PINBALL EXPO '89
- My wife comes along
-
By Russ Jensen
Photos by Sam
Harvey
Well, for the fifth year in a row the
fabulous Pinball Expo was held
in
Chicago. This time, prior to going to
the show, two things happened.
The
first was that by coincidence the dates of the Expo (Sept. 29 and 30)
and the
weekend of California's coin machine show, the Loose Change Fun
Fair,
occurred on the same weekend! Well, I
had to make a decision as to
which
show to attend, but since the Expo was "all pinball" and the Fun
Fair
wasn't, the Expo of course won out.
The second thing was that I decided to
see if this year my wife Jan
would
come with me to see what I have been doing one weekend a year for
the
past four years. I knew she would not
fly (Yes Dave Haynes, another
"sky
chicken") so I proposed to her that we take the train and make a
"mini-vacation"
out of the trip. I was pleasantly
surprised when she
agreed
and subsequently made reservations on AMTRAK.
We left Los Angeles on Tuesday evening
and arrived in downtown
Chicago
Thursday afternoon. The trip was
enjoyable, especially the wide
variety
of people we met during meals in the diner.
After arriving in
Chicago,
we took the subway/elevated train to O'Hare Airport where we were
picked
up by the hotel limo. That trip was
also interesting, especially
passing
through some old Chicago neighborhoods, which looked to me like
they
had not changed at all since I was a small child there over 45 years
ago.
After checking into the Ramada O'Hare
Hotel, the site of the Expo for
the
second year in a row, we had dinner and later went to the area outside
the
Exhibit Hall (no one could get into the hall until the next evening)
to
visit with other Expo attendees and await the show registration, which
never
occurred that evening at all. Anyway, I
got to renew acquaintances
with
other collectors, introducing them to my wife.
We also made a new
friend,
a young woman who really enjoyed playing pinball, with whom we
visited
with several times during the show.
OPENING REMARKS
After finally getting our registration
packets the next morning, we
gathered
in the lecture hall for the start of the day's activities. Expo
Chairman
Rob Berk began by remarking that this year the Expo had it's
largest
turnout to date. He next told us that,
in addition to the events
shown
on the published program, there would also be three talks on
Saturday
morning.
Rob then reminded us that the bus for the
tour of the Premier pinball
plant
would leave promptly at 12:45, and that people from other companies
could
not attend. Rob next told us that this
year there would be two
exhibit
rooms; the regular exhibit area and a second room containing the
tournament
games (Premier's BONE CRUSHER) plus a collection of older
classics
brought to the show by Rob himself and Expo co-producer MIke
Pacak.
After mentioning the raffle, which would
be giving away a brand new
Williams
BLACK KNIGHT 2000, Rob introduced Exhibit Hall Chairman Mike
Pacak. Mike first told us that the tournament
qualifications must end
promptly
at 5 PM on Saturday. He then said that
all were invited to play
the
games which he and Rob had brought, but asked that they be immediately
notified
if any game was mal-functioning.
Rob again got up and asked Steve Kordek
and Harvey Heiss to come up.
He then
asked them if there were any other ex-Genco employees still
around? They replied they only knew of one, Larry
Spallita. At that
point
Rob surprised them by bringing Larry out of the audience. Steve and
Harvey
said they last saw Larry about 25 years earlier. They then said
that
Larry was 76, Steve 78, and Harvey 82 "years young". Finally Harvey
said
that Larry ran the punch press department at Genco beginning in the
1930's.
BEHIND THE SCENES AT SUN
PROCESS
The first scheduled talk was by two
representatives of a company
calling
itself Sun Process, which produced artwork for the games industry.
Rob
introduced the speakers Ron Baum and Don Jarovsky, who used to work
for
Advertising Posters, the long-time coin machine art company which had
been
producing pinball art since the 1930's.
The Sun representatives first told us
that the company had been in
business
for 18 years, and had been involved with pinballs and video games
for
about 8 to 10 years. He said they were
going to present an "informal
presentation"
followed by a question and answer session.
He then said
that
Sun also dealt with other industries, such as automotive and
appliances.
They then started to describe what their
company did for the pinball
industry. They said that they printed directly onto
materials and then
cut
them out. Sun printed the artwork on
playfields and backglasses, they
said,
and also made decals and playfield plastic parts. They next showed
us
samples of their work. It was pointed
out that they could also bend
plastic
parts and showed us as an example some playfield parts they had
produced
for the recent pingame POLICE FORCE.
The printing process was then further
described. They pointed out
that each
color required a "separate pass" using a nylon screen, a sample
of
which they showed. They went on to say
that the making of the screen
was a
photographic process, with the emulsion being washed off in areas
where
the color should go through. They said
the screen was placed on the
material
onto which the printing was to be made and a squeegee used to
roll
the ink on.
The plastic parts they said were printed
on long sheets of plastic,
and
then the individual parts were die cut so that they could later be
separated
at the game manufacturer's plant. The
die they used they said
was
somewhat like a "cookie cutter".
They then told us that a 100 ton
press
was used in that process.
The Sun representatives next talked about
the two major methods used
to
produce backglass art. The
"conventional" method they said was "line
art"
which employed 13 or 14 colors. The
other method, the "4 color
process",
they said used only blue, red, yellow, and black dots, with
either
white or silver opaque used on the back in areas where light was
not
supposed to show through.
