- abbreviation
- ZB
- credit
- Bill Pfutzenreuter — Software
- credit
- Bryan Hansen — Design
- credit
- Python Anghelo — Design
- gameplay_feature
- Kick-Out Holes ×2
- gameplay_feature
- Flippers ×4
- gameplay_feature
- Pop Bumpers ×3
- gameplay_feature
- Slingshots ×2
- gameplay_feature
- Standup Targets ×15
- gameplay_feature
- Drop Targets ×11
- ipdb.corporate_entity_name
- Capcom Coin-Op, Incorporated
- ipdb_id
- 6635
- ipdb.manufacturer_trade_name
- Capcom
- ipdb.notable_features
- Flippers (4), Pop bumpers (3), Slingshots (2), Standup targets (15), Drop targets (11), Kick-out holes (2).
- ipdb.notes
- Python came up with the concept for this game in 1985 while working for Williams. A signed concept drawing from 1985 is in our Files section. We assume he presented his concept to Williams but we know nothing came from it at that time. While at Capcom in 1996, Anghelo made a whitewood of his vision for this game. Pictures of this whitewood are in the Files section. William Pfutzenreuter told us he programmed it with base rules.
At the 2008 Pinball Expo autograph session in Chicago, Python Anghelo told an IPDB Editor the following:Zingy Bingy was not pornographic. It was a spoof on the conflict between male and female:
Man as testosterone-driven hunter versus Woman as cavekeeper and communicator. It had a flipper that grew longer.
We don't see such a flipper on his 1996 whitewood but we assume his concept evolved across the years. In fact, Steve Tsubota, a collector, told us in 2014 that more than one prototype playfield exists. He says:
"The game has only a few rules programmed in, although I have the design documentation which describes what the rules of the game were intended to be.
There is another version of the playfield which has a mechanical mechanism for the faces. This playfield, which is not functional, had a rotating wheel to change the expression of the two characters to show their moods. On the prototype, this was to be implemented with the DMD, not unlike the ringmaster's face in Pinball Circus. The "gameplay" for the game was for the male character to get the female character "in the mood" for his sexual advances. Only then would the panty drop target stay down allowing the ball to be bounced between the male and female genitalia."
Capcom executives saw this whitewood and unsurprisingly had a negative reaction to it. Python tried to change the theme (and mark up the whitewood) to Adam and Eve, but this did not help. It never made it past this whitewood stage of development when Capcom, who had been laying off employees over several months, terminated all of its remaining employees on December 9, 1996. Therefore, it never was released to production to then have a Project Number assigned to it and to start engineering drawings.
- player_count
- 4
- technology_generation
- solid-state
- theme
- Adult