PINBALL EXPO '88
-Another Great Show-
by Russ Jensen
photos by Sam Harvey
For the fourth year in a row pinball fans
from all over the
country
(and from Canada and Europe too) were
treated to an all-
pinball
show, Pinball Expo '88. These shows
have become an
"established
tradition" and from what I hear will continue, at
least
through this year. As I said last year,
for me one of my
main
enjoyments at these shows is meeting and talking to all the
people,
who like me, think of pinball in a very special way.
This
year was certainly no exception!
For the past three years the Expo has
been held at a Holiday
Inn,
but this year we had a new location, the Ramada
Hotel/O'Hare.
This facility had the rooms spread out in long two
story
"wings" radiating from the main "tower". This meant a lot
of
walking between the sleeping rooms and the show sites, but I
soon
got used to this exercise (I usually don't get enough
anyway). One definite advantage of this location was
the
inexpensive
24 hour diner within walking distance of the hotel.
This
kept those of us on limited budgets like myself from being
forced
to pay the high prices for meals found in most hotel
restaurants,
a real plus as far as I was concerned.
OPENING
REMARKS
On Friday morning Expo Chairman Rob Berk
got up and gave the
opening
remarks. He welcomed all of us, with
special welcomes to
those
who had come a long way to attend, including those from
England,
Europe, and Canada, as well as two pinball fans from the
"Aloha
State".
Rob introduced Expo co-producer Mike
Pacak (the "Exhibit
Chairman")
and then told us of two additional "events" which had
been
added to the Expo agenda. Those were a
brief presentation
by a
brand new game manufacturer and another "Design Seminar"
during
which we would again design a pingame.
He also gave us
information
on the Williams plant tour scheduled that afternoon
to
which he said all, including representatives from other
manufacturers,
were invited.
We were also informed that Rob would be
hosting a "Social
Hour"
that evening including free food. He
then announced that
the
door prize this year was a new ROBO-WAR pingame, with tickets
limited
to one to a customer. He then went over
the rules for
the
"Flip-out '88" pinball tournament to be held Saturday with
the
"play-offs" before the banquet dinner.
Regarding the Exhibit Hall, he said this
year there was a
display
of classic pins from the 1950's and 1960's .
Also, he
remarked
that Harvey Heiss' "prototype" game, Baby In The Hole,
would
again be on display, with Harvey available to demonstrate
this
unique game. Then he said that this
year the hall would be
"open
all night" (or as long as Mike Pacak could "take it"),
immediately
following the Saturday night banquet.
Finally, Rob announced that two new
pinball books would be
first
previewed at the show. The first was
"Pinball - The Lure
Of The
Silver Ball", a beautiful color book co-authored by Gary
Flower
(of the English "Pinball Owner's Association") and Ohio
collector/enthusiast
Bill Kurtz. The second book was
"Pinball
Troubleshooting
Guide" by none other than "yours truly"! What a
thrill
it was for me to actually see it in final printed form for
the
first time!
PINBALL
ON RECORD
Rob then introduced the first speaker,
part-time disk jockey
Dave
Marston from Vermont and his presentation "Pinball On
Record". Dave began by saying that this was going to
be a
"musical
and visual presentation" which he said he plans to do
again
at a future Expo. For this reason he
told us he would
appreciate
any "leads" concerning other records related to
pinball. He then told us of a new series of books for
record
collectors
called "First Pressings" covering Rhythm And Blues and
Rock
And Roll history from 1948 through 1954.
For his first song he played a Country and Western record by
the
Willis Brothers titled "Pinball Anonymous". It was evident
from
the lyrics that the "pinballs" being referred to were "bingo
pinballs"
which were very prevalent in Tennessee for many years.
He
followed this by a song called "Pinball Machine (a Truck
Driver's
Story)" by Lonny Irving which told the story of a truck
driver
"hooked" on pinball. Dave
remarked that this record "did
not
enhance the reputation of the pinball industry".
He then played an excerpt from an album
called "Pinball
Playboy"
by a group called Cook County which contained pinball
"sound
effects". This was followed by
"Pinball, That's All" from
the
sound track of the early Brooke Shields film, "Tilt", which
was
never released to the theaters, being finally shown on Cable
TV. Dave remarked that those were "studio
musicians" and that
this
song only reached "96" on the pop music "charts" in 1979.
Dave next played a little of a
"sound effects record",
called
"Gambling Devices", in which you heard the sound of a ball
rolling
and bells. The bells sounded to me like
those on an
early
1960's pingame. Dave remarked that
pinball sound effects
found
on many records appeared to him as if they had been
"doctored".
Next he played a "New Wave"
record from 1981 which had
lyrics
concerning both pinballs and video games.
After that he
played
what I considered to be a fine Country and Western
recording
titled "Beer And Pinballs" by Claude King, which he
said
was recorded in 1952. The refrain of
this song repeated the
line
"drinking beer and shooting that old pinball machine".
The next part of Dave's presentation
dealt with the music
from
the well-known pinball theme Rock Opera "Tommy". He started
with
the main song from that film "Pinball Wizard" by the Who,
which
he said peaked at "19" on the "charts". He then played
many
excerpts of Tommy songs released over the years in both the
U.S.
and overseas, including a recording of "Pinball Wizard" by
Rod
Stewart, accompanied by non other than the London Symphony
Orchestra! Dave than told about the many items of
"Tommy
memorabilia"
(tee-shirts, etc) and the book "The Making Of
Tommy".
Next we had a real comical treat. Dave played a rare tape
of a
song called "Gumball Wizard", by Brad Stanfield which, of
course,
was a parody on "Pinball Wizard" and ended with the line
"and
he ate the damned gum ball". He
said this was never
released
on record and only heard on the "Dr. Dimento" radio
program. The lyrics were really a riot, believe me!
Dave ended his entertaining presentation
with another
Country
and Western recording, "The Pinball Blues" which
contained
pin sound effects and yodeling, as well as good lyrics
containing
the line "I've got the pinball blues and I can't save
a
dime".
THE ART
OF GEORGE MOLENTIN
Rob Berk next introduced our old friends
Steve Young and
Gordon
Hasse who have been the "champions" of the late Forties
and
Fifties woodrail pins at all the past Expo's.
Steve started
off by
saying that he would be sharing with us, by means of color
slides,
the pingame collection he shares with his old friend John
Fetterman. He went on to say that this was probably the
largest
collection
of George Molentin artwork and Williams woodrails in
the
world! He also remarked that he and
Gordon had presented
examples
of Roy Parker's artwork at a past Expo and thought it
only
fair to provide "equal time" to the other pinball art great,
George
Molentin.
Gordon Hasse then took over to tell us
how George got his
start
in pinball art. He said the year was
1935 and George was
working
at another job when he was asked to go see Dave Rockola
who
needed some art work for a new game.
When Dave first set eyes on George he was
not too impressed
when he
saw how young he was. But he told
George he needed
sketches
by the next morning and George agreed to provide them.
The
next morning he showed Dave the sketches he had worked on
until
almost 2 AM. Mr. Rockola was so
impressed that he bought
George's
art and immediately put it into production on his new
game
which was called GOLD RUSH. In fact, he
paid George $25,
which
was $10 higher than what George was expecting.
George then started free-lancing at
night, Gordon said, for
both
Rockola and Exhibit Supply. But finally
he quit his other
job and
went to work full-time for Advertising Posters Co. which
had
been doing pinball art since 1932.
