PINBALL EXPO '87
-It 's The People-
by Russ Hensen
Photos by Sam Harvey
Well, it happened again! For the third year in a row we
were
treated to an all pinball show, the Pinball Expo. When the
first
Expo was announced over three years ago I thought "what a
great
sounding idea, but how could I ever manage to make a trip
to
Chicago just for hobby purposes?" Well, as luck would have
it, I
was given a cash award at work which was enough to finance
the
trip. So I went and had a really good
time!
When the second show, Pinball Expo '86,
was announced I was
dying
to attend. Again more luck, and I was able
to go to
Chicago
again. Then, last year I received
another financial
"windfall"
and had the money to go, but no show had yet been
announced. I called show producer Rob Burk every few
weeks to
find
out if Expo '87 had been scheduled, but each time he was
unsure
whether it would come off that year.
Then he finally
called
to say the show was on! I was sure
ready!
Again I enjoyed the show tremendously,
and on the plane trip
home I
started thinking about what it was that made these shows
so
enjoyable to me personally. It wasn't
primarily the contents
of the
lectures because many of them dealt with the modern solid-
state
pins which, as you know, are really not my favorites. This
is not
meant to be a criticism of the shows, however, since they
are
"pinball shows", not "antique shows", and these new games
are
what
pinball is all about today.
It was not primarily the games, etc, on
display in the
Exhibit
Hall, as again (with a few exceptions like the fine
exhibit
of 1950's pins this year by Steve Young and Gordon Hasse)
most of
these were from the Seventies and Eigthties.
What was it
then? Well, I'll tell you, it is primarily the
people!
It's John Campbell; who really enjoys
playing pinball,
whether
it's the latest digital models or the games from the late
Forties
he played as a kid. It's Sam Harvey;
who can always be
heard
in the hall, and who enjoys every aspect of each show to
it's
fullest.
It's Tim Wolfe; possibly the youngest
collector at the show,
who has
finally been able to attend an Expo and thoroughly enjoys
the
games and the people. It's the Gottlieb
boys; who have
certainly
inherited the love of the game from both their father
and
grandfather, and have a real insight into the industry, both
past
and present.
It's Steve Young and Gordon Hasse; who
keep the 1950's alive
at all
the shows, in addition to offering fine products to aid
the
game restorer. It's COIN SLOT's own
Dick Bueschel; who has
participated
in all these shows and shared with us his brilliant
research
and insight into pinball's rich and fascinating history,
even
back to "ancient times".
And, of course, it's the industry people,
without who's
support
these shows would have very likely been a "flop". It's
Dave
"mad-dog" Christensen; who's personality and wit are almost
equal
to his fabulous artwork. It's Jon
Norris; now a designer
for
Premier, who got that job through contacts he made at the
first
Expo, fulfilling his wildest dream to become a pinball
designer.
Nost certainly it's Steve Kordek and Norm
Clark; those real
personalities
and industry greats who have participated in all
three
shows and freely shared their recollections of pinball's
past
with all of us. And who can forget
veteran designer Harvey
Heiss
who added so much to the first two shows but unfortunately,
due to
health problems, could not attend this year.
I, for one,
will
never forget my association with that fascinating
individual.
And last, but certainly not least, it's
show co-producers
Rob
Burk and Mike Pacak; who have given so much of their valuable
time
and resources to make these shows a reality.
Three cheers
to
those fine people!
So for me, primarily it's the
people! I enjoy talking to
everyone
I meet again each year, getting their ideas about
pinball,
and learning of their new acquisitions.
I spend much of
my time
meeting new faces, renewing old friendships, and passing
on all
the pinball history and trivia I can.
It's truly a moving
experience
for me! Well, enough of that; on with
the show!
PINBALL
COILS
Before the first talk, show producer Rob
Burk introduced
pinball
collector and college student Tim Wolfe from New York who
gave a
brief greeting to all who attended, and expressed his
extreme
delight at finally being able to attend one of these
shows. Then, pinball coil and transformer
manufacturer, and
pinball
and brochure collector, Donal Murphy was introduced to
present
the first lecture on the subject of "Pinball Coils".
Don began by informing us that his
company, Electrical
Windings,
which was founded by his father, had been in business
since
1936. He said they made all the coils
for Gottlieb since
that
time as well as some for other companies, such as Williams
and
Genco. In addition he said, they made
"replacement coils"
which
could be used on many games.
Next, he talked briefly about the part
numbering system used
on
coils, stating that many coil numbers contained two numbers
separated
by a dash; the first (two digit) number representing
the
size wire used (19 to 35), with the last number indicating
the
number of turns of that wire on the coil.
(NOTE: The
smaller
the wire size number, the larger the wire diameter.) He
then
said, however, that Gottlieb had their own numbering system
and
mentioned the cross-reference list now available from Steve
Young
and Gordon Hasse.
Don then said that most
electro-mechanical pins contained 30
to 50
relay coils and some 12 to 15 solenoid coils.
He then
mentioned
the fact that the "bobbins", on which the coils were
wound,
used to be made of fiber, but later were changed to metal.
Next, he briefly described the
manufacturing process used by
his
company to make relay and solenoid coils.
First, he said,
they
purchased the bobbins from a vendor and then added the
solder
lugs for the connecting wires. He said
the machine they
used
for winding relay coils had three heads, enabling three
coils
to be wound at once, while the machine used for winding
solenoid
coils had only two. After the coils
were wound, he went
on,
they were "dip soldered" after diodes were added (if the
coils
were to be used in solid-state games).
He then mentioned
the
fact that flipper coils had two separate windings separated
by a
layer of insulating material.
Finally, Don briefly talked about
problems which could face
the
person repairing or restoring an older game.
He said the
main
problem which can damage coils was over-heating. If you
have to
replace a completely unknown coil, he commented, as a
last
resort you could measure the wire size (with a "wire gauge")
and try
counting the turns on it (a sometimes difficult job he
pointed
out). He suggested that when restoring
a game all
flipper
and "pop-bumper" coils be replaced.
He then mentioned
that
his company made flipper coils which provided a good
powerful
"flip".
SOLID-STATE
REPAIR
The next lecturer was introduced as Ed
Schmidt of Bally to
talk on
pinball repair. Mr. Schmidt had started
with Bally in
1969
and was originally connected with slots.
In 1980 he was
transferred
to field service where his work involved repair
problems,
including pingames.
Mr. Schmidt began his talk by describing
the introduction of
"electronic"
pingames at Bally. He said that prior
to 1976 Bally
was
like a "team" and the engineers wore ties. In the period
between
1974 and 1976, he went on, Bally started developing
solid-
state technology for pins using a BOW AND ARROW machine
which
they converted to solid-state. He said
their first
production
game to use this new technology was FREEDOM, followed
by EVIL
KNEIVEL.
The introduction of electronic pins, he
said, "took the
market
by storm". Production at Bally
increased from 25 to 400
games
per day in a period of two years. He
said the factory went
through
a big change during the conversion from electro-
mechanical
to solid-state games. The
"electro-mechanical people"
he said
were afraid of the "solid-state people", and vice-versa.
Ed then began to talk about service
problems involving the
new
technology. He first categorized the
types of problems which
could
occur, namely: power supply, connector,
coils, and
microprocessor
(which he likened to the "score-motor" in electro-
mechanical
games).
Next, he discussed problems with
soldering. He first
cautioned
people to be extremely careful when soldering on
printed
circuit boards lest they damage the components from over-
heating.
He then described the "cold solder joint" which could
cause
intermittent problems in games. He said
a cold solder
joint
resulted if both the wire and the metal it was being
soldered
to where not heated equally.
Mr. Schmidt then passed out a solid-state
pingame service
manual
to everyone and began describing the two "solid-state
systems"
which had been used by Bally in pingames.
He said that
between
1976 and 1985 they used the "6800 system" and the games
of that
period had up to 60 lamps and 19 coils.
Then he said
they
switched to the current "6803 system" which could handle up
to 90
lamps and 19 coils. He stated that
printed circuit boards
were
generally interchangeable between games employing the same
"system".
Next he began talking about trouble-shooting
and
maintenance.
