THREE SHOWS - 1993
by Russ Jensen
Well, once again it's time for me to
report on the three pinball and
coin-op
shows which are put on annually in Southern California and Arizona.
They
include the "Collector's Fun Fair", the "Arizona Pinball
Show", and the
new
"Coin-op Super Show" now in it's second year.
This year the three shows were held in
very close time proximity to each
other;
the first two being only one week apart, and the last one slightly
over 2
months after the first.
THE
"COLLECTOR'S FUN FAIR"
This year the "Collector's Fun
Fair" returned to the location where
(except
for the very first year in 1979) it had been held for many years,
until
about two years ago when they tried moving it around Southern
California. I, as well as many others I know, are glad
the show has returned
to the
Pasadena Exhibit Center in Pasadena California.
This year's Fun Fair was held on Saturday
and Sunday, May 29 and 30,
1993. I went to the show on Saturday together with
my good friend, pinball
and
jukebox collector/enthusiast Ron Tyler.
After a pleasant freeway drive
of
about 60 miles, Ron and I arrived at the show site.
The overall size of the show (number of
exhibitors) appeared to be a
little
smaller than it used to be, but I believe this might have been due to
the
fact that some of the exhibitors had dropped out in the past due to the
show
changing locations. But I think this
will possibly improve in the
future
if the show will just stay put.
As far as older pingames at the Fun Fairs
(or any other coin-op show for
that
matter) are concerned, their numbers are shrinking. Not too many years
ago
pingames from the 1930's were a fairly common sight at the Fun Fair -
this
year there was only one!
There was also only one pin from the
Forties (but it was a real
'classic'),
but games from that decade have always been fairly rare at Fun
Fairs. This year there were no games from the Fifties
(also a rare decade in
past
years), only two from the Sixties, and four electro-mechanical pins from
the
1970's. In addition, there were fifteen
solid-state pins at the show,
outnumbering
their electro-mechanical cousins by almost 2 to 1.
As
far as dealers were concerned, there were only three at the show that
had
more than one pingame. Herb Silvers'
Fabulous Fantasies booth had a good
selection
of pins to choose from as always. These
included three 1970's
electro-mechanicals
as well as four solid-state models.
Another dealer, Mullikin Amusements, had
one 1960's and one 1970's
electro-mechanical
plus five solid-state machines. Bob
Nelson's Gameroom
Warehouse
from Wichita, Kansas, had the only 1940's pin at the show (but more
about
that later) in addition to three solid-state games.
Other dealers having one pin each were
Jim Tolbert and Judy McCrory's
For
Amusement Only booth (which also sold a wide variety of pinball parts, as
well as
books) who had one electro-mechanical pin from the 1960's, and Metal
Form
Products who had the only 1930's pin at the show.
I will next describe four of the most
interesting older pins at the
show.
SHUFFLE
BALL
The earliest game was a 1932 vintage pin
called SHUFFLE BALL, which was
not
totally complete (if I remember correctly part of the plunger assembly
was
missing), put out by an outfit called Western Manufacturing Company
according
to Rob Hawkins and Don Mueting's new book Pinball Collector's
Resource.
This was a somewhat typical "pin and ball game" of the
period. It is
interesting
to note that, in addition to the usual holes marked with point
scores,
there were several holes marked with playing card suits. Without the
instructions
for the game, however, it is hard to say how these specially
marked
holes figured in the play of the game.
HUMPTY
DUMPTY
A real 'classic' pin at the show was the
famous HUMPTY DUMPTY put out by
Gottlieb
in December 1947. This game, of course,
was famous as it was the
first
pingame to use "flippers" (or "flipper bumpers" as they
were called in
the
original advertisement for the game).
Flippers were invented by Gottlieb's
chief game designer of the time Mr.
Harry
Mabs. A few years later Harry went over
to Williams and continued his
fabulous
pin designing career with that company.
HUMPTY DUMPTY, as did many of the
Gottlieb games to follow, had a grand
total 6
flippers - two sets of three on each side, each set operated by one
coil. This resulted in weak flipper action; but if
you were lucky it was
possible
to return the ball to the top of the field by flipping from one
flipper
to the one above it, etc.
The artwork on HUMPTY DUMPTY I am sure
was done by the great Roy Parker
and was
a true "work of art". The
game at the show had a new reproduction
backglass
(produced by Herb Silvers, by the way) but it really made the game
look
fine.
DOMINO
One of the two 1960's pins at the show
was a very nice 1968 model -
Gottlieb's
DOMINO. This was not the only pin to
have that theme, buy the
way, as
Williams put out another DOMINO back in 1952!
The backglass artwork is interesting as
it shows a young couple sitting
in a
field of large dominos. A domino set-up
is also shown on the lower half
of the
playfield. The DOMINO at the show
appeared to be in very good
condition.
The other 1960's pin at the Fun Fair was
also a 1968 Gottlieb. PAUL
BUNYAN
was a nice example of the two player games of the period. From the
looks
of the playfield PAUL BUNYAN appears to be an interesting game to play
with
it's numerous pop-bumpers, targets, rollover channels and eject holes.