They next talked of "screen
printing" versus "offset printing". They
said
that offset printing was cheaper to use when large quantities of a
glass
are going to be produced. They went on
to say that if a company is
not
sure how well a new game will sell they will order a smaller number of
screen
printed glasses. Finally the speakers
told us that "color proofs"
were
often used to check each color pass.
They also remarked that today
more
modern techniques, such as ultra-violet drying, are employed to
improve
the process.
The Sun representatives then invited
questions from the audience.
The
first question was "is there any special order that the colors are put
on? The Sun people answered that it depended on
how the final product was
to come
out, and that it was different for decals, adding that the whole
thing
was "very technical".
Several questions were asked regarding
the "environmental controls"
required
in their production facility. They
answered that the right
environment
was required and that their buildings were temperature and
humidity
controlled using what they called "air make-up systems". They
went on
to say that moisture could cause the materials on which they
printed
to either shrink or grow, affecting the "registration" of the
printed
pattern. When asked about getting rid
of fumes, they replied that
their
ventilation system was very complicated and automatically "measured"
the air
in the plant, and would at certain times "replace" the air in the
building
with outside air.
As a side comment one of the Sun people
told us that the playfields
were
produced at a wood-working facility, but that Sun did sanding,
sealing,
printing, and final application of a "hard coat" utilizing a
"computerized"
spray booth. They also showed us a
glass they were making
for a
new Williams shuffle alley. They
remarked that preparing a new
backglass
requires "experimenting" to determine the best method of
producing
the artwork. Changes are made to
improve "back lighting", etc.
Colors
are also sometimes changed, they said, to blend better with other
colors
on the glass.
The question was next asked "who
decides on changes?" Steve Kordek
from
Williams answered saying that the game manufacturers' Art and Sales
Departments
were usually involved, with Sales often making recommendations
to the
Art Department. When asked how
"mirroring" of backglasses was
done,
the Sun people replied that the glass is first entirely mirrored,
then
the area which is to be mirrored on the final glass is covered with
"resist"
on the back of the glass, and the mirroring of the other areas is
washed
away, using a similar method to that used to produce printing
screens.
A question was then asked regarding
"surface preparation" of glass.
Sun
replied that they used "washing machines" to clean the glass and then
put
either powder or paper between them to keep them from scratching each
other. After each printing pass, they said, the
dust and lint was
removed. When asked if static electricity caused
problems, they replied
that it
could and that static elimination devices were used.
Rob Berk next "asked if the
companies kept files of old artwork?"
Sun
replied that the screens were kept for a short period, but they said
that
the "original art" was retained by the game manufacturers. The final
question
asked of the Sun people was what can us collectors do to help
preserve
our backglasses? They suggested that we
keep them in a low
humidity
environment and possibly put some type of material on the back.
THE ROMANCE OF
WHIFFLE
Rob Berk introduced the next speaker, Mr.
Bob Froom from Youngstown,
OH,
whose father was the inventor of the pioneer pingame called WHIFFLE.
Rob
said he first heard about Mr. Froom when an article appeared in the
Youngstown
Vindicator, on November 25 1981, containing an interview with
Bob
regarding his father and WHIFFLE. Rob
immediately called Bob, he
said,
and they talked about his father's involvement with pingames.
Mr. Froom began by telling us that he had
been talking with Dick
Bueschel
for several years and that he thought Dick's book, Pinball I,
probably
contained the most accurate history of pinball's early days. He
then
told us that he first attended a coin machine show with his father in
1936.
Bob next introduced his wife whom he said
had "lived with the story
of
WHIFFLE". He then mentioned the
fact that both of his daughters now
have
WHIFFLE's, his one son-in-law buying one at the Expo.
Mr. Froom then began relating to us the
"history" of his father's
involvement
with WHIFFLE. He started by saying that
his father was Earl
W.
Froom, and that the story of his problems with pinball could not have
been
easily told since no one would believe it!
He then said that his
father
invented the original "pinball machine", but not the "Swedish
Bagatelle"
game.
He next said that over 50 years after the
invention of WHIFFLE the
article
about it appeared in the Youngstown paper.
In Bob's interview in
that
article he said he mentioned the fact that he was looking for an old
advertising
film for WHIFFLE which his father had
made. He said after
the
article appeared in the paper he got a phone call from a man who had
the
film and had been trying to sell it at Swap Meets for $1.00. This man
told
Bob he could have it! Needless to say,
Bob was thrilled! He said
that
the film was 57 years old, was quite accurate, and was used for
"promotion"
of the game.
Bob next told us that he remembers
WHIFFLE quite will. He said that
in 1930
there was a great depression in the country, and that Youngstown
was in
the midst of economic disaster due primarily to the closing of the
local
steel mills. He said they even had
"bread lines" in town. He
then
went on
to talk of his father's situation at the time.
He said his dad
was a
radio salesman and made $120 a month.
He also said his father had a
Ford
automobile and a nice rented home.
Bob then told of the beginnings of
WHIFFLE. He said his father's
friend
Bob Parks was a druggist, and his other friend Art Paulin, a
carpenter. He said Paulin built a small bagatelle type
game for his
daughter
and brought it to the drugstore and set in on the counter to show
to his
friends.
