PINBALL EXPO '86
-THE SECOND 'HURRAH'-
Well, they did it again! Another very successful Pinball
Expo;
the second in what we hope will be an annual event for many
years
to come. As with Pinball Expo '85, Expo
'86 was held at
the
Holiday Inn O'Hare/Kennedy in Rosemont IL, and again on the
same
November weekend as the winter Chicagoland coin machine
show. A very useful coincidence for coin-op
lovers.
This year's show, while quite similar in many respects to
last
year's, seemed to me to be a little more oriented toward the
modern
'digital' pins than the older machines, especially in the
content
of many of the seminars. But, this is
as it should be
since
Pinball Expo is a "pinball show", not an "antique show".
As most of you know, my personal
preference is for the older
electro-mechanical
pingames, but I can appreciate the new games
as
well. Modern pinball is certainly
vastly different from the
pingames
of the past and is reflective of the space/computer age
in
which it was spawned. I can see how
these flashy, colorful
machines,
with their complex multi-level playfields, and space
age and
rock music sound effects, attract the player of today as
they
rightly should. In order for pinball to
live on it must
attract
a contemporary following, and it looks like it may be
doing
just that. Well, enough preliminaries;
on with the show!
DON
HOOKER
After the opening remarks by show
producer Rob Burk, the
first
seminar speaker was introduced. He was
Don Hooker, former
designer
of "bingo type" pinballs for Bally, who is now 82 years
of
age. Mr. Hooker began by stating that
he first joined the
games
industry in 1936 when he went to work for Pacific Amusement
Manufacturing
Co. (better known as PAMCO) where he worked until
1938. He recalled working on a game at PAMCO
called LITE-A-LINE
which
was somewhat similar to the bingo pinballs he designed
twenty
years later at Bally.
Sometime later (he did not mention the
exact year, but it
may
have been 1938 when he left PAMCO) he went to work for Bally.
He
mentioned working on the "one-ball" horserace pin CITATION,
which
came out in 1949. He remembered that it
had "guaranteed
advancing
odds" (Author's note: It was the
first "one-ball" with
that
feature) like the bingos which came out later.
Mr. Hooker then said that a man named
Bernie Bernside came
up with
the idea of the "Reflex Unit" which was used in the later
"one-balls"
and all of the "bingos". The
purpose of this unit
was to
'tighten up' Or 'loosen up' the payout chances for the
player
based on how well the game had been paying out in the
past. This was a marvelous invention and many
people connected
with
bingos don't have any idea how it works, certainly not the
players.
He talked about bingos having very
complex electro-
mechanical
systems. He said they developed
automatic test
equipment
to test the games in the factory. He
also said Bally
had
quite a few years of big production of bingos (the mid 1950s)
until
"the government declared bingos were gambling devices."
(Author's
note: he was apparently referring to the "Korpran
Decision"
of the Supreme Court in 1957 declaring bingo pinballs
to be
subject to the Johnson Act.) The
players, he said, still
liked
the bingos but "the Government said 'no' ".
Finally he talked about testing the games
in New Orleans.
He also
said he left Bally in the early 1970s and he and a
partner
designed a dice game which Bally bought from them. He
then
went back to Bally until around 1980 when he finally
retired. He said he was the primary designer of most
of the
Bally
bingos.
HARVEY
HEISS
Next on the program was one of my
favorite personalities
from
last year's Expo, Mr. Harvey Heiss, chief designer at Genco
from
1938 until the Fifties. Last year
Harvey had said the show
was
"his 'last hurrah' in the coin machine world", but, as I had
hoped,
Rob Burk persuaded him to come again this year.
Harvey told how Rob had tried to persuade
("pester" is the
word he
used) him to design a game. He said Rob
had sent him a
Christmas
card containing hints at this. Anyway,
Harvey said he
did
come up with a design for a new version of the old "roll-
down"
games he designed for Genco in the late Forties. (Author's
note:
These games were supposed to be a substitute for pinballs
in
areas where pins were outlawed, since in a "roll-down" the
player
actually held and rolled the balls up the playfield and
this
therefore made them definitely a "game of skill"). The idea
for
Harvey's new game, he said, came from the game he played as a
kid
called "Baby In The Hole", which he described in his talk
last
year.
He said he came up with sketches of his
design, built his
own
parts, and assembled his model in his carport at home. He
used a
modern plastic type of material for the playfield, and
pool
balls, and designed his own "rebound" at the upper end of
the
playfield to cause the balls to rebound back into the field.
He did
the mechanical design only and built his model without the
electrical
circuits.
He developed the complete play and
scoring concept, based on
"Baby
In The Hole", and had the play and scoring instructions
displayed
on the playfield. The scoring concepts
were quite
intricate
but precisely defined. The complete
model of Harvey's
game
was later displayed during a "hospitality suite" gathering
in Rob
Burk's room at which time Harvey gave demonstrations,
complete
with detailed descriptions of the game's play and
scoring
system.
Harvey said that after he had completed
his model he put out
"feelers"
to the industry in hopes that someone might like this
novel
idea for a game and produce it. He said
he did not get
much
response but still believes that a game like this is novel
enough
to catch on and he hasn't given up hope that someone might
produce
it.
To conclude his talk Harvey told a couple
stories, including
a
comical incident that happened to him while at Genco. He said
as a
joke a group of eight girls at the plant once grabbed him,
tied
him to a dolly, wheeled him through the plant, and shoved
him
into his boss, Myer Gensberg's, office.
He said they also
took his
shoes and he had to walk around barefoot.
There was
lots of
fun at the plant in those days, he said, and everyone had
a happy
time. Well, I must say it was certainly
nice to see and
enjoy
Harvey Heiss at another Pinball Expo.
Hopefully again next
year!
BACKGLASS
RESTORATION
The next speakers on the program were
Steve Young and Gordon
Hasse
discussing a subject that is certainly important to all
pinball
collectors, backglass restoration.
Steve first passed out to the audience
copies of his
excellent
article "All Lamps Are Not Created Equal" which
discusses
the various types of miniature lamps available for use
in
pinballs, and describes the pros and cons of using them.
Steve
began his talk with the observation that "a pinball with a
poor
glass is not a pinball at all." He
then stated that the two
major
"enemies" of backglasses were dampness and temperature
change,
plus others such as the ultra-violet rays in sunlight
which
can affect certain colors of paint.
To protect the glass from dampness he
suggested using a de-
humidifier
or storage in a place with low humidity.
He said a
most
important thing to do to protect your glasses is to avoid
sudden
temperature changes of 10 degrees or more, but remarked
that
this probably would not be a problem for California
collectors.
He then went on to say that the lamps
behind the glass
constantly
cause temperature changes when they are turned on and
off
during operation of the game, and that this is what generally
leads
to paint flaking off the glass. He
recommended using the
lowest
heat lamps (NEVER type '55') and even modifying the
lightbox
by moving the mechanism panel further from the glass.
Steve
then said that lamps which have become darkened at the top
produce
more heat and should be replaced (something that I, for
one,
was never aware of). He recommended
using short lamps and
those
which require less current (which he also mentioned results
in less
load on the game's fuses.), remarking that a type '130'
lamp
was "the best of both worlds."
He also said that "flasher"
lamps
produce less heat and might be used.
Finally, he remarked
that
better lighting means the game is more enjoyable.
Following Steve's remarks on the
preventative aspects of
backglass
care, Gordon Hasse took over with a discussion of
backglass
restoration. He began by saying that as
far as
pinballs
were concerned, there was probably no subject more
controversial
than that of backglass restoration. He
then
presented
a list of options available to collectors who have
games
with deteriorating backglasses. The
list included: 1) do
nothing
- not really an option if the glass is really bad; 2)
prevention
- change lamps, etc., as Steve had discussed: 3)
preservation;
4) Restoration; and 5) reproduction. He
then began
discussing
some of these alternatives in greater detail.