The following is a chronological list of
the pingames at the 1993 Fun
Fair:
PINGAMES AT THE 1993 FUN FAIR
NAME MFG YEAR PRICE
_______________________ _____________ ____ __________
SHUFFLE
BALL Western Mfg. 1932 ?
HUMPTY
DUMPTY Gottlieb
1947 1,500
DOMINO Gottlieb 1968 800
PAUL
BUNYAN Gottlieb 1968 395
GRAND
SLAM Gottlieb 1972 795
NIP-IT Bally 1972 1,350
HOKUS
POKUS Bally 1975 895
SPACE
ODYSSEY Williams 1976 650
SPACE
INVADERS Bally 1979 1,995
BLACK
HOLE Gottlieb 1981 695
CATACOMB Stern 1981 695
PHARAOH Williams 1981 595
COMET Williams 1985 600
CYBERNAUT Bally 1985 900
PINBOT Williams 1986 995, 1,095
MELTDOWN
(HEAVY METAL) Bally 1987 995
SPACE
STATION Williams 1988 1,395
FUN
HOUSE Williams 1990 2,195
SILVER
SLUGGER Gottlieb 1990 1,195
SIMPSONS
(THE) Data East 1990 1,695, 1800
TIME
WARP Williams 1990 425
GILLIGAN'S
ISLAND Bally 1991 1,995
TWILIGHT
ZONE Williams 1993 4,295
As far as the overall presence of items
at the show (other than pins)
jukeboxes
probably dominated. Slots seemed to be
next, followed by vintage
advertising
items. There were also several dealers
selling phonograph
records,
and my friend Sam Harvey, as usual, could be found much of the time
looking
through old Rock and Roll 45's.
On the way home my friend Ron and I made
a couple nostalgic (at least
for me
- I'm a very nostalgic person) detours.
First, we visited an electronic surplus
store, C & H Sales, (also in
Pasadena)
which I frequented when I was a young teenager way back in the late
1940's. At that time they were mostly selling World
War II surplus items.
When we walked into the store it looked
to me almost exactly as I
remembered
it looking four decades earlier. It
even appeared that there were
possibly
some items on the shelves left over from the war.
After that, we made a little bigger
detour to my old neighborhood in
Glendale,
California. We drove past the house
where I lived during the war.
It
still amazes me how that neighborhood has hardly changed in fifty years!
After all that nostalgia it was time to
head for home.
THE
ARIZONA PINBALL SHOW
The 1993 edition of the Arizona Pinball
Show was held on Saturday and
Sunday,
June 5th and 6th.
The format this year was a little
different than in the past when the
show
was primarily a Friday and Saturday affair, with Sunday set aside for
the
exhibitors to pack up. Sunday was also a time for show attendees to
attend
an open house held by local operator/collector Dann Frank and his
lovely
wife.
This year, with the show not officially
closing until Sunday afternoon,
there
was somewhat of a conflict between show activities and the Frank's
traditional
open house. And for me, this schedule change
was even more
inconvenient,
as I shall explain.
Two years previous I had the good fortune
to be offered a ride by a fine
young
man, Pat Feinauer, along with my good friend and roommate Sam Harvey.
Last
year Sam, Pat, and I traveled by air and got a good economical air fare.
This year, however, Pat was unable to
attend, and Sam was offered a ride
with
another friend who did not have any room for me - so I was on my own as
far as
transportation to Phoenix was concerned.
Driving was out of the question as my car
is not air-conditioned and
traveling
across the desert in June was not advisable.
When I checked the
air
lines I found that the only reasonable fare I could get required I leave
Friday
morning (the show did not officially start until Saturday, as I said)
and
leave around noon on Sunday (before the show was over and before the
Frank's
party even started). Any other flights
would have required one-third
as much
additional fare.
I also had the problem (and additional
cost) of getting to and from both
airports. That problem was solved on my end by getting
my daughter Cheri to
drive
me to the airport Friday morning and pick me up on Sunday afternoon.
I was
told, however, that the shuttle fare between the Phoenix airport and
the
hotel was ten dollars each way!
Well anyway, on Friday morning I boarded
the plane for the approximately
one
hour flight to Phoenix. Seated next to
me was a very nice middle-aged
couple
from Sunnyvale California who were on their way to visit the Grand
Canyon.
The man, who told me he was born in
Spain, loved to converse and when I
told
him I was a pinball collector he told me that someone who lived down the
street
from him was building an addition to his house to house his pinball
collection
- but he didn't know the person's name.
He did tell me the name of the street he
lived on which I wrote down on
a piece
of paper. The street name, Kenniwick,
sounded familiar but I just
couldn't
remember who lived there. I later asked
several people at the show
who
were from Sunnyvale if they knew who lived on that street, but nobody
seemed
to know.
Well, sometime after I returned home I
found that street name in my
pocket
and eventually realized that a fellow named Michael Sands (who I had
talked
to on the phone and met last year in Arizona) lived on Kenniwick.
It's
truly "a small pinball world!"