George stayed with that
company
for 42 years!
The first glass to be shown was Williams'
SUSPENSE from
1946.
In this glass Gordon said, "George revealed his mastery of
a whole
host of artistic disciplines:
perspective, anatomy,
drama,
light and shadow, and his extraordinary talents as a
colorist".
Next the glass from Williams' 1951 game
SHOO SHOO was shown
and
Gordon talked of the differences between George's women
("Molentin
girls", as he called them) and those depicted by Roy
Parker. He said George's women were "soft",
were "ladies", and
had
"curves, but were still sophisticated". Parker he said, on
the
other hand, was "definitely a graduate of the pin-up school".
Williams'
LULU of 1954 was then shown which Gordon remarked must
have
been inspired by an "ice show" of some kind.
They next deviated for a few minutes from
Williams games to
George's
work for other manufacturers. The glass
from Chicago
Coin's
1947 game BERMUDA (that company's first flipper game) was
shown
with Gordon remarking that that company had a series of
games
named after exotic places, including CATALINA, TRINIDAD,
SHANGHAI,
and TAHITI. He said that the young men
who played
these
games probably never got to any of these romantic
destinations,
but at least they had enjoyed George's depictions
of them
on the glasses. Exhibit's MAM'SELLE,
also from 1947, was
next
shown with Steve pointing out another "Molentin girl" on the
banks
of the seine, with the Eifel Tower in the background.
We were next treated to a series of glasses
which George did
for
United Manufacturing, a company which Steve called "the
'world
champ' of destination games". The
first shown was
OKLAHOMA
from 1949 on which Gordon pointed out George's five
"cowgirls",
and even one cowboy.
Next we saw fabulous MANHATTAN. This glass Gordon called
"one
of the tastiest glasses in pinballdom", which he said
"echoes
the big budget musicals of Broadway and the Cinema".
Gordon
then told of United using the same "destination" names on
a later
series of "bingo pinballs" (made in the 1950's) that were
used on
amusement pins in the late Forties, for which George also
did the
artwork. He then remarked that those
"bingos" were
probably
named after previous "novelty" games by United "in a
conscious
effort to further blur the distinction between
amusement
pinballs and bingo games".
(Author's Note: This
series
of names was: RIO, HAVANA, MEXICO, HAWAII, NEVADA,
SINGAPORE,
TROPICANA, and MANHATTAN)
Steve then remarked that George was
probably "the world's
most
prolific pinball artist" having done art work for every type
of
pinball game, including novelty,
replay, one-ball, bingo. and
even a
few "arcade pieces".
Glasses for several other United
"destination games" were
then
shown. First was NEVADA from 1947 which
showed, Gordon
remarked,
"a custom car in a horse environment". This was
followed
by their 1948 game WISCONSIN showing a lake scene, Steve
pointing
out that that state has a lot of water indeed.
They then went back to Williams games,
starting with their
1949
game BOSTON. After quoting from
"The Midnight Ride Of Paul
Revere",
Steve talked about Williams' own line of "destination
games",
which he remarked were all named after cities and states
in the
U.S.A; places he said that were probably "good pinball
territories". (Author's Note: these names included
TENNESSEE,
VIRGINIA,
EL PASO, TUSCON, DALLAS, ST. LOUIS, MARYLAND, BOSTON,
and
GEORGIA - all made between 1948 and 1952)
Two games which were shown, CARAVAN
(1952), and RAG MOP
(1950),
Gordon and Steve said had their names taken from popular
songs
of the era, with the backglass of the latter illustrating
various
dance steps popular at the time. When
they showed us
PETER
PAN from 1955 Gordon pointed out that this was probably
inspired
by the Disney animated feature. He
called this scene a
"mythical
destination" (Never-Never Land), complete with
mermaids.
"Thrills" were depicted in the
games SCREMO (1954) and
SPEEDWAY
(1948). The backglass of SCREMO showed
a famous roller-
coaster
(nicknamed "the bobs") at Chicago's famed Riverview Park
amusement
park. SPEEDWAY was inspired by the
"hot rod" craze of
the
period. Gordon also mentioned that
about the time that
SPEEDWAY
came out George himself invested in an actual speedway.
We were then shown CUE-TEE from 1954 which
Steve remarked
showed
several "1950's sweater girls" along with boys which he
said
resembled the comic book characters "Archie" and "Jughead".
Gordon
later referred to these girls as "pool hustling honeys"
and
said the game was a "near copy" of Williams successful EIGHT
BALL
which came out two years earlier.
The next two games shown, 9 SISTERS
(1953) and SUPER SCORE
(1956)
had one thing in common in their backglasses - a picture
of
Chicago's famous Wrigley Building, with SUPER SCORE (which
Gordon
said was one of George's personal favorites) also
depicting
the Williams factory. Steve speculated
on who the
three
sets of 3 girls on 9 SISTERS might be, resulting in the
theory
that they could have represented three popular girl trios,
the
Andrews, McGuire, and Fontaine Sisters.
Next we were shown the glass from
Williams' 1949 game
FRESHIE. Steve said that this game came out
"just in time to
great
some of the two million ex-servicemen who went to college
on the
G.I. Bill". He also mentioned the
old Schwin bicycle
shown
in the picture. Finally he brought up
the three sets of
initials
on the picket fence, enclosed in "lover's hearts".
These were
GH + AH, HW + KW, and SS + ES, standing for Gordon
Horlock
(Williams designer) and his wife, Harry Williams and his
daughter
"Kitchie" Williams, and Sam Stern and his wife "Ellie".
Incidentally,
I bought a FRESHIE glass many years ago, but found
out
about those "famous initials" while the glass was "in
transit"
to me.
We next saw SWEETHEART (1950) with it's
beach scene with
"pin-up"
style girls. This was followed by
PARATROOPER from
1952,
which Gordon said could be "a 'hangover' from World War II,
or
possibly frustration with Korea".
Next came SKYWAY (1954)
which
Steve said was George's "vision of the city of the future".
Next up was COLORS of 1954. Gordon pointed out that there
was not
a single man in sight on this glass (all women!). He
then
remarked about the large number of replays possible on this
game
(as evidenced by it's 3-digit replay counter) which could be
obtained
from it's unusual "match feature".
Following this we
were
shown CONTROL TOWER (1951). Steve called
our attention to
the
blaze of color in the sky, and the view of the Chicago
skyline. Steve said this glass was one of his
personal
favorites.
The last glass shown by Steve and Gordon
was DOMINO from
1952
which, we were told, was originally to be called "Mardi
Gras",
but that name could not be used since it had been used by
Genco
only a few years earlier. Instead, it
was named after the
"half-mask"
(called a "domino") worn during that celebration.
Steve
also told us that this glass was one of George's personal
favorites.
Following the art presentation Steve and
Gordon talked
briefly
about the relationship between George and Roy Parker.
They
said the two met after the company Roy had been working for
since
the late 1930's (Reproductions, by name) burnt down for a
second
time and Advertising Posters agreed to hire all their
staff. After that, they said, George and Roy became
friends and
had a
great respect for each other's work.
They also told us
that
George was a pallbearer at Roy's funeral.
Steve next remarked that George has said
that the toughest
job he
ever had to do at Advertising Posters was to find a
replacement
for Roy after his death. Gordon then
told us that
George
also said that his greatest challenges over the years were
"to
make all those identical one-balls look different", and "to
find
places for all those 'score numbers' on 'replay' and 'bingo'
machines".