He said that "reproduction"
(creating an entire new glass)
was
quite expensive, costing about $1000 in set-up cost for a 10
color process. Using a four color process is considerably
cheaper,
he said, but not really suitable for pinball glasses as
far as
he was concerned.
The subject of "preservation"
was next discussed. Gordon
first
outlined four methods which have been used to try and
preserve
backglasses. First came "taping
and spray painting" the
entire
glass, which he described as "horrible!" The next was to
cover
the entire glass with a clear plastic, adhesive backed,
sheet. This he said was also a bad choice since the
adhesive can
actually
pull some of the paint off the glass' surface.
A
similar
idea of attaching a thin piece of glass to the back of
the
glass and taping them together was then mentioned. Gordon
said he
considered that method only useful for good glasses as a
preventative
measure.
Finally, he talked about using a clear
spray to "seal" the
back of
the glass. He claimed this was
dangerous since these
products
were made for other purposes and their solvent bases
vary
and could sometimes 'attack' certain colors of paint. He
also
mentioned the very important fact that the force of the
spraying
operation could cause loose pieces of paint to be blown
off of
the glass making it even worse.
So then, what was left?, he said. He stated that there had
been
one product on the market which was advertised just for that
purpose. That product he said was not very good
(primarily
because
it 'attacked' certain colors, as this author can attest
to) and
it had been taken off the market.
Gordon then went on to
describe
a product that he and Steve had developed and which they
highly
recommended for backglass preservation.
He said that he, Steve, and John
Fetterman had been
searching
for a solution to the backglass preservation problem
for
years and had finally come up with a solution which "met
their
standards." They call their
product "cover your glass" and
they
claim they have samples of glasses which were covered with
it five
years ago which have shown absolutely no adverse side
effects. In fact, they had such samples at the show
and they
really
looked good.
Their product was described as a
"slow drying polymer" which
should
be applied to the glass' surface without the use of a
brush,
and allowed to flow over the entire surface.
The glass
should
then be allowed to dry for a week to ten days.
The
product
is somewhat expensive, and they said one can would cover
approximately
two glasses. But, if you value your
glasses, the
cost of
about $9.00 per glass is really not unreasonable.
As a final note, Gordon talked briefly on
the subject of
actual
restoration of damaged paint on a backglass.
He said
there
were two primary methods:
"Reconstruction" by a silk
screen
artist, and repainting by a "fine arts restorer." He said
that
careful amateurs can do a passable job using sign or model
paints,
especially on large opaque areas. He
went on to say that
colors
should be mixed on the front surface of the glass first to
get a
good match of the original color. For
"translucent" areas
(where
light must show through) he said the task was more
difficult. For these areas he suggested using
"tints" used in
oil
painting. He said that you might either
use "Cover Your
Glass"
first, and then touch up the bad paint areas, or vice
versa.
That ended this interesting and
informative session on a
subject
that is of vital importance to most pinball collectors.
The new
product described sounds very promising as a good
preventative
measure, but "touching up" paint is still the most
uncertain
part of backglass restoration in this writer's opinion.
PINBALL
ART
The next presentation was a seminar on
the subject of
pinball
art featuring two important and productive people from
that
world, Dave Christensen and Paul Faris, both of Bally fame.
Dave
started with Bally in 1967 and was responsible for much of
the
Bally pinball art of the Seventies, including CAPTAIN
FANTASTIC,
ODDS AND EVENS, and more recently, DOLLY PARTON. He
even
got into slot machine art at Bally starting around 1975.
Paul
Faris worked for Bally from 1975 to 1984 and became their
Art
Director in 1977. Some of his better known game art included
PARAGON
and LOST WORLD.
The format of this seminar was questions
from the audience
with
answers provided by one or both of the speakers. All in
all,
some 25 to 30 questions were asked and answered. I have
divided
the questions into topics, and will discuss each topic,
giving
a summary of the information provided by the questions and
answers.
In a few cases single questions will be described
separately. For instance, Dave was asked where he got
the
nickname
"mad dog". He answered that
it was probably because he
was an
"independent Norwegian" and would often "fight back" when
given
orders.
The subject of some of the questions were
various incidents
and
rumors of art of a "sexually suggestive" nature. Dave was
asked
approximately how many of the CAPTAIN FANTASTIC backglasses
were
released which contained some of his secretly done
suggestive
drawings (the glasses referred to by many collectors
as the
"porn glasses"). He replied
that he did not know,
possibly
between 50 and 500. Paul was asked if
the rumor that
Hugh
Hefner had a PLAYBOY pin featuring "topless" girls on the
backglass
was true. He said "no", but
went on to say that Mr.
Hefner
did get involved with the graphics and that he had to
("poor
guy"!) visit the "Playboy Mansion" to discuss the artwork.
A rumor
that some of the LOST WORLD glasses had a nude girl on
them
was also questioned, but again Paul said it was not true.
Several questions dealt with celebrities
used in pinball
artwork. Paul was asked if he interviewed Dolly
Parton. He said
she got
quite involved with her portrayal on the glass and
requested
changes to the original art. He said
when it was
finally
released the girl on the glass looked more like Linda
Carter
than Dolly. It was also asked if the
"stars" got paid for
using
their names in connection with games.
They said it was
sort of
a "licensing agreement" where the celebrity got a
"percentage"
of each game sold. It was brought out
that Bally
WIZARD
was the first game of the celebrity type.
In connection with CAPTAIN FANTASTIC, it
was asked if Elton
John
provided any input, and did the game help Elton's career, or
vice
versa? Dave said he did not meet with
Elton, but Paul said
that he
did on one occasion. Paul remarked that
he thought there
was
sort of a "cross promotion", the game and Elton 'helping'
each
other to some extent. Dave was also
asked why he put the
'Hitler'
character on the backglass. He replied
he thought it
had
something to do with the proposed Nazi march on Skokie
Illinois
around that time, but couldn't remember for sure.
Other questions were concerned with the
general topic of
styles
of, and methods of producing, the artwork.
Dave was asked
who
decided to use 'mirrored glass'; he replied it was his idea
to use
in on CAPTAIN FANTASTIC and that he got the idea from the
Bally
bingo pinballs which still used it.
They were asked if in
four
player machines they had to design their artwork around
locations
already chosen by game designers for
placement of the
score
reels. Paul replied this was generally
the case as the
engineers
did not want to change the location for the reels to
conform
to the art.
When asked to comment on the cost of
producing "color
graphics"
Paul replied that until around 1978 they used what was
called
"line art", with each color requiring a separate silk
screen. He said that the cost of "color
separations" was
expensive
(2 to 3 thousand), but production cost was low (about
$5 per
glass). They were also asked why ROGO
used two different
color
schemes. Dave replied that they started
with a gray color
which
looked too much like the German Army, so they changed it.
The artists were also asked for their
opinion of the new
type of
artwork used by Premier, which was somewhat like a
"poster"
with a light behind it. Paul said Bally
resisted going
to it,
saying it reminded him of "point-of-purchase" displays
used in
stores to advertise a product. He said
there should be
more
'activity' in a backglass. Dave's only
remark was that he
thought
they should "put sex back into pinball art."
They were also asked to comment on their
personal favorites
in
pinball art; both their own creations and those of others.
Dave
said his favorite of his work was probably CAPTAIN
FANTASTIC.
As for other's work he said his all time favorite was
probably
SPANISH EYES. Paul said of his work he
liked LOST WORLD
because
it represented a change in screening technology to
"printing
on glass". For his all time
favorite pinball art he
chose
MATI HARI.