After arriving in Phoenix I found the
airport shuttle service which
drove
by the Safari Resort Hotel where the show was located. The bad news
was
that the fare was ten dollars! When I
arrived at the hotel it was about
noon
and I was told that my room would not be ready for about two hours.
I then decided to go across the street to
the large mall to eat lunch,
and
finally went to a movie to pass the time.
After the show I went back to
the
hotel and checked into my room. My
roommate Sam Harvey had not yet
arrived. I then went to the exhibit hall area to
register for the show.
When I first tried to enter the exhibit
area the lady at the
registration
table told me that we were not allowed in until the next morning
as
exhibitor "set up" was in progress.
But, after taking pictures of the
classic
pingames on display in the lobby, I managed to quietly slip into the
hall -
and I don't believe I was the only show attendee to do so.
My roommate Sam arrived later that
evening, and we again paid a brief
clandestine
visit to the exhibit hall. Later in the
evening we visited with
a nice
couple from Montana, discussing pinball related items for a couple of
hours.
Saturday morning, after taking advantage
of the hotel's free Continental
Breakfast,
we went to the Coffee Shop for our real breakfast. Upon entering
the restaurant
we ran into Steve Kordek, the Director of Game Design for
pingame
manufacturer Williams/Bally/Midway and we ended up eating together.
We had some very nice discussions with
Steve during the meal and sat
talking
for about an hour. After that we went
to the exhibit hall, this time
entering
as welcomed visitors.
The exhibit hall, as it had been at past
shows, consisted of two rooms -
a main room where most of the games for
playing and display were set up, and
a
second room containing some additional games, parts and supplies dealers,
and the
tournament area for the pinball tournament connected with the show.
Tim Arnold also had an area in this
second room for his 2nd annual
charity
"rat raffle" with a place to buy tickets and a display of the prizes
to be
given away, including a 1970's pinball machine. Unfortunately, due to
my
odd-ball plane schedule I was unable to be present for the Sunday
afternoon
drawings, but Tim assured me that if I won anything he would send
it to
me. I didn't.
As far as the pingames on sale or for
display (and playing, of course),
here is
a brief run-down of the number of games representing each decade.
There
were two pins from the 1930's, none from the 1940's, six from the
1950's,
and nine from the Sixties.
There were also 15 electro-mechanical and
6 solid-state pins from the
1970's,
33 games from the 1980's, and 11 from the current decade.
There was only one "wood rail"
pin offered for sale at the show (the
others
being for display only). That was a
"classic" pin, Gottlieb's 1953
game
SHINDIG, which was not in very good condition (backglass, playfield, and
cabinet). My friend Sam Harvey finally decided to buy
it because of it's
"play
appeal" hoping to be able to restore it.
It was a very hard decision
for
Sam, but he finally bought it and took it to our room.
Now for a brief description of some of
the more interesting pingames at
the
show.
BLUE
STREAK
One of the two 1930's pins at the show
was Daval's BLUE STREAK from
1934. This game was advertised as being entirely
mechanical. It had two
mechanical
ball diverting devices on the playfield referred to as "turrets"
in the
original advertisement for the game.
The "action" of the game was
described
as follows:
"...each TURRET skill shot
automatically zips right over the Next High
Score and gradually opens the gate for
the BIG SCORE - "3 Cushion" skill
shot Lower TURRET. OUT BALLS RETURN to become FREE PLAYS for
the
skillful players."
Those "turrets" worked in such
a way that the first ball landing in one
goes
into the lowest scoring pocket of the associated group. Each successive
ball
landing in the same "turret" is diverted into the next higher scoring
hole. You must admit that for an entirely
mechanical game this was quite an
intriguing
play feature.
TIMES
SQUARE
One of the cleanest early pins to be
displayed this year was one of the
two
games displayed in the lobby of the exhibit hall. I believe it was from
the
collection of show host Bruce Carlton.
It was Williams' 1953 pin TIMES
SQUARE.
The artwork on the game, undoubtedly done
by veteran pinball artist
George
Molentin, depicted that famous area of Manhattan. It is interesting
to note
that the "million" scoring panels were the upper windows of the large
building
on the left-hand side of the backglass.
The playfield was replete with 6 bumpers
(all appearing to be "pop
bumpers")
as well as 5 "trap holes" which were used on some pins of the
period. Balls landing in one of these holes would
score 500,000, but remain
there
until the next game. Each hole also had
an associated number (between
'1' and
'5') which was apparently associated with the lighting of the four
"SPECIAL
WHEN LIT" rollover lanes on the field.
TIMES SQUARE appeared to be in near
perfect condition and I'm sure was
a very
interesting pingame to play.
SEE SAW
Another interesting game on display this
year was Bally's 1970 pin SEE
SAW. What made this particularly interesting was
the presence of a prototype
version
(or "whitewood" as the pin designers call them) of the same game
sitting
side by side.
The "whitewood" is the pin
designer's playable "mock-up" of his design
on
which he plays to test out the playability of his "brain child". It is
called
a whitewood, of course, because there is no artwork on the playfield.
