistor is on the list of IEEE milestones in electronics, and Bardeen, Brattain, and Shockley shared the 1956 Nobel Prize in Physics for their achievement.
Following the 1947 invention of the cathode-ray tube amusement device, the earliest known interactive electronic game as well as the first to use an electronic display, the first true video games were created in the early 1950s. Initially created as technology demonstrations, such as the "Bertie the Brain" and Nimrod computers in 1950 and 1951, video games also became the purview of academic research. A series of games, generally simulating real-world board games, were created at various research institutions to explore programming, human–computer interaction, and computer algorithms. These include "OXO" and Christopher Strachey's draughts program in 1952, the first software-based games to incorporate a CRT display, and several chess and checkers programs. Possibly the first video game created simply for entertainment was 1958's "Tennis for Two", featuring moving graphics on an oscilloscope. As computing technology improved over time, computers became smaller and faster, and the ability to work on them was opened up to university employees and undergraduate students by the end of the 1950s. These new programmers began to create games for non-academic purposes, leading up to the 1962 release of "Spacewar!" as one of the earliest known digital computer games to be available outside a single research institute.
Thermal transfer printing was invented by SATO corporation, a Japanese company. They produced the world's first thermal transfer label printer, SATO M-2311, in 1981.The concept of a single-chip microprocessor CPU (central processing unit) was conceived in a 1968 meeting in Japan between Sharp engineer Tadashi Sasaki and an unnamed female software engineering researcher from Nara Women's College. He discussed the concept at a brainstorming meeting that was held in Japan. Sasaki attributes the basic invention to break the chipset of a calculator into four parts with ROM (4001), RAM (4002), shift registers (4003) and CPU (4004) to an unnamed woman, a software engineering researcher from Nara Women's College, who was present at the meeting. Sasaki then had his first meeting with Noyce in 1968. Sasaki discussed the microprocessor concept with Busicom and Intel in 1968, and presented the woman's four-division chipset concept to Intel and Busicom. This provided the basis for the single-chip microprocessor design of the Intel 4004. He was also involved in the development of the Busicom 141-PF desktop calculator which led to the 4004's creation. Sasaki thus played a key role in the creation of the first microprocessor.
The history of game making begins with the development of the first video games, although which video game is the first depends on the definition of "video game". The first games created had little entertainment value, and their development focus was separate from user experience—in fact, these games required mainframe computers to play them. "OXO", written by Alexander S. Douglas in 1952, was the first computer game to use a digital display. In 1958, a game called "Tennis for Two", which displayed its output on an oscilloscope, was made by Willy Higinbotham, a physicist working at the Brookhaven National Laboratory. In 1961, a mainframe computer game called "Spacewar!" was developed by a group of Massachusetts Institute of Technology students led by Steve Russell.
Tim Sweeney saw some impressive 3D demos done by a group of Finnish developers that formed the company Future Crew and sent Mark Rein to Finland to recruit them. They declined except for Misko Iho who travelled to the USA with Mark, bringing back an unfinished version of a pinball game. Unable to convince them to allow Epic Megagames to finish the game, Tim showed the unfinished game to James Schmalz in Canada. James developed Epic Pinball (with six pinball tables) from scratch in nine months while he was in college. Tim and Mark kept in touch with James to ensure he was on the right track. The graphics were created using Deluxe Paint II and the music was composed using Scream Tracker.
The video game boom of the 1980s signaled the end of the boom for pinball. Arcades replaced rows of pinball machines with video games like 1978's "Space Invaders", 1979's "Asteroids", 1980's "Pac-Man", and 1981's "Galaga". These earned significantly greater profits than the pinball machines of the day, while simultaneously requiring less maintenance. Bally, Williams, and Gottlieb continued to make pinball machines, while they also manufactured video games in much higher numbers. Many of the larger companies were acquired by, or merged with, other companies. Chicago Coin was purchased by the Stern family, who brought the company into the digital era as Stern Enterprises, which closed its doors in the mid-1980s. Bally exited the pinball business in 1988 and sold their assets to Williams, who subsequently used the Bally trademark from then on for about half of their pinball releases.
Pinball games have frequently been featured in popular culture, often as a symbol of rebellion or toughness. Perhaps the most famous instance is the rock opera album "Tommy" (1969) by The Who, which centers on the title character, a "deaf, dumb, and blind kid", who becomes a "Pinball Wizard" and who later uses pinball as a symbol and tool for his messianic mission. (The album was subsequently made into a movie and stage musical.) "Wizard" has since moved into popular usage as a term for an expert pinball player. Things came full circle in 1975 when Bally created the "Wizard!" pinball game featuring Ann-Margret and The Who's Roger Daltrey on the backglass. In the movie version, Tommy plays a Gottlieb "Kings and Queens" machine, while The Champ plays a Gottlieb "Buckaroo" machine. In 1976, Bally released "Capt.Fantastic", which had an image of Elton John on the backglass, playing pinball in a similar costume as used in the movie "Tommy". Data East produced "The Who's Tommy Pinball Wizard" in 1994, based on the rock musical "The Who's Tommy". This game is notable in its use of The Who's iconic songs, including "Pinball Wizard", sung by original Broadway cast members.
The company was founded in 2002 by Adrian Barritt and Richard Horrocks, makers of the award winning "Pro Pinball" series of computer games. As an idea to show what they were capable of, they developed a Mario pinball demo and pitched the idea to Nintendo, who then hired the company to make "Super Mario Ball" for the Game Boy Advance. The whole game was made by just five people. Later, Fuse Games developed Nintendo DS games, the most notable being "Metroid Prime Pinball", a pinball adaptation of the Nintendo GameCube game "Metroid Prime". The studio also became the only developer outside Japan to create a Touch! Generations game, with "Active Health with Carol Vorderman". In 2009, the company nearly went bankrupt after completing "Pinball Pulse: The Ancients Beckon" for DSiWare, but reformed as Silverball Studios. The company attempted to revive the "Pro Pinball" series through Kickstarter in 2012. The project's goal was unsuccessful, and the company eventually merged with developer and publisher Barnstorm Games. Afterwards, the Kickstarter was revived in 2013, but was limited to the single table Timeshock!. This campaign reached its goal and the Ultra Edition of Pro-Pinball: Timeshock! was released for several platforms.