Other questions were of a more personal
nature. Dave was
asked
about his training and he answered that he attended an art
academy
and also had one year of engineering, which he said
helped
him in understanding the "engineering restrictions" in the
art. When the artists were asked if they ever
worked together on
a game
they replied they did on FUTURE SPA only.
The artists were asked what they were
currently doing, and
if
their popularity led to increased pay.
Dave replied that he
had not
become "rich and famous" and was now doing free-lance
art,
including "railroad art" and designing belt buckles. In
regard
to pay, Paul remarked that Bally paid well and said that
Dave
helped in getting them to pay better.
Paul said he was
currently
setting up a small art studio which was about 90
percent
complete.
When asked which game designers each had
worked closely
with,
Dave replied Greg Kmiek and Paul said Greg also, as well as
Jim
Patla. Paul was asked if he was the
first artist to
autograph
a backglass. He said he was the first
to not do it
discreetly,
but that Dave had done it 'minutely'.
Other questions dealt more with details
of their work. For
instance,
they were asked how much they were involved with other
game
artwork, such as playfields and cabinets.
Paul replied that
they
started with the backglass, but did the "complete package",
including
playfield, cabinet, etc. Dave then
mentioned that Norm
Clark
had ideas about playfield artwork and that it was important
to work
with designers. When asked about the
"time frame" for
designing
the artwork for a game, they both agreed that 6 to 8
months
was about right.
They were also asked what happened to the
original art,
including
the artwork for older games. Paul replied
that the
artists
generally kept copies of glasses, but that color
paintings
were company property.
Well, that sums up what was said in this
interesting and
informative
seminar on the important subject of pinball art.
And, as
I am sure all of you will agree, a pinball without art
would
be dull indeed. At the conclusion of
the seminar Rob Burk
asked
that other artists present introduce themselves. They
included:
Greg Freres (HARLEM GLOBETROTTERS, STRANGE SCIENCE);
Doug
Watson (with Ad Posters doing art for Bally and Williams);
Tony
Romunni (Williams ALIEN POKER, and Bally SPECIAL FORCE); Pat
MacMahon
(MR. & MRS. PACMAN); and last, but
not least, George
Molentin,
one of the last years' fine speakers.
PLANT
TOUR
After the seminars on Friday morning, the
next order of
business
was the pinball plant tour. Last year
we toured
Premier,
and this year it was Williams' turn. We
all boarded
school
buses and were driven to the Williams plant on California
St. in
the city. This is an old plant which
was once occupied by
United
Manufacturing (another company founded by Harry Williams)
back in
the Forties.
When we arrived at the plant we all
gathered in the
employee's
lunch room and Steve Kordek (Williams chief engineer
and
Pinball Expo honored guest for the past two years) got up,
welcomed
us to the plant, and then introduced the company's
general
manager, Mr. Rich Wilkins. Mr. Wilkins
began by saying
"we
make the games that make the industry."
He also remarked
that
they had "the best designers in the industry." He told us
that
their current game was PIN-BOT, which was "on the line."
Steve
Kordek then informed us that the tour would be in groups,
and
that those who were waiting to start the tour could play
Williams
latest games in a game room, off the lunch room, which
was
provided so the employees could play pinball during their
breaks.
Our tour leader, Neil Smithweck, Steve
introduced to us as a
man who
"really knew the ropes at Williams."
We then started the
actual
tour. We were told that they built
everything in the
plant
except the cabinets. We first saw an
assembly area where
playfield
production began. They had machines for
punching holes
in the
back of the playfield used to mount the wiring harnesses.
We then
saw the fields being wired. Nearby, at
another station,
parts
were being assembled onto the backboards.
We next saw the "incoming area"
where incoming
parts/materials
were received and inspected, and then the "model
shop"
which provided model services for the engineers. We were
told by
our guide that all artwork was done "in-house", except
for the
actual production of the silk screens.
During the tour
we were
also told that Williams produced video games and coin
telephones
at another plant.
We saw one production area where the
small 'mini
playfields',
used in PIN-BOT, were being assembled.
We were then
taken
through a parts storage area and to a special area where
malfunctioning
printed circuit boards were repaired.
The last stop on our tour was the
"final test area" where
completed
games were being tested before shipment.
I noted that
they
were also producing a solid-state shuffle bowling game which
had a
"voice" capability. We were
also shown an area called the
"hospital
line" where trouble-shooting was being performed on
games
which failed final testing.
Following the tour we returned to the
lunch room until the
buses
were loaded for our return trip to the hotel.
All in all,
it was
an interesting tour, which I'm sure was even more
interesting
for those who had never been inside a pinball
manufacturing
plant before.
DESIGNER'S
SEMINAR
After returning to the hotel we gathered
in the lecture hall
for
this year's Designer's Seminar. Last
year the seminar
featured
important designers from the past. This
year current
designers
were featured. It was another
"question and answer
format"
with some question being posed by Expo host Rob Burk and
others
taken from the audience. Since many of
the questions
dealt
with modern 'digital' pinballs, I wont go into great
detail,
but will report on the highlights of the presentation.
The panel of designers were introduced
and consisted of:
John
Trudeau of Premier (formerly with Game Plan), whose past
designs
for Gottlieb/Premier included ROCKY, ROCK and GENESIS;
Barry
Oursler of Williams, who designed such games as PHEONIX,
GORGAR,
LASER BALL, and the current PIN-BOT; and Jim Patla from
Bally,
with such games to his credit as MONTE CARLO, MATI HARI,
PLAYBOY,
and CENTAUR.
Several of the questions dealt with older
games, including
their
impact on new designs. For instance, it
was asked if
Premier's
(actually Gottlieb's) idea, a few years ago, of re-
using
older electro-mechanical game playfield designs on new
games
might again be tried? John answered by
saying that that
was
done at the request of European customers and probably would
not be
done again. The panel was also asked if
any of the older
games
had inspired them in their newer designs.
Jim Patla said
that
CENTAUR was inspired by the 1956 Bally 'classic' BALLS-A-
POPPIN';
the other designers said they were "too new to the
industry."
In a question regarding an older game,
Jim Patla was asked
how he
came up with the idea for Bally's 1969 game ON-BEAM. He
replied
that it was a take-off on the add-a-ball feature for
Italy
and was originally designed by Bob Jonesi.
(Author's note:
Bob
Jonesi was a former chief engineer for Universal/United in
the
late Forties / early Fifties, and later associated with
Bally/Midway).
Two questions were concerned with the
designers' past
designs. Each panelist was asked which designs they
were "sorry
for". John replied ATTILLA THE HUN, which he said
sat for years
before
being released. Barry answered JOUST
(pinball), and Jim
replied
FLIP-FLOP. They were also asked if any
of their designs
"just
seemed to fall in place". John
answered GENESIS, Barry
said
SPACE SHUTTLE, and Jim named MATI HARI.
Many questions dealt with the details of
the actual designs
and the
designing process. Rob Burk asked how
the designers
could
tell if a game would be popular or not?
Barry replied that
"feedback"
from operators and people at the factory helped.
Along
those same lines, he asked if when designing a game did the
designer
ever have any idea if it would be popular?
Barry
replied
he had a feeling COMET would be popular because "people
like
amusement parks." John said he
didn't think anything that
went
into production would be bad.
Rob also asked if designing a game was
easier now or in the
past. Jim replied that implementation of some
ideas was more
difficult
and time consuming in the past due to the restriction
of "single
level" playfields. He said now
"multi-level" fields
allow
you to "design around the problem."
The designers were also asked if they had
any "personal
design
philosophy", aside from player appeal?
John replied
"balance
and action"; Jim said "balance between long and short
flipper
shots", and "making the game easy for anyone to play."
When
asked how closely the designers work with the artists, Jim
replied
that games were designed in two ways; play design, then
art, or
vice versa. He said that the play was
most important,
but
that a theme was required for the "final package". He also
said he
worked with both Dave Christensen and Paul Faris, who he
said
were "both temperamental, but really got into their work."