He then said that the story goes that his
dad put a penny in a coin-
op
cigar lighter, which was on the same counter, and was in the form of a
miniature
gasoline pump. (Bob had mentioned earlier though that he never
remembered
ever seeming his father smoke!) Anyway,
he said that this all
of a
sudden gave his father the idea of adding a coin mechanism to
Paulin's
game. He then remarked that Paulin's
little girl never got the
game!
Bob next said that his father brought the
game home with him and from
it
created what he referred to as "Old Jenny", the original prototype of
WHIFFLE. He said it was glass covered, had a sloping playfield,
a sliding
panel
to drop the balls at the start of a game, and a plunger. He went on
to say
that the game used 9 white marbles, plus a red one which counted
double.
Bob told us that when his father was
finished with his prototype, he
took it
to Paulin's Drug Store and watched as people put in nickels to
play
the game. He said the game took in 52
nickels during this trial run.
He also
mentioned that his dad saw a kid cheat the coin mechanism in some
way,
but that he later corrected the problem which allowed him to do it.
As a result of this trial run he said his
dad started thinking about
how
much money a game like that could take in during those depression
days,
calculating it to be approximately $8 per day.
After that he said
his
father, Mr. Parks, and Mr. Paulin decided to become partners and start
by
building 10 games at first. He said
each of the three men contributed
$300 to
the partnership, his father borrowing the money he contributed.
Bob said that "Old Jenny" made
between 50 and 100 dollars per week on
location
and therefore many people wanted to buy them outright. But, he
said,
the games were sold to operators on a "lease basis" only. He went
on to
say that they couldn't build the machines fast enough to keep up
with
the demand, saying that they built 27,000 games in one year. He
remarked
that all these games brought in a "tidal wave of nickels". He
also
told us that his father even travelled by air selling exclusive
operating
territories for WHIFFLE.
Bob then told us about his father and his
partners building a factory
in
Youngstown. He said that 300 people
worked on it completing it in 14
days. After it was finished, he said, over 1000
people showed up seeking
jobs. After they really got going, he remarked,
production was increased
to 100
games per day, but that was still not enough!
He said they also
opened
a factory in Canada, but still couldn't keep up with the demand.
Finally
he told us that friends started making games for them (88 friends
and
neighbors in all) who they referred to as "Seller - Carpenters".
Mr. Froom next told us of the problems
they had with others coping
the
game which he said was easy to copy. He
said the Chicago game
manufacturers
began producing copies of the game, and that the "generic
name"
for these machines eventually became "pinball games". He said that
one
company in North Carolina actually started copying WHIFFLE, and even
went so
far as to put his father's company's name, Automatic Industries,
on
them.
Bob next told of racketeers getting
involved with the games business
and
that they would often smash up other operator's games on location and
put
their own games in their place. He said
that because of this type of
problem
many places tried to pass laws banning pinball games which often
resulted
in court decisions against the games business.
He then told us of his father going to
court to try to stop others
from
infringing on Automatic Industries' patents.
He said this court
battle
lasted for many years and that in 1937 a Federal Judge ruled that
their
patents were "only 'improvements' and not an invention"; a bitter
defeat
for his father after all those years.
He went on to say that the
Supreme
Court never reviewed that decision.
Bob ended his talk by suggesting to us
that we all go out and buy a
WHIFFLE
for our collections, and that we also buy a copy of Dick
Bueschel's
book. He then said that he had written
Dick a note after
reading
his book saying "dad would have been pleased".
To end his presentation Bob showed a
video tape of the 57 year old
advertising
film titled "The Romance of Whiffle", his father had made.
Being
that it was shown on a TV Monitor, and that I, with my rather poor
eyesight,
was seated across the room, I could not see much of the film
except
that it was "silent" with "subtitles" with music added to
the
video. The film showed scenes in the factory, etc,
but I really can't
report
on its content. Anyway, I'm sure it was
quite interesting.
Incidentally,
I talked to Mr. Froom on the phone in December and he told
me he
was thinking of selling copies of the video, with several
enhancements,
sometime in the future.
"TODAY AND TOMORROW"
PANEL DISCUSSION
Next on the agenda was a panel discussion
dubbed "Today and Tomorrow"
featuring
editors of various coin machine publications and a special guest
panelist,
Mr. Clyde Knupp, the current President of the Amusement Machine
Operators
of America (AMOA). The other panelists
included Jim Haley of
Canadian
CASH BOX magazine, Valerie Cognevich of PLAYMETER, Lou Perfido
from
VENDING TIMES, and our own Dick Bueschel from COIN SLOT. Also
sitting
in was Roger Sharpe, pinball author and past editor of several
magazines,
and now an executive in the marketing and publicity end of
Williams.
Clyde Knupp opened by saying that when he
was invited to the Expo he
really
didn't know what to expect. He then
asked for a show of hands from
the
audience asking how many of us were operators, enthusiasts, or factory
people. He told us that AMOA started out many years
ago as MOA (Music
Operators
of America) as operators banding together to help solve problems
in the
Juke Box business.
Finally, Clyde told us that his
organization had a goal of a
membership
of 2000 operators by the end of 1989.
He also said that their
Board
of Directors had authorized expenditures to promote pinball. He
then
said that he brought with him an old pingame which was made in the
early
days in his home town of Omaha.
Jim Hayley spoke up to say that in Canada
the pinball business is
"strengthening"
with operators starting to buy more pins.