As a final salute to George's art, Gordon
read a poem
written
by a young pinball player, Bill Harkins, over 38 years
ago,
extolling the virtues of Williams' 1950 pinball, PINKY.
After
that the audience gave a standing ovation for George and
his
work and Steve and Gordon's fine presentation.
Following that, Alvin Gottlieb came up to
the stage and
invited
George to join him. Alvin began by
saying it had been a
real
pleasure for him to work with both George and Roy Parker.
He then
remarked that they both had jobs which were almost
"impossibilities". He then said that doing playfields was
probably
harder than backglasses because the artist had to fit
the art
around all the playfield components, and still display
all the
scoring features and their values. He
said that it "was
unbelievable
the amount of work they had to put into their jobs".
Alvin then told us that George was
"one of the nicest guys in
the
business to do this work". He went
on to remark that "George
was
able to take a concept from a designer and put artwork in
that
exactly suited what we wanted to have".
He then said that
many
artists over the years have tried to do pinball art, but
"none
of them ever matched the ability of George and Leroy to put
into
color and picture what the manufacturer's wanted". He then
ended
by thanking George for all his efforts over the years.
George then gave credit to his wife
saying that she had
spent
many nights alone while he was working, sometimes putting
in as
much as 72 hours a week. He then
thanked everybody, ending
this
fine presentation of George Molentin's fantastic talents.
NOSTALGIA-II;
HARVEY HEISS
Next on the program was certainly one of
my favorite pinball
personalities,
Mr. Harvey Heiss, with a presentation billed as
"Nostalgia
II". Harvey began by saying that
he couldn't believe
that
people enjoy hearing him talk. He then
said he worked for
Genco
from about 1930 until 1954 and that he was now 80 years
old.
Harvey next asked for a show of hands of
the "first timers"
at this
Expo, and was surprised by how many their were. He next
told us
that if we wanted his "complete story" we could put the
video
tapes of his past talks together with this one. Harvey
then
said he had lost his notes and Steve Kordek came up on stage
to help
him out.
Harvey told us that he started working
with the Gensburg
brothers
(Lou, Dave, and Meyer), the founders of Genco, around
1930. He said at that time they were manufacturing
small
"Cracker
Jack" prizes.
Harvey then said that early pingames were
designed with what
he
referred to as "top plays", ie. special scoring objectives
located
near the top of the playfield. He went
on to say that in
those
days they would first produce about 100 copies of a new
game,
try them out on location, and if they were "OK" go into
full
production. Steve Kordek then remarked
that those early
games
had "exciting features" and that production runs were often
between
30,000 and 50,000 games.
Steve next remarked that the early
electrically operated
games
used battery power. Harvey then said
that he had designed
a
battery operated game called "DING DONG" which he said was "20
years
ahead of it's time". He said he
used xylophone bars for
sound
effects in that game. (Author's
Note: I can find no
record
of a game by that name in the Thirties, so it may have
never
been produced, or Harvey may have remembered the name
wrong.)
Harvey then told of seeing the punch
press that Williams
used
for locating screw holes on playfields, during the Williams
plant
tour two years ago. He said in the old
days this task was
performed
manually by a man with a mallet. He
told us the fellow
who did
that job at Genco was always "fooling around" and once
pretended
to hit another guy with his mallet.
This, he said,
caused one
of the young girls working in the plant to faint.
Harvey
then remarked that he laughed when he saw the punch press
operating
at Williams because it was so "S-L-O-W". He said the
presses
that he used in the old days operated about 8 times
faster.
Steve then told us about the time they
got a brand new lathe
at the
plant and Harvey had to set it up.
Harvey said that he
left
the lathe running and it started cutting off it's own
threads
on the spindle. By the time he noticed
it, he said,
"there
was only one thread left" Harvey
told us of him working
all
night to fix it before the bosses came in the next morning.
Steve then told us that Harvey was an
expert "sailboater" in
those
days and that he even carried his 44 foot mast to work with
him in
his convertible so he could work on it at the plant. He
then
talked about the Gensburg brothers and how they had acquired
a
fortune in their lifetime. He said they
bought several
buildings
in Chicago and later started the Rivera Hotel in Las
Vegas. He said after that "Genco went down the
drain".
Harvey then said that Steve first came to
work at Genco in
1937,
starting on the assembly line. He also
told us that they
bought
all their coils from Mr. Murphy (Electrical Windings,
Inc.)
and that his wife delivered them herself.
He then talked
of
Genco using "DC power" to operated all their coils because it
was
"easy to work with" and "caused coils to operate smoothly".
Steve and Harvey next talked about the
Genco plant during
World
War II. They said Genco did
sub-contracting work for
Rawlins
Electric, manufacturing a 150 foot antenna which
contained
seven insulators. They said they
developed the
assembly
line process with a 150 foot long line.
They told us
that
their final products were so "perfect" that the Rawlins
engineers
could not believe it!
Finally they told us about "two
boys" (as they called them)
"rebuilding"
Genco games during the war. They said
Roy Parker
did the
artwork and the games were sold for $150 each.
At the
conclusion
of their talk Rob Berk came up on stage and reminded
us that
Harvey, with his "Baby In The Hole" prototype would be
available
later in the Exhibit Hall to answer any questions.
ELECTRO-MECHANICAL
AND SOLID-STATE GAME TROUBLESHOOTING
After an introduction by Rob Berk, Ed
Schmidt, field service
representative
for Bally, and now the "Bally Division" (sic) of
Williams,
started off his presentation remarking that he too had
left
his notes. He told us that he had held
that position at
Bally
for 20 years, and had been connected with the service
aspects
of both gambling and amusement machines.
He said his job
involved
giving seminars and answering many service questions
over
the years.
The first subject Ed discussed was
"soldering". He said
soldering
had two major purposes, providing a low resistance
electrical
connection, and keeping the wires from falling off
whatever
they were connected to. He said that
soldering "bonds
two
metals together", and that this could only be properly
accomplished
by heating both metals uniformly.
He then recommended using a 60 watt
soldering iron for
working
on electro-mechanical games, and a 15 watt iron for
solid-
state work. He said never use "acid
core" solder, always
"rosin
core", since the rosin cleans the area of the connection.
He also
warned us not to jiggle the wire until the solder had
completely
cooled.
Ed next talked about the proverbial
"cold solder joint". He
said
that that condition results when only one of the metals to
be
connected is heated. This, he went on,
can cause a connection
to
fracture, resulting in intermittent problems in a game's
operation.
He next told us that he really likes to
talk to a group of
people
who really enjoy their games. Ed then
began talking to us
about
the use of meters in game servicing. He
said everyone
should
learn to use a meter, and that it helps if you first read
the
manual that comes with it (especially the section on
"resistance
reading" and the "safety warnings"). He then said if
you
still can't understand how to us it, to give him a call. He
then
told us that 90 percent of problems in a game can be solved
using
only a meter and a "jumper wire" (a piece of wire with a
"clip
lead" on each end, used to temporarily "bypass" certain
parts
of a circuit during troubleshooting).
Ed next talked briefly about "glass
handling" saying that
tempered
glass, when it breaks, leaves small particles of glass
all
over the playfield. And these, if not
removed, can ruin the
field
if a ball rolls over them. He reminded
us to remove and
replace
the glass carefully and never set it down on a corner!