It was
indeed interesting to see these two "versions" of SEE SAW side by
side.
CUE
An interesting and quite rare solid-state
pin on display at the show was
Stern's
CUE from sometime in the early 1980's.
This game was owned by ace
collector
Tim Arnold (the "charity king").
CUE was supposed to be the last pingame
designed by pinball legend the
great
Harry Williams before his untimely death in 1983. This game, I'm sure,
had the
most bumpers of any solid-state game - 15 "dead" bumpers representing
the 15
balls in a game of pool.
It also had a single
"pop-bumper", labeled "CUE", to represent the cue
ball in
a pool game. CUE was sure an unusual
game for the period - but
Harry's
designs were often out of the ordinary.
GOIN'
NUTS
Another extremely rare (very low
production) solid-state pin (also owned
by Tim
Arnold) was Gottlieb's 1982 game GOIN' NUTS.
This game boasted six
pop-bumpers,
strategically placed on the playfield - quite a large number for
any
digital pin.
The artwork on GOIN' NUTS was also quite
unusual. It depicts a number
of comical
looking squirrels holding acorns, fitting right into the 'theme'
of the
game.
The following is a chronological listing
of the pins appearing at the
show
for sale/display - all available for the playing enjoyment of show
visitors:
NAME MFG YEAR PRICE
----------------------------- ------------- ---- -----
BLUE STREAK Daval
1934 NFS
BEAM LIGHT Chicago Coin
1935 NFS
KNOCK OUT Bally 1950 NFS
BEACH CLUB (BINGO) Bally 1953 25
SHINDIG Gottlieb 1953 250
TIMES SQUARE Williams 1953 NFS
SWEET ADD-A-LINE Gottlieb
1955 NFS
KEY WEST (BINGO) Bally
1956
'57 BASEBALL (BASEBALL) Williams 1957 NFS
BIG INNING (BASEBALL) Bally 1958
WORLD FAIR Gottlieb 1964 350
DODGE CITY Gottlieb 1965 NFS
HI-DOLLY Gottlieb 1965
PARADISE Gottlieb 1965 NFS
BUCKAROO Gottlieb 1966 NFS
CENTRAL PARK Gottlieb
1966
PITCH & BAT (BASEBALL) Williams 1966 650
DIAMOND JACK (AAB) Gottlieb 1967
NFS
KING OF DIAMONDS Gottlieb
1967 NFS
AQUARIUS Gottlieb 1970 RAFFLED
SEE SAW Bally 1970 NFS
SEE SAW (WHITEWOOD) Bally 1970 NFS
STRAIGHT FLUSH Williams
1970 NFS
VAMPIRE Bally 1970 NFS
ROUND UP Bally 1971 NFS
UPPER DECK (BASEBALL) Williams 1973 750
BOW AND ARROW Bally
1974 295
FLIP FLOP Bally 1974 495
SKY RIDER Chicago Coin 1974 400
300 Gottlieb 1975 150
ABRA-CA-DABRA Gottlieb
1975
DYN-O-MITE Allied Leisure 1975
CAPTAIN FANTASTIC Bally
1976 700
SPACE ODYSSEY Williams
1976 395
STRIKES AND SPARES Bally 1977 650/OBO
DISCO FEVER Williams
1978 100
DISCO '79 Allied Leisure 1979
FLASH Williams 1979
SPACE INVADERS Bally
1979 525
TRI ZONE Williams 1979 300
BLACK KNIGHT Williams
1980
FLASH GORDON Bally
1980
GALAXY Stern 1980 325
CATACOMB Stern 1981
CENTAUR Bally 1981 695
MEDUSA Bally 1981 850
GOIN' NUTS Gottlieb 1982 NFS
ORBITER I Stern 1982 NFS
THUNDERBALL Williams
1982 2200
CENTAUR II Bally 1983
SPACE SHUTTLE Williams
1984 390
SPY HUNTER Bally 1984 425
TOUCHDOWN Gottlieb 1984 NFS
COMET Williams 1985 550
SORCERER Williams 1985 495
HIGH SPEED Williams 1986 550
HOLLYWOOD HEAT Gottlieb 1986 450
PINBOT Williams 1986 795
RAVEN Gottlieb 1986 500
ROAD KINGS Williams 1986 775
STRANGE SCIENCE Bally
1986 850
F-14 TOMCAT Williams
1987
FIRE! Williams 1987 795
HEAVY METAL MELTDOWN Bally 1987 495
LASER WAR Data East 1987 525
BAD GIRLS Gottlieb 1988 650
BANZAI RUN Williams 1988 1525
CYCLONE Williams 1988 795
BIG HOUSE Gottlieb 1989 695
BLACK KNIGHT 2000 Williams 1989
1375
HOT SHOTS Gottlieb 1989 750
JOKERZ! Williams 1989 895
CUE Stern 198? NFS
FUN HOUSE Williams 1990
PHANTOM OF THE OPERA Data East 1990
1350
BRIDE OF PINBOT Williams
1991
CUE BALL WIZARD Gottlieb
1992 NEW
DRACULA (BRIAN STOKER'S) Williams 1992 NEW
GETAWAY Williams 1992 NEW
WHITEWATER Williams 1992 NEW
JURASSIC PARK Data East
1993 NEW
ROCKY AND BULLWINKLE Data East 1993
NEW
STREET FIGHTER II Gottlieb
1993 NEW
TWILIGHT ZONE Bally
1993 TOURNEY
During my many hours of visiting the
exhibit hall I roamed around
checking
out all the games, playing a few (I'm just not much of a player
anymore)
and visiting with old friends and new pin fans who I met for the
first
time.
