Majors of '49
About This Machine
The Majors of 1949 pinball machine from Chicago Coin Machine Manufacturing Company is a distinctive piece of electro-mechanical (EM) gaming history, most notable for its unusually elaborate progressive scoring system built around a baseball theme.
The Majors of 1949 features an engaging baseball-themed playfield with four flippers (the bottom two shaped like slingshots), seven passive bumpers, and three kick-out holes; the left flipper button controls both left-side flippers and the right button controls both right-side flippers. Each scored run triggers a sound resembling the crack of a bat. Progressive scoring unfolds across the five balls of play: later balls light increasingly valuable bumpers and kickout holes, up to a 100,000-point rollover switch activated on the fifth ball, and the game awards wins and replays through five different methods, including high score, total runs, and specific rollover and kickout shots.
This progressive, baseball-mirroring scoring system, run on two separate sets of scoring apparatus for points and runs, made the Majors of 1949 an ambitious design for its era and an important piece for any serious collector of vintage sports-themed pinball.
Images (32)
Technical Details
- Theme:
- Baseball - Sports
- Model Number:
- 125
- Notable Features:
- 5 balls for 5 cents. Flippers (4), Passive bumpers (7), Kick-out holes (3). The bottom two flippers look like slingshots. The left flipper button controls both left-side flippers. The right flipper button controls both right-side flippers. Each time a run is scored, a sound resembling the crack of a bat is heard. Progressive Scoring works as follows (from The Billboard article included in this listing): 1) After first ball has made a complete cycle of the playfield and drops in the outhole, two bumpers on top half of the playfield light up for the second ball and have a value of 100,000 points when contacted. 2) When third ball is ready for play, the pitcher's kickout hole lights up and becomes a 50,000 point hole when the ball drops in. 3) When the fourth ball goes into action, the catcher’s kickout pocket lights up and becomes equal in value to the pitcher’s kickout pocket. 4) When the fifth ball is ready for play, a rollover switch in mid-playfield automatically lights up, having a 100,000 point value. 5) Five ways to earn wins and replays: • High point score. • Total runs scored. • Dropping a ball in the center kickout pocket when lit. • Guiding a ball through either of two side rollover switches when lit. 6) Some special bumpers score a home run if contacted when lit. 7) Runs may also be scored by guiding a ball through either of three bottom rollover switches just above the outhole when lit or by going thru side rollover switches. 8) Game has two sets of scoring apparatus, one for points and the other for runs scored.