The very important subject of adjusting
"switch contacts" on
games
was next discussed. Ed first reminded
us to never use
heavy
pliers to adjust switch blades, but to use a points
adjusting
tool made especially for that purpose.
He also said to
never
file the contacts, and for solid-state games to us a lint
free
business card to clean the points.
He went on to say that the two blades of
a switch should
always
be parallel to each other, and when adjusting them to be
careful
not to bend or "kink" the blade.
He next talked of
adjusting
the blades for proper "gap" and "follow-through", which
he said
should result in a "make-wipe, wipe-release" action
between
the mating contact points each time the switch is
operated;
this action, he said, tending to "clean" the contact
points
each time it occurs.
(Author's
Note: I believe this "self-cleaning" action of game
switches
may be responsible for the phenomenon I have noticed
over
the years - that a game seems to work better if played
often,
and tends to have problems after not being played for a
long period,
which tend to go away after it is played again.)
After relating a comical story about the
time Bally artist
Dave
"Mad Dog" Christensen once threw a lighted firecracker over
a
partition at the plant, Ed began a "chalk talk" illustrating
the
operation of a typical relay "hold-on circuit" in a game (the
relay
being held on using a "score motor" switch) using the "Coin
Relay"
in an electro-mechanical pingame as an example. He then
advised
us to always "analyze the symptoms first" when attempting
to
troubleshoot any game problem!
Ed next gave us a useful hint regarding
how to store
electro-
mechanical games when they are not to be used for
awhile. He said that if all the "score
reels" were set to all
"1's"
before storage, the tension which holds open the "open at
zero"
switches on the reels would be released thus decreasing the
chances
that these blades would loose some of their tension when
the
game is later set up. His final piece
of advice regarding
electro-mechanical
games was to never use Vasiline, but only
special
"coin lube" made for lubricating games.
Ed ended his presentation with a few
thoughts regarding
solid-state
games. He said that most problems
reported for those
games
resulted from bad contacts and bad cables.
He also
reminded
us to always remove the small batteries when storing
this
type of game, as they can leak and ruin delicate circuit
boards. He then stated that the most reported
problem for
"digitals"
is "the game won't power up".
Ed's last very important remark, which applies to both
electro-mechanical
and solid-state games, was "always replace bad
fuses
with the proper size fuse!"
A NEW
MANUFACTURER
As I said earlier, in his opening remarks
Rob promised us an
"extra
added attraction", a talk by a new game manufacturer.
Well,
this "new kid on the block" was a company called Allme Inc.
and Rob
introduced their director of public relations, a young
lady
named Anna Idol.
Ms. Idol began by saying that her company
was a new company
planning
on producing both pinballs and video games.
She then
told us
their slogan was "this game is so much fun, it's All Me".
She
went on to say that the company was "moving ahead fast using
new
ideas and business methods".
She then told us that they had gone out
to game distributors
asking
them "what they wanted in games?", and then listened to
their
answers because they wanted to be "responsive" to the
distributors
wishes. She said some of the responses
they
received
indicated that the distributors and operators wanted
physically
shorter games so more machines could be put in each
location,
and also open up some new locations which would not
have
accepted larger games. She also said
that they wanted "long
lasting
cabinets" which were "convertible" to new games with only
the
"heads" and playfields needing to be replaced.
Ms. Idol then told us that the themes of
their games would
not
contain "sex" or "violence", but would contain
"educational"
elements
instead. She also said their games
would be designed to
be
"fast, fun and exciting" and would not offend any group.
Also,
she went on, their games will be designed to be fun for
people
under 23, as well as older players.
Finally she told us about the first three
pingames they had
planned,
which she said, would be out by January 1989.
One game
was to
be called STOCK MARKET, and it's educational feature would
be to
teach people about the "stock market symbols". Another
game,
HERO, had as it's object "to save lives". The third game
she
told us about was to be called PIZZA DELIVERY, and would
teach
the players "the advantages of 'volume sales'". With that
she
ended her presentation by telling us if anyone wanted to get
on
their mailing list to give her their name and address.
(Author's
Note: It appears that Allme did not
succeed with their
plans
because when I recently tried to telephone them to get more
information
on their new games I was told that their phone number
was
disconnected. So it looks like there
will be no "new kid on
the
block" after all.
DESIGN
SEMINAR
At the last Expo we had a "design
seminar" during which
veteran
pingame designer Greg Kmiek outlined the basic elements
of
pingame design and then drew up a sketch of a game design by
going
around the audience asking each person what they wanted for
different
features. This year the chief designer
from Data East
Pinball,
Joe Kaminkow, volunteered to hold a similar session,
assisted
by one of their other designers, Ed Cebulas (formerly of
Game
Plan) with even the company president, Gary Stern,
participating
in the festivities. Joe first
introduced Ed and
several
visitors from their parent company, Data East of Japan.
Joe began by saying that the game we were
going to design
would
be called "Time Machine" and would have a "mirrored
backglass"
and "chimes". He said this
game was to be put out
"not
to threaten other manufacturers' pingames, but only other
types
of games, such as videos".
He next told us about his "three
C's" of game design:
"Candy"
("rush" at the start of the game), "Cartoons" (fast
play),
and "Comic Books" (big sell and lots of color). At that
point
Data East pinball president Gary Stern manned the
blackboard
to tally the audience's votes as Joe began questioning
us as
to our choices for the various features of the new game.
We were first asked to vote on the
"theme" of the game with
the
theme of "Olympiad" winning by a large margin over other
suggested
themes of "Expo", "Sitcom", "comic book",
"Skyway", and
"desert". When asked to vote on which artist we wanted
to do the
artwork
Dave Christensen won "hands down" even over the legendary
Roy
Parker.
Next we voted on the opening "skill
shot", coming up with
the
"long jump" over such ideas as "shot put", Olympic flame
lighting",
and "loop-the-loop". For the
pop bumper arrangement
we
chose the "three Olympic Medals", over "the 5 rings" and
three
bumpers
with a fourth of the "disappearing" type.
For "eject holes" the
"gobble hole" was chosen, and as far
as
"rollover lanes" were concerned we voted for 5 lanes
corresponding
to "five Olympic events". We
were than asked to
determine
what type of "ramp" we wanted, it finally being decided
to have
one which "moved back and forth" (to the left to direct
the
ball into the "gobble holes", or to the right to guide it
toward
the pop bumpers).
The final game characteristics that we
voted on (this is
probably
the only pingame ever designed by "popular vote") were a
"vari-target"
(which was to simulate "weight lifting"), a 3 ball
"multi-ball"
feature, and an "in-line drop target bank".
A "mock-up" on paper of our
design was shown to us after we
returned
from the Williams plant tour. Joe then
told us that at
next
year's Expo they would have a working prototype
("whitewood")
of the game we designed for us to play.
That ought
to be a
very interesting experience indeed!
WILLIAMS
PLANT TOUR
This year, like two years ago, we visited
the Williams
pinball
plant in the city. We rode on busses to
the plant and
gathered
in the lunchroom area. Steve Kordek
then introduced
their
Vice President of Manufacturing who told us that the game
in
production was BANZAI RUN, and that shuffle bowling games were
no
longer made there, but at another plant.
We then went on the
actual
tour in small groups.