One such couple I met were from Tucson
Arizona. Both the husband and
wife
loved pins - in fact the lady may have even been more interested in pins
than
her husband, she even seemed to be interested in doing game maintenance.
They told me that, among other games,
they owned a Bally BEACH CLUB, a
1953
model 'bingo pinball'. When they said
they needed a schematic and
manual
for the game I tried to find one for them from the dealers at the
show.
I first checked the box of schematics
offered for sale by Jim Tolbert of
For
Amusement Only with no avail. But, a
little while later I found, in the
main
room, the whole machine with a schematic and manual - the whole
"shooting
match" for sale for only $25
I found the people; told them about what
I had found; and we began to
search
for the owner. After awhile he was
located and they bought their
schematic
and manual with a whole pinball machine to boot!
Jim Schelberg, publisher of the all
pinball magazine PinGame Journal,
was one
of the people having a booth in the exhibit hall. Jim was kind
enough
to help me sell some of my "Pinball Troubleshooting Guide" books so I
could
make a little extra money. Thanks Jim!
Saturday night was the annual
banquet. After a nice dinner, show
producer
Bruce Carlton got up and first thanked us for coming to the show.
He then
thanked the people from pingame manufacturer Williams/Bally/Midway
for
coming and providing their new pins for the show tournament.
Steve Kordek of Williams/Bally/Midway
then came up and thanked Bruce for
putting
on a fine show. He then introduced a
young lady who was the
company's
Western Area sales representative.
Following that, Steve praised all the
company's personnel for doing such
good
work and producing such great games. He
then introduced
Williams/Bally/Midway's
ace game designer Pat Lawlor who was to be the
banquet's
featured speaker.
Pat began by thanking Bruce for inviting
him to speak at the banquet,
adding
that it wasn't easy to follow last year's speaker, fellow designer
Steve
Ritchie.
He then told us that he had never been
that far West before, and that it
was
wonderful to get away from the Chicago weather for awhile. He said that
the sun
finally came out when they reached Oklahoma.
Pat then told two funny stories about his
trip. First he told about
entering
a small town in Oklahoma which had a sign with a picture of a pretty
woman
on it. The sign read "WELCOME TO
HOOKER OKLAHOMA".
He then told of another sign advertising
a cafe which read "Bob's
Restaurant
- Famous For Warm Beer and Bad Service", Pat quipping "that's
really
what you call 'truth in advertising'".
He then added that that was
something
like a pingame with a sign reading "bad shots and no fun - insert
coins".
Next Pat began telling us about himself,
and how he got to where he is,
saying
that his background was both sketchy and varied. He then said that he
wanted
to remind us that pingames were basically entertainment devices which
"cut
across several technical boundaries" - adding that pingame designers
must
satisfy a world-wide audience
Pat said that at one time he was a video
game designer but eventually
lost
his job. For awhile after that he told
us he did real-time computer
software
design. He then told of meeting Larry
DeMar, who he referred to as
"the
unsung hero of pinball software".
Pat remarked that a whole lot of what
you see
in pingames today are Larry's inventions.
Pat then told about getting the original
idea for his game BANZAI RUN.
He said
he told Larry that he had a real crazy idea - wanting to put a
pingame
in a backglass. To this he said Larry
replied "when do we start?"
Pat said that they built a model of the
game in his garage and when they
showed
it to the people at Williams they really liked it and decided to build
it. Pat then named all of his other designs:
EARTH SHAKER, WHIRLWIND, FUN
HOUSE,
and ADDAMS FAMILY - adding that there will be "more to come".
Pat next told us that he first got
involved in the coin-op industry
back in
1980, working for a small Chicago outfit which did work for Bally.
He then
said that sometimes people ask him "did you go to school to learn
pinball
design - or what?" He said he
would reply "or what".
Pat then remarked that "nothing can
teach you this", adding that modern
games
incorporate a wide variety of disciplines.
Going back to his past, Pat said that at
one time or another he has
worked
in sales, did mechanical repairs, managed people, did real-time
software
design, tended bar, and designed both video and pinball games. He
told us
that learning about many different things helps you when you want to
entertain
people.
Pat then said that he wanted to talk
about how pingames had changed over
the
years - and particularly during the past five years. He then started
describing
what he called "an abbreviated history of pingames".
He began by quipping "pinball starts
- and Steve Kordek is there". This
drew a
round of applause. He said the early
games did not have flippers -
the
ball only bouncing around - and came from the Nineteenth Century game of
Bagatelle.