Valerie then said that there was one
important thing that most
operators
tended to overlook about pinballs. She
said that when videos
came in
they required more maintenance than pingames, and that operators
are
just now beginning to appreciate the lower maintenance required of
pins. She also remarked that when she talked to
pinball players they said
that
they felt that pinballs were more "real" and that they had more
"control"
over them than with video games.
Lou next told us that he has been playing
pinball in Philadelphia for
years
(since the age of 5). He then said that
he thought the Expo was
"wonderful"
because it combined the old with the new.
He then remarked
that he
had once beaten Roger Sharpe in a game of pinball. Finally he
remarked
that games should be properly maintained to attract players.
Next to speak was Dick Bueschel who began
by saying that Dave
Gottlieb
once said that pinball was "an All-American game". He went on to
say
that it is infinitely harder today for pingames to get "good press".
He said
it was time for that to happen and that pinball needs attention
from
the media. He ended by saying that the
pinball industry should have
"a
soft lobby in Washington" and that maybe in the future a commemorative
stamp
would be in order celebrating the 50th anniversary of the flipper.
Clyde Knupp answered by saying that in
getting good publicity for
pinball
"timing is critical", remarking that it takes 5 to 10 years
"lead
time"
to get out a postage stamp. He went on
to say that the enthusiasts
can
help bring it all about by working together, and then remarked that
Roger
Sharpe is involved with AMOA in a promotion for pinball. Roger then
spoke
up to mention that for the first time in years a pingame won an
award
at the AMOA show.
At that point Expo Chairman Rob Berk
asked the panel for their
opinion
on 50 cent play for pinball.
Clyde began by saying that the price per
game has to go up so that
the
operators can get a fair return on their investment in the equipment,
saying
it takes a lot longer now for a game to pay for itself than it did
in the
1930's. He then said that it costs a
lot nowadays to "develop" a
new
game and that's why they cost more. He
ended by saying that either 50
cents
or 3 games for $1 play is coming.
Jim then told us that Canada recently
introduced a $1 coin (which has
the
nickname "loony" because it depicts a loon bird) and said that in
order
to insure that the coins will be used the dollar bill was
subsequently
withdrawn. He said the public is
accepting this fairly well.
He then
said that the coin machine operators put decals on their games
saying
"Accepts 'Loons' Only" and gave the players 3 plays for $1 which he
said
has met with little resistance from them.
Valerie next pointed out that operators
have always had problems
raising
prices due to coin denominations. She
then told us of an operator
who
used to hate pins, who got a new Williams CYCLONE with a dollar bill
acceptor. She said he asked a location if they would try
it out and they
agreed. She then said that that made collections go
up and now he is
"gung-ho"
for pinballs. She went on to say
"you'll have to try it".
She next told us that coin-op pool tables
are 50 cents to play and
that
the dollar bill acceptor, and 3 for $1 play for pins, should be
coming. She then remarked that the coin machine
industry is lobbying for
a $1
coin, but that for that to work the dollar bill would probably have
to be
withdrawn. She talked of a proposed
"Christopher Columbus Dollar"
which
would be larger than the old "Susan B. Anthony Dollar" and which she
said
other organizations also wanted.
Lou then said that he agreed that a
dollar coin would have to come
eventually,
but that they would have to be larger than a Quarter.
However,
he said, there is a lot of politics involved in getting a new
coin
produced. He then remarked that today
cigarettes cost about $2,
chewing
gum 55 cents, etc, and that it was only fair to charge more for
pinball
play, especially in view of the new technology involved. Besides,
he
quipped, "good players get free games anyway".
Sam Harvey from the audience next brought
up the problem of poor
maintenance
of games on location, and how that could have an effect on
increasing
play prices. He compared paying a high
price to play a poorly
maintained
game to buying a pack of cigarettes with one or two cigarettes
missing
some of it's tobacco. He said that if
operators kept their games
up
properly players would probably be more willing to pay more to play
them. This drew a round of applause from the
audience.
Someone else from the audience then asked
Clyde Knupp if the question
of
properly maintaining games was ever brought up at AMOA? Clyde said
that
was a good point. He said the problem
was getting the operators'
employees
to "care" about the games they service. He then said that
education
of operators is needed to get the maintenance situation to
improve,
saying "we all have to work harder".
Another question from the audience was
"what about giving the player
5 balls
for 50 cents?" Roger Sharpe
answered that that would make the
"game
time" too long which would result in lower earnings for the
operators. He went on to say that most designers today
are used to
designing
"3 ball games", and that the percentaging for a "5 ball
game"
would
be entirely different and difficult for the current factory people
to
change.
A young woman player from the audience
then remarked that the panel
was
primarily addressing the people in the room, and asked "what about
kids
who can't afford to pay higher prices to play pinball?"
Clyde Knupp answered by saying that
pinball today is competing with
home
video games (Nintendo, etc) and that this type of home game is
expensive. He said that if kids could afford these
expensive home games
why
couldn't they afford to pay higher prices to play pins? He then
remarked
that some of the older games kept on location could possibly be
set for
25 cent play until they were replaced with new machines.
Steve Kordek then remarked that people
were paying 25 cents years ago
to play
games that cost $600 to $800 to buy. He
said it's ridiculous that
today
you can play games for the same price that cost several times that
much to
buy.