Our "group leader" was a young
man named Bill Pfutzenreuter,
who we
were to find out more about at the lecture/discussion
after
the tour back at the hotel. He first
told us that the
cabinets
were made outside the plant with everything being
installed
in the plant. He said that Williams'
cabinets were
made
from plywood, but that Bally cabinets used "particle board".
We next went through the cabling area and
then to a metal
forming
area. The punch press we saw, Bill
said, was a "heavy
duty"
95 ton model. Nearby was a huge 12 foot
metal shear.
After
going by a small mechanical assembly area, Bill remarked
that
more and more mechanical parts are now being made of
plastic.
After stopping shortly at a flipper
assembly area, we went
to the
"building operations" area where welding was still
performed
manually. We then stopped at the large
machine which
marked
the screw hole locations on the playfields.
This was
apparently
the same machine that Harvey Heiss had talked about
earlier
that day which he said ran so S-L-O-W, compared to
machines
used in the "old days" at Genco.
We then went through the air conditioning
room and into the
final
test area where the new games were tested.
After that we
walked
through the packing area ending the tour.
Before leaving the plant we all again
gathered in the
lunchroom
where the Vice President of Marketing thanked us for
coming
and said "we make the best pinball machines in the world".
He then
told us they had a production shift of about 250 people
with an
average of 20 years service at Williams.
Finally he told
us that
they were "brainstorming" about laying out the plant to
produce
two pinballs at the same time.
WILLIAMS
PANEL DISCUSSION
After returning to the hotel we all
gathered in the lecture
hall
for a question and answer type panel discussion, with the
panel
consisting of a "Williams Pinball Design Team". Steve
Kordek
introduced his panel. First was game
designer Barry
Oursler
with such games as CYCLONE and PINBOT to his credit.
Next
was Chris Granner a music and sound designer, who did both
ROAD
KINGS and PINBOT.
Steve then introduced Bill Pfutzenreuter
(our "tour guide")
who he
said was the programmer group leader and had been
responsible
for that aspect of both CYCLONE and PINBOT.
The last
member
of this team was Python Anghelo who was the artist and was
also
responsible for game "themes".
Steve said this group was a
"Williams winning team" with
only
the mechanical designer missing. He
then went on to say
that
this was just one of several "winning teams" at Williams,
and
that "team effort" was responsible for Williams' success.
He then briefly described how the
contributions of the team
members
helped produce a great game. He said
one of Bill's major
contributions
was the "percentaging" of special features such as
"extra
balls", "Specials", etc., a task which Steve remarked was
very
difficult to perform. He then went on
to tell about their
"consolation
extra ball" feature which would award an extra ball
to a
player with an extremely low score.
Steve next asked Chris how he created his
sound effects,
with
Chris replying that he "could not tell us" (I assume he was
implying
it was a "trade secret").
Steve then remarked that the
mechanical
designer was "the unsung hero" of the team. Finally,
he told
us that Barry was a young designer who started with
Williams
as a design engineer, giving us a list of Barry's
impressive
accomplishments to date.
At that point questions for the panel
were invited from the
floor. The first question, directed to Bill and
Python, was "how
does it
feel to put out a great game?", the questioner then
thanking
them for the ones they had produced.
Python attempted
to
answer this by telling us of his philosophy of game design.
He said
what he tries to produce is "an 'amusement park' in a
box". He then told us he thought that the player
should actually
"feel
he was 'involved' in the game", and that the game should be
to him
sort of a "mini utopia".
The next question was "how long does
it take to produce a
new game
from start of design until it's 'out the door'?" The
answer
given was from 9 months to a year and a half.
In answer
to a
later question regarding electro-mechanical games, Steve
said
these were sometimes created in as short as one month! To
the question
"have there been any 'problems' from Europe
regarding
the use of the 'hammer and sickle' on Williams' New
game
TAXI?", the answer was that they didn't know of any.
The panel was next asked "if there
was any chance of a
'rerun'
Of SWORDS OF FURY?", their answer being "we have enough
new
games coming along". To a question
regarding the possible
use of
larger playfields in new games, the answer given was that
BANZAI
RUN has a larger playfield and they would see how this
works
out before deciding whether or not to do this on future
games. Steve also pointed out that in that game
they were also
experimenting
with a new idea of charging 50 cents for the first
game,
and 25 cents for each additional game.
A later question, also dealing with play
pricing, had to do
with
possible future use of a $1 coin, or using Dollar Bill
acceptors
on games. Steve said that around
1940/41 they had
tried
to increase the price per play to 10 cents, but it failed.
At that
time, he went on, new games sold for only $100. He said
that
today the cost of a game is about 20 times as much and that
the
coin machine industry has been pushing for $1 coins for
years,
thinking about giving players 3 games for $1.
Steve was asked "who chooses the
design teams?" He answered
that
the primary game designer is chosen first and the others are
added
later with the designer helping in the choices. Another
question
was "what can you do about 'great players' who can play
a game
'forever' on one coin?" Steve
replied that the
"percentaging"
programmed into today's games "defeats the 'super
player'". (Author's Note: this sounds very much like a
'digital'
version
of the "Reflex Unit" used on bingo games in the 1950's.)
Two questions asked dealt with the recent
acquisition of the
Bally
game line by Williams. It was asked
"if the acquisition
could
result in the 're-introduction' of any previous Bally
games?" Steve said that "the purpose of the
acquisition was to
bring
Bally games up to 'Williams standards'".
Steve was then
asked
"will the 'Bally' and 'Williams' lines be separate?" He
answered
by saying "we will use the best features of Williams
games
on the 'Bally line', and vice versa".
It was also asked "if there would
ever be any more 'Add-A-
Ball'
games?" The answer given was that
you essentially had this
type of
feature on their new games on which a player has the
possibility
of winning one or two 'extra balls' for each ball
played.
A very interesting question was asked
about the problem of
interference
of sounds between neighboring games in a location.
Chris
replied that they were investigating the idea of using
headphones
on games. He then discussed various
aspects of the
use of
sound and music in games. He said some
sounds were
"interruptive"
and others "in the background".
Python then
remarked
that 'extra loud games' could tend to "drive players
away".
Barry Oursler was asked "how do you
see games evolving in
the
next 5 to 10 years?" He replied
"no telling" and then went
on to
say that "he couldn't talk about new ideas." Steve Kordek
then
said that he feels that 10 years from now "you won't
recognize
pingames." He then went on to say
that the new
designers
have new ideas all the time. Someone
also asked "if
there
was any possibility of 'single player' games being produced
again?" The reply to that was that "it costs
just about as much
as
producing four player games, so why do it?"
Someone in the audience then commented that
"new games are
'fast
and fun', but often 'break' more easily".
One of the panel
replied
that the problem was generally that of poor maintenance
by the
operator. Python then made a side
comment that "games
today
have to be 'fast' to compete with videos, and that 'fast
games'
are more likely to 'self-destruct'".
Two question were asked regarding
materials used in games.
When
asked if rubber rings today use the same material as in the
"old
days"?, Steve replied that the company who makes them tried
a
different material but it did not have "good bounce" so they
went
back to natural rubber. Someone also
asked if they had ever
thought
of using any other material for balls.
Steve mentioned
that in
the 1930's some games used "Catlin balls" (a ceramic like
material),
but they were not heavy enough.
The Williams panel discussion ended the
"seminars" at this
Expo. The rest of the "excitement"
resulted from the banquet and
Exhibit
Hall festivities.