He said that connectors were often a source of
problems,
but that the recent introduction of a "three sided pin"
should
help. He also suggested using a
"jumper wire" as a way of
testing
suspected bad connections, a method which, I might add,
has
been around almost since pingames were first electrified.
He then discussed switch (contact)
maintenance. He pointed
out
that the switch blade next to the insulator should always be
the one
which is adjusted, and then went into a detailed
discussion
of why switch "follow-through" (the rubbing of the two
contact
surfaces during operation of the switch) was very
important
to proper operation of a game. He then
briefly
discussed
proper adjustment of the contacts used on "slingshot
kickers".
Mr. Schmidt next gave out the toll-free
phone number for
ordering
Bally schematics and manuals (1-800-323-7182).
He said
there
was a $10 charge for schematics for electro-mechanical
games,
and stated flatly that no information on "bingo pinballs"
could
be provided due to Federal Law.
Finally, he gave a brief demonstration of
some of the built-
in
maintenance features of Bally games, using a current game, and
then
concluded his presentation.
FIFTIES
FOLLIES
Once again this year Steve Young and
Gordon Hasse were
present
at the Expo to share with us their special love for the
classic
pingames of the 1950's. But this time
we had a special
treat
in store as they brought with them, for all to see and
enjoy
playing, ten of their favorite games of that era. And to
get
everyone in the mood, Steve and Gordon gave a slide-show
presentation
which they titled "50's Follies".
Steve began the presentation by saying
that unlike Gordon,
who had
grown up playing pinball, his personal interest in pins
started
about 1972, but he hastened to add that he had since
"tried
to make up for lost time." Steve
next told us some of his
personal
reasons for finding games from the era of the Fifties so
appealing. He said they felt "friendly"
because they were made
of
wood, and that their art was very appealing, including that on
the
cabinet. He went on to tell of their
exciting play features
and the
many ways to win replays on them.
Finally he said there
was no
"game over" and therefore a player could test the "tilt"
prior
to inserting a coin.
Steve next told of the games they had
brought to the show,
games
from the personal collection of himself and John Fetterman,
which
he considered the "best games to play". He described a
special
tournament to be played on those games in which anyone
who
desired could participate.
Steve and Gordon then began to describe
each game, with
Gordon
providing a little historical insight into the year of
manufacture
of the game, and Steve providing descriptions of the
game's
features, sometimes telling how a particular game was
obtained
by he and John.
The first game described was Gottlieb's
JOKER from 1950.
Replays
could be awarded in several ways: high score, "points",
and a
"mystery rollover". Steve
explained in detail the
complicated
"point" scoring system, and the "joker feature"
associated
with it, which enabled the player to get extra
"points". The game's "reverse flippers" were
also mentioned.
Steve
told us that this machine had once been in a museum in
Pennsylvania
and later was purchased by John Fetterman when his
girlfriend
(now his wife) heard it advertised for sale on a local
radio
station.
Next came Gottlieb's KNOCKOUT, also from
1950. The great
animation
on this game (a boxing ring in the center of the
playfield,
complete with two fighters and a referee) was
described,
as was the "knockdown" point scoring system used as an
adjunct
to high score on this game. The
"ball saver" gate, which
kept
each ball from exiting the playfield until 300 thousand
points
had been scored by it, was also described.
It was
mentioned
that that feature only appeared on six other Gottlieb
pins
including MINSTREL MAN, 4-HORSEMEN, HAPPY-GO-LUCKY, MERMAID,
GLAMOR,
and WILD-WEST.
The next game was Gottlieb's MINSTREL MAN
from 1951, another
very
interesting and fairly rare pingame.
The backglass was
described
as displaying likenesses of Al Jolson (in "black-face")
and
Lena Horne. Three "minstrel"
drop targets, as well as the
"ball-saver"
gate, were mentioned. Also described
was a "1 - 5"
bumper
sequence which scored "points" when completed and an "A-B-
C-D"
feature. Gordon said that he thought
that the consecutive
release
by Gottlieb of KNOCKOUT and MINSTREL MAN was "the
greatest
one-two combination ever delivered in the history of
pinball".
Then came Gottlieb's HAPPY DAYS of
1952. It was mentioned
that
this game was a definite "take-off" of Gottlieb's SCHOOL
DAYS
from 1941. We were told that in this
game there was no
"drain"
at the bottom of the playfield, the ball being
continually
played off the flippers until it landed in one of the
9
"trap holes" in the center of the playfield which were placed
in a
Tic-Tac-Toe configuration. Free games
on HAPPY DAYS could
be
obtained by "high score", by completing a Tic-Tac-Toe, or by
one of
2 "specials" at the top of the playfield which could be
lit by
completing a "1 - 8" bumper sequence. All in all this
was a
very novel and challenging game. Gordon
even mentioned the
fact
that his parents gave him one of these games for Christmas
in
1957.
Next we had Williams' FOUR CORNERS from
October of 1952.
Introducing
this game Gordon said that at that time America was
"at
the crossroads" as construction of the Interstate Highway
System
had just begun, which was to cause a severe decrease in
business
revenues in the small towns to be bypassed by the new
highways. Steve then described the game's play features,
including
it's "trap holes" which allowed replays to be won by
lighting
numbers on the backglass, an idea obviously copied from
the
"in-line bingo" games being produced by Bally and United at
that
time. The "impulse flippers",
which only flipped once for
each
depression of a flipper button, were also mentioned.
Finally,
Gordon returned to praise the game's fantastic artwork,
both on
the backglass and cabinet, produced by the pinball art
great
who has appeared at all of the Pinball Expos, Mr. George
Molentin.
The next game to be described was
Gottlieb's CORONATION from
November
1952. It was pointed out that the
game's theme was
taken
from the coronation of Miss America of that year, not Queen
Elizabeth
II which also took place around that time.
Steve said
this
game was one of his all-time favorites, saying it was truly
a game
of strategy. He then went on to
describe in detail many
of the
game's features, including a "million point trap hole",
it's
"point" system, and "number sequence". Finally Steve told
how he
acquired his CORONATION, which turned out to be the exact
same
machine he had played during High School.
Next up was Gottlieb's QUEEN OF HEARTS
from December 1952.
Steve
described the game's "many ways to win", including a "1 -
6"
sequence lighting roll-unders for Special, 4 suits lighting a
Special
rollover, high score, points, and the "drop-holes" which
gave
from 1 to 7 replays for various Poker hands.
Later Gordon
mentioned
that this game was the personal favorite of Gottlieb's
famed
designer Wayne Neyens. And, at the end
of the lecture, it
was
announced that Silverball Amusements had produced a ten color
silk-screened
poster of the QUEEN OF HEARTS backglass which was
available
for $35, and a beautiful poster it was too!
Moving to 1953, the next game was
Williams' PALISADES from
July of
that year. Gordon began by describing
the year 1953 and
saying
that this was probably the beginning of the popularity of
"Rock
And Roll" music. Stave then
described the games's features
including
a "1 - 9" sequence, star rollovers, saucer kickouts,
and
"auto-flippers" (a flipper device activated automatically
when a
ball landed in a shallow hole just above it).
Later
Gordon
described the backglass depicting a poolside scene of a
rich
home in Southern Californias Pacific Palisades area, an area
in
which, I might add, Harry Williams himself once lived,
probably
at the time this game was produced.
Steve also
mentioned
that this was the first game he had even owned!
Then came Williams' C-O-D from September
1953. This game's
many
features were described including it's asymmetric playfield,
and a
Special (located between the flippers) which could be
obtained
either by completing a "1 - 8" number sequence (obtained
from a
combination of rollovers and kickout holes) or by certain
"trap
hole" combinations. Steve said
that he originally bought
C- O-D
from Expo producer Rob Burk back in 1981.
The last, but certainly not least, game
to be described was
from
May of 1954, Gottlieb's famous DRAGONETTE.
Steve described
the
many objectives of the game, such as the "parrot's eye"
Special
(obtained by lighting "A" and "B"), the four corner trap
holes
for a replay (with an additional one for also getting the
center
hole), the "1 - 8" sequence (which must be gotten in
order)
and, of course, high score, and "points" (which are given
on this
game in increments of 5). Finally,
Gordon remarked that
this
game was "pop culture, based on pop culture, based on pop
culture";
as it was a pinball game based on a popular TV show
(Dragnet,
of course) based on the radio show of the same name.
