THE DRESBACH PINBALL
THESIS
by Russ Jensen
This is the second time I have attempted
to write a review of a
University
Masters' Degree thesis on the subject of pinball - and I am only
aware
of three theses on that subject. My
previous review was of a thesis
written
by my good friend and fellow pinball historian Rob Hawkins back in
1976. This time I will review the thesis titled
"Art and Design of Pinball
Machines;
Proposal for More Aesthetically Designed Machines" which was
submitted
by Chad Dresbach in May 1996 to Kent State University in Ohio for
partial
fulfillment of a Master of Arts degree.
Before I begin my review I would like to
say a little about it's author
Chad
Dresbach and how I became acquainted with him.
I met Chad at a Pinball Expo in Chicago
(in 1994, I believe). He
introduced
himself to me and told me that he was in the process of preparing
a
Master's Thesis on the subject of pinball art and design. I thought that
was
interesting and told him of a similar thesis on pinball art which a
French
student had recently completed. During
that show Chad interviewed
many
people to gain information for his project.
Chad also expressed an interest at the
time in helping me get the French
thesis
translated into English I later loaned
him a copy of that document,
but he
was never able to find anyone to translate it.
About a year later we
passed
the copy on to someone else who had volunteered to get it translated,
but
after another year that attempt also ended in frustration! Then at
Pinball
Expo '96 I loaned the copy to another person who said a friend could
do
it. But, at the time I'm writing this
(almost a year later) I still have
not
obtained a translation!
Now back to Chad and his thesis. By the time of Pinball Expo '96 I had
lost
track of Chad - only knowing he had moved from Kent State University in
Ohio to
a small college in South Carolina. But
in July 1997 I not only found
Chad's
Internet email address, but also discovered that his thesis had been
finished! I then set out to get a copy.
After an exchange of email with Chad he
was able to send me the entire
thesis,
including all the illustrations (6 even in color!) via the Internet -
"cyberspace" sure is great! I then printed the document on my printer
and
thus
had it to review.
I will now attempt to describe the basic
information presented in the
thesis,
similar to what I did for Rob Hawkins' thesis awhile back. The
thesis,
of course began with an "Introduction".
THE
"INTRODUCTION"
Chad began by stating that pinball is
"a largely American industry" -
with
the origins of the game "founded in American popular culture". He then
quoted
Canadian Wayne Morgan as referring to pingames as "sculptures you can
play"
- but said that this "was not a widely held view", then mentioning
several
"negative images" that pinball has had over the years.
The purpose of his thesis, Chad then
said, was to "propose a series of
designs
for pinball graphic and playfield layouts which illustrated 'design
principles'". He then went on to say that the graphical
presentations of
these
designs will "display appropriate subject matter which relates to the
component
layout in a contributory and constructive manner, while still
maintaining
the popular appeal of an interesting game to play".
After then remaking that the component
layout (function) and surface
graphics
(form) of pingames have only been "marginally related" up to now,
Chad
commented that the presence of pingames in the culture has
"traditionally
been seen as arbitrary". Finally,
he said that the solutions
he will
present include playfield and backglass layouts which will be
presented
in flat color posters which was "the prerequisite stage to three-
dimensional
component mock-ups".
THE
"PROBLEM RATIONALE"
In the next section, labeled
"Problem Rationale", Chad began by saying
he had
been "intrigued with pinball graphics" and attending industry trade
shows
allowed him the opportunity to interview people involved with the
industry
- past and present. He then said he
also interviewed others
including
authors, artists, lawyers, professors, etc.
The next research phase, Chad went on,
was "reviewing the documented
presence
of pinball within the culture".
The sources reviewed he said
included: histories of pinball artwork, movies,
recordings, advertising,
literature,
and works of art. He then commented
that research resulted in
the
realization that there is "a substantial body of pinball related
material". This included he said: a number of highly
collectable books; a
large
body of dedicated advertising; and reference in contemporary
literature,
popular music, and stage presentations.
After commenting "more than
innocuous artifacts of the culture which are
discarded
and forgotten, pinballs are regarded as utilized by individuals
within
the culture", Chad remarked that the machines "represent a rich area
of
manufacturing interest, collectability, and publications, involving
significant
numbers of individuals influential to the culture". He then told
of the
hypothesis on which he had founded the final decision for emphasis for
his
thesis.
After stating his hypothesis in detail,
Chad simplified it as follows:
"Since
there is evidence that people within the culture retain those images,
would
it be possible to design machines which are more reflective of the
aesthetic
and functional sensibilities of the culture?". He then ended that
thought
by saying "could machines be designed which may cease to be 'generic'
and
non-constructive, and instead be designed to reinforce an idea or
concept,
or even communicate some message?".
THE
"BACKGROUND"
The next section, titled
"Background", began with the comment that a
brief
background history of pinball was contained in Appendix A to the
thesis. Chad then said that an examination of the
surface graphics of
pinball
machines would be helpful in understanding the problem he had set out
to
solve. He then began a sub-section
titled "Layout".