THE
BANQUET
This year, as in the past, we had an
excellent meal for the
annual
banquet. This time it was topped off by
a scrumptious
chocolate
chip cheese cake.
The finals for the "Flip-out
'88" pinball tournament this
year
were held preceding the quest speakers, rather than at the
end of
the evening. This tournament was again
subdivided into
two
categories: the "manufacturers", and the players not
associated
with any game company.
The winner in the manufacturers category
was Larry DeMar of
Williams
Electronics; the "civilian" winner was a young man named
Corky
Stacy. Afterwards, these two were
pitted against each
other,
with Larry Demar taking the top honors.
But, I doubt this
hurt
Corky too much as he had already won a brand new TAXI
pinball
machine for his efforts.
Next came the speakers. It had originally been planned for
pinball
writer/designer Roger Sharpe, who now works for Williams,
to be
the guest speaker; but, due to ill health, Roger was unable
to
attend the Expo. So in his place we had
three separate talks
provided
by some great speakers.
First up were industry veterans Alvin
Gottlieb and Steve
Kordek
to reminisce about some of the great people and
"supporting
companies" who have contributed to the success of the
pinball
industry over the years.
First to be mentioned was Dave Gottlieb
himself, Alvin
remarking
that the company started as a "family business" in
1927.
Designer Harry Mabs (inventor of the flipper) and ace
designer
Wayne Neyens were also hailed as Gottlieb veterans of
the
period after World War II. Steve and
Alvin then paid a brief
tribute
to artist Roy Parker. They told of the
fire at the
company,
Reproductions, where he worked in the 1930's which
eventually
was put out of business, and how Tommy Grant of
Advertising
Posters helped out, eventually hiring most of the
people
who had been put out of work.
They next mentioned several of the
"support companies" who
supplied
materials to the game manufacturers.
These included:
Link-Smith
Cabinet Co., American Molded Plastics, Dye Masters,
Screw
Machine Co., and Guardian Electric (whose products, they
admitted,
were later copied by the coin machine companies
themselves). They also mentioned buying coils from Mr.
O.R.
Murphy's
Electrical Windings Co., whose current President, Donal
Murphy
(O.R.'s son), was one of the exhibitors at this Expo.
Also
mentioned was ABT Manufacturing, and it's founder Walter
Tratsch,
who supplied most of the coin slides for games in the
Thirties
and Forties.
Steve then mentioned his ex-bosses, the
Gensburg brothers
(Lou,
Meyer, and Dave) who founded Genco. He
said Lou was still
alive
but implied he was "senile".
Alvin remarked that Genco had
provided
competition to Gottlieb during the 1930's.
They next
brought
up Dave Rockola, who they said was over 90 but still
active
in the business.
Alvin and Steve next paid tribute to the
folks at Bally over
the
years. They mentioned that company's
founder Ray Moloney,
Paul
Calimari (who was a guest at an earlier Expo) who they said
had
over 49 years in the industry, Herb Jones (Bally's long-time
Advertising
Manager), Don Hooker (bingo pinball designer and also
a
previous Expo speaker), and Bob Breither (who taught the Bally
service
schools and also talked at a previous Expo.).
They then
mentioned
Bally game designer Jim Patla and his many
contributions
to Bally since the 1960's
The next people mentioned were pinball
pioneer Harry
Williams
and his partner during the late 1940's and 1950's, Sam
Stern. They also told of Harry and fellow designer
Lyn Durrant
forming
the United Manufacturing Co. in the early Forties and
Harry
then leaving United to form his Williams Manufacturing in
the
middle of World War II.
They then mentioned other coin machine
personalities of the
1930's
including: Jimmy Johnson and his Western Products Co., Tom
Wattling,
J.H. Keeney, and O.D. Jennings. Following that they
talked
about those involved with coin machine trade publications
including
Jack Sloan of Billboard, and Bill Gersh of Automatic
Age,
who later started Cash Box, and then Marketplace.
Their final salute went to "the next
generation" of pinball
people,
including Joe Kaminkow of Data East Pinball and Larry
DeMar
of Williams. Steve and Alvin ended
their talk with this
final
comment, "games just didn't happen; people did it, who
loved
games as 'old friends'".
Next to the rostrum was Coin Slot's own
Dick Bueschel to
tell us
about his series of pinball books; "Pinball 1" having
been
published just prior to the Expo. Dick
began with a
"pinball
quote" from ira Wexler of Baltimore:
"Buy it! even if
you
have to miss a car payment". The
"it" being a pinball
machine,
of course.
Dick told us that the making of
"Pinball 1" was a "12 year
event",
forecasting the release of "Pinball 2" as being about 2
years
away. He then briefly described the
format of the books.
The
first section of each book, he said, would be a "history
section"
with the history of a different period in each volume.
Next
will be the "list of games" made during that same period,
which
he remarked was the "hardest part" of his job. That would
be
followed by the game picture section which would contain games
of all
eras in each volume.
Dick then told us about some of the
interviews he conducted
while
researching the first book. He said he
interviewed an
Eddie
Gensberg and also his brother Morris.
He said Eddie was a
"marvelous
gent" and that he conducted three interviews of about
three
hours each. He then told of talking
with the son of a Jack
Chizewer
who once produced a game called ACES HIGH.
He remarked
that
the man's son listened during the interview and had never
before
known anything of his Grandfather's accomplishments in the
coin
machine business.
Finally he told us about his interviewing
Robert Froom the
son of
Earl Froom, one of the inventors of the pioneer pingame
WHIFFLE. Dick said he found out about Robert as the
result of a
newspaper
article in the Youngstown Ohio Vindicator, which also
quoted
an article about WHIFFLE which appeared in that same paper
in
1931. He said that Mr. Froom wanted
someday to produce a
movie
about WHIFFLE which he said would be "an American story of
happiness
and joy".
Dick next gave us a quick preview of
"Pinball 2" which would
cover
"Ballyhoo to Rocket" and deals in depth with the lawsuits
that
plagued the industry in the early 1930's, which Dick said
"could
have stopped the industry". He then
briefly summarized
the
"history sections" of the other eight volumes.
Dick next told us that "writing
these books gives me
something
to live for". He then told us that
he needs more game
photos
for the "games sections" of future volumes. He said of
the
1000 games needed for all 10 volumes he currently has photos
of 487,
and therefore needs 513 more. He went
on to say he would
especially
like "odd-ball things" such as games made by Harry
Hoppe
or Baker Novelty, and also more Gottlieb games made between
1934
and 1938.
After that he thanked the members of his
"pricing panel" who
helped
him provide "value" figures for the games pictured in his
books. He also thanked the industry people and the
collectors
for
their support of his project.
Dick then asked the question "what
happens now?" He said
that
Gary Flower and Bill Kurtz's new pinball book was "dynamite"
and
mentioned the proposal he made at last year's banquet, that
of the
formation of a "Pinball Hall Of Fame". Another
possibility
for the future he brought up was Canadian Wayne
Morgan's
idea of a "North American Pinball Association". Dick
then
ended his talk with the suggestion "read a good book about
pinball".
The final speaker on the banquet agenda
was pinball
designer,
and co-writer of the great book "All About Pinball",
Mr.
Steve Kirk. Steve began by thanking Rob
Berk and Mike Pacak
for
inviting him to speak and remarked that he "had nothing
prepared".