At the end of their talk Steve and Gordon
unveiled the QUEEN
OF
HEARTS poster (which I mentioned earlier) and described this
and
other items they had for sale. They
mentioned that this
poster
was the first offering in a proposed series of such
posters. Finally, they gave the rules of their
"50's Follies"
pinball
tournament in which anyone playing any of the games could
submit
their highest score on any or all machines.
The "catch"
was
that which game would be the "tournament game" would be
decided
by a random draw after the tournament.
How's that for a
novel
idea?
PINBALL
ART SEMINAR
Next on the agenda in the Lecture Hall
was a panel
discussion,
in a question and answer format, on Pinball Art. It
featured
five well-known pinball artists of both the past and
present. The first panelist was George Molentin who,
as most of
you
should know, was quite active from 1935 through 1979 becoming
the Art
Director for Advertising Posters, the job-shop that
produced
much of the artwork for many of the major pingame
manufacturers
since the Thirties. Next came Dave
Christensen
who, of
course, produced much of the great Bally artwork of the
1970's.
The other panelists included Mark Sprenger from Williams,
Tony
Ramunni, who has worked for both Bally and Williams, and
Sheamus
McLaughlin, having done art for both Williams and Game
Plan.
Several of the questions asked dealt with
the methods of
transforming
the artwork to the backglass. It was
first asked
why the
color/texture of backglasses appeared to change around
1978 or
1979. It was answered that at that time
the "4-color
process",
introduced by Paul Faris at Bally, began to be used.
It was
later asked how the picture was actually printed on the
glass,
George Molentin answering that it was done since the
Thirties
using "silk-screening". He
also mentioned that doing
this on
the "mirrored glasses" was quite expensive.
A later question provoked a great deal of
discussion. It
was
asked how the panel felt about the new type of "photographic"
backglass
art, originally introduced by Premier; was it good or
bad? Tony Ramunni stated that Bally was starting
to use it, but
was
investigating new ways of using photography on glass. Mark
Sprenger
next said that Williams will never use it, and Sheamus
then
said that he thought it to be "flat and ugly", saying he
"liked
backglass art that 'pops'".
George Molentin then said that his only
connection with
photography
was when he was involved with producing the glass for
CHARLIE'S
ANGELS. Finally, a Data East
representative from the
audience
told of some of the problems and expenses they had
encountered
using this technique. He likened
producing such a
glass
to movie production, saying it required locations, sets,
make-up,
and models. He went on to say that it
was six to seven
times
more expensive than using art. Why do
it then? He said
that
this was 1987 and the people wanted something different and
"fresh".
Other questions dealt with colors. When asked which colors
were
good it was generally agreed that blues, reds, and yellows
were
popular colors for backglasses. When
asked about bad colors
it was
agreed that green was very bad. Black
and magenta were
also
said to be poor choices. It was also
asked why the colors
on the
flyer for ROGO were different than on the game itself?
Dave
Christensen replied that colors for a game were often
altered,
due to adverse comments from game distributors, between
the
time the test models were put out and the start of the big
production
run for a game.
Other questions dealt with the actual
creation of the
artwork,
and the relationships between artists and others at the
plant. When Sheamus was asked if he did all the art
for a game
he
replied "yes", but went on to say that he also worked closely
with
the game designer as a "team".
He then said that the artist
many
times gets involved in the original concept for a game, and
even
with the placement of the lights on the playfield and
backglass.
George Molentin went on to say that he
worked with designers,
such as
Harry Williams, determining how to layout the score
numbers
on the backglass in the old days in order to work them
into
the artwork. He also said he did the
art for the playfield
and
cabinet, as well as the backglass. In
general, all the
artists
agreed that "teamwork" between the artists and game
designers
was very important.
When asked how much time is normally
involved in doing the
artwork
for a game, it was generally agreed that two to four
months
was about the average. It was also
stated that more time
was
allowed when game sales were good.
George Molentin pointed
out
that in the "old days" they were usually given only about a
month
to do the artwork.
The artists were also asked to name their
personal favorite
pinball
art. Dave said his favorites were MATI
HARI and
GROUNDSHAKER. Sheamus replied his favorite was
PHAROH. Tony
named
MOTORDROME, and Mark decided on 8-BALL DELUXE.
George said
his
favorite was probably United's MANHATTAN.
When asked what they thought about the mechanical
animation
used
behind the backglasses of several games of the 1960's, they
agreed
that it was expensive to implement and was somewhat of a
handicap
to the artist to work around.
Finally, George Molentin was asked if he
missed being in the
business. To this he answered that he "enjoyed it
while he was
in
it", but also "enjoys retirement".
PINBALL
PLANT TOUR
The next item on the Expo agenda was the
annual pinball
plant
tour. This year it was "a new kid
on the block", Data East
Pinball,
that was to do the honors. Before
boarding the busses
to
travel to the plant, we gathered in the Lecture Hall for a
pre-tour
briefing by Data East Pinball executive Gary Stern, who
many of
you should know is the son of long-time pinball executive
Sam
Stern. Sam was once partners with the
late Harry Williams in
the
1950's at Williams, and many years later founded now defunct
Stern
Electronics by buying out the old pioneer pinball company,
Chicago
Coin.
Gary first described the corporate
background of Data East
Pinball,
explaining that it was a subsidiary of Data East U.S.A.
(a
producer of video games) which, in turn, was a subsidiary of
Data
East of Japan. He then explained that
his company is a
design
and assembly outfit, with the parent company doing the
selling
and distribution of the games, and producing many of the
electronic
sub-assemblies for them.
He then described his plant, which he
said has an area of
12,000
square feet, as being divided into separate areas for
cabling,
playfield assembly, cabinet assembly, testing and
shipping,
as well as design engineering. He said
that currently
they
are assembling about 20 games a day with a potential of 50
in the
future. He also mentioned that his
company was started in
November
1986 and moved to the present site on may 12, 1987.
Gary then explained that his company was
set up to do
assembly
only, for the following reasons: 1) It
took only a
short
time to get into business; 2) Less personnel training was
required;
3) A relatively small capital investment was needed;
and 4)
Outside help was available (when needed) from the parent
company,
vendors, and sub-contractors. He then
gave the
following
reasons why he decided to go into business:
1) he
thought
more pinballs were needed and that the demand would grow;
2) he
felt there would be more kids in the future to play the
game;
and 3) there was a good foreign market.
Finally, Gary described the types of
games he wanted to
produce. He said he wanted to combine the "best
features of past
games"
with new ideas from his designers. He
also wanted to use
good
stereo sound and speech in his games he said.
Just before
leaving
for the plant Gary announced that people from other
pinball
companies were invited on the tour, in contrast to other
companies
who had prohibited this.
While at the plant we first saw the cable
forming area and
then
the playfield preparation line where drilling and then
assembly
of the playfields were performed. Our
guide pointed out
how the
"material flow" progressed in the plant, starting at the
receiving
docks and proceeding through the assembly lines.
After seeing where the backboards and
cabinets were
assembled,
we were shown the "test line" where completed games
were
tested prior to packaging for shipment.
In one area of the
plant
we all noticed what appeared to be a pinball machine which
was
completely covered up. When someone
asked Gary Stern about
it he
jokingly said "you weren't supposed to see that."
After seeing the plant we returned to the
hotel Lecture Hall
where
Data East personnel were set up to answer any questions we
might
have about their operation or games.
The first question
asked
was why did they use "type 44" lamps? It was answered that
this
was an "industry standard" and compatible with the
operator's
spare parts supplies. When asked if
their design was
done
"in house" or "free lance", the answer was
"both".
Someone then asked how long a game was
kept in production?;
the
answer given was "as long as the game is selling". When
asked
if they had a "Union Shop" Gary answered "no", and
continued
by saying it was not necessary as they treated their
people
well. Gary was then asked about the pay
level of his
people,
compared to that in other pinball companies.
He replied
that in
general others paid more, but that this was primarily due
to the
fact that employees at other plants had been with the
companies
longer, and therefore got higher pay.
Gary was then asked what he had learned
from his association
with
Stern electronics. He replied,
"stay out of videos", and
that
"the production techniques needed change". Finally he was
asked
why game prices today are about the same as they were
several
years ago. He replied that "the
selling price of a game
has
nothing to do with cost, but is what the market will bear".