Barry
said that in the later games more cooperation was required
between
the artists and the designers than in the past. John
remarked
that it was "usually a group effort."
Harvey Heiss asked the current designers
if they still had
the
same problem he remembered from his career in the Thirties
through
the Fifties? The problem he described
was that designers
design
games one after another, expecting them to be put into
production
in the same order. But occasionally the
company would
decide
they wanted to go into production on the game you are
currently
working on, just when you thought you were "ahead".
Barry
answered that the same thing still happens at Williams; the
other
designers agreed.
When asked where they went for
"inspiration", John replied
that he
usually "starts from scratch", but sometimes uses
features
from previous games. Jim said he
sometimes also used
ideas
from older games, but often got ideas from employees at the
plant.
Jim Patla was asked two questions
regarding Bally's early
'digital'
pins. When asked how many
electro-mechanical versions
of
Bally's 1977 game MATI HARI were produced, he replied
approximately
170. When later asked what were the
first games
Bally
produced 'digital' versions of, Jim surprised many in the
audience
by naming BOOMERANG (1974) and BOW AND ARROW (1975),
since
most of us remembered NIGHT RIDER and EVIL KNEIVEL as being
Bally's
earliest solid state pins, both coming out in 1977.
In regard to the more modern games, the
designers were asked
for
their comments on the "light and sound shows" used nowadays.
John
replied he considers this part of the "total design", and
that
their attractions help create a larger "player base" for the
game. Barry commented that the design group works
on all aspects
of the
game's design and considers these "shows" to be a definite
benefit
to the games. Jim said he considered
these aspects to be
"theatrics"
and that they help if they are properly designed to
"help
the game."
Finally, the designers were asked if they
thought that a
change
to 5 ball play (versus 3 ball play now commonly used)
should
be reconsidered in view of the fact that many operators
were
going to 50 cents per game? Of the
three designers, Barry
was the
only one who thought 5 ball play was a good idea in
connection
with 50 cent games. John and Jim both
said they still
favored
3 ball play.
Well, that concludes our summary of what
was said at this
year's
Designer's Seminar. After it was over,
Rob Burk asked
other
designers in the audience to come up and introduce
themselves,
which they did. Included in the group
were: Dennis
Nordman
(who designed SPECIAL FORCE), Ward Pemberton (FATHOM, and
BMX),
Roger Sharpe (SHARPSHOOTER, CYCLOPS), Steve Ritchie (FLASH,
BLACK
KNIGHT, and HIGH SPEED), and, of course, Wayne Neyens, with
most of
the Gottlieb games of the Fifties and Sixties to his
credit.
ROGER
SHARPE
The second day of the seminars began with
a talk by noted
pinball
historian and author, Roger Sharpe.
Roger had been
scheduled
to speak last year but was unable to make it due to
last
minute business commitments. Show host
Rob Burk introduced
Roger
as "the foremost expert and historian on pins in the
world." Rob then asked a series of questions of
Roger, his
answers
to which made up the content of the seminar.
Roger was first asked why he wrote his
book, Pinball!, which
was
published in the late Seventies. Roger
replied that in 1975,
when he
was an editor of the men's fashion magazine, Gentlemen's
Quarterly,
the magazine was going to put out an "entertainment
issue"
and Roger wanted to write something on pinball. He said
he knew
nothing about the industry, but had enjoyed playing the
game
since he was a kid. He went to the
library to do research
but
found absolutely nothing on the subject.
When he told his
editor
he said "why don't you write a book yourself", and that
was the
impetus for the project.
Roger said that the people in the
industry were impressed by
the
idea of a book on pinball and that the publisher, E.P. Dutton
was
very good to work with. He went on to
say that writing the
book
became "a labor of love."
Rob next asked Roger how he gathered
information for the
book. Roger replied that he started with the
distributors in the
New
York area, such as Mike Munvez and Al Simon, and also Steve
Epstein,
owner of the Broadway Arcade, who incidentally
substituted
for Roger at Expo '85 giving a very interesting talk.
He said
he also made many phone calls to Chicago.
He also said he got information from old
magazines on
microfilm
and was really "saturated with information." He told
of
having a meeting with Al Simon and that Gary Stern of Stern
Electronics
was present at the time. Gary was so
impressed at
Roger's
knowledge of pinball playfields that he later introduced
Roger
at an AMOA show in Chicago as "the most knowledgeable
person
on pinball he knew." Roger said he
really wanted to do a
"chronicle
of the industry", and also present the "beauty of the
art"
in his book. He said he generally had
the industry behind
him.
Roger was then asked for more details on
how the industry
tended
to view him and his project. He said at
first it was with
skepticism,
because they had been "burned" in the past. At one
time,
he said, Life Magazine did a story on pinball which was
supposed
to be "positive", but ended up being a "smear". He went
on to
say that when the industry people saw that he was genuinely
interested
in their industry they began to trust him.
He said
his
good memory helped him gain their confidence as to his
credibility
and they became convinced that he was not going to do
an
"expose'".
At that point, he said, they let him into
their "back
rooms".
He said when he would be at one company, in their "back
room",
the people would say to him "no one else would do this."
He was
told that he was the first "outsider" to be let in the
"back
door". He said he always reviewed
his information with the
manufacturers
and this increased their confidence in him.
When asked about financing for the book,
he said he got some
"advance",
but had to spend much out of his own pocket.
He
talked
about his travel in Europe with his photographer, Jim
Hamilton,
and referred to it as his "endless summer". He said
that
they would always remember Europe, not for its historical
sites,
but for its arcades.
Roger was then asked how he got into
pinball design. He
replied
that he wanted to "pay back" the industry for their help
with
his book. He said while at a New York
coin machine show he
met Ken
Anderson from Game Plan, who at that time were
manufacturing
"cocktail table" pins. He
asked for Roger's ideas.
Roger
replied he didn't care much for the themes of these games,
that of
cigarette and liquor advertising.
Lee Goldberg of Game Plan asked Roger if
he would like to
design
a game and flew him to Chicago to discuss the idea. Roger
said
when he explained his ideas to Wendell McAdams he thought it
would
be too expensive. Mr. Goldberg then
asked Roger if he
thought
the game would be successful. Roger
said that when he
replied
that he thought it would be, Goldberg said "we'll do
it!".
Roger said the game he designed, SHARPSHOOTER, used ideas
he
liked from Gottlieb's SKY JUMP and Williams' SATIN DOLL; he
then
went on, "the rest is history."
Incidentally, the backglass
of that
game featured caricatures of Roger and his wife.
Rob Burk's final question to Roger was
"how do you view the
industry
today?" Roger replied that he
thought the industry was
not as
"close" today as in the past.
He said he liked the "older
generation"
with their "love and devotion" to games, and who were
"not
only out for the buck." He said in
those days the companies
"helped
each other." Today, he said, there
is too much of the
"corporate
influence" in the industry as far as he was concerned.
He further stated that today old friends
from different
companies
can't get together like they did in the past, because
of the
fierce competition, etc. He thought
that today's
companies
are more like "isolated islands".
As a final note, he
remarked
that the industry today should "go out and play". He
ended
by saying "you can play forever!"
DICK
BUESCHEL
The next speaker on the program was COIN
SLOT'S own Dick
Bueschel. Last year Dick provided the Expo with an
excellent
presentation
on his favorite subject, the early ancestors of the
pinball
game. This year Dick decided to discuss
a subject that
is
important to many pinball collectors, the pinball advertising
'flyer'. Since Dick is an "advertising man"
by trade, and also a
flyer
collector, this was a very appropriate subject for him
indeed. Because Dick's presentation was mostly
'visual', using
slides
of many great pinball brochures, it will be somewhat
difficult
to capture it in words, but I'll do my best.
