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U.S.A.

Manufacturer: Bally Manufacturing Corporation (1931-1983) [Trade Name: Bally]
Type: Electro-mechanical (EM)
Players: 1

About This Machine

The U.S.A. pinball machine, manufactured by Bally Manufacturing Corporation, is a Flipperless electro-mechanical (EM) game with a travel-themed design celebrating the United States. Players receive five balls for the first dime inserted, and may then buy back up to three additional balls for ten cents each - a feature Bally advertised as "Ball Buy Back."

Gameplay on U.S.A. is characterized by two pop bumpers, fifteen passive bumpers, and three rollover buttons, along with a bonus unit that rewards players for completing red and yellow numbered sequences on the backglass map. A triangular light shield randomly indicates whether 3 or 5 replays will be awarded for completing these sequences. Once both sequences are completed, the bonus is converted to replays and the playfield goes "dead," ending the game regardless of how many of the (up to) eight total balls have been played.

A distinctive design element is the reflex unit that controls the pop bumpers, making them weaker after a set number of replays have been won - reportedly around 30 in at least one documented case, though this may be an adjustable operator option. The machine's unusual rules and buy-back structure make it a fascinating example of the experimental gameplay mechanics that characterized early Bally EM machines.

Images (21)

Technical Details

Theme:
Travel - United States
Model Number:
606
Notable Features:
5 balls for 10 cents. Pop bumpers (2), Passive bumpers (15), Rollover buttons (3). Buy-back is 10 cents per ball, up to three balls. The player receives five balls for the first dime inserted. At start of game, the large triangular light shield on each side of playfield will randomly light either "3" or "5" to indicate how many replays will be awarded for completing the red or yellow backglass sequences. As each ball is played, the 'Ball In Play' counter on the backglass lights the corresponding number for the ball being played. Every other playfield hit advances the Bonus lights on the backglass. These Bonus points will be converted into replays once both red and yellow 1-to-9 sequences on the backglass map have been completed. The player tries to advance the red and yellow numbered lines across the backglass map by hitting the corresponding red and yellow passive bumpers. Bumpers 1, 4, and 6 will score for both red and yellow. Rollover buttons in upper and lower playfield will also spot certain numbers when lit. The red and yellow '5' bumpers are difficult to hit because of their recessed position on the playfield. Once both red and yellow sequences are completed on the backglass, the bonus unit is instantly subtracted as the replay unit is correspondingly added and, without waiting for the ball to reach the outhole, the playfield goes 'dead' from that point on, effectively ending the game regardless of the Ball In Play indication. Both pop bumpers are in the lower playfield. They have dual-winding coils and are controlled by a reflex unit via a reflex relay. After winning a certain number of replays, the reflex unit makes the pop bumpers weaker. (The number of replays for this to occur is likely a variable operator option but this detail has not been confirmed to us; one game was reported to trigger the reflex unit at '30' replays.) After shooting five balls, the player may buy up to three extra balls, one at a time, for ten cents each, and only after the 8th ball drains will the backglass light up for 'Game Over'. If a player walked away after playing less than 8 balls (and the playfield had not gone "dead" as described previously), another person could walk up, ins ert coin(s), and continue the game until 8 balls were played, only then would it show 'Game Over'. This suggests a full game is 8 balls for 40 cents. No replays for high score. No match feature.

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