He then
said that there was less profit margin today.
Gary then
ended
by quoting a slogan which they planned to use on future
games;
"Built With American Pride By Don Thorne And His Dynamos".
DESIGNERS'
SEMINAR
The last thing on Friday's agenda was the
annual Designers'
Seminar. The pinball designers (and one operator)
sitting on
this
year's panel were: Jon Norris of Premier, Joe Kaminkow of
Data
East, Steve Epstein well-known owner of New York City's
Broadway
Arcade, Dennis Nordman from Bally, Steve Ritchie of
Williams,
and the panel's moderator, our old friend Steve Kordek,
also
from Williams. This session was again
conducted in a
question
and answer format with the questions coming from the
audience.
The first question asked was whether the
cabinet style used
by
Bally on their new DUNGEONS AND DRAGONS game would be used on
future
pins? Dennis Nordman answered that this
was not known at
that
time, but that it was a new idea.
The panel was then questioned regarding
their views on
various
types of flipper designs, including the curved "banana
flippers"
which had been used on some games in the past.
Jon
Norris
commented that he preferred conventional style flippers as
the
"main flippers" on a game.
Joe from Data East said he liked
his
company's new flipper design and added that they are
currently
working on a "new ball propelling idea". Steve Ritchie
then
remarked that the flipper was the "mainstay of pinball" and
said
that the use of curved flippers "takes a lot out of a game's
earning
power". Dennis Nordman of Bally
tended to agree.
Finally
Steve Kordek remarked that the curved flippers were
"exciting"
and "popular with women players" and maybe they would
be used
again.
The panel was then questioned regarding
pingame prototypes,
and how
they were constructed. Steve Ritchie
replied that the
proposed
playfield layout was first done on a mylar drawing which
was
then put over a piece of wood. The
holes indicated on the
drawing,
he said, were then punched through the mylar into the
wood
which was then given to a wood-worker to complete. He then
said
that prototypes of special devices, such as ramps, etc,
proposed
for the game, also had to be made up.
After the whole
thing
was finally assembled, he continued, it would be played,
and if
it turned out to be "no good" would be discarded. Steve
also
remarked that in some cases today, prototypes are made using
"computer
aided design" (CAD) methods to produce the "whitewood"
(a term
used by most pinball designers to describe their
prototypes).
A question was also asked regarding the
problem of glare
from
the backboard lights reflecting on the playfield and
annoying
the player. Steve Ritchie answered that
this has always
been a
problem and that the only thing which helped was placing
the
brighter lights high on the backbox. A
later question dealt
with
the problems of heat in the backbox, and specifically
referred
to the use of a 115 volt lamp in Bally's new DUNGEONS
AND
DRAGONS, a practice I might add, which was also used in the
late
1940's. Steve Kordek said the only
solution was good
backbox
ventilation which took advantage of the "chimney effect"
to
dissipate the heat upward out of the box.
The panel was also queried about secrecy
within the
industry.
Jon Norris answered first saying it was Premier's
policy
not to talk about each others companies.
Joe Kaminkow of
Data
East remarked that everybody knows where the other company's
"test
locations" are, and then said that vendors who deal with
more
than one company are careful not to spread information about
one of
their clients to another. Steve Ritchie
remarked that
this
type of situation occurs in almost all industries, and that
"proprietary
information" was kept as such.
Dennis Nordman then
said
that information was shared within the company and not
outside. Steve Kordek finally remarked that not many
people in
the
industry change companies, and therefore not much information
was
exchanged in that manner.
Other questions dealt with the use of
plastic coatings on
playfields. Jim Patla of Bally said from the audience
that his
company
had experimented with using a polyurethane playfield
coating,
but encountered some problems with it.
Joe Kaminkow
then
remarked that Segassa in Spain uses plastic coatings, but
said
"the ball just doesn't seem to roll the same". Steve
Kordek
later said that there were problems getting holes and
slots
to line up, which could cause the ball to get held up in a
rollover.
Finally Jon Norris remarked that plastic coating to
protect
playfields was not necessary if the machines were
properly
taken care of in the field.
The age-old question of "3
ball" versus "5 ball" pinball
play
was also brought up. Steve Kordek said
the "time factor"
(ie.
the length of an actual game) was the important
consideration,
not how many balls were actually used.
In a
discussion
of the proper price for a game of pinball which
followed,
Steve said he hoped that a good One Dollar coin would
someday
be produced, allowing 3 games for a dollar play. Steve
Ritchie
then remarked that if the price of pinball play is raised
it is
important that "everybody do it at the same time".
A question was asked of the designers as
to how the credit
for a
design is shared if more than one person works on a game.
Jon
Norris first remarked that he worked alone; and anyway, there
was no
names on their games. Joe from Data
East said they have
one
"main designer" with others providing assistance when needed.
Dennis
Nordman pointed out that at Bally there were not enough
designers
to afford the luxury of two working on one game.
Finally,
Steve Ritchie said he "worked with great people" and
does
not insist on saying "it's my game".
He then added that he
always
freely accepts ideas from others.
The panelists were then asked what
constraints there were on
their
designs? Jon Norris mentioned assembly
line efficiency,
ie.
"manufacturability". Dennis
Nordman said they were limited
to a
certain number of switches, coils, and lamps which could be
used on
a game. Steve Ritchie then pointed out
that cost was of
course
a major factor. Finally, Steve Kordek
said that serious
consideration
had to be given to how much time and money could be
expended
to develop a new game feature. He also
remarked that if
an idea
was very good, and worth including in a game, the price
of the
game might have to be increased.
It was also asked how long should it take
for an operator to
make
back his initial investment in a new game?
One of the
operators
in the audience answered that 10 weeks gross should
approximately
equal the cost of the game. The
designers did not
seem to
disagree what that.
The panelists were then asked to comment
on "wide body"
games. Steve Kordek said they were more costly to
build; Jon
Norris
then mentioned problems with moving them and the limited
space
in some arcades. Joe Kaminkow then
remarked that this
might
be something that the kids might enjoy, but said he
personally
preferred standard size games. Steve
Epstein remarked
that
these games might be good to justify 50 cent play. Dennis
Nordman
then said that they had a lot of potential, but generally
had
"too much at the bottom of the playfield". Steve Ritchie
said
that it was harder to make them play well.
Steve Kordek
finally
commented "maybe there will be a place for them
eventually,
especially for 50 cent play".
The last question asked of the panel was
what each thought
was the
"most exciting 1980's game design"?
Jon Norris said he
liked
the use of "alpha-numeric displays", but did not mention
any
specific game. Joe Kaminkow said that
SPACE SHUTTLE "helped
bring
pinball back"; he also mentioned the "light show" on HIGH
SPEED
and the "new dimension in sound" on his own company's LASER
WAR. Steve Epstein named FLASH which he said had
a "benchmark"
light
and sound package. Dennis Nordman said
he thought that the
introduction
of "ramps" was exciting, as well as all the "special
effects"
which have been used in the Eighties.
Steve Ritchie
then
commented that there was "lots of good stuff" and said it
was
hard to say what was the most important.
Steve Kordek
finally
stated that he thought that Williams was "responsible for
the
resurgence of pinball with SPACE SHUTTLE."
To end the session each panelist
commented on what he
thought
about the future of pinball. Jon said
he really couldn't
comment
about the future from Premier since that type of
information
was "proprietary", but did mention that "his new
game"
would be coming out shortly. (NOTE: the
game is called
DIAMOND
LADY and was released early this year).
Joe Kaminkow
next
said that Data East is "striving to make a 'maintenance
free'
pingame". Dennis Nordman said that
Bally is working hard
in all
areas including sound, and new~materials and processes.
Steve
Ritchie just said that "it looks exciting".
PLAYFIELD
DESIGN WORKSHOP
First on the agenda on the second day of
the Expo was a
"workshop"
on pinball playfield design. Conducting
this session
was
pinball designer Greg Kmiec who started designing for Bally
in
1975. He designed many Bally
"classics" of the Seventies and
Eigthties
such as WIZARD, KNOCKOUT, OLD CHICAGO, CAPTAIN
FANTASTIC,
NIGHT RIDER, PARAGON, and XENON.
