# Episode 272 - 1946 Gottlieb Baffle Card

**Source:** For Amusement Only EM and Bingo Pinball Podcast  
**Type:** podcast_episode  
**Published:** 2015-12-08  
**Duration:** 16m 40s  
**Beat:** Pinball

**URL:** https://foramusementonly.libsyn.com/episode-272-1946-gottlieb-baffle-card

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## Analysis

Nick Baldridge explores the 1946 Gottlieb Baffle Card, a flipperless sequence-driven game with an unusual bingo card mechanic. The game features four different bingo cards (A-D) with varying number ranges that players light by hitting numbered bumpers, alongside dual trap holes, illuminated posts, and a mysterious points system. Baldridge examines the playfield layout, artwork, back glass design, and technical features including a mechanical timer and color-changing illuminated posts, while raising unresolved questions about the game's scoring and win conditions.

### Key Claims

- [HIGH] Baffle Card is a flipperless sequence-driven game from 1946 with four bingo cards (A-D) containing numbers 1-11, 1-12, 1-13, and 1-14 respectively — _Nick Baldridge, primary analysis of the game's mechanics and layout_
- [MEDIUM] The game selects which card is lit based on how many times the player hits the number 1 bumper at the top center of the playfield — _Nick Baldridge, based on observable playfield layout but stated as inference ('From what I can tell')_
- [MEDIUM] The game came in a payout style, which was unusual for Gottlieb during this time period — _Nick Baldridge, stated as observation but without documentary evidence cited_
- [HIGH] Two trap holes in the center can knock out specific numbers when lit: left hole eliminates 7, 9, 11, 13; right hole eliminates 8, 10, 12, 14 — _Nick Baldridge, based on playfield analysis_
- [HIGH] The game features illuminated posts near the bottom that glow yellow with a standard lamp and red with a red lamp, changing what the magic button does depending on color — _Nick Baldridge, direct observation of technical features_
- [MEDIUM] A mechanical timer mounted underneath the playfield resets via the coin slide and triggers game shutdown after 2-5 minutes, which is unusual for a 1946 game — _Nick Baldridge, technical analysis noting oddity of timer presence on 1946 game_
- [LOW] The points structure (8, 16, 20, 12, 8) displayed on the playfield likely equates to replays but the game appears to have no replay button — _Nick Baldridge, uncertain speculation ('I believe', 'I'm not certain')_
- [MEDIUM] A carryover button on the game will hold points, though it's unclear if carryover is per-game or per-ball — _Nick Baldridge, based on playfield observation but function uncertain_

### Notable Quotes

> "It's a flipperless game since it was made in 1946. However, it's got some pretty interesting stuff going on. It's sequence driven like many of the flipperless games but what makes it a little unusual is the bingo card layout yes you heard that right."
> — **Nick Baldridge**, ~0:30
> _Introduces the core novelty of the game — bingo cards integrated into a flipperless sequence game_

> "So card number A has the numbers 1 through 11, card B has 1 through 12, C has 1 through 13, and D has 1 through 14."
> — **Nick Baldridge**, ~1:15
> _Establishes the specific mechanics of the four bingo card variants_

> "The one right in the center, you just have to knock out one through six. Now, if you'll recall, those numbers are all clustered at the top, so it's certainly quite possible on your first ball that you could knock out all six of those numbers."
> — **Nick Baldridge**, ~6:00
> _Describes the playfield positioning strategy and difficulty of the Extra Special feature_

> "It's a payout style, which is unusual for this time period for Gottlieb."
> — **Nick Baldridge**, ~7:30
> _Notes unusual business model feature for 1946 Gottlieb_

> "What's weird is that this feature was prevalent on this game that was made in 1946. That's kind of funky. So that makes me question what that timer actually does."
> — **Nick Baldridge**, ~17:30
> _Highlights technical anachronism and raises unresolved mystery about game function_

> "Light a card. Baffle card is even greater. Need we say more? I think they do, actually."
> — **Nick Baldridge**, ~14:00
> _Quotes period Billboard advertisement from a Florida distributor, with humorous editorial commentary_