The daughter of long-time Philadelphia
coin machine operator Stan
Harris
then said that they would like to raise play prices but were
reluctant
to be the first to do it. She then said
that they really didn't
want to
take the "flack" from players for the price increase, and
suggested
that maybe the manufacturers take the first step by changing the
"coinage"
of their games. Steve Kordek of
Williams then spoke up to say
that
all of their new games are set up for 1 play for 50 cents, 2 plays
for 75,
and 3 plays for $1.00.
A gentleman from Texas next commented
that in the 1940's pinball and
Cokes
both cost a nickel, and today pinball is 25 cents, but Cokes are up
to 60
cents. Roger Sharpe commented that in
Japan and Europe games cost
generally
between 60 and 90 cents per play.
Dick Bueschel then made a comment
regarding the previous pricing
discussion. He said that the games business is a
"four cornered thing".
The
"maker" who knows the games, the "distributor" and the
"operator" who
know a
lot about the games, and the "location" who knows "diddly"
about
the
games. He then remarked that it's
ridiculous that we worry what the
location
says regarding pricing for playing the game.
Dick then remarked that "if it is a
good game it doesn't matter what
it
costs!", and then pointed out that movies today are $5.00. Lou
Perfidio
quickly noted that movies are $7.50 some places.
Someone from the audience then remarked
that maybe new games should
come
out with "preventive maintenance" tips (such as "time to replace
lamps",
etc) being flashed on the displays.
Larry DeMar from Williams
answered
by saying that operators would probably be more interested in
inhibiting
these messages than heeding them!
As a final comment, pioneer pingame
designer Wayne Neyens remarked
that
the play time of today's games is really too long. He suggested that
possibly
designers should decrease the play time rather than increase the
price
per play.
PINBALL MECHANICS AND
RESTORATION
Next up was Expo regular Steve Young to
talk on the subject of
pinball
repair and reconditioning problems.
Before starting on his topic
however
he made a remark regarding the subject of pinball pricing which
had
just been discussed, saying "why don't they charge 10 cents for 1
ball,
and allow the player to buy more balls if he desires?"
Before describing the various subjects
presented by Steve, I would
like to
remark on the overall quality of his presentation. Steve utilized
some
excellent slides which he produced from illustrations from game
manufacturers'
manuals and parts catalogs. These Steve
skillfully
enhanced
by coloring in key portions of many of the drawings, which added
significantly
to understanding the topics he discussed.
Also before I start describing the
subjects covered, I would like to
point
out the this discussion only "scratches the surface" of Steve's in-
depth
presentation, as to describe it fully would take a book I am sure.
Steve first remarked that as old people
retire from the pinball
business
much of their expertise will go with them.
He said that
mechanical
repairs will always be required on games and that he was going
to
present us with some "tricks of the trade". He then remarked that he
often
repaired games "over the phone".
At one point Steve said that he
was
considering writing a book on the subject.
I, for one, sure hope that
he will
because, as far as I am aware, the subject of mechanical repair
and
adjustment of pinball mechanisms has never been covered in print
before,
except maybe superficially.
Steve said the items he would talk about
he called "heavy hitters"
and are
items which are often overlooked when people work on pingames.
The first trouble-prone area he mentioned
was "fuse holders". He
said
that proper spring tension between the fuse clips was essential, as
well as
correcting the problem of dirty or broken clips.
He next briefly talked about
transformers, saying that they very
seldom
ever go bad. He then said the most
annoying problems with them is
that
they sometimes "buzz", saying that often this can be cured by hitting
the
laminations with a hammer; not too hard of course.
Steve next discussed at length problems
concerned with relays. He
started
with the very important subject of adjusting relay contacts for
the
proper "over-travel" required.
He said always adjust the shorter
blade
and make sure that all contact sets on a relay meet at the same time
and
with the same pressure. He then
suggested that you remove the
playfield
when attempting to adjust hard to get at relay points.
Steve next talked about relay armatures
and their associated springs.
He said
that the armature and springs should always be as originally
placed
at the factory. He went on to say that
in the case of "Interlock
Relays"
the balance of spring forces is critical and all contacts must be
properly
adjusted to maintain that balance. He
then said that the point
where
the two armatures interact should be kept clean.
Steve then warned us against using our
fingers to adjust relay
contacts. He said that that tends to break or bend the
contact blades.
Well, I
hate to admit it, but I've been using my fingers for that purpose
ever I
was a kid. But Steve is certainly
right, it's really not an
advisable
way of performing that task. You should
use special points
adjusting
tools or "needle nose" pliers.
As
a final note regarding relays, Steve mentioned the "fast acting
relays"
used in many games from the late 1940's up until the early 1960's.
These
relays, he said, had screws which you loosen to move the long
contact
blades during adjustment, in addition to bending the tabs that
hold
the other contact point.
Steve next began talking about the
various problems and repair
techniques
applicable to "Pop Bumpers".
He began by saying that when
working
on these units you should first look for loose screws, excessive
wear,
and areas which require lubrication.
After that he said you should
replace
any worn parts.
He then said to watch for the weld coming
apart in the "lever" that
moves
the ball deflecting ring. Steve next
talked of cleaning the switch
activating
"cup" on the bumper assembly, and then adjusting it for proper
spring
force as well as centering it. As a
final note he told us that it
is OK
to file the points on the "bumper control relay" with a fine file if
they
become pitted.
Steve next tackled the extensive subject
of flipper maintenance. As
with
pop bumpers, he said, the first thing to do is to check for loose
parts
and missing screws, as well as checking the nylon bushing which goes
through
the playfield. He then said to check
for broken welds, which, he
added,
can be brazed if necessary.