Greg said the subject of his presentation
was how a pinball
playfield
was designed, "engineering wise".
He then gave a brief
"chalk
talk" regarding pinball design philosophies. He began by
saying
that there were two primary approaches to designing a
game,
namely "form" and "function". Form design, he said, was
designing
around the playfield parts of a game without
consideration
of the game's "theme". In
this design approach he
stated
that the designer concentrated on the physical reaction of
the
ball.
In designing by "function", he
went on, the idea or concept
of the
game (ie. "theme") determines the playfield layout. This,
he
said, is how most designs are created today.
He went on to
say
that this gives the designer the luxury of starting with a
theme
concept and designing the game's "form" around it.
As a sidelight, he told how the original
theme ideas for
some
games ended up being changed before the design was complete.
He said
that CAPTAIN FANTASTIC started out as "Super Shooter",
and
that the original idea for WIZARD was a magician, like
"Merlin". He told us that PARAGON, his first wide-body
design,
was
originally to be called "King Midas", with the bonus spelling
the
name; but since the bonus required two more lights, they
finally
changed the name to PARAGON. He said many
games today
could
fit other themes. He also showed us the
preliminary
playfield
design he had made for a game that started out to be
"Starship",
but ended up as SST. He remarked that
this required
changing
the names of several areas on the playfield.
Greg next pointed out that no matter
which design philosophy
you are
using several things should be considered in your design.
He said
you should rely on past experience and history, but also
consider
the contemporary market, ie.. "what is 'hot' today". He
then
said that the designer should often try to look for a "new
twist"
and "one-up" the other manufacturers.
Next he talked at some length about
things to keep in mind
during
the actual design process. He said that
a "skill shot" is
very
important to a game, and gave as an example of this WIZARD's
buttons
at the top of the playfield which flipped over targets.
He next
told of the importance of making sure there was no place
on the
playfield where a ball could "hang up", even if the leg
levelers
were badly adjusted by the operator.
Greg than talked about the importance of
"action" in a game.
He said
a game should always have an "action spot", which usually
involves
Thumper Bumpers. He said the spacing of
these bumpers
was
extremely important for proper action, stating that 2 1/2
inches
between Thumper Bumpers was usually about right. He said
in the
older electro-mechanical games the AC operated bumpers
were
slow, but that the use of DC power in later games speeded
them
up. He then mentioned the fact that in Bally's solid-state
game
FIREBALL CLASSIC, the bumpers were deliberately slowed down
to
simulate an older game.
As far as flipper action was concerned,
he said that flipper
to
target spacing was important and that 17 inches was about
right
between flippers and "side targets".
He then said that the
"angle
of attack" should always be considered to determine where
the
ball will go when hit by a flipper. He
added that you should
make
possible flipper shots that can send the ball back to the
top of
the playfield.
Finally, he mentioned two other important
design
considerations. First, do not "kill" an area of
the playfield
(or a
game feature) such that if you get the ball there a second
time
nothing good for the player can happen.
He then talked
about
the importance of "last ball suspense". He said that the
further
into the game the player gets, the easier it should be
for him
to score.
After concluding his "chalk
talk" on design philosophies and
considerations,
Greg began to create an actual design with the
aid of
the audience. He got out a 20 by 42
inch sheet of white
cardboard
and drew in the top and bottom arches of a playfield.
He then
proceeded to go from person to person in the audience
asking
each a question regarding the characteristics of the game
being
designed.
This question and answering process, with
Greg drawing out
the
resulting design on his "playfield", went on for over an
hour,
quite a bit longer than the entire session was originally
scheduled
to last. The audience's choices covered such things
as
whether the game should be "multi-level", "multi-ball"; the
placement
of the flippers, slingshots, eject holes, etc; and many
other
aspects of the game, including the characteristics of the
"action
area" on the playfield. When this
session finally ended,
the
drawing was chocked full of information, and everyone in the
audience,
I am sure, had a much better feel for all the various
aspects
of design which are required to create a modern pingame.a
ATARI
PINBALLS
The second session on Saturday morning's
agenda featured
fellow
COIN SLOT author Dan Kramer with a presentation titled
"Atari
Pinballs, Innovators of a New Age".
Dan was introduced by
Rob
Burk as an "incurable pinball romantic" who, he said,
obtained
and restored games as well as writing articles for
Pinball
Collector's Quarterly and COIN SLOT.
It was also noted
by Rob
that Dan had worked at Atari between 1980 and 1984.
Dan began by asking for a show of hands
from the audience of
how
many owned Atari pins, but not many hands were raised. He
then
passed around a paper for people to use to list what Atari
items
they owned. While this
"survey" was going on we were all
treated
to a tape recording of the Country and Western song from
around
1950, "Pinball Millionaire".
Dan then started his talk by remarking
that "everyone tries
to make
money from pinball". He said
players make "side bets"
and sell
their replays; operators try to find "good territories"
so they
can make better profits from the games they purchase;
repairmen
work hard for a "service fee"; and collectors spend
time
and money on games, and sometimes make a little money
selling
a game or two. He said, however, the
"big stakes" in
pinball
are in the areas of design, manufacturing, and sales.
He next told of the rise of the pinball
industry, beginning
in the
early Thirties, when some companies started out with
pingames,
while others, who manufactured other types of coin
machines,
added pingames to their lines. Chicago,
he said,
became
the "hotbed of game manufacturers" and by the early 1940's
housed
some eight to ten major pingame manufacturers (such as
Gottlieb,
Bally, Exhibit Supply, Genco, Chicago Coin, Keeney, and
Stoner)
plus a few smaller outfits such as Baker and Success.
World War II, he went on, curtailed
pingame production
(except
for a few "conversions") but did spawn United and
Williams. Then in 1947, he remarked, the introduction
of the
flipper
started pinball designers designing their games around
these
new action devices. Dan said this
brought about new play
features
and game strategies in the games of the Fifties and
Sixties.
The introduction of the "long
flipper" in the 1970's, he
continued,
resulted in a whole new action environment of
increased
ball speed and power. But, this pushed
electro-
mechanical
pinball technology to the limit, he said, and the
manufacturers
began to realize that technological changes in
pinball
design were needed, so development of solid-state pinball
was
begun.
Dan then shifted the "locale"
of his discussion from Chicago
to the
area now known as the "Silicon Valley" in California,
which
he referred to as "the home of the microprocessor and the
land of
the entrepreneur". This he said
was a "hotbed of young
minds
and of risk takers". In this area
new products, he
remarked,
turned small companies into large ones; companies such
as Hewlett
Packard which started in a garage and today is one of
the
larger computer and test equipment manufacturers in the
country.
Dan next told of Nolan Bushnell who he
said was responsible
for the
video game industry. He showed us some
pictures of
probably
the earliest video game, called "Computer Space", which
he said
had complex play features and was difficult for players
to
learn. He then showed the pioneer video
game, PONG, which
Nolan
designed using a simple theme (that of Ping Pong) which
could
easily be understood by the average person.
He said that Nolan originally wanted to
call his new company
"Syzygy",
but due to legal problems with that name, finally
settled
on "Atari", a term used in the ancient Chinese game of
"Go" Shortly after the introduction of PONG, Dan
continued,
Nolan
introduced a line of home entertainment products, which he
called
"board games", including a home TV version of PONG and
also
"Video Music" which played music accompanied by color
patterns
on the TV screen. He then remarked that
Nolan always
had
many things going on at one time at Atari.
Dan next told us that in 1975 pinball was
"the king of the
coin-ops",
and that production runs of 20,000 games were
possible,
compared to runs of a few thousand for video games.
So, he
went on, Atari decided to get into the pinball market. He
said at
that time Atari conducted a "think tank" in the small
California
mountain community of Grass Valley where they kicked
around
new ideas. He said Atari took a
Williams STRATO FLIGHT
pinball
and developed a solid-state system for it, including
digital
displays.
The first Atari production pinball,
ATARIANS, was next
discussed. Dan said there was "lots of
fanfare" connected with
the introduction
of this game, which had a futuristic space theme
and was
the first "wide body" pingame to ever go into production.