Prior to starting his talk, Dick
surprised the audience by
passing
out to each person present an original 1950's era pinball
flyer. Dick began his talk by outlining a few of
the decisions a
game
manufacturer must make when preparing to advertise and
market
a new game. The questions which must be
answered, he
said,
were: WHO needs the game?; WHAT to sell them on?; WHERE to
advertise?;
and WHY should the operator buy the machine?
Dick
then
proceeded with a chronological illustrated history of the
pinball
flyer, using slides.
He began by showing some very early game
flyers from around
the
"Turn Of The Century". He
said that as early as the 1880's,
six
color lithography was used in advertising.
He then showed
some
very early advertising for such games as the B. A. Stevens
TIVOLI
FLAG (1899), and the famous Caille LOG CABIN (1901).
He then said that after these early games
there was "a gap
in
history" until the early 1930's.
He next showed some 1931/32
era
flyers for games like BAFFLE BALL (four color process,
without
the Gottlieb name); KEEN-BALL (four page brochure,
describing
a lease agreement, and with a picture showing people
playing
the game); WHIFFLE (1931) and WHIFFLE ZIP (1932), which
he said
"were not kids games"; and a two player game called
SWEETHEARTS,
which he said was manufactured by an outfit in
Texas. For the year 1933 he showed flyers for
Rockola's JIGSAW,
which
was a beautiful color flyer, and Bally's first electric
payout
game, ROCKET, which contained a detailed explanation of
the
game's characteristics.
From 1934 he first showed a beautiful
multi-color flyer for
Rockola's
hit WORLD SERIES, which he followed up with one for
Daval's
AMERICAN BEAUTY, featuring a color picture of a beautiful
girl. He next showed two 2 color flyers, one for
Western
Equipment's
HELLS BELLS (which he said was "a low cost game with
an even
cheaper flyer"), and Exhibits ELECTRO, which was a
version
of Harry Williams' first 'electric action' pin, CONTACT.
He also
showed two other 1934 flyers; one for Bally's SIGNAL
(which
had a 4 color front, containing an explanation of the
game,
and a 2 color back), and Allied Amusement's MAJIK KEYS
KICKER,
which he mentioned was a game that Harry Williams once
said
was "a significant game of that period."
Later in the Thirties he showed flyers
for Rockola's JIG JOY
(which
was an electric "bumper" version of their 1933 'classic'
JIGSAW,
with a jigsaw puzzle on the backglass); Mills Novelty's
popular
ONE-TWO-THREE (a two color flyer); a black and white
flyer
for Bally's THUNDERBIRD; a two color flyer for Gottlieb's
LOT-O-FUN;
and a flyer for the "free play" version of ONE-TWO-
THREE.
Going into the early Forties he began
with a two color flyer
of
Exhibits 1941 SUN BEAM; followed by flyers for two "wartime
conversions",
SLAP THE JAP, and KNOCKOUT THE JAP. For
the near
post
war period he showed Bally's DOUBLE FEATURE and Marvel's
FRISCO
(in black and white), both from 1946.
For 1947 we saw
Gottlieb's
DAILY RACES (their last "one-ball horserace" game),
and
SHOOTING STARS, by P and S, which was another "conversion".
From the late Forties he then showed
Gottlieb's 1948 game
BUCCANEER
(black and white); Bally's HOT RODS (a 2 color flyer
from
1949), and finally a flyer for Nate Schiller's 1949 MADAM
BUTTERFLY,
a "flipper conversion" of United's SINGAPORE.
He next showed a two color brochure from
the Fifties,
United's
HAWAII, a "bingo pinball" from 1954.
He then skipped to
the
1960s saying that by 1965 four color brochures were "back for
good",
and showed a flyer for Chicago Coin's MOON SHOT of 1969.
He then
showed the flyer for the 1972 Bally "classic", FIREBALL.
The last brochure shown was for Game
Plan's SHARPSHOOTER,
designed
by previous speaker Roger Sharpe. He
pointed out that
Game
Plan executive Lee Goldberg's wife and dog were used in the
picture. He then stated that this type of high
quality brochure
was
quite expensive to produce.
Dick concluded by asking for questions
from the audience.
The
only question asked was "where can flyers be obtained?" He
answered
simply "from the game distributors."
Dick's
presentation
really showed that advertising was very important in
selling
pingames, and in many instances was an expensive process.
ADOLPH
SEITZ
Last year the "technical
session" was presented by Tom
Cahill
of Williams Electronics, describing the built-in
"bookkeeping"
and "self test" Features in Williams current
pingames. This year it was Premier's turn, and Premier
engineer
Adolph
Seitz gave a similar talk based on his company's built-in
features.
He began by saying that games have
changed drastically in
the
last 15 years. The technicians who had
become familiar with
electro-mechanical
circuitry and trouble-shooting had to learn
electronics. He said that the advent of "microprocessors",
which
made
'solid state' pingames possible, could make games do so much
more;
but the problem was "servicing in the field." Servicing of
games
had become "complex" he said; the technicians 'tools' now
included
voltmeters, "logic probes", and in some cases, the
oscilloscope.
He went on to say that these same
microprocessors also made
possible
the built-in "self test" and "bookkeeping" features
found
on today's games. Mr. Seitz then
proceeded to describe the
special
features of his company's machines, using a Premier
GENESIS,
which was on the platform with him, as an example game.
He first pointed out that the latest games
now employ "alpha-
numeric"
displays for score indication, etc, instead of the "7
segment"
numeric displays used in most solid-state games until
just
recently. The use of these displays
allowed letters of the
alphabet,
as well as digits, to be displayed on the backglass.
He said
that these displays are used to allow the "highest score
to
date" players to have their 'initials' displayed along with
their
scores. But, more importantly, he
explained, it made
possible
a better way for the self-test features to indicate
"problems"
to the serviceman.
Adolph pointed out that
"replays" were still very important
to
pinball players. He said that the
players expected pingames
to give
"free games". He then said
there were no replays on
video
games because they have never had them, and therefore the
players
don't expect them.
Next, he began describing the various
"bookkeeping" features
built
into Premier's games. These included,
among others, total
tilts,
number of specials won, "high score to date" information,
and
average play time per game.
Finally, he described some of the built-in
"self-test"
features. He said a "Lamp Test" was
available which could test
lamps
one at a time. The "Relay and
Solenoid Test", he said,
could
display the "location" of the "driver transistors", due to
the
alpha-numeric capabilities of the new displays. He then
described
the "Switch Matrix Test" in which the display would
indicate
which switch(s) on the playfield were "closed". As far
as the
"Display Test" was concerned, he said it tested each
"segment"
of the displays.
Mr. Seitz concluded his remarks by
describing the "Memory
Test",
and a capability of displaying the "check sum" of the
"proms". For all you "non-computer" people,
this is a test to
indicate
a malfunction in the memory chips which hold the
"program"
which controls the game's operation. It
was clearly
evident
from Adolph's presentation that as the new "digital" pins
get
more sophisticated, so do there built-in features which aid
the
operators and servicemen.
THE
GOTTLIEB TRADITION
The final event of the Pinball Expo '86
seminar schedule was
a panel
discussion dubbed "The Gottlieb Tradition". The panel
consisted
of Alvin Gottlieb (son of D. Gottlieb & Co. founder
David
Gottlieb, and former executive of the company), Wayne
Neyens
(former Gottlieb designer of the Fifties and Sixties), and
Stan
Harris (Philadelphia game operator since 1946, operating 6
to 7
thousand games, and collector of game machines with a
collection
numbering some 700 pieces). Also
"sitting in" on the
panel
was Gottlieb/Premier designer, Adolph Seitz.