Pat then said that the first pingames
seemed "revolutionary" to the
public. Shortly after the introduction of pins, he
went on, the designers
decided
they had to come up with "new challenges" - an example of which, he
said,
was the introduction of lights.
He then remarked that when a person comes
up to a new pingame he should
be made
to say to himself "what will it do?"
Pat said that throughout the
history
of the game "building blocks" were created by designers to improve
the
game.
During the 1950's and 1960's, Pat went
on, there was an influx of
mechanical
devices on pingames - including animation in backglasses. This,
he
said, gave the people "new things to look at".
Going back to his past once again, Pat
told us that he was born less
than
four blocks from the Williams plant, but moved away, never knowing at
that
time that Williams even existed. When
he was young, he went on, he
liked
pingames because he always looked at a new game and wondered "what does
it
do?"
Getting back to history, Pat remarked
that in the 1970's pins began to
change
from emphasis on a lot of mechanical parts to more emphasis on ball
kinetics
- ie. "how does it roll?" He
told us that fellow designer Steve
Ritchie
was "the master of kinetics".
Then, Pat said, in the latter part of the
Seventies, the micro-processor
came
into pingames. This, he said, allowed
pins to have "complicated rules".
Electro-mechanical
games, Pat went on, could only employ relatively simple
logic,
space and power considerations severely limiting their logic. Pat
then
added that he has a high regard for those games.
Micro-processors, Pat told us, could run
at millions of cycles per
second,
and the memory they employ allowed for almost unlimited game rules.
After
awhile, he remarked, "rules took over for awhile". He said that this
might
have resulted in a potential player thinking to himself "I don't see
what it
does - and i don't want to know."
By 1980, Pat told us, pingames had become
extremely convoluted. He said
that
dedicated pinball players love the game "because it's pinball". This,
however,
he said is not so with the average player.
Pat then told of video games almost
killing pinball. He told of a court
case
where Bally tried to keep all other pingame manufacturers from using
micro-processors. If they had won, he remarked, Williams and
other pin
manufacturers
might not be in business today - adding that modern pinball
history
hinged on the outcome of that court case.
On the subject of "why video was
king?" Pat told us there were several
main
reasons. First, he said, the game was
"revolutionary" - you could
actually
"play your TV!" He then said
that video games could "grab hold of
the
player".
This was, he continued, primarily due to
the fact that video games could
"tell
a story". Pat said that they had
"a limited story line" that the
players
could relate to. Pins, on the other
hand, were missing that
completely.
Pat told us that during the period
between 1981 and 1983 the video game
manufacturers
could not produce machines fast enough; players could not
deposit
coins fast enough; and the operators couldn't empty the coin boxes
fast
enough!
He then told of Bally once setting an
industry record by producing 1200
Ms PAC
MAN video games in one day!, the plant running 24 hours a day at that
time. Pingames, at that time, Pat said were
essentially "in a vacuum"
created
by the inrush of video games.
Then, Pat continued, came SPACE SHUTTLE
which he said was "a throwback
to the
past" and again inspired the question "what does it do?"
After that, he said, came Steve Ritchie's
HIGH SPEED which Pat told us
had a
"story line" everyone could understand. Next came PINBOT which he said
had
"lots of mechanical things on the playfield" and was very popular in
bars.
After again mentioning his own first
game, BANZAI RUN, which he said got
him a
permanent job with the company, Pat started talking about his next
design,
EARTH SHAKER. He said that when he
first told of his idea of making
a game
with an earthquake theme management seemed a bit nervous. Pat then
told us
that he has said a hundred times "our great strength at Williams is
that management leaves us alone".
He continued, saying that once you tell
management your idea for a new
game
they'll usually let you alone - adding "they always give you just enough
rope to
hang yourself".
Pat ended that subject by remarking that
he has great respect for
Williams'
management, adding that at most other companies management holds
meetings
and assigns tasks when they want to produce a new game.
Getting back to EARTH SHAKER, Pat told of
it's first test in an arcade.
He said
it was on the 2nd floor of a two story building and when the game was
first
started the whole floor shook. When
this happened, Pat told us, all
the
kids started running for the game so they could put money into it. He
then
said that EARTH SHAKER was "fun to
do".
When he came up with the idea for his
next game, WHIRLWIND, Pat said the
company's
lawyers were afraid that someone might get something in their eye
from
the fan on top of the game.
Pat then said that his next game, FUN HOUSE, took "one more
step" toward
allowing
the player to interact with the machine.
He told of Larry DeMar's
first
seeing the model for the dummy's head (called "Rudy") used on the
game
and
commenting that it seemed "too big".
Pat then quipped that with FUN HOUSE, if
a bar patron was to ask "what
do you
do with it?", the answer should be "hit him!" - referring to
"Rudy".
He then
told us that the game was a great success and had a large production
run.
At that point Pat said that he would like
us to think about something.
He said
that everything he had been describing is "evolutionary" - built on
something
that had come before. Pat then
remarked that pingames can no
longer
be revolutionary, only evolutionary.