He said
the game's score displays were located at the front of
the
playfield and that it's "double flippers" were controlled by
a
"rotary solenoid" which, he said, tended to wear out. Dan also
remarked
that the game used "proximity switches", which they
called
"star sensors", to detect the ball passing over them, but
that
these could be cheated by a player using a magnet, a problem
which
Atari designers apparently did not foresee.
Dan went on to say that all of the
electronics for the game
were
located in the cabinet, with the backbox being only a
lighted
display used to attract players. He
also mentioned the
fact that
Atari designers included built-in diagnostic and
bookkeeping
features in the game. Dan then said
that this "new
image"
was important to Atari, and that they thought artwork was
very
important; so much so that they had their own Art
Department.
Dan then proceeded to discuss each of the
succeeding Atari
pingames
in chronological order, showing slides and talking about
their
unique features. TIME 2000 he said
utilized cabinet art
with a
"multi-dimensional effect" and a live model was used for
the
picture on the backglass. He described
some of the game's
features
such as it's "am-pm bonus clock" (with two separate
bonus
"build-ups"), it's novel double flipper arrangement, and
the
fact that some drop targets were used for a special "teaser
feature".
AIRBORNE AVENGER, he said, was the first
pingame to be
designed
by Expo guest Steve Ritchie, who started working at
Atari
in the early Seventies as a mechanical assembler. He
remarked
that the brochures for this game were very innovative,
were
designed to attract operators, and promoted pinball as an
"adventure". Dan then showed us Steve's
"whitewood" for this
game
and described it's special features including a "messenger
ball",
star buttons, and "ball-saver gates" on the additional
drains. Finally he remarked about this game's
realistic
playfield
graphics.
The next game Dan discussed was MIDDLE
EARTH, which he said
was
originally to be called "Lost World" but had to be changed
due to
Bally using that name first. The
promotion for this game,
he
remarked, included such items as t-shirts and posters. Dan
then
described it's features including a "2-section" playfield,
staggered
flippers, and special flipper shots enabled by the
increased
trajectory angles made possible by the wide body
design.
Dan then remarked that each new Atari game was an
improvement
over the last one.
Next, he said, came SPACE RAIDERS which
again had a
futuristic
theme. He told of this game's improved
bookkeeping
and
"coin options" which aided the operator. An important
feature
of this game, he said, was it's "triple captive messenger
ball
layout" with drop targets in front of each of them.
The next game Dan mentioned was PIPELINE,
with a Surfing
theme,
which he told us was never released. He
then showed us a
photo
of it's backglass which had been loaned to him. Dan then
told us
a sad story of him once learning about an ex-Atari
employee
but not looking him up right away. When
he finally
visited
the man he told Dan that three weeks earlier he had taken
all the
parts necessary to make a PIPELINE game to the dump. He
did,
however, give Dan one "hang ten" drop target.
The next game discussed was probably
Atari's best pingame,
SUPERMAN. Dan first showed us two promotional items
for the
game,
an announcement from the San Francisco game
distributorship,
Advance Automatic Sales, and also a postcard
promoting
the game. Dan then said that SUPERMAN
was "a big
winner
for Atari". He remarked that the
company at that time was
owned
by Warner Communications who had the rights to the Superman
comic
book characters which were very accurately displayed in the
games's
artwork. Dan then said that the game
was designed by
Steve
Ritchie, and then described some of it's features,
including
it's new "sound package" and excellent bumper action.
Dan
said that he saw the game in a test location when it first
came
out and played it for two hours! He
said he thought at that
time
that Atari should continue making pins.
He then told us
that
Steve Ritchie left Atari after he designed the game.
Atari's last production pin, HERCULES,
was next mentioned.
This
huge machine, which Dan said was more of a "novelty arcade
game"
than a pin, used balls the size of billiard balls. Dan
said he
only played three balls on HERCULES and walked away, but
went on
to say that it was a good "novelty" on location and that
some
are still being operated. He also told
of a "marquee" put
out by
Atari to be placed on top of the backbox which read: "Play
The
World's Largest Pinball Game".
Finally, Dan talked of Atari ending
pinball production but
"still
fooling around with pins". He
showed photos of a
prototype
of the never produced game ROADRUNNER.
He told of the
great
artwork showing the two famous cartoon characters ("the
Roadrunner"
and "Wily Coyote") and told of the great sound
effects
developed for the game. He then
described two other
prototype
games, ALIEN SPACE and MONZA. Dan also
talked about
NEUTRON
STAR, the never realized Atari pin, the prototype of
which
Dan now owns, and which he displayed at last year's Expo.
He
ended by reading excerpts from an internal Atari company memo
which
he said was responsible for "putting pinball on the back
burner"
at Atari, from which it never resurfaced.
THE
ENGINEERS
The last item in the Expo '87 lecture
series Rob Burk
announced
as a question and answer session involving the design
engineers
from the industry. These people, he
said, designed the
actual
mechanisms used in pinball machines.
When this session
started
only one of the three engineers scheduled to participate
was
present. Rob introduced him as Irv
Grabel from Bally, who
Rob
said had been responsible for such designs as the multi-ball
release
mechanism on CENTAUR, the "disappearing kicker" on
SILVERBALL
MANIA, the "in-line drop target", the "fly-away
target"
on SPEAKEASY, and the "two-way kicker" on FLASH GORDON.
Irv was first asked why the multi-ball
mechanism from
CENTUAR
was not used on other games? He replied
that he did not
know
saying "you'll have to ask the game designers". He then
went on
to describe his working relationship with the game
designers. He said he worked directly with the
designers, and
when they
had a "crazy idea" he, as the engineer, developed it.
He then
remarked that the designers liked it that way.
He went
on to
say that he also likes this sort of relationship because he
can
give the game designers his ideas for game features for them
to
consider.
Irv next told us how he got started in
the pinball industry.
He said
back in the Sixties he was an unemployed toy designer
looking
for work and that he put an ad in the paper.
Wayne
Neyens
at Gottlieb saw the ad, he said, and ended up hiring him.
He
designed three games at Gottlieb, he remarked, but they were
never
released.
After his start at Gottlieb he said he
went over to Bally as
a
circuit designer for electro-mechanical pins, until around 1975
when
they began solid-state development. At
that time he told us
that
Norm Clark asked him what else he could do and that he
replied
he liked mechanical design. He was then
put to work in
that
area where he has remained.
When asked what was the first game to
employ his "in-line
drop
target"?; he replied he could not remember. Someone in the
audience
thought it might have been DOLLY PARTON.
He was next
asked
if he thought a drop target could be designed which could
be hit
from either side, but Irv just laughed.
Someone also
asked
if he thought it would be possible to design a miniature
thumper
bumper, about half the size of a normal one?
Irv replied
that it
was probably possible. He then went on
to say that
someday
he would like to try to improve the design of the thumper
bumper,
making it more "efficient" (ie. less costly to produce
and
easier to maintain).
At this point two other engineers joined
Irv on the
platform.
One was John Lund from Williams and the other a
gentleman
from Data East whose name I was never able to
determine.
John Lund was then asked how long it took
to design the PIN-
BOT
mechanism. He replied that design of
the actual mechanism
took
about 3 weeks, but that finding the right materials for it
took
much longer, maybe 6 to 8 weeks. An
operator in the
audience
then asked if the ball feed problems he had been
encountering
with HYPERBALL were common, or was it maybe only his
machine. John replied that others had the same
problems. He
said he
had just started at Williams at that time but remembers
this as
being "somewhat of a nightmare".
Another person from the audience said he
had a lot of
trouble
changing Bally drop targets and asked Irv if there were
any
plans to make them more serviceable?
Irv replied that he
agreed
it was somewhat of a problem, but that he believed that
they
could be taken off without dissembling them.
He went on to
say
that he was not directly involved with that problem. At that
point,
someone else in the audience remarked that he didn't think
Bally
was so bad in that area, but said Gottlieb was much worse.
The next question asked was if there were
any special
engineering
problems involved with designing multi-level
playfields? The answer given was that most of the
problems
involved
making them serviceable, because it was hard to get to
the
parts on the lower level. It was then
said that in the
future
designers should be more careful regarding the
serviceability
of their designs.
