# Episode 196 - 1947 Bally Ballyhoo

**Source:** For Amusement Only EM and Bingo Pinball Podcast  
**Type:** podcast_episode  
**Published:** 2015-09-23  
**Duration:** 9m 48s  
**Beat:** Pinball

**URL:** https://foramusementonly.libsyn.com/episode-196-1947-bally-ballyhoo

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## Analysis

Host discusses the 1947 Bally Ballyhoo woodrail pinball machine, focusing on its unusual double-diamond kickout hole layout and score-driven gameplay. The episode includes a correction about the previous episode's Jack and Jill game spelling pattern, and notes Ballyhoo's historical significance as one of the first games to discuss shifting to three-ball play.

### Key Claims

- [MEDIUM] Ballyhoo (1947) uses the same name as the 1930s classic Ballyhoo game to entice people with memories of that game — _Host speculation about naming strategy_
- [HIGH] Ballyhoo is one of the first games that discussed shifting to three-ball play, suggesting modification of replay thresholds and physical removal of two balls — _Host describes the game's documented approach to three-ball play implementation_
- [HIGH] The game uses a projected credit unit that shines into a white section of the backglass instead of an actual window — _Host describes the backglass credit display mechanism_
- [HIGH] Jack and Jill's letter layout spells in a backward-Z or zigzag pattern rather than left-to-right sequentially — _Listener correction cited from Pinside user 'defaultgen'_

### Notable Quotes

> "It's kind of interesting because Jack is O'Neill, and then Jill, kinda goes in a square, or a zigzag pattern, like a backward z"
> — **Host**, early segment
> _Describes the corrected letter layout of Jack and Jill game_

> "The skill shot is right in the center and it's fairly easy to hit because you have two flipper-shaped plastics which go out at an angle and that's adjustable to make it more or less difficult"
> — **Host**, mid segment
> _Explains Ballyhoo's adjustable skill shot mechanic_

> "It's crazy to see this in action; it's so amazing... who wants to waste their time going down the left and right side when you can go down this crazy diamond pattern?"
> — **Host**, playfield description
> _Expresses enthusiasm for the double-diamond kickout hole sequence, core gameplay feature_

> "I played this last year at York in 2014, and I've got to say that it never really got old trying to get in those diamond-shaped patterns"
> — **Host**, personal experience section
> _Firsthand gameplay experience and recommendation_

> "The playfield artwork is a lot nicer than the back glass artwork"
> — **Host**, aesthetics section
> _Observation about game's artistic balance_

### Entities

| Name | Type | Context |
|------|------|---------|
| Ballyhoo (1947) | game | Bally woodrail pinball machine featuring double-diamond kickout hole layout and score-driven gameplay |
| Jack and Jill | game | Previous episode's game discussed; letter spelling pattern corrected by listener |
| Ballyhoo (1930s) | game | Classic game referenced as inspiration for 1947 game's title and nostalgia marketing |
| For Amusement Only EM and Bingo Pinball Podcast | organization | Podcast series hosted by the speaker |
| Pinball Expo | event | Industry event where host saw Ballyhoo displayed |
| Bally | company | Manufacturer of the 1947 Ballyhoo woodrail machine |
| Pinside | organization | Online community forum where listener corrections are submitted |

### Topics

- **Primary:** Woodrail playfield design and mechanics, 1947 Bally Ballyhoo machine specifications, Double-diamond kickout hole layout, Three-ball play implementation in early pinball
- **Secondary:** Game naming and nostalgic IP reuse, Backglass credit display technology
- **Mentioned:** Listener corrections and community feedback

### Sentiment

**Positive** (0.82) — Host expresses enthusiasm for the game's innovative playfield design, describing the double-diamond sequence as 'amazing' and 'crazy to see.' Personal gameplay experience was favorable. Minor neutral tone when discussing artwork comparison but overall appreciation for the machine.

### Signals

- **[historical_signal]** Ballyhoo (1947) documented as one of the first games discussing shift to three-ball play with specific replay threshold modification strategy (confidence: high) — Host describes the game's approach to three-ball play implementation as notable historical development
- **[design_innovation]** Double-diamond kickout hole pattern represents unusual playfield topology for 1947, with interconnected upper and lower diamond sequences (confidence: high) — Detailed description of dual-diamond kickout system and its complex routing logic
- **[community_signal]** Active community correction from Pinside user 'defaultgen' regarding Jack and Jill letter layout demonstrates engaged player base providing technical feedback (confidence: high) — Host acknowledges and credits listener correction from previous episode
- **[gameplay_signal]** Ballyhoo (1947) described as 'purely a score-driven affair' with limited complexity but engaging replay value through diamond pattern navigation (confidence: high) — Host notes game is 'kind of a two or three trick pony' but never got old in gameplay
- **[technology_signal]** Ballyhoo uses projected credit unit shining into white backglass section rather than traditional window—early example of creative display technology (confidence: high) — Host describes 'projected credit unit will shine into' white backglass section as 'pretty neat effect'
- **[event_signal]** Host attended Pinball Expo where Ballyhoo (1947) was displayed; experienced the game firsthand at York location in 2014 (confidence: high) — Host states 'I played this last year at York in 2014' and references seeing it at Pinball Expo