The only risk in designing
something
evolutionary, he went on, is the risk that people might not think
it's
pinball.
Pat next talked about the difference in
play characteristics between
wide-body
games and smaller size playfields - adding that Williams is "on a
roll"
with the current playfield size they were using.
At that point Pat started discussing the
economic side of game
production. He said that in addition to the
approximately 6 people who are
part of
the game design team, there is also a support staff of about 50 more
involved
with the assembly line, etc.
He then said that there were large
tooling costs involved in the
production
of the molded plastic parts used on the playfield. After telling
us that
Williams has about 1600 employees, Pat told us that a conservative
estimate
of the overall cost of getting a new game into production (design
through
getting onto the assembly line) is approximately ONE MILLION DOLLARS!
Pat said that because of that the
designers have to be careful what they
do -
and have to be somewhat conservative.
He then remarked that every
designer
is charged with the partial welfare of the 1600 employees, because
if he
makes a mistake in judgement (a bad design) it could result in people
being
laid off.
At that Point Pat presented a short slide
show showing various stages of
the
production of a game - from initial drilling of the playfield at the
start
of the assembly line to the finished games sitting on the shipping
dock.
After the slide show Pat asked for
questions from the audience. When
asked
why "Rudy" (the dummy's head on the playfield of his hit game FUN
HOUSE)
has an obnoxious voice, Pat answered that he usually uses pleasant
voices
on his games but he wanted Rudy to sound like a real ventriloquist's
dummy. He then quipped that he wanted Rudy to be
"the kind of guy you
wouldn't
want your sister to go out with".
Pat was next asked how much lighter the
"power ball" (a special ball
used in
one of his latest games) was than the
standard ball? Pat replied
that it
was only slightly lighter. He then said
they instituted a world-wide
search
for that ball and that it was machined from a special ceramic material
like is
used on valves in the NASA Space Shuttle.
A "Twilight Zone" enthusiast
from the audience asked Pat why a gum-ball
machine
was used on the game TWILIGHT ZONE when he knew of no episode on the
TV show
which used one? Pat replied that he
took some "creative license",
adding
that many show episodes dealt with "everyday objects" such as the gum
machine.
When asked if the dummy Rudy every scared
people, Pat told of a lady at
the
plant who, after hearing him over and over during game testing, said it
sounded
"nightmarish". Pat then told
of the impersonator they used to do
many of
their game voices. He also mentioned
the fact that the "game rules"
for
many new pingames are "posted" on computer bulletin boards.
Pat was next asked if new pinball ideas
ever get canceled? He replied
"yes",
saying that sometimes the designer himself cancels it if he determines
that
his idea was just not as good as he thought - or in rare cases when
company
management gets "nervous" about a design. Pat then added that in any
case
canceling of a design in progress is never done "lightly".
Pat's talk ended with him answering a few
more questions regarding how
things
are done at Williams/Bally/Midway.
During these discussions Pat again
emphasized
that the company's management was always cooperative when it came
to new
game designs.
After Pat's talk Bruce got back up for a
few minutes for some final
remarks. He encouraged show visitors to participate
in Tim Arnold's charity
raffle. Finally, Bruce reminded everyone to fill out
the "ballots" they were
given
when they registered for the show to vote for the "best game" and
"best
game
restoration" at the show.
When the banquet was over the exhibit
hall was reopened for awhile and
we all
roamed around some more visiting with other pin people and playing
games.
Sunday morning when the exhibit hall
opened again I went back for one
last
visit before having to leave for the airport for my early flight home.
I was
also very disappointed that this same flight problem caused me to miss
the
annual open-house at the Dan Frank's, a highlight for me at the past two
shows.
Reluctantly I finally left the show,
after saying farewell to all my
good
friends, and boarded the shuttle bus for the airport. This time it only
cost me
$7.50 (vice $10) because another hotel guest shared the ride with me.
My return trip to Burbank airport was
quit uneventful. After landing my
daughter
picked me up in my car and we drove home.
All in all, I enjoyed the
show
very much even though it was somewhat cut short for me due to the
transportation
problems I mentioned earlier.
THE
"COIN-OP SUPER SHOW"
The final show I'm going to report on is
the second edition of the
"Coin-op
Super Show" put on by COIN SLOT ex-publisher Roseanna Harris. This
year
the show was held in the Pasadena Exhibit Center (the same location as
the Fun
Fair which I previously described) which, as I said earlier, is in my
opinion
a very good location for such events.
This year the Super Show was held on
Saturday and Sunday, July 31 and
August
1. The evening before the show I all of
a sudden got the idea of
contacting
an old friend of mine who I hadn't seen in over 10 years and see
if he
would like to accompany me to the show.
My friend, Nat Ross, was not
a coin
machine enthusiast, but was a record collector and old movie buff and
shared
my interest in things from "the good old days".
Saturday morning, before leaving home to
drive to Pasadena, I tried
calling
Nat who lived in Los Angeles but he did not answer. But, after
driving
part way to Pasadena, I tried again and this time go a hold of him.