Steve next told us that if the flipper
rubs on the playfield surface
it
should be adjusted, and may require the addition of a washer. He then
talked
of the proper spring tension for the torsion spring around the
shaft,
saying one-half turn was sufficient. He
told us that this should
be
adjusted with the flipper in it's "at rest" position.
Steve then talked about the flipper coil
assembly, saying that it's
coil
stop should be checked for wear, especially on Gottlieb games. He
then
said that the coil plunger should have a 45 degree chamfer on it's
end,
and if that was worn off it should be replaced.
On the subject of flipper associated
switches, he first told us that
the
End-Of-Stroke switch should be adjusted such that it opens only at the
very
end. Regarding the switches on the
flipper buttons on the cabinet,
he said
you should check for contact points which are completely missing
and replace
either the points or the entire blade.
Steve next talked about the large
Gottlieb flippers. He said to
check
for cracked flippers (you must remove the rubber first, though), and
then
pointed out that for some reason the right flipper usually goes
first.
As a final note on flippers, Steve said
that stuck flippers are
usually
caused by mechanical problems.
Sometimes, he went on, the flipper
button
sticks due to "grundge" and should be cleaned.
Steve next digressed from maintenance for
a few minutes to tell us
how to
modify pingames for "free-play" operation. On Gottlieb Add-A-Ball
games,
he said, you should wire the "brown" and "orange" wires
together on
the
"Hold Relay". On replay
machines he told us you can just bend the
points
on the replay credit unit so they are always closed.
Following that Steve started discussing
stepping switches. He began
by
saying that when the "step-up coil" is energized, one full stroke of
the
plunger should advance the gear 1 and 1/2 teeth. If this is not
right,
he said, you should adjust the coil position by using the screw to
loosen
it. He then remarked that the
"momentum" of the step-up arm should
ring
the associated bell, if there was one.
Regarding the wipers on steppers, Steve
said that with the old style,
which
used "spring-loaded" contact points, worn points can cause excessive
wear on
the contact disk contacts. If these
"rivets" are badly worn, he
said,
they can be replaced by drilling them out and replacing them with
new
rivets. To repair the spring-loaded
contacts themselves, he went on,
you can
cut off the contact end of a good one and solder it to the old
post,
after the bad end is completely removed.
To adjust the position of
stepping
switch wipers he said you should loosen the screws which hold the
wiper
assembly in position, move it to the proper position, and re-tighten
the
screws.
As to the springs associated with
stepping switches, Steve said to
always
use the proper spring sizes. The
torsion spring wound around the
main
shaft, he went on, should have 2 1/2 turns of tension on it when the
unit is
"reset". He then remarked
that when a stepper is properly cleaned
and
adjusted (including proper torsion spring tension) that the "acid
test"
is that it will properly "reset" from it's first position above it's
reset
state.
As a final note on stepping switches,
Steve mentioned the small
stepping
units used on many Gottlieb games in the 1970's. He said that in
some of
these games there was a sheet describing how to service these
units. He then remarked that the major problem with
these switches is
adjusting
the wiper to make proper contact with the circuit board contact
area.
After finishing with stepping switches,
Steve began the subject of
maintenance
of the mechanical scoring reels used on pingames in the 1960's
and
1970's (and on multi-player games in the late 1950's). He began by
telling
us not to be afraid to take them apart as they were "keyed" so
that
you can put them back together properly.
He then said that you should first check
the coil stop. He went on
to say
that these units should be adjusted with the reel in place, saying
you
should not be able to move the reel itself by hand when everything is
properly
adjusted. Steve then explained in
detail how to take a score
reel
apart.
Regarding the score reels used on
Williams games, Steve said they
generally
have two typical problems, both connected with the switch
contact
sets associated with the score reel unit.
One problem he said is
that
the screws holding the switch stacks together often become loose.
The
other problem, he went on, is the wiring coming loose from the solder
lugs.
Steve next talked about
"Drop-Target" problems. As he
had said
regarding
other mechanical units, screws becoming loose often cause
problems. He then said that rubber grommets used with
those targets many
times
deteriorate and need replacing. He then
went into detail on methods
of
taking drop-target banks appart.
Regarding Bally target banks, he
mentioned the common problem of one
target
falling immediately when a target bank is "reset", saying it was
caused
by wear of the unit. He then advised us
to use a special type of
Allen
Wrench which applies extra torque when loosening certain screws on
these
units.
Steve then warned us not to stretch
springs to try and make a drop-
target
unit work properly, but to properly clean and adjust the unit
first. Finally he said you can replace broken
targets by drilling out the
rivet
holding them in place, replacing the target face, and re-riveting.
On the subject of pinball
"bells", Steve first reminded us that they
"take
a pounding". He then said you
should first make sure everything is
tight,
and then look for broken brackets. As
far as "chime unit" problems
were
concerned, he commented that Gottlieb used an adhesive-backed piece
of
rubber at the bottom of the plunger which often deteriorated and stuck
to the
sides of the plunger, causing it to jam.
Steve next discussed a problem
frequently occurring with Gottlieb
"ball
return" mechanisms; namely that of the solenoid having to kick the
ball
several times before it gets kicked all
the way to the plunger. He
said
that if the ball is too far down on it's support piece, too much
energy
is required to kick it all the way. The
ball is then pushed up,
hits
the top of the tray, and then falls back to it's original position.