To start off the discussion, show host
Rob Burk asked each
of the
panelists to make some opening remarks.
Alvin was first.
He
first defined a "coin operated device" as being "a device
which
does its job without requiring an attendant." For this
reason,
he said, "reliability" is a big factor in the success or
failure
of such a device, and therefore his father's slogan
"there's
no substitute for quality". Alvin
said when he once
asked
his father where he got that slogan, he replied "from
Walgreens
Drug Stores." He said that
Gottlieb, over the years,
made a
real effort to "build games that worked."
Alvin next talked about the make-up of
the discussion panel.
He said
he was there to provide "the manufacturer's point of
view". He then said that Stan Harris was a
"test operator" for
Gottlieb
in the Philadelphia area, an area that he said had a
minimum
of problems in operating machines over the years due, in
part,
to a good "operator's association" with a policy of not
operating
games near schools, etc. Finally, he
said that Wayne
started
with the company even before he did and was responsible
for a
great many developments. He said that
Wayne had the idea
of
"life testing" games, using the factory's "boiler room" in
the
old
days as the test environment. He then
remarked that a game
that
doesn't work very long is "worth less than zero."
Wayne next provided his opening
comments. He started by
saying
that looking back on Gottlieb games they generally were no
great
success right off, but that they always seemed to make
money
"over the long run." He said
this fact was borne out by
Gottlieb
games that were operated on location for a long time.
Wayne then mentioned the problems the games
had in the past
due to
gambling connections. He said that in
the Thirties and
Forties
many pins were used for gambling, but that Gottlieb later
"cleaned
up their act" by removing replay "knock-off buttons"
from
underneath the games. He also remarked
that the
introduction
of the flipper was very important in showing pinball
as a
game of skill. Finally, he said that he
thought that it was
better
for the industry if gambling was kept out of it, making
reference
to some of today's video games with gaming motifs.
Stan Harris next took the floor to
provide some comments.
He
began by discussing the "chain of events" in the life of a
game. He said it starts with the manufacturer who
wants to know
"will
the game make money?" Next, he said,
comes the operator,
without
whom "everything else does not matter." Operators buy
games,
he went on, hoping they will make money.
If the games
have a
"good reputation" on location, he said, they will be good
money
makers, but many great playing games seem to have problems
that
the operator can't live with; for instance, "down time"
hurts
the operator.
He next stated that he always preferred
Gottlieb games for
two
reasons; their earning ability and
their dependability. He
said
that Gottlieb games generally start off slow on location,
but
increase as time goes by, taking about 10 to 12 weeks on the
average
location to "catch on".
Stan then described what he referred to
as the "basic
concept
of pinball". He said pingames have
a "built-in
challenge",
that is to win replays from high score.
He remarked
that he
thought the games should award more than one replay for
high
score. He next commented on how they
tested games on
location
to determine the proper "high score replay setting" for
each
location. He also said that the speed
of the ball was very
important
and they used "patch levels" on the games to set the
proper
playfield angle. He remarked that this
was very
important,
but that many operators don't pay enough attention to
it.
Finally, he stated that video games were
"90 day wonders"
and
required little location testing, and that pinballs were "the
toughest
games to operate."
Next, Alvin made a few additional
remarks. He said that
"consistency
of play" was very important. He
then remarked that
in the
early days manufacturers did not pay much attention to
materials,
but that when electric games came along they started
to
realize that reliability was required in pingames. he said
Gottlieb
copied their original relay design from the well known
electrical
equipment manufacturer, Gaurdian Electric.
He went on
to tell
how the early "switch blades" were not too reliable, but
when
they plated them that improved their reliability.
At this point, questions were requested
from the audience.
Alvin
was first asked, from a reliability standpoint, where do
you
"draw the line"? He replied
that each component has a
predicted
"life", but that playfield wear is usually the
determining
factor in the useful life of a game. He
said the
other
game components would generally last much longer. Finally,
he
estimated the average life of a game to be about five years,
but
said that water and sunlight could hurt the playfield and
thus
shorten that if the operator is not careful.
Next, a question was asked regarding
favorite Gottlieb games
of the
past. Stan replied that NORTH STAR was
one of his
favorites. He then told how popular that game had been
at the
University
of Pennsylvania. He said two NORTH
STARs were
operated
there and they caught on quickly. He
told about
students
having tournaments on the games, complete with a "NORTH
STAR
championship loving cup". He went
on to say that different
games
"hit" in different locations.
Stan was next asked about his personal
collection; the size
of it,
what types of machines were included, and the availability
of it
for viewing? He replied that he had
some 700 machines in
his
collection, including many "three reel slot machines",
"arcade
machines", etc. He said he had
about 40 pingames "from
LOG
CABIN up." He told of originally
building a special room to
house
his collection, and when it was filled, building another.
He said
that his collection was not "open to the public", but
could
be viewed if you first called him and set up an
appointment.
At this point the panelists made a few
additional comments.
Stan
told of using his own metal "tilt bobs", in place of the
carbon
ones usually supplied on most games.
he then discussed
in more
detail how his people "leveled" playfields to get the
right
"pitch" and hence, the proper "ball speed".
Alvin then said that the solenoids used
by Gottlieb were not
quite
as powerful as those used by other manufacturers, but that
they
lasted longer and made for more "consistent play". He next
said he
really loved HUMPTY DUMPTY when it first came out, and
remarked
that he thought the play to be "more consistent" on the
older
games.
Wayne, commenting on the flyer for
Gottlieb's 1957 pin
STRAIGHT
FLUSH, which he had been given earlier by Dick Bueschel,
remarked
that there were "18 ways to score Specials" on that
game.
He said it was astounding how many ways there were to score
replays
on many of the earlier pingames.
A question was then asked regarding the
"Gottlieb
Tradition".
It was said that Gottlieb made a wide variety of
types
of games over the years, and the question was asked, did
Gottlieb
knowingly do this?" Wayne answered
that in the old days
(referring
to the 1950 to 1960 era, I believe) business was slow,
and
they had to keep the factory busy. He
told of getting the
idea
for a "multiple player" game in the mid Fifties. He
designed
SUPER JUMBO, the first four player pin, which he said
eventually
resulted in "two markets" for pingames, one for the
"single
players", and another for "multi-player" games. He then
told of
Alvin having the idea for the "Add-A-Ball" game. When
they
started producing these games also, he said, the factory
could
run "at a better rate" and they could keep the people they
had.
Wayne was next asked about the creation
of the "Add-A-Ball"
game. He said it originally resulted from a court
case in
Hartford
Connecticut regarding the replay "knock-off buttons"
found
on some pingames. He remembered that
the local distributor
there
"panicked", but Alvin came up with a new idea for a pingame
without
replays! Wayne said that when Dave
Gottlieb was first
approached
with the idea he said "no, we need replays", but Wayne
went
ahead and tried Alvin's idea, and Dave liked it.
This new type of game, the
"Add-A-Ball", which gave "extra
balls"
for high score, instead of "free games", made it possible,
Wayne
said, to operate pingames in areas where "replays" had been
ruled
illegal. This included certain
jurisdictions in the U.S.
and
some places overseas, such as Italy.
Wayne ended by saying
that
eventually replays became legal again almost everywhere in
this
country.
In another question concerning legal
difficulties involving
pingames,
it was asked to what degree this type of problem
"eroded
the market?" In answer to this it
was pointed out that
there
were problems in some jurisdictions involving "excise
taxes". Many of these taxes were levied in "two
levels", one for
"amusement
games" and another for "gambling devices". It was
said
that it was often difficult for the enforcement agencies to
differentiate
between the two, and this caused many problems for
the
industry.
