Practically all pins support a redemption dispenser - if you have pro mode, explore the TPA menus and it'll tell you how to configure the ticket dispenser for it.
But that's the main reason why arcades in the 80 went to video games from pins - for about the same price, they get a machine that takes half the space (two machines fit in the space of 1 pin), needs far less maintenance (basically just replacing the buttons and joystick every so often - takes minutes versus days for a pin which needs to be shopped), and with JAMMA and other such standardizations, games can be swapped in and out very cheaply. The '"big screen" machines or elaborate dance games - those cost around $15K or so, and still have less maintenance issues.
The thing was, Stern and Williams and Sega weren't making machines for the player - they were making machines for the operator. The balance of ball duration is a fine one - short enough to ensure rapid turnover of the machine (don't want a player to spend 20 minutes per 50 cents), but don't want it so short and brutal that players try it once and give up. It's why they provide extensive audits to figure out how to maximize monetary return.
And simulated pinball is hitting a resurgence - because recreations are cheaper (no complex parts to have to keep rebuilding as balls destroy them), and original tables don't have to worry about the operator so they can concentrate on making a really fun game without worrying about ball times or costs with playfield toys and s uch.
Is that pinball hall of fame open every day to the public? That sounds like an exciting place to spend a few days, though possibly expensive.
But that's the main reason why arcades in the 80 went to video games from pins - for about the same price, they get a machine that takes half the space (two machines fit in the space of 1 pin), needs far less maintenance (basically just replacing the buttons and joystick every so often - takes minutes versus days for a pin which needs to be shopped), and with JAMMA and other such standardizations, games can be swapped in and out very cheaply. The '"big screen" machines or elaborate dance games - those cost around $15K or so, and still have less maintenance issues.
The thing was, Stern and Williams and Sega weren't making machines for the player - they were making machines for the operator. The balance of ball duration is a fine one - short enough to ensure rapid turnover of the machine (don't want a player to spend 20 minutes per 50 cents), but don't want it so short and brutal that players try it once and give up. It's why they provide extensive audits to figure out how to maximize monetary return.
And simulated pinball is hitting a resurgence - because recreations are cheaper (no complex parts to have to keep rebuilding as balls destroy them), and original tables don't have to worry about the operator so they can concentrate on making a really fun game without worrying about ball times or costs with playfield toys and s uch.
Is that pinball hall of fame open every day to the public? That sounds like an exciting place to spend a few days, though possibly expensive.