> "I would really like to know how the points factor into your gameplay. Obviously, there's something that resets them, whether that be a new game, or an additional ball loaded, or the next hit on a bumper."
> — **Nick Baldridge**, ~12:00
> _Identifies major unresolved design question about the game's scoring system_

> "I'd love to see a close-up photo of those at some point, because they look pretty interesting compared to your standard posts."
> — **Nick Baldridge**, ~10:00
> _Shows curiosity about unusual visual design elements_

### Entities

| Name | Type | Context |
|------|------|---------|
| Nick Baldridge | person | Host of 'For Amusement Only EM and Bingo Pinball Podcast', primary analyst and speaker in this episode |
| Gottlieb | company | Pinball manufacturer; produced the 1946 Baffle Card game discussed |
| Baffle Card | game | 1946 Gottlieb flipperless sequence-driven pinball game with bingo card mechanic; subject of this episode |
| Baffle Ball | game | Earlier Gottlieb game referenced in period advertisement as predecessor to Baffle Card |
| For Amusement Only EM and Bingo Pinball Podcast | organization | Podcast series focused on electromechanical and bingo pinball games; hosted by Nick Baldridge |

### Topics

- **Primary:** Flipperless sequence-driven pinball mechanics, Bingo card integration in pinball gameplay, 1946 Gottlieb game design and engineering, Playfield layout and bumper positioning
- **Secondary:** Illuminated posts and color-change mechanics, Mechanical timers in vintage EM games, Points and replay systems in early pinball
- **Mentioned:** Payout-style game mechanics

### Sentiment

**Neutral** (0)

### Signals

- **[historical_signal]** Deep analysis of a rare 1946 Gottlieb game with unusual bingo card mechanic and technical features, providing archival documentation of early pinball design evolution (confidence: high) — Detailed examination of playfield layout, card structure, artwork, back glass design, and technical features with historical context
- **[design_philosophy]** Gottlieb's approach to sequence-driven gameplay in flipperless machines, combining bumper hits with bingo card elements and variable card selection (confidence: high) — Systematic breakdown of how card selection works, sequence completion mechanics, and playfield routing strategy
- **[design_innovation]** Use of illuminated posts that change color to alter gameplay function (magic button behavior), representing creative use of lamp-driven mechanics (confidence: high) — Color-changing posts with dual lamp arrangement (yellow standard, red alternate) that modify game behavior based on illumination
- **[product_concern]** Mystery surrounding the game's points system, scoring structure (8, 16, 20, 12, 8), carryover button function, and how players win games — essential rules appear missing or unclear (confidence: high) — Host repeatedly notes lack of clarity on scoring rules, replay structure, and win conditions; original score/instruction card needed for verification
- **[manufacturing_signal]** Mechanical timer feature mounted under 1946 game is unusual for that era, suggesting either cost-reduction from earlier battery-powered designs or unknown function (confidence: high) — Hosts notes timers with arm resets were typical on 1930s battery-powered games, not 1946 outlet-powered machines; questions what this timer actually does
- **[historical_signal]** Billboard advertisement from a Florida distributor positions Baffle Card as a successor to the earlier Baffle Ball, using comparative marketing strategy (confidence: high) — Quote: 'Remember Gottlieb's great baffle ball? A lot of fun. Light a card. Baffle card is even greater.'
- **[design_innovation]** Novel mechanic where hitting a single bumper (number 1) multiple times cycles through four different bingo cards (A-D) with increasing number ranges, creating variable difficulty (confidence: medium) — Inference from playfield layout; host states 'From what I can tell' rather than confirming from documentation
- **[community_signal]** A listener contacted the host to inquire about this obscure 1946 game, spurring investigation and podcast episode; indicates collector interest in rare Gottlieb oddities (confidence: high) — Host opens episode: 'A listener emailed me about this game and asked me some information I'd never heard of it.'