He then said that people often ask him about his
"background"
and "experience" so he thought he would tell us
"where
he came from". He then quipped, "but I'm no Roger Sharpe!"
Steve told us that he was very
independent and had a unique
way of
looking at things, which is sometimes quite different from
others. He went on the say that he had a strong
belief in how
games
should be designed, decorated, and marketed, and that he
likes
to take his games "from A to Z".
He also told us that he
always
stands up for what he believes in as far as games are
concerned.
Steve next talked at length about game
"design
philosophies".
He said that over the years he has found that it
is not
good to try to use all your own ideas, but to absorb as
many
"outside ideas" as possible.
He went on to say that his
goals
are simple, that is to "recreate the 'magic feeling' he
experienced
with games as he was growing up."
He then told us
that
his "mentors" included such great designers as Wayne Neyens,
Steve
Kordek, and Harry Williams, also remarking that future
pinball
designers should be influenced by today's people.
He then talked of overall considerations
designers must keep
in mind
when designing a new game. He said the
most important
design
goal should be to design a game that is "most appropriate
for the
current market". He said that a
game is not "good" or
"bad"
per se, but to be successful it must appeal to the "market"
that
exists at the time it's released. He
then said that some
designers,
however, design for what they want to see themselves
and
hope others will like it.
Steve went on to say that
"compromise" is necessary to fit
the
current market, a compromise between the highly skilled and
the
average player. The market, he
remarked, is "fickle" and
often
changes even while a game is being designed.
In the last
four
years, he went on, the "less skilled players" have dominated
it, but
that this seems to change over the years in a "cyclic"
pattern
between highly skilled and less skilled players. He said
designing
a game to fit the current market is a "massive trick",
to
guess "the right place at the right time". He said that it's
somewhat
analogous to the movie industry and that "just like in
comedy,
timing is everything".
Steve then began talking on a more
personal note. He said
he had
a reputation for always telling people "what he thinks"
and
that his personal taste in games is very narrow and his ideas
do not
always indicate that a game will be successful in the
marketplace. He went on to say that when people ask him
"what he
thinks
of a certain game" he has to decide whether they mean his
own
likes or will it be commercially successful, and answer
accordingly. He also told us that he won't reveal his
all-time
favorite
games because he feels that if they were known he would
have a
hard time obtaining them at reasonable prices.
He said
when he
finally gets them, then he'll let us know what they were.
Steve next said that people often ask him
"how he gets his
ideas for
games?" He said that it has been
his experience that
"ideas
are a dime a dozen" and coming up with new ideas is not
the
hard part. The hard part, he went on,
is "getting the game
out the
door"; ie. designing it to be both manufacturable and
cost effective
to produce.
He then told us that the basic design can
be accomplished in
a very
short time, citing his design for Stern's 1979 game STARS,
which
he said he designed in 15 minutes on a napkin in a
restaurant. He then said that designing an
electro-mechanical
game in
the old days was much simpler than a solid-state game
today
in which "percentaging" must be considered; that is,
"programming"
certain game features to fit the skill level of the
players
expected to play it.
Steve next started talking about his
childhood experiences
with
pinball. He began by saying that he
believed his philosophy
today
was "partially dictated by the environment in which he grew
up",
saying some of the things he did in his early years he's not
particularly
proud of today, but nevertheless he feels that they
affected
his current ways of thinking, emphasizing that his
"background"
was considerably different from that of others in
the
industry.
He then told us that he even built a
pinball game in Jr..
high
wood shop and then about buying his first real game. He
first
said that his parents never really liked him spending money
on
pinball because they believed that money was "wasted" if you
did not
get something "tangible" for it.
He then quipped that
"he
could blame Gottlieb and Williams for totally corrupting his
family
life".
Steve then told us that he got his first
game through a
newspaper
ad for a pinball machine for $25. He
said he only had
$5 at
the time but called to see if the party would hold the game
for
him, and he agreed. He then asked his
parents if they would
let him
buy a pinball if he had the money. He
said they said
"sure"
believing that games were too expensive for him to afford.
He told
us he raised the money by buying ball point pens and
reselling
them "door-to-door".
He told us when he first got the machine
he didn't even know
how to
open the cabinet. He said he had to
"discover things the
hard
way". When a wire fell off, he
went on, he had to figure
out
where it went by trial and error. He
said that once he put a
wire in
the wrong place and the game did something entirely
different
and he discovered "you could 'reprogram' the little
suckers". He then told us how he traded his first game
for
another
game owned by his girlfriend's brother.
He said each one
knew
that the other's game had certain things missing so they
each
removed additional items from their game before trading to
try and
compensate for this.
He then said that owning this second game
taught him more
about
how the machines worked, and he told us that he later
bought
a "bingo pinball" just to learn how they worked, and
really
learned a lot from that.
Steve next told us some comical incidents
that he was
involved
in with pinballs in a local bowling alley.
He said he
once
noticed another kid using a coat hanger in a hole drilled
into
the side of a game, and after that, he said, "it was
'downhill'
from that point on".
He then told us that when he was in the
7th grade he
purchased
a large magnet, using it to move the ball under the
glass. He then said that the people who ran the
bowling alley
heard
that kids were doing that and even staged a "line-up",
using a
compass to try and discover who had the magnet. This
failed
however since Steve had the magnet hidden in a locker in
the
building. This hiding place was later
discovered, however,
when
the owner of the locker below threw his keys into his locker
and
they stuck to the top of it due to Steve's magnet in the
locker
above. Steve said after that he was
"retired" from
playing
pinball in that establishment.
Steve then remarked that the crowd he
hung around with in
his
younger days was "pretty intimidating". He said that if one
of the
games they used was not operating properly they would make
it
"off limits" to others until it was fixed, usually unplugging
it.
Once, he went on, when the management kept plugging one of
these
games back in, one of the boys shorted the power wires in
the
cord resulting in a "big flash" when someone tried to plug it
in
later.
Probably the most amusing story Steve
told was about a game
whose
top glass had been broken. He said his
friends carefully
removed
the broken glass, a piece at a time, so that the
management
wouldn't notice that it had been broken.
After that,
he told
us, they next removed the balls and then started
"stripping"
the playfield of it's components until it was almost
bare. He told us he never forgot the look on the
repairman's
face
when he later came to fix that machine.
Steve next told us that their concern for
having games
operating
properly was not all negative. He said
sometimes they
would
use a "grease pencil" and list the problems a game had
right
on the glass which aided the repairman.
He said he later
got to
know the repair people and that they had "respect for one
another". He told us that he often tried to help fix
the games
and
that one day the man asked for his opinion of a game for a
factory
"test report" he was filling out.
Later, he said, the
man had
him fill out these reports himself.
After that he told
us he
started corresponding with Gottlieb regarding their games.
As a result of his contacts with Gottlieb
Steve said he
later
was given a job with the company, where he worked for 4 or
5
years. He said he was probably the
first person to work for
that
company who had a "liberal attitude" which he said had it's
"pluses"
and "minuses". He told us
that that type of attitude
works
against you when dealing with other people, but that still
being a
"child" gives one a "special insight" into games.
Later on he said he was in the arcade
business for awhile
and
learned a lot about that side of the coin machine business.
He told
us that the location he had was in a rough area where
"biker
gangs" hung out. He said these
guys would sometimes cut
the
bottoms out of games to get the money out, and even
occasionally
lit them on fire!