That section began with Chad stating that Bally's 1981 pingame
EIGHT
BALL
DELUXE had the game of pool as it's theme.
Both pinball and pool, he
went
on, "necessitate intentional shots" which has caused pool to be a
recurring
theme of pingames.
After describing the extreme popularity
of that game when it was first
originated
and continuing many years thereafter, Chad described the game's
playfield
features in detail. At that point he
remarked that even though the
playfield
graphics depicted the game of pool, if those graphics were striped
away
"the game could serve this theme
(pool) as well as many others." He
then
continued describing more of the game's play features in detail.
Chad next began contrasting EIGHT BALL
DELUXE with an earlier Gottlieb
game
with a pool theme, BANK-A-BALL from 1950.
This game - an electro-
mechanical
pin from a different era - he said had a playfield designed as a
rectangle
which was "more in line with the proportions of a pool table". He
further
described the playfield as having stationary targets representing
pool
balls along the sides and top, as well as six "gobble holes" (holes
which
when a ball drops into them, the player looses the ball after achieving
certain
scoring) which were placed on the field in positions analogous to the
holes
on a standard pool table.
This playfield layout, Chad went on, is
"much more sensitive to issues
of form
and function than EIGHT BALL DELUXE".
He then remarked that in BANK-
A-BALL
the ball was even launched onto the field from a special ball shooter
at the
bottom center of the field (as opposed to the normal right-hand
plunger
of most pingames - including EIGHT BALL DELUXE) which he said was
"analogous
to the 'break shot' in pool".
After next remarking that "the
uncluttered
playfield appropriately translated strategies found in pool to
the
pingame", Chad went on to describe in detail the play/scoring
characteristics
of the game.
The sub-section ended with Chad
commenting that the contrast between
these
two pool theme games "provides an identifiable, though grossly over-
simplified,
view of the relationship of form and function of these machines".
He then
remarked "this establishes a framework for analyzing the component
makeup
and playfield strategy for any pingame" when responding to the
question
"what does the particular machine have to do with this particular
theme?"
The next sub-section, titled
"Surface Design", began with Chad drawing
a rough
parallel between commercial advertising and pinball graphics. He
started
by quoting an author who once wrote that when historians and
archaeologists
of the future discover our advertisements those will be "the
richest
and most faithful daily reflections that any society ever made",
remarking
that the same idea would apply to pinball graphics as well.
After quoting a pinball book author as
stating pinball backglasses are
"the
single most important aspect of the game", Chad commented that even
though
pinball surface graphics may not affect the component layout or play
of the
game, they "serve to register the initial impression of a machine on
a
player", which he said was "similar to the effect of an advertising
billboard."
Chad next remarked that the surface
design "must serve to differentiate
the
game from other games ... and to get the attention of the prospective
player",
again comparing that with a billboard.
After then commenting that
the
graphics of pingames have "reflected styles and trends within the popular
culture",
he said that the typical audience for pinball has traditionally
been
young working-class males and typical locations for games have been
saloons,
arcades, corner pharmacies, etc..
For those reasons, Chad went on, pinball graphics "didn't reflect works
of
'fine art'" since the machines weren't found in museums and galleries, but
reflected
things associated with the city streets, the themes also being
related
"to their audience using principles borrowed from advertising and
reflecting
contemporary interests and motifs".
Turning to the subject of pinball art
styles, Chad began by remarking
that,
as in the case of 'fine art', it is "possible to identify the work of
specific
pinball artists as stylistic conventions emerge". He then
referenced
a figure in his thesis containing some examples of the work of
pinball
artist Jerry K. Kelley produced during the period from 1966 to 1971.
Chad
then commented that Kelley's style distinguished him from his
contemporaries,
and was later emulated by other pinball artists.
Questions arise, he went on, as to the
"appropriateness of the artwork
with
regard to the theme of the game".
He then commented that stylistically
Kelley
"approached these themes similarly, seemingly disregarding an
individual
approach necessitated by a particular theme", remarking that "a
machine
based on a western theme is handled in much the same manner as one
with a
crime theme".
After commenting that Kelley's art seemed
to emulate a form of cubism
(which
is at least a reference to "high art"), Chad commented that the
purpose
of pinball artwork "is to increase player appeal" which he did not
think
Kelley's work did well. However, he
went on, Kelley's work was used on
many
machines, distinguished the games, and was "an attempt at borrowing from
'fine
art'" - but he added "it wasn't popular".
As a final comment on Kelley's artwork,
Chad compared the "cubistic
artwork"
illustrated with an earlier Kelley backglass from 1964. In that
example
he remarked "he is capable of handing the human figures in a manner
other
than 'abstract angularity'", adding "there is at least some attempt
(by
Kelley)
being made to approach the game's theme with the sensitively to the
subject
matter".