Alvin was next asked about the origin of
the Gottlieb slogan
of the
late 1950s, "Amusement Pinballs, As American As Baseball
And Hot
Dogs". He replied that it came
from his father. He was
then
asked about the Gottlieb "double award" pingames of the mid
Fifties. (Author's note: These were flipper games in which the
player
could deposit a second coin at the start of a game, which
entitled
him to double the number of replays he would normally
win, if
he won any.) He said these games
created a
"controversy",
probably because of the slight similarity to the
"multiple
coin" concept of the "bingo pinballs" current at that
time,
and therefore were discontinued.
Alvin also mentioned that in the mid
Fifties there was an
attempt
to "stimulate the pinball business."
He said the
"turning
point" was the removal of the infamous "knock-off
button". He told of an industry association, called
the Coin
Machine
Institute, that was established with Harry Williams as
President.
He said that organization was "amusement game
oriented"
and some manufacturers, such as Williams and Gottlieb,
"separated"
themselves from those which also made "gambling
machines".
The final question of this panel dealt
with "copies" of
Gottlieb
games made in Italy. Alvin was asked if
they were
"licensed". He replied that Europe has different patent
laws
than we
do and that people in Italy actually "patented" Gottlieb
equipment.
That ended this very interesting
discussion of D. Gottlieb
and
Company and their many great pingames.
Even though the
company
by that name no longer exists, the name "Gottlieb" has
been
acquired by Premier and will probably be used in connection
with
fine pingames for years to come.
BANQUET
This year's Expo banquet was again held
on Saturday evening,
but in
a smaller room than last year. The room
was completely
filled
with tables with little room for standing around and
mingling
during the pre-dinner cocktail hour.
The food again was
quite
good for "banquet food", and even featured a delicious
desert.
The first highlight of the banquet
proceedings was the final
"play-offs"
of the Expo's pinball tournament, which was dubbed
"Flipout
'86" by the Expo promoters. The
"qualifying rounds" of
the tournament
had been played in the Exhibit Hall during the
past
two days on several new PIN-BOT machines provided by
Williams
for that purpose.
The highest scorers in the qualifying
rounds "squared off"
against
each other in the final "elimination rounds" played at
the
banquet. These were also played on
PIN-BOT, except for the
"final
play-off" which was played on a limited production
Gottlieb
KRULL provided by Mike Pacak. Video
cameras were
pointed
at the machines during the play-offs enabling the banquet
guests
to watch the action on video monitors.
When all was over
the
"Grand Champion" turned out to be Mr. Steve Engle from
Connecticut,
who won a brand new PIN-BOT which was donated by
Williams. One of the "finalists", who ended
up in "third place",
was
Alvin Gottlieb's son Mike, so you can see that the Gottlieb's
are
still very much "into" pinball.
When it came time for the guest speaker
to be announced
everyone
was curious, since all Expo publicity had only indicated
"a
surprise mystery guest". Then, Rob
Burk surprised us all by
announcing
that Alvin Gottlieb, last year's fine speaker, would
again
address the group. What happened to the
"mystery guest"?,
we
thought.
Alvin then came up and began talking
about some of the
important
coin machine industry people of the past, such as Lou
Walcher
(owner of San Francisco's large coin machine
distributorship,
Advance Automatic Sales), and Nebraska Senator
Ed
Zorinsky (who was also involved in the industry, and once
operated
the large Omaha coin machine distributorship, H. Z.
Vending,
which was founded by his father.).
Then, when Alvin started to talk about
Gil Kitt of Empire
Coin
(which we later discovered was a pre-arranged "signal"), a
strange
thing happened. Alvin was interrupted
from the audience
by
industry figure Stan Levin, who came up to the podium and got
Alvin
to sit down. It was then announced that
we were going to
be
treated with a "roast" of the "one and only", Mr. Steve
Kordek,
in recognition of his 50 years in the coin machine
business.
Next, came former Williams designer, and
Steve's close
associate
and long time friend for many years, Norm Clark. Norm
first
made a few comical comments about Steve's golf game.
(incidentally,
the only hint of "roast" in the whole affair were
"cracks"
by the various speakers about Steve's golf playing,
because
who could say anything bad about such a fine fellow as
Steve
Kordek.) Norm next told the story of
how he had once
scared
Steve "almost to death" by blasting him with an "air
horn". He then praised Steve for his contributions
to coin
machines.
Next to speak was Williams' sales
manager, Joe Dillon. Mr.
Dillon
proclaimed 1986 to be "Steve Kordek Year" and presented
Steve
with a new $50 "Gold Eagle" coin to represent Steve's 50
years
of service to the coin machine industry.
The next two speakers to get up and
praise Steve for his
accomplishments
were Williams designer Steve Ritchie and pinball
author
Roger Sharpe.
At this point, the next speaker was
announced as being
Steve's
daughter Donna. A lovely, well dressed
lady then came up
to
speak, who we discovered later was a model by profession.
Donna
then proceeded to put on a "slide show" depicting the life
of her
father and family, using family photos and many brochures
of
games Steve had designed, cleverly working the names of the
games
into her story.
She told one story of being in grade
school and the teacher
asking
each student to tell what their fathers did for a living.
When it
was her turn, she said, she told the class that her
father
"made adult toys". All in
all, Donna's talk was very
enjoyable
and it was easy to see that she, her father, and all
the
family, enjoyed a fine, loving, relationship.
The final speaker in the "Steve
Kordek tribute" was Expo
host
Rob Burk. Rob put on his own
"slide show" tribute to Steve.
After
that Rob got Steve up on stage and presented him with a
plaque
commemorating Steve's "50 years in the industry", the "50
years"
actually being completed in April 1987.
Steve said that
the
whole thing was a total surprise to him, and that even his
wife,
who incidentally he introduced to those present, had been
equally
surprised. Donna had apparently kept
the secret very
well!
Rob Burk next presented awards to others
in connection with
their
contributions to the Expo. He presented
the visitors from
Canada
and England with small momentos of the show and then gave
out
"awards" to the seminar speakers and others who assisted in
presenting
the show.
Then, as a final surprise, Steve Kordek
was again called to
the
stage and presented with a pinball playfield "mock-up"
commemorating
Steve's participation in Pinball Expo '86.
THE
EXHIBIT HALL
This year's exhibits were displayed in a
much larger hall
than
last year. Located in the center of the
room was a large
area
occupied by Expo co-hosts Mike Pacak and Bill Kurtz, who
buy,
sell, and trade pinball brochures. In
addition, Mike Pacak
had on
display examples of some rare "limited production" digital
pins,
such as the KRULL machine used for the final round of the
pinball
tournament. Also in this center area
were located the
PIN-BOT
machines used for the "qualifying rounds" of the
tournament. All of the other booths were located along
the four
walls
of this large room.
Exhibits of new pingames were provided by
the three major
manufacturers,
Bally, Premier, and Williams, each showing their
latest
games. The Bally booth, manned much of
the time by Bally
designer
Jim Patla, caused a small "commotion" on two occasions
by
bringing out boxes of "freebies" and letting everybody dig in
and
help themselves. One of these
"grab bags" contained lamp
sockets,
while the other held plastic playfield parts.
It was
really
something to see the crowd of people all digging into
these
boxes at the same time.
There were no old parts for sale this
year. New
parts/materials
were again displayed by the long-time coin
machine
"parts house" Wico, and a plastics outfit also had some
items
on display. Steve Young and Gordon
Hasse had a booth to
promote
their new backglass sealant, Cover Your Glass, which was
discussed
earlier, but they had none actually available for sale
at the
show. There was a limited number of
backglasses for sale,
mostly
by Mike Pacak.
Several booths had old pingames for
sale. Dennis Dodel of
St.