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## Transcript

 What's that sound? It's For Amusement Only, the EM and Bingo Pinball Podcast. Welcome back to For Amusement Only, this is Nicholas Baldridge. Tonight I wanted to talk about a Gottlieb Oddity 1946's baffle card. A listener emailed me about this game and asked me some information I'd never heard of it. And so I thought I would do a little episode about it, because it looks pretty darn interesting to me. It's a flipperless game since it was made in 1946. However, it's got some pretty interesting stuff going on. it's sequence driven like many of the flipperless games but what makes it a little unusual is the bingo card layout yes you heard that right on the back last there are four different cards which are essentially bingo cards and each of them has a different set of numbers on them They're each labeled A through D. So card number A has the numbers 1 through 11, card B has 1 through 12, C has 1 through 13, and D has 1 through 14. Now as you may have surmised if you've been listening for a while, these sequence games you typically hit bumpers to complete the sequence, or you hit specific targets, but in this case it's bumpers, and the bumpers are numbered, and essentially you're trying to light up an entire card. Well, the game doesn't give you every card all at once. From what I can tell, it will pick a card based on how many times you hit the number one bumper right at the top center of the playfield. So by default, it likely lights letter A, which has the fewest number combinations. You have one through eleven only. That means that your shots are wasted if you hit 12, 13, or 14 unless you're able to go back and light a different card. But more on that later. The number 1, as I mentioned, is top center of the playfield. And then arranged in a W pattern are the numbers 2 through 6. 7, 9, and 11 are arranged in a semicircle on the left-hand side of the middle of the playfield. On the right-hand side, you have 8, 10, and 12. And then you have 13 in the bottom left and 14 in the bottom right. In the center of the playfield, you have two different trap holes, or kick-out holes, rather. each of which either score 5,000 points or if you manage to light them will complete part of the sequence for you the left-hand one will knock out 7 9 11 and 13 the right-hand one will knock out 8 10 12 and 14 but only if they're lit now I'm not certain how to light the holes because it the playfield doesn't show that. It must be on the score and instruction card, which I can see This game I believe has multiple ways to win So the first way is based off a score Many of the things on the playfield score 5,000 points. And the back glass kind of backs that up. I'm assuming bumper hits score 1,000 points and the maximum point or score shown is 80,000 so the maximum that you could earn is 89,000 now one of the unique and interesting things about this game is the points structure down at the bottom and this is where I really have no clue what's going on. The numbers are 8, 16, 20, 12, and 8. And I believe these equate to replays, or you could treat them as such. Although I'm not certain that this game would allow you to play them off. Yeah, there doesn't appear to be a replay button. So, what there is down at the bottom is a carryover button. And when you light it and roll over it, it says it will hold your points. Now I'm not sure if that carries over from game to game or just ball to ball, but that's pretty interesting in and of itself and what exactly is the purpose of these points you know I'm not really sure unless you're using them for gambling because there's no real indication of what they could be used for on top of that apparently this game came in a payout style, which is unusual for this time period for Gottlieb. So, all in all, this game is pretty interesting. Now, you can light Extra Special at three different rollovers, one on the left-hand side, one in the middle, and then one on the right-hand side, and it's based on the numbers that you've already knocked out, and the playfield outlines which numbers you have to hit. The one right in the center, you just have to knock out one through six. Now, if you'll recall, those numbers are all clustered at the top, so it's certainly quite possible on your first ball that you could knock out all six of those numbers and then roll the ball down that center rollover. Be really hard, but it's certainly possible. So let's talk about the artwork. Now the cabinetry is the typical geometric kind of patterns for this era. But it's green and white speckled paint and it looks quite attractive. with just large stripes and interesting little semicircular arrows that kind of join together. The artwork on the playfield has all the cards at the top, with inserts A, B, C, and D to help indicate which card is lit at the current moment. and you want D because it's got the largest number of numbers. Beneath that is a large field of yellow that contains the extra special windlet. Circles on the left and right hand side. Semi of pale blue Kind of the head of an arrow of orange underneath that contains the trap holes and a post that kind of looks like eyes and a nose And then underneath of that is a scroll with the points that are indicated on the back glass indicated on the play field under inserts. Below that, and this