He then
remarked that the "out-hole switch" helps hold the ball up high
enough,
and therefore should be adjusted properly, which he said most
often
solves this pesky problem.
Steve once more digressed for a moment
from repair problems to tell
us of a
simple way of improvising a "free-play button" on games, such as
Add-A-Balls,
which don't have one. He said to move
the "slam tilt" switch
on the
front door such that the "coin return" button will operated it.
This
switch can then be wired across the coin-switch and used to start the
game.
Steve ended his very informative
discussion with a brief mention of
a
solid-state pinball problem. He said
that the Bally "Solenoid Driver
Board"
often has damaged soldering at the bottom.
He suggested that you
should
always inspect that board carefully, and "reflow" the solder if
necessary.
PREMIER PLANT TOUR
The annual pinball plant tour this year,
as it was at Pinball Expo
'85,
was at the Premier Technology (formerly Gottlieb) plant. After about
a half
hour bus ride to the factory, we all gathered in the employee "day
room"
where we were treated to free soda pop.
We were told that we would
be
broken up into groups and that our tour guides would all be
"old-time"
Gottlieb
employees who would try to answer any questions we might have.
While
in this room I noticed a "Pepsi vending machine" and thought to
myself
that sure wouldn't have been there when the Coca Cola Company owned
Gottlieb
a few years ago.
Well, our tour guide was Adolph Seitz, Premier's Vice President
of
Research
and Development, who told us he started working for Gottlieb in
1966
when he was still in High School. He
then told us a story about
someone
once offering to trade a "mint" Gottlieb HUMPTY DUMPTY (the first
flipper
pinball) to the company for one of their new games. He said that
Alvin
Gottlieb agreed to make the deal and that Gil Pollack, present owner
of
Premier, now owns that prize.
Our tour of the plant began at the
"dock" area where shipping and
receiving
took place. There we saw some
"cocktail table" pingames which
Adolph
said they had made for another company.
Next we went through the
"archive"
area where older game schematics, score cards, etc., were kept.
Adolph
told us they kept parts for games made up to five years ago. We
did
notice a few schematics however as old as eleven years. They also had
some of
the photographic type backglasses stored there. We also saw an
area
where small parts were stored.
We next went by the entrance to the
"secure area" where the game
designers
had their offices, but were not allowed to go in. During a
brief
pause in the tour Adolph was questioned regarding typical game
production
figures. He told us that they usually
produced approximately
80
games per day, except at the start of production of a new model. He
also
told us that they have been coming out with four or five new games
each
year, adding that their usual production run for a game was 3 to 5
thousand
machines. He also told us that they
owned a small factory in
Fargo
North Dakota where all their cables were produced.
Adolph was also asked about their
"test locations" for new games.
He
replied that most of their testing was done in the plant. However, he
went
on, we also have a few test locations across the country, but most of
our
testing is done "close to home".
When asked about the overseas
market,
Adolph replied that was their largest market, adding that any
language
translation required was done by their overseas distributors.
Before
resuming our tour he told us that Premier would be releasing their
first
video game at a later date.
We next visited the printed circuit
board preparation area. Adolph
told us
that there were usually 15 to 19 circuit boards in a game. We saw
a
special machine which automatically inserted small components in the
boards. This machine could bend the leads on a part,
insert it in the
proper
place on the board, and then bend the ends of the leads in
preparation
for soldering. Adolph remarked that
some parts still had to
be
inserted manually however.
We next saw the "wave
soldering" machine which applied solder to the
boards
and the washing and drying machine which cleaned the finished
boards. Adolph told us that the washer used
"dishwashing detergent". He
then
told us that after washing, each board went through a mechanical
quality
assurance test and then was fully tested electrically.
We then were taken to an area where
completed playfields were
thoroughly
tested using a specially constructed electrical "test fixture".
The
young man operating this device actually used a steel ball to test the
action
of all playfield switches.
Our tour ended at the final assembly and
completed game testing
area. Adolph told us that everything about the
finished game was checked
there;
mechanical, electrical, and physical.
The current game in
production,
by the way, was BONE CRUSHER, which was the same game used for
the
Pinball Expo tournament qualifying rounds.
After the tour we boarded the busses and
returned to the hotel for a
quick
"wrap-up" session presented by some of the Premier personnel. This
was so
short, in fact, that by the time I got back to the lecture hall it
was all
over! Sorry folks!
DESIGNING A PINBALL
After the Premier "wrap-up",
four representatives of Data East
Pinball
began the second edition of their pinball design "audience
participation"
game. Rob Berk introduced Data East
designer Joe Kaminkow
and the
members of his "team". They
consisted of their Director of
Engineering
Ed Cebula, company President Gary Stern (who again manned the
blackboard
- what a job for a CEO!), and a game designer named Jerry
Armstrong.
Joe began by telling us that the
session this year would be
conducted
in much the same fashion as last year, with the audience being
asked
to vote on the various characteristics of the game being designed.
Gary Stern then showed us the prototype
for the game, OLYMPIAD,
which
we designed last year, saying it would be available for us to play
in the
Exhibit Hall. He then applauded the
"design team" for their
efforts.
Gary next gave us a brief
"history" of his company. He
started by
saying
that it was on the weekend of the second Pinball Expo that it was
decided
to start Data East Pinball. He then
remarked that during the Expo
the
following year we toured their plant.