Someone from the audience then remarked
that he had a great
deal of
difficulty changing the five inch rubbers at the back of
Williams'
HIGH SPEED, and asked if there was "an easy way"? John
Lund
answered "no", and went on to say that game designers
generally
do not have sympathy for operator's problems, such as
disassembly,
etc. But he said occasionally some
designers try to
help
with problems learned about from operator feedback. He
ended
by remarking that designers must stay within cost
guidelines
or games would have to be too expensive for operators
to
afford.
Rob Burk then asked the engineers if they
had any final
comments. John Lund said that if anyone has problems
with
Williams
games they should contact Tom Kayhill at the plant. The
Data
East engineer than gave out their toll-free service number
(1-800-KICKER). He then told us not to think that mechanical
engineers
design assemblies to be as cheap as possible, because
if that
were true, he said, we would encounter many more failures
in a game
than we do.
THE
BANQUET
Saturday night was banquet night at the
Expo. This year we
were in
a good-sized hall, when the pre-banquet cocktail hour
mingling
began at 7 pm. Shortly after Eight we
were served a
delicious
steak dinner which I believe was "Filet Mignon"; not
the
usual "banquet fare" that one is used to hearing about.
After
that we settled back in our seats for the after-dinner
speech
presented this year by none other than COIN SLOT's own
Dick
Bueschel; a speech which he titled "Where We Came From, and
Where
We're Going".
Dick began with "what a
wonderment!", saying that we were
all
there "in honor of our host - a little silver ball." He
continued
by remarking "that of all the millions of people that
knew
this ball, there are only a hand-full that honor it - those
in this
room."
He next talked of the economic side of
pinball and the
willingness
of people to "pay to play".
He said "we can talk of
art and
aesthetics, classics and nostalgia, talent and skill,
history
and playability; but unless there is profitability, it
all
ends." He then talked about the
thousands of pinball type
games
that have been made in the past two centuries.
Dick next took us back in history to 1777
and a party given
for
young Louis XVI and his wife Marie Antoinette by his brother
at his
new chateau which he dubbed, "Chateau D'Bagatelle". A
highlight
of this party, Dick said, was a new type of game table
which
he named "Bagatelle" after his chateau, and which Dick
described
as "an elaborate table on formed legs on which the
player
used long cue sticks to shoot ivory balls up a channel, to
have
them trickle down a slanted playfield filled with scoring
pockets
and troughs." Dick remarked that
after that "pinball
had
it's playfield."
He then told us how this new game,
Bagatelle, became "the
rage of
France", and was particularly popular with the french
armed
forces who brought it to America during the Revolutionary
War. Dick went on to tell of similar games being
manufactured
and
used in this country throughout in 1800's.
Dick next told of a young Englishman,
Montegue Redgrave, who
had
settled in this country and began manufacturing Bagatelles in
Cincinnati
in 1869. in 1871, he said, Redgrave
got a patent for
"improvements
in bagatelle" which included the use of a "spring
shooter"
and a bell on the playfield. He then
told us that
Redgrave's
patent model is now on display at the Smithsonian in
Washington
D.C. He also said that Redgrave continued
to
manufacture
games until 1927.
He next briefly described many pioneer
pinball type games
that
were produced in this country and abroad between the 1870's
and the
early 1930's; games such as LOG CABIN, a version of which
was on
display at the first Pinball Expo.
(Author's Note: for
all the
details and fascinating history of these early pinball
ancestors
you will have to read Dick's first pinball book, which
hopefully
will be out by the time you read this.)
Dick next commented that, over the years,
"individuals in
the
industry have responded to the dual challenges of getting the
commitment
of a coin and delivering an entertainment value that
would
bring players back for more." He
went on to say "we're
only
just beginning" and that the question to be asked by
designers
is "what's the next idea that hasn't been done?"
Finalizing his discussion of pinball's
past, Dick said that
we have
been left with three "axioms".
First, Harry Williams'
comment
that "the ball is wild!"; second, Ray Maloney's statement
that
"our best game is our next game"; and finally coin machine
publisher
Bill Gersh's comment "there will always be pinball".
For the "finale" of his talk
Dick presented his audience
with
three proposals. First, he proposed the
establishment of
"an
International Pinball Hall Of Fame and Museum". He suggested
that
"artifacts" be collected for the museum, and gave us a wild
list of
examples. He said that this idea should
result in "good
press
for our game".
Secondly, he recommended that the
industry nominate Montegue
Redgrave
to the National Inventor's Hall Of Fame as "the creator
of the
uniquely American game of pinball".
He explained that
this
award is given annually by the national council of patent
law
associations.
Finally, he proposed that the Pinball
Hall Of Fame establish
annual
"Montegue Redgrave Awards" with perhaps four categories; a
pinball
pioneer, a living Hall-Of-Famer, an historical game, and
a
current game. He remarked that this
should be "a platform for
complementary
press". He also said that the
industry should try
to
promote the game to the national press as an "entertainment
form".
Dick then concluded his talk with the
following thought:
"considering
the past, there is more creativity, more knowledge,
more
young talent and more seasoned experience in this room
tonight
than at any time in the history of the game of pinball.
That
alone promises another "golden age" for pinball; and yet
another
followed by another. All we have to do
is make the game
worth
the money. That's our challenge. Just as it always has
been."
Following Dick's talk a few shenanigans
took place, and
finally
veteran pinball designer Norm Clark was called to the
stage
and seated in a chair. Following this,
a string of his
friends
and former business associates were called upon to honor
him.
First up was designer Greg Kmiec. Greg said he was going to
give
"Norm's philosophy of life".
He said that Norm "did not
know
the meaning of the word ego; or the word anger; or the word
selfish." So, he said, I bought him a dictionary so he
could
look
them up. Greg ended by remarking that
he had never heard a
discouraging
comment about Norm. Norm then said
jokingly that he
was
amazed how fast Greg designed a complex pingame during the
"workshop"
that morning, adding that when Greg worked for him it
always
took several months.
Artist Dave Christensen next took the
podium. He first
remarked
that he was probably the person that gave Norm his
ulcers. He went on to praise Norm's work at Bally
saying that
during
that time pingame production runs increased from a few
thousand
to 20,000 games. Dave ended by talking
about the great
Bally
parties in those days, saying that one Christmas party was
"the
greatest Roman Orgy the world has ever known". Finally he
said
that it was a "wonderful era" and that Norm was "truly a
great
man!"
Next, one of the people from the Bally
Sales Department (I
didn't
catch his name) got up and made some "tongue-in-cheek"
comments
about Norm. He ended up by saying that
Norm had "a
sense
of innovative creativity and an uncompromising drive for
product
excellence". He then said that the
entertainment
industry
sure misses Norm now that he has retired.
Last, but certainly not least, Norm's
long-time friend, and
co-worker
at Williams, Steve Kordek got up to pay tribute to
Norm.
Steve began by remarking that this was his chance to get
even
with Norm for last year's "roast" of him. He then started
talking
about he and Norm's favorite subject (next to pinball, I
am
sure), that of golf.
Steve first remarked that even though he
was older, Norm
never
gave him any "strokes", except, he said, when he knew Steve
would
not be able to play. He next told a
story about them once
playing
golf on a very cold day and taking a sip of brandy at
each
tee. He said at the 8th tee he saw Norm
swing at the ball
several
times but never hit it. When asked about
this Norm was
said to
have replied that he "saw several balls and just hit at
the
wrong one".
Steve next remarked that his years with
Norm at Williams
were
"great years", and that when Norm left to go to Bally he
bought
a lot of Bally stock because he knew what Norm could do.
He next
read a letter of tribute to Norm from Bally executive
John
Britz who was in Europe and could not be present.
Steve then gave a slide presentation
showing the brochures
for the
many games Norm designed while at Williams, including
such
great games as EAGER BEAVER, MOULIN ROUGE, MAGIC CITY, A-GO-
GO,
APOLLO, DING DONG, LADY LUCK, JIVE TIME, GOLD RUSH, SPANISH
EYES,
GULFSTREAM, and OXO.
Steve next introduced Rob Burk so he
could present his
tribute
to Norm. Rob said that Norm was "a
terrific individual,
was
always glad to be your friend, and always a cordial person as
well." He next praised Norm's accomplishments
during his 32
years
in the industry. Finally, Rob presented
Norm with several
gifts,
including a golf club with the Expo logo on it, a tee, a
stack
of pinball flyers, some fishing gear, and an Expo jacket.