Louis, publisher of the fine newsletter "PINBALL TRADER", had
several
postwar pre-flipper pins for sale, as well as original
bingo
pinball schematics and manuals. Some
1950s era "wood
rails"
were offered for sale by Canadian Dave Currie at his A-1
Amusement
Games booth. The outfit called Hi Tech,
from New York
state,
who had a large number of games for sale both this year
and
last, had several machines from the Sixties and Seventies,
plus
Bally's 1940 "remake" of their 1934 classic FLEET.
Some fine machines from the Sixties,
mostly "Add-A-Balls",
were
also offered for sale by Chicago coil manufacturer and
pinball
and backglass collector, Donal Murphy.
Other dealers
also
had pins for sale, mostly of later vintage.
A complete list
of all
pinballs displayed at the Expo appears at the end of this
article.
The COIN SLOT was also represented at the
show at a booth
operated
by collector/author Dan Kramer. Dan's
booth also
featured,
in a "hands-on" display, his rare Atari pinball
prototype
NEUTRON STAR, which was the subject of an article by
Dan
appearing in the Fall 1986 issue of this magazine. This
machine
was available for play and many Expo participants had a
rare
opportunity to play a real factory prototype pinball.
Copies of back issues of COIN SLOT were
available at this
booth,
and people could also subscribe there as well.
I
personally
directed several potential new subscribers to Dan's
booth,
some of whom subscribed. Dan had also
prepared a list of
all
pinball articles appearing in the magazine (since it went
quarterly)
which he gave out at the booth.
Expo host Rob Burk also had a booth
which, among other
things,
contained two quite interesting machines.
The first was
a
1931/32 era counter-top pingame called DOUBLE PLAY, which was
actually
manufactured in Rob's home town of Warren, Ohio, by an
outfit
calling themselves Warren Manufacturing.
This was a "two
player"
game with a playing card theme (in fact, it appeared that
actual
small playing cards were glued to the playfield). The
machine
had "ball lift" and "plunger" mechanisms at each side of
the
front of the cabinet, one for each player.
Two sets of balls were contained in the
game, each set being
a
slightly different color, and apparently having a slight
difference
in size, which allowed the machine's ingenious
mechanism
to return the proper balls to the proper player's "ball
lifts"
at the start of a new game. The
apparent object of the
game
was for each player to shoot balls to land in playing card
holes,
thus forming a "five card hand".
The two players could
thus
play against each other to see who could get the "best hand"
in
either Poker or Twenty One. A very
rare, interesting, and
novel
pingame indeed.
The other interesting game in Rob's booth
was a Genco "roll-
down"
game from the late Forties with a baseball motif, and
called
simply, BASEBALL. This was an example
of the "roll-downs"
designed
by Expo guest Harvey Heiss, and mentioned by him in his
talks
for the past two years. It was also the
type of game that
Harvey
designed recently which he showed at this year's show as I
mentioned
earlier. I remember playing that type
of machine in
the Los
Angeles area as a kid; in fact, this was the closest
thing
to a pinball in many areas of Los Angeles county for many
years,
due to "anti-pinball" ordinances.
It was nice to see one
of
these games displayed at the show so that others could see
what
Harvey had been talking about.
There was also a booth selling Pinball
Expo '86 souvenirs.
For
sale were various pinball bumper stickers, including one that
said
"I 'Love' Pinball", the 'love', of course, replaced by a
'heart'. Also available for purchase were
"Pinball Expo '86"
caps,
and some very nice satin jackets with "Pinball Expo '86"
emblazoned
on the back. Even Expo napkins were
available at the
booth.
To conclude my description of the
exhibits I have decided to
include
a list of all the pingames on display in the hall, an
idea
which was suggested to me several months ago by my good
friend
Jack Atkins from Utah. I will first
list all the new
games
displayed by the manufacturers present at the show, then
list
the rare "limited production" solid state games exhibited by
Mike
Pacak, and finally all the other games offered for sale at
the
various booths.
The games shown by the manufacturers
included:
From Bally: STRANGE SCIENCE, SPECIAL FORCE, MOTORDROME, and
HOT
SHOTZ (a very interesting "pool game" using pool balls and
having
large flippers. Also on display was a
midway pin from
1964
called RODEO.
From Premier: GENESIS, and GOLD WINGS; and also displayed
was the
rare two player, two playfield, Gottlieb game from 1971,
CHALLENGER.
From Williams: PIN-BOT and ROAD KINGS
The "limited production"
digitals displayed by Mike were:
Gottlieb's
KRULL, Stern's ORBITOR, and AF-TOR, produced by Wico,
and a
small "counter top" (shades of the Thirties) pin called
MICROPIN.
the
other games, shown at the various booths (in chronological
order)
included:
GAME MFG. YEAR
-----------------------------------------------------------------------
DOUBLE
PLAY Warren Mfg. 1932?
ONE-TWO-THREE Mills 1938
SNAPPY Chicago Coin 1938
FLEET Bally 1940
BIG
HIT Exhibit 1946
SURF
QUEENS Bally 1946
HAVANA United 1947
HUMPTY
DUMPTY (ROLL DOWN) Gottlieb 1947
RIO United 1947
VANITIES Exhibit 1947
SHARPSHOOTER Gottlieb 1949
JUST
21 Gottlieb 1950
MINSTREL
MAN Gottlieb 1951
FOUR
CORNERS Williams 1952
MARBLE
QUEEN Gottlieb 1953
BIG
TIME (BINGO) Bally 1954
LADY
LUCK Gottlieb 1954
SKYWAY Gottlieb 1954
TWIN
BILL Gottlieb 1955
WISHING
WELL Gottlieb 1955
STRAIGHT
FLUSH Gottlieb 1957
SUNSHINE Gottlieb 1958
CORRAL Gottlieb 1961
FOUR
ROSES Williams 1962
VAGABOND Williams 1962
GIGI Gottlieb 1963
SLICK
CHICK Gottlieb 1963
SQUARE
HEAD Gottlieb 1963
WORLD
FAIR Gottlieb 1964
SKYLINE Gottlieb 1965
BIG
STRIKE Williams 1966
HURDY
GURDY Gottlieb 1966
PALACE
GUARD Gottlieb 1968
BRISTOL;
HILLS Gottlieb 1971
FIREBALL Bally 1972
POP-A-CARD Gottlieb 1972
MONTE
CARLO Bally 1973
NIP-IT Bally 1973
BIG
SHOT Gottlieb 1974
MAGNOTRON Gottlieb 1974
AIR
ACES Bally 1975
KNOCKOUT Bally 1975
SUPER
SOCCER Gottlieb 1975
WIZARD Bally 1975
CAPTAIN
FANTASTIC Bally 1976
GRAND
PRIX Williams 1976
SPACE
MISSION Williams 1976
TARGET
ALPHA Gottlieb 1976
EVIL
KNIEVEL Bally 1977
FREEDOM Bally 1977
JACK'S
OPEN Gottlieb 1977
JUNGLE
QUEEN Gottlieb 1977
LIBERTY
BELL Williams 1977
WORLD
CUP Williams 1977
KISS Bally 1979
METEOR Stern 1979
SOLAR
RIDE Gottlieb 1979
STELLAR
WARS Williams 1979
SUPERSONIC Bally 1979
ALI Stern 1980
SILVERBALL
MANIA Bally 1980
BLACK
HOLE Gottlieb 1980s
BLACK
KNIGHT Williams 1980s
BLACKOUT Williams 1980s
BUCK
ROGERS Bally 1980s
FIREPOWER Williams 1980s
GOIN'
NUTS Gottlieb 1980s
JOUST
(PINBALL) Williams 1980s
Well, that concludes my coverage of this
fine show, Pinball
Expo
'86. The number of attendees was about
the same as at the
previous
show, but there were a lot of "new faces" who did not
have
the pleasure of attending last year.
I'm sure all who were
present
are hoping that there will be a "Pinball Expo '87". So
lets
hope that we can attend another fine Expo next year.