Nat
told me he was in the process of moving but would be glad to spend a few
hours
with me at the show.
I picked him up at his place and we
headed for Pasadena, Nat even
showing
me a "short cut" to get there from where he lived. Along the way we
had a
good time getting re-acquainted with each other and reminiscing about
the
past.
When we finally arrived at the show site
we parked in the convenient
parking
garage and went to the show area. The
exhibitors' booths took up
most of
one large room, and the number of exhibitors seemed to be
approximately
the same as were at the Fun Fair earlier in the year. There
were
quite a few more exhibits than were at the first Super Show the previous
year in
Pomona.
As we started walking down the aisles
viewing the many items offered for
sale we
also continued our reminiscing. We also
ran into many of my "pin
friends"
who I introduced to my old buddy. Nat
did end up buying an old 78
RPM
phonograph record, which, as I said earlier, was one of his passions.
As far as pingames were concerned, there
were only two dealers at the
show
with more than one or two pins. Herb
Silvers had his usual booth which
this
time featured two electro-mechanical pingames and five solid-state
machines. Another outfit, "Home Jukebox" of
Lawndale California (a Los
Angeles
suburb) had four electro-mechanical pingames for sale.
As far as the decades were concerned,
there was one pin from the 1930's,
none
from the 1940's or 1950's, and only three from the 1960's. There were
also
four electro-mechanicals from the 1970's and eight solid-state games.
BAFFLE
BALL
The only 1930's pingame at the show was
Gottlieb's early entry into the
pingame
field, BAFFLE BALL, which came out at the end of 1931. In all the
years I
have attended coin machine shows I have very seldom seen any BAFFLE
BALL
games being offered for sale.
This little game was quite well built
with nice castings being used for
the
'scoring pockets'. The "pins"
on this "pin and ball game" were quite
tall
and added to the attractiveness of the game.
In addition to the four
large
scoring pockets on the field, small compartments at the bottom of the
field
provided additional scoring opportunities.
HYDE
PARK
A very interesting 1960's pin at the show
was Gottlieb's 1966 classic
HYDE
PARK. This was one of the games that
Gottlieb produced especially for
export
to Italy. This is the first time I
believe that one of these "Italian
versions"
has appeared at a coin machine show.
SPANISH
EYES
Another interesting and beautiful pingame
at the show was Williams'
'classic'
SPANISH EYES. The backglass art on this
game is quite unusual and
the
artist who did it still seems to be unknown.
The playfield featured four pop bumpers -
three near the top (a fairly
usual
arrangement) but with a fourth between the flippers which could send
the
ball up to the kickout hole just above the center of the field. All in
all a
very interesting little pin.
The following is a chronological listing of all the pingames appearing
at the
Super Show.
NAME MFG
YEAR PRICE
------------------------- -------- ----------
----------
BAFFLE BALL Gottlieb
1932 875
THREE COINS Williams
1962 500
CROSS TOWN Gottlieb
1966 950
HYDE PARK (ITALIAN) Gottlieb
1966 400
OLYMPIC HOCKEY Williams
1972 400
SPANISH EYES Williams
1972 700
WIZARD Bally 1974
825
OLD CHICAGO Bally
1975 675
SILVER BALL MANIA Bally
1978 550
CHARLIE'S ANGELS Gottlieb
1979 500
NINE BALL Stern 1980
850
LADY LUCK Bally 1986
995
TAXI Williams 1988 1350
TIME MACHINE Data East
1988 1695
JOKERZ! Williams 1989 1575
SILVER SLUGGER Gottlieb
1990 1195
Ever since we entered the show area I
tried to locate show producer
Roseanna
Harris to say "hello".
Finally I was able to locate her and I
introduced
her to my friend and congratulated her on the quality of the show
and the
turnout of both exhibitors and visitors.
Roseanna asked me if I had heard of the
upcoming change in the
California
antique slot machine ownership law. I
told her I had not. She
then
proceeded to tell me that effective January 1, 1994, it would be legal
in
California to collect slots which were 25 years old or older - as opposed
to the
current pre 1954 law. I told her I was
glad that our state finally
had
come around to a reasonable law!
Before leaving the show I stopped by the
booth of one of the local slot
machine
dealers and picked up a flyer which stated the new law. My friend
and I
then left the show and returned to my car for the drive home. All in
all I
felt that the show was very good with a nice variety of items for sale.
My friend Nat also seemed to enjoy the show, even though coin machines
were
not "right up his alley". His
love of the "good old days" like mine
made
the items at the show interesting to him as well however.
On the way back to Nat's house we took a
detour to his favorite meat
market
in South-Central L.A. so he could buy some good German sliced ham.
After
arriving back at this place we spend a little more time reminiscing
about
old times and old friends. Finally, I
took my leave and started the
drive
of about 50 miles back home.
Well, there you have it, the 1993 edition
of my article on three of the
coin
machine shows in the West. Next time,
for the 9th year in a row, I will
report
on the events at the greatest of all pinball shows - Pinball Expo
'93.