Steve then told us about writing his
book, "All About
Pinball",
in association with a young lady, Bobbie Natkin. He
said
she wanted to be known as a writer and that he wanted to
"show
pinball as a positive thing". He
said they did not have a
word
processor to help them in those days so they wrote each
paragraph
on a 3 by 5 inch file card.
Steve closed his talk by saying "I
never tried to win any
'popularity
contests' in this business, but tried to improve the
thing I
love most, pinball." He then
apologized to anyone who
might
have been offended by him, and said "no personal malice was
ever
intended". He again thanked Rob
Berk for inviting him to
speak.
After those fine speakers, Rob Berk got
up and presented
various
awards and certificates to all who participated in the
Expo. After the awarding of door prizes, we were
then invited to
go to
the Exhibit Hall which would be open most of the night, as
long as
Mike Pacak could "take it".
THE
EXHIBIT HALL
This year, as in the past, the Exhibit
Hall was the main
congregating
place for Expo visitors, despite the extremely high
noise
level from the solid-state games all
going at once. All
the
major current manufacturers were there displaying their
latest
creations. Williams was showing their
two latest, BANZAI
RUN and
TAXI, the latter being the tournament qualifying game, in
addition
to SWORDS OF FURY. Bally (recently
combined with
Williams)
had on display (ESCAPE FROM THE) LOST WORLD and
DUNGEONS
AND DRAGONS. Premier exhibited their
latest "Gottlieb"
creations
including EXCALIBUR and ROBO WAR. Data
East Pinball
was
also there showing TIME MACHINE, TORPEDO, LASER WAR, and
SECRET
SERVICE.
We were also treated to a display of
"classic" pins from the
1950's
and 1960's owned by collector Bob Speiler.
These games
were
all in near "mint" condition, and included (in chronological
order):
GAME MFG. YEAR
--------------------------------------------------
BANK-A-BALL Gottlieb
1950
HIT 'N
RUN Gottlieb 1952
QUEEN
OF HEARTS Gottlieb 1952
HARBOR
LITES Gottlieb 1956
ROTO
POOL Gottlieb 1958
SITTIN'
PRETTY Gottlieb 1958
DARTS Williams 1960
FLIPPER
(AAB) Gottlieb 1960
OLYMPICS Gottlieb 1962
SLICK
CHICK Gottlieb 1963
GIGI Gottlieb 1964
BANK-A-BALL Gottlieb 1965
BUCKAROO Gottlieb 1965
KINGS
AND QUEENS Gottlieb 1965
SKYLINE Gottlieb
1965
DIAMOND
JACK (AAB) Gottlieb 1967
SING
ALONG Gottlieb 1967
GRANADA
(AAB) Williams 1972
Many thanks to Bob for letting us see and
play these
wonderful
pingames!
There were also plenty of great old games
for sale this
year.
Dennis Dodel from St. Louis, publisher of the great
pinball-only
newsletter, Pinball Trader, had some nice games for
sale,
including bingos, a 1-ball, and an excellent HUMPTY DUMPTY.
Donal
Murphy of Chicago had his usual selection of fine 1960's
games,
including mostly "Add-A-Balls".
Pat Hamlett, also of the
Chicago
area, had a nice selections of games, as did another
local
area dealer, Rick Diamond.
The following is a list of the games available for sale,
also in
chronological order:
GAME MANUFACTURER YEAR
-------------------------------------------------
SPORTSMAN Jennings 1934
CHAMPION Bally 1939
HIGH
DIVE Gottlieb 1941
VICTORY
SPECIAL (1-BALL) Bally 1945
SUPER
SCORE (Repl. Glass) Chicago Coin 1946
GOLD
BALL Chicago Coin 1947
HUMPTY
DUMPTY Gottlieb 1947
ROCKET Bally 1947
BANJO Exhibit 1948
MAJOR
LEAGUE BASEBALL United 1948
DUDE
RANCH (BINGO) Bally 1953
MANHATTAN
(BINGO) United 1955
SQUARE
HEAD (AAB) Gottlieb 1963
SWEET
HEARTS Gottlieb 1963
COW
POKE (AAB) Gottlieb 1965
FLIPPER
POOL (AAB) Gottlieb 1965
FULL
HOUSE (AAB) Williams 1966
HULA
HULA Chicago
Coin 1966
HURDY
GURDY (AAB) Gottlieb 1966
DAFFIE Williams 1968
HEARTS
AND SPADES (AAB) Gottlieb 1969
MINI
CYCLE Gottlieb 1970
SEE-SAW Bally 1970
EXTRA
INNING Gottlieb 1971
GRAND
SLAM Gottlieb
1972
NIP-IT
(In Crate) Bally 1973
CLEOPATRA Gottlieb 1977
EVIL
KNEIVEL Bally 1977
MATI
HARI Bally 1977
UNIVERSE Zaccaria 1977
FLASH Williams 1978
DOLLY
PARTON Bally 1979
DRACULA Stern 1979
GORGAR Williams 1979
HERCULES Atari 1979
XENON Bally 1980
FIREPOWER Williams 1984
F-14
TOMCAT Williams 1988
CENTAUR Bally
198?
DRAGONFEST Stern 198?
TIME
WARP Williams 198?
Also on display again this year was
Harvey Heiss' Prototype
"roll
down" game, BABY IN THE HOLE, the idea for the scoring for
which
he got from a field game he played as a child in the early
1900's. Harvey was there with it a good part of the
time
chatting
with people, telling them about the game, and even
keeping
score for those who wanted to play a game on it.
As I said at the start of this article,
there were also two
new
pinball books introduced at the show.
Gary flower was there
from
England displaying and taking orders for his fantastic new
color
pinball book, "Pinball - The Lure Of The Silver Ball",
which
he co-authored with Bill Kurtz from Ohio.
Dennis Dodel
also
had available for sale for the first time yours truly's new
book
"Pinball Troubleshooting Guide".
And last, but certainly not least, was
the booth operated by
Expo
co-producer (and Exhibit Hall Chairman) Mike Pacak. As he
has
done at all the past Expos, Mike brought his entire pinball
brochure
collection (probably the best in the world), many of
which
were on display in large binders for all to look through.
What an
exciting opportunity, as evidenced by the fact that you
had to
wait in line almost anytime to look at these treasures.
Mike,
of course, was also selling duplicates and did a "land
office
business". I, for one, would like
to give "THREE CHEERS"
to Mike
for doing such a wonderful thing for all the pinball
enthusiasts
at these shows.
WHAT
ABOUT THIS YEAR?
In a recent phone conversation with Expo
producer Rob Berk,
I
learned that another great Expo will be held this year.
"Pinball
Expo '89" will again be held at the Ramada/O'Hare (with
it's
nearby diner) on September 29 and 30.
The Premier
Technology
pinball plant will be toured, and Gary Stern,
President
of Data East Pinball, will be the featured speaker at
the
annual banquet.
A real treat will be in store for those
who attend as Joe
Kaminkow
of Data East and Larry DeMar of Williams have promised
to
produce an actual working (and scoring) model of Harvey Heiss'
now
famous BABY IN THE HOLE. Rob also told
me that Harvey will
be
there again as he just can't miss the opportunity to see this.
So folks, it looks like another good time
will again be had
by all
"friends of the silver ball" who are fortunate enough to
attend
this annual "tradition". Hope
to see you there!