He then
presented Norm with a plaque commemorating his years in
the
industry and his participation in the Pinball Expos.
Norm thanked Steve and then left us with
these words. He
said
"as a designer, after you design a game and it's on the
market,
the judgement of it is the amount of cash in the
cashbox".
He went on to say that "players appreciate a game for
what's
in it" and that "you fellows are what makes it all
worthwhile."
Next Rob Burk praised Steve Young and
Gordon Hasse for their
participation
in the shows and called Steve up to the stage to
present
the prizes for his "50's Follies" pinball tournament.
Steve
had Wayne morgan from Canada randomly pick the tournament
machine,
which turned out to be DRAGONETTE. The
first prize of a
QUEEN
OF HEARTS poster went to a young man named Dan Frank.
Second
and third prizes were also awarded, as well as small
prizes
for the top scorers on the other machines.
Following this, Rob again came up, this
time to praise the
various
pinball manufacturers who participated, including Data
East,
Williams, Bally and Premier. He then
called our English
guest
Gary Flower up on stage and announced that it was Gary's
Birthday,
after which we all sang Happy Birthday and Gary was
presented
with a gift. Rob then presented gifts
to the people
who had
traveled from other countries to visit the Expo. These
included
Gary and his friend Jerry Sigman from England and Wayne
Morgan
and three other people who came from Canada.
Rob next presented awards to the people
who assisted him
with
the show, and a "Best Exhibit Award" to Steve Young and
Gordon
Hasse. He then presented special gifts
to Dick Bueschel
and his
co-producer Mike Pacak. Following that
the door and
raffle
prizes were awarded, including two new pinballs, which
were
both won by Tim Arnold from Michigan due primarily to the
fact
that, as usual, he had purchased about 90 percent of the
tickets!
The last thing on the banquet agenda was
the playoffs in the
Flip-out
'87 pinball tournament. The
"mystery game" used in the
playoffs
turned out to be the never-released LOCH NESS MONSTER by
Game
Plan. Playoffs were conducted in two
categories, one for
manufacturers,
and one for other people. After the
grueling
encounters
with the "monster" were concluded the victors were Jon
Norris
from Premier for the manufacturers, who was awarded a
large
trophy, and Dave Hegge who received a brand new LASER WAR
machine!
THE
EXHIBIT HALL
This year, as in past Expo's, there was a
large Exhibit Hall
full of
machines and other miscellaneous goodies for sale and
display. The first thing you noticed upon entering
this area was
a
large, almost deafening, amount of noise, primarily generated
by the
large number of new solid-state pins which were in
operation
with their various "sound effects".
I coined my own
name
for this area, "the din den".
This made conversation
somewhat
difficult, and I found it to be a good idea to leave
every
once in awhile to give my ears a rest.
I even saw one
small
baby in the area several times and wondered if it's little
ears
could have been damaged by the high sound level.
Several booths featured pingames for
sale, but, with the
exception
of two games from 1932 and one HUMPTY DUMPTY, no games
made
before the early Sixties. There was one
dealer from the
Chicago
area who had a large number of machines, including
several
"Add-A-Balls" and the two early games I mentioned. Don
Murphy,
of course, had some beautiful 1960's games for sale, also
including
many "Add-A-Balls".
The game manufacturers, of course,
displayed their current
games. Bally with it's DUNGEONS AND DRAGONS,
Williams with F-14
TOMCAT
and FIRE!, Premier displaying ARENA and SPRING BREAK, and
Data
East with their exciting new game LASER WAR.
Game Plan was
also
present and was selling backglasses from some of their
earlier
games for very reasonable prices.
There were also a few dealers selling
parts. Wico was again
present
displaying their line of parts and game maintenance
items,
and there was a plastics company selling some items.
Steve
Engel from New York also had a selection of miscellaneous
game
parts and schematics for sale.
Expo co-producer Mike Pacak was of course
also present;
buying,
selling, and trading pinball brochures.
On the last day
of
exhibiting Mike also had on display a Bally BOW AND ARROW
which
had been converted at the plant for solid-state operation
as was
mentioned in the talk by Ed Schmidt on the first day of
the
show. Rob Burk also had his usual booth containing various
Expo
souvenir items for sale.
And of course, as I mentioned earlier,
the highlight of the
Exhibit
Hall for all us fans of pingames from the past was the
display
of 1950's wood-rail pins by Steve Young and Gordon Hasse.
These
beautiful wooden-legged beauties were certainly a marked
contrast
to the modern electronic pingames seen throughout the
hall. These games were almost constantly in use,
partly due of
course,
to the special pinball tournament in which they were
used.
In addition to these games, Steve and Gordon also had on
display,
and for sale, their beautiful QUEEN OF HEARTS poster,
which I
previously mentioned, plus their many other Silverball
amusement
offerings.
Finally, there was the Flip-out '87
pinball tournament area
containing
four brand new Data East LASER WAR games.
Except for
Sunday,
these games were only available for use for tournament
play
and were kept extremely busy.
To round out my description of the
Exhibit Hall, here is a
chronological
list of all the pingames to be seen in the hall:
GAME MANUFACTURER YEAR
----------------------------------------------------------------------
BALLYHOO Bally 1932
PLAY
BALL Exhibit 1932
WHIZ
BANG Gottlieb 1932
HUMPTY
DUMPTY Gottlieb 1947
JOKER Gottlieb 1950
KNOCKOUT Gottlieb 1950
MINSTREL
MAN Gottlieb 1951
CORONATION Gottlieb 1952
FOUR
CORNERS Williams 1952
HAPPY
DAYS Gottlieb 1952
QUEEN
OF HEARTS Gottlieb 1952
C-O-D Williams 1953
PALISADES Williams 1953
DRAGONETTE Gottlieb 1954
GIGI Gottlieb 1963
SQUARE
HEAD (AAB) Gottlieb 1963
PALOOKA Williams 1964
SKI
CLUB (AAB) Gottlieb 1965
HURDY
GURDY (AAB) Gottlieb 1966
FUN
PARK (AAB) Gottlieb 1968
HEARTS
& SPADES (AAB) Gottlieb 1969
BATTER
UP (AAB) Gottlieb 1970
CARD TRIX
(AAB) Gottlieb 1970
MINI-CYCLE Gottlieb 1970
2001 Gottlieb 1971
ASTRO
(AAB) Williams 1971
CHALLENGER Gottlieb 1971
ZODIAC Williams 1971
POP-A-CARD
(AAB) Gottlieb 1972
NIP-IT Bally 1973
BIG
SHOW Bally
1974
BON
VOYAGE Bally 1974
SATIN
DOLL Williams 1975
BOW
& ARROW (DIGITAL) Bally 1976
EIGHT
BALL Bally
1977
EVIL
KNEIVEL Bally 1977
WORLD
CUP Williams 1977
CLOSE
ENCOUNTERS Gottlieb 1978
FLASH Williams
1978
PHOENIX Williams 1978
SUPERMAN Atari 1979
ALIEN
POKER Williams 1980
BLACKOUT Williams
1980
FIREPOWER Williams 1980
GROUND-SHAKER Bally 1980
SILVERBALL
MANIA Bally 1980
FLASH
GORDON Bally 1981
MR.
& MRS. PACMAN Bally 1982
LADY
SHARPSHOOTER Game Plan 1985
ARENA Premier 1987
DUNGEONS
AND DRAGONS Bally 1987
FIRE! Williams 1987
LASER
WAR Data East 1987
SPRING
BREAK Premier 1987
CYCLOPS Game Plan 198?
LOCH
NESS MONSTER Game Plan 198?
Well there you have it, the story of the
third very
successful
Pinball Expo. And, as I write this, I
have it on
pretty
good authority that Pinball Expo '88 will be a reality.
That's
great! I hope they will continue for
many years to come
as they
provide a chance for all who, as Dick Bueschel put it,
"honor
the silver ball" to learn a few new things, see what's
going
on in the industry, and just get together and talk to old
and new
friends. Because, after all, when all
is said and done,
"it's
the people" that make Pinball Expo the great show that it
is!