Chad next began commenting on the
examples of pinball which were
illustrated
in four more figures. In Bally's OLD
CHICAGO (1976) he said that
the
game's theme of "gangland Chicago of the 1920's" was approached using
Art
Deco
styles typical of that period and "includes colors and motifs
appropriate
to this style". In Williams'
SPANISH EYES (1972) Chad said that
"no
images suggest themselves", so this "was likely a game in which the
playfield
layout was designed and theme and graphics later assigned to it",
the
style of the backglass appearing to be a "stained glass panel".
In Bally's LADY LUCK (1984), Chad then
remarked, "the style of the
surface
graphics clearly references the style of poster designer Patrick
Nagel",
which he added was "interesting as Nagel's style carries heavy Art
Deco
influences". The final example
given was Bally's BOOMERANG (1974) about
which
Chad commented "the illustration style is exceptional due to it's
attentive
and realistic depiction of the scene presented", adding that it
shows
an actual location in Australia, and that the aborigine shown
"challenges
the assumption that all pinball-type graphics are arbitrary,
insensitive,
and sexist caricatures".
The sub-section ended with a conclusion
of the analysis presented, Chad
saying
that "in a grossly general sense, the graphics depicted on pinball
machines
have tended to work apart from, or despite, playfield layout", then
commenting
briefly on the range of artistic styles used - ranging from "comic
book"
and "pulp" to "some approaching fine(r) art". "Consistent approaches
to
varied game themes", Chad went on, "work to diminish rather than
distinguish
the presence of pingames".
Finally, Chad began by remarking that
pinball graphics "are not
presented
in a manner due to a mandate, with notable exceptions". After
commenting
that games exhibiting exceptional graphics are the most
collectable,
Chad said that it is possible to vary the surface graphics
approach
of a game and "create graphics which distinguish the game itself,
more
suitably presenting it's theme, maintaining aesthetic sensibilities, and
enhancing
playfield layout (and game play)".
RETROFITS
The next section of the thesis, titled
RETROFITS, began with Chad
explaining
how during and shortly after World War II production of new
pingames
was halted by the Government due to a shortage of war-essential
materials. Many of the pinball companies, he went on,
"reordered their
workload
to contribute to the war effort".
Chad then told how pinball
continued
to be a popular form of amusement during the war - there was still
a
market for the games, he commented, yet no new machines could be produced!
Chad next told of the industry's response
to the situation being to
'retrofit'
existing games with "new graphics reflecting contemporary themes"
- in
many cases using parts from unusable games when the whole machine could
not be
used. For these retrofits, he
commented, "new sets of playfield
decals,
backglasses, etc. would be produced" for location owners to use to
update
their existing games. He then remarked
that those "brand new games"
utilized
"the playfield layout, components, and mechanism of an old game",
but
having new graphics (and theme) and "hopefully renewed customer
interest".
After referencing a figure in the thesis
illustrating backglass changes
used on
a retrofit game, Chad told of various themes used in wartime
conversions
(such as HIT THE JAPS), saying that when viewed from a
"contemporary
perspective" at the time those themes were "acceptable, morale-
building
propaganda for a country engaged in war".
Chad then remarked that
even
after the war some retrofitting of pingames occurred sporadically, "most
commonly
used in export markets". He then
commented on the fact that data on
the
number of retrofit models produced is generally not available today "due
to the
nature of the process".
After commenting that "retrofitting
was a manufacturing response to a
cultural
trend", Chad remarked that "recycled playfield layouts were
occasionally
run into with pingames". He then
referred to two illustrations
of this
shown in the thesis.
First Chad compared the playfield layout
of Gottlieb's 1962 game TROPIC
ISLE
with that of Bally's MOON SHOT (the first new Bally flipper game when
they
returned to that format in 1963). Chad
commented that "it (MOON SHOT)
borrowed
very heavily from TROPIC ISLE".
He next compared the playfield of Bally's
CHAMP of 1974 with that of
their
SKY DIVERS from a decade earlier. After
remarking that both machine's
playfield
layout "show little regard to either theme", he commented that only
the
surface graphics of the games suggested the theme. Chad then pointed out
that
the series of lights down the center of the playfield of both games
somewhat
reflected the themes of the games - "a jackpot total increasing (on
CHAMP)
or a skydiver descending (on SKY DIVERS)".
Finally Chad commented that "with
regard to playfield layouts, in some
cases a
layout could just as effectively work for any given theme". "In
fairness",
he went on, "a particular layout may be so challenging and
engrossing
to players that the game would be a success despite it's theme or
associated
graphics". He ended by remarking
that "successfully relating a
new
theme to an existing playfield depends on the creativity, thoughtfulness,
and
deliberation of the designers".
That ended the "introductory sections of the thesis. Chad next went
into
the "meat" of his project - proposed designs of two new games, and a
new
retrofit.