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## Transcript

evidence is local. The Corrector of levels and hosts malicious connections and full HD source. Ates undity elicited through use of faster M redwood. I want to point out a correction from listener defaultgen on Pinside. And he noticed that the playfield for Jack and Jill, the topic of last night's episode, the word Jill is not spelled from left to right. I had initially thought, because apparently I can't read, that the letter J was on the left hand rollover, then I on the right hand rollover, then L at the bottom left, and L at the bottom right. But as it turns out, it's J on the right hand rollover, I on the left hand, then L and L on the bottom bumpers. So, it's kind of interesting because Jack is O'Neill, and then Jill, kinda goes in a square, or a zigzag pattern, like a backward z, kinda interesting and uh... something I totally missed, so thank you for that default chat. Continuing in my series of some woodrail games that I've seen before at the Pinball Expo, another one from last year, and Ballyhoo. Now they use the same name as the 1930s classic Ballyhoo game likely to entice people that had memories of that game and also because Ballyhoo is a great title. Who doesn't want to cause a ruckus? The game has a burlesque type theme or slightly less savory than that. But the main goal of this game is a little unusual for 1947; it's purely a score-driven affair. And what makes this game really interesting is the playfield layout. Up at the top you have an entry which is you have the ball arch, you know, where the ball enters the playfield. On either side, the left and right, you have a passive bumper that you're likely to hit if you miss the skill shot. The skill shot is right in the center and it's fairly easy to hit because you have two flipper-shaped plastics which go out at an angle and that's adjustable to make it more or less difficult. Once you go through this little skill area, there's a kickout hole. The kickout holes on the playfield, there are multiple, are arranged in a double diamond pattern: diamond in the upper playfield and the second in the lower playfield. So if you land in this first top kickout hole, what it will do is kick to the right-hand side of the upper diamond. From there it'll kick to the bottom of the upper diamond. And from there is where it gets really interesting because that bottom kickout hole that is on the upper diamond actually forms the upper kickout hole of the pinball on the lower diamond. It will kick over to the right-hand side of the bottom diamond. From there, it kicks over to the bottom to the left-hand side of the bottom diamond, and then it will kick down very forcefully around a bottom ball arch and hopefully back up to the right hand bottom kick out hole. It's crazy to see this in action; it's so amazing. Uh, there is not a lot else going on on this playfield. There are two diamond bumpers in the middle of these diamond kickout hole areas and uh... there are two passive bumpers at the bottom which will score five thousand points. Or, if you happen to roll over the rollers on the left and right side, it will light Super Special. Super Special scores five replays for each hit of those passive bumpers. But really, who wants to waste their time going down the left and right side when you can go down this crazy diamond pattern? Now this game, aside from the really nifty gameplay, is also one of the first that discussed shifting to three ball play and the way they suggested to do this was to modify the replay thresholds in the backbox and to take out physically two of the balls. So, again, this is pre-trough and they didn't actually count the balls; they just kinda sit in an area at the bottom, so it doesn't actually matter how many balls you have in the game, but the replay level certainly would. So you can have multiple replay awards and most of the time you would, in a game of this era, if your score was high enough, you would want to win more than one replay. But, uh, yeah, I played this last year at York in 2014, and I've got to say that it never really got old trying to get in those diamond-shaped patterns. One thing I didn't mention was what that upper left kickout hole does, and in fact all it does is kick down to the bottom or center kickout hole on that upper diamond and uh... will then kick around the lower diamond. Also of note is down at the bottom of the bottom ball arch there is a nice playfield detail that adds a lot to the overall playfield complexity. The playfield artwork is a lot nicer than the back glass artwork. But what makes the back glass really interesting is the credit window. Instead of an actual window, it's just a white section that the projected credit unit will shine into. And that's a pretty neat effect. So, other than that, this game is definitely one I would play again if I had the opportunity and I really had a lot of fun on it despite it being kind of a two or three trick pony. You can listen to us on iTunes, Stitcher, Pocket Casts, via RSS, on Facebook, on Twitter, at Bingo Podcast. You can follow me on Instagram at nbaldridge or you can listen to us on our website which is forumusementonly.libsyn.com. Thank you very much for listening and I'll talk to you next time.

_(Acquisition: groq_whisper, Enrichment: v3)_

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*Exported from Journalist Tool on 2026-04-13 | Item ID: b6658d55-ac06-4a16-aaa6-a284f34b9ffe*