is what's most interesting to me, you have kind of this upside-down spade from a deck of cards that's constructed of red, yellow, and orange. At the tip of the spade is the magic button. Now on the left and right-hand side of the spade, you have posts. These posts are large and white, and they look quite different and unique from many other posts. I'd love to see a close-up photo of those at some point, because they look pretty interesting compared to your standard posts. the spade and the scroll sit on a field of blue and then you have your drain where all the balls visibly sit after they roll down the playfield now the back glass is kind of another example of a Gottlieb game where there are multiple lines shooting out from the bottom and they go up towards the top. There are four different cards, as I mentioned. Each one is a different color and they just have their numbers printed on them. It's a 5x3 card, each card, and whatever spaces are not taken up, and no card takes up all of the spaces, whatever spaces are not taken up or just filled in with the solid color. And then encircling the whole thing are your 10,000 point values. And down at the bottom, you have your 1,000 point values. And then up above that, there's a little pedestal where your point values sit and what I call your replay amounts. But I'm not sure what to call those. Of course, Gottlieb called them points, and I guess that's differentiated from score. Again, I would really like to know how the points factor into your gameplay. Obviously, there's something that resets them, whether that be a new game, or an additional ball loaded, or the next hit on a bumper. Whatever the case may be, that's pretty intriguing. Also, what's the connection between the cards and the number of points? Do you earn points by getting extra special? How many points do you get for an extra special? Seeing pictures just raises more questions. But it does look like a really interesting game, and it looks pretty darn challenging to get those kick-out holes when you want them. And to get the magic button, you've got to roll it straight down the center, basically, and there are multiple posts and other things in your way, so it's unlikely that you're going to be able to do that. you'll have to bank it off of one of the semi-circles of bumpers in order to get it to hit that. Now again I love to know what the score and instruction card says for this so I leave you with this thought It's an ad from Billboard. It was taken out by a Florida distributor. Now delivering Gottlieb baffle card. Remember Gottlieb's great baffle ball? A lot of fun. Light a card. Baffle card is even greater. Need we say more? I think they do, actually. Before I let you go, a couple minor technical notes about this game. One thing of note and interest is that underneath the playfield, there's mounted a timer. Now, the timers used on these earlier EM games were typically not, as you might think of them from, say, a bingo where there's a unit that is ticking up and then timing out motors or things which are constantly in rotation, the timers used on these earlier EM games were used to turn off the lamps, to actually turn the game off after a preset period of time. Now, the way they did this is that they were mechanical timers, like you might think of an egg timer or something of that nature where there's a little mechanical arm that actually moves with the baffle when you push it in with the coin slide and it'll constantly be moving until that arm resets back to the default position. Now this takes a few minutes, usually somewhere in the realm of 2-5 minutes and when it does, it hits a switch and turns everything off. Now what's a little weird about this is that that was typically done on games that had dry cell batteries. This is before outlet power was common, at least for these games. Now we're talking about games that are made in the 30s. So what's weird is that this feature was prevalent on this game that was made in 1946. That's kind of funky. So that makes me question what that timer actually does. I almost wonder if there's some kind of playfield feature which is timed down after a certain period of time. But it seems odd that it's reset with the baffle, if that's the case. So I kind of doubt that that's it. I feel like it's probably going to time out the whole game. It's just kind of unique in that way. Now another thing of note is that those big weird posts that I talked about that are down near the bottom of the game, they are actually illuminated posts. And there are two different lamps which drive them. There's your standard lamp, which will illuminate and cast a yellow glow. And then there's a red lamp, and the red lamp will light those up red. And depending on which color the posts are, the magic button is going to do two different things. Well, that's all for tonight. Thank you very much for joining me. My name again is Nick Baldrige. You can reach me at 4amusementonlypodcast at gmail.com, or you can call me on the bingos line. That's 724-BINGOS-1, 724-246-4671. You can listen to us on iTunes, Stitcher, Pocket Casts, via RSS, on Facebook, on Twitter at bingopodcast. You can follow me on Instagram, also at bingopodcast. Or you can listen to us on our website, which is 4amusementonly.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: e549d5c9-a34e-42ff-b2a7-22c2efb35b63*