He then told us that they had
just
finished their most profitable year yet.
As far as Data East's future was
concerned, Gary told us that they
were
going to shortly come out with a "solid-state flipper" which he said
would
have no "End-of-Stroke Switch".
He also told us that they were
going
back to "screened" backglasses, abandoning the idea of
"photographic
artwork". Gary then introduced Jerry Armstrong.
Jerry began by saying that a pinball
designer has to be a little
"crazy",
and quite possibly a "masochist".
He then said that on the game
we
designed last year some of the shots were impossible, saying that a
designer
must always consider "ball flow" in all of his designs. He went
on to
tell us that most pinball players want "bozo games" which are easy
to
play. He then said that a designer must
always think about how well a
game
will sell, in both the U.S. and also foreign countries.
At that point our new design effort was
ready to begin. We were
told to
design a "1991 era game". We
first voted on the size of the game,
which
we chose to be the standard size. We
were next asked to choose the
game's
"theme". The themes
recommended by the audience included "sky
jump",
"pinball history", "3 for a dollar", "Las Vegas",
"prism",
"skateboarding",
"world travel", and "ping pong", with "Las Vegas"
getting
the
most votes.
When asked to vote for the artists to
work on the game we selected a
team of
three consisting of Kevin O'Connor, Pat McMahon, and Margaret
Hudson. We were next asked to vote on the initial
"skill shot". The
suggestions
included "pull down a slot machine handle", "knock down
targets",
"jump over Caesar's Palace", "go around a Roulette Wheel",
"smash
down a 'papier mache thing'", and "shoot for 3 spinning
targets",
the
latter suggestion being chosen.
We were then asked to choose the
configuration of the top of the
playfield. From the suggested ideas of "a kickout
hole and two lanes", "3
lanes",
"2 lanes representing a pair of dice", and "Even, Odd, and
Double-
Zero",
the last suggestion again received the most votes. When asked to
decide
on how many pop-bumpers the game should have, three was chosen.
We were next asked to select a "Las
Vegas thing" to use on the
playfield. We chose "Drop-Targets to be used to
try and get '21' as in
Blackjack
over "having a Roulette Wheel in the center of the playfield".
When
asked where the drop targets should be located, "in front of the Pop-
Bumpers"
was the location chosen.
The last thing we were asked to choose
for our game was some sort of
a
"gadget". Suggestions for
this included: "a 3-D
hologram", "3 kickout
holes
which kick the ball from one to the next", "a ramp with a swiveling
center
section", and "a 'Fireball target'", with the "swiveling
ramp"
being
finally selected. That ended our
design.
Joe Kaminkow then told us about their
newest game, "ABC MONDAY NIGHT
FOOTBALL",
which he said would be advertised the following Monday night by
the
Goodyear Blimp during it's flight over the football game at Soldier
Field.
BABY IN THE HOLE
Following the pinball design session,
the "continuing story" of
Harvey
Heiss' BABY IN THE HOLE took another turn.
Joe Kaminkow told us
that Expo
producer Rob Berk had suggested that Data East Pinball try and
develop
Harvey's game, and that Gary Stern agreed to try it. At that
point
Data East artists Kevin O'Connor, Pat McMahon, and Margaret Hudson,
who had
done the artwork for this "masterpiece", were asked to come up on
stage. We were also told that Ed Cebula
"worked day and night" on the
project. At that point the entire BABY IN THE HOLE
design team was
brought
up.
After asking Harvey to come up, the game
was finally unveiled. It
was
something to behold, with it's flashy artwork, brilliant colors, and
fabulous
sound, including sound effects, music, and even speech. Upon
first
seeing the game Harvey declared "I don't believe it". He then
proceeded
to play his "baby".
Harvey then told us how Rob Berk had
inspired him to build his
original
"prototype" of the game, which he constructed in his carport in
Florida. He then told us how he designed the
"special tool" required to
form
the "saucers" on the playfield, passing the tool around for us to
examine.
Harvey next complimented the Data East
design team on the wonderful
job
they did on the game and said that it "brought back many memories".
He then
told of his leaving Genco 35 years ago and going to work for a
fellow
named Bert Lane, who had once been a Genco Distributor. While he
was
working for Bert, Harvey said, he designed and built the prototype of
the
coin-op puppet game PEPPY THE CLOWN, and sold it to Williams. He then
told us
that he also designed a "digger game" which he also sold to them.
Harvey then told us that Harry Williams
and Sam Stern made changes
to
"Peppy" before they went into production. Harvey said that his
original
design was better because it was "vacuum operated" and could do
much
more than the "electric" version that Williams produced. He said his
puppet
could even walk.
That ended the lecture hall
presentations for the first day of the
Expo. That evening the Exhibit Hall was opened,
but more about that
later.
A COLLECTOR - AND
BEYOND
The Saturday morning activities began
with a talk by long-time
arcade
operator and pinball collector, and a good friend of mine, Marc
Fellman
of Omaha. Marc began by telling us how
glad he was to finally be
able to
attend a Pinball Expo, saying his business in Omaha, and for
awhile
in Las Vegas, had kept him from attending previously. He went on
to say
that he regretted that his friend and ex-partner Wade Wright, who
now
runs a record store in San Francisco, could not have attended, saying
maybe
Wade would be able to attend in the future.
Marc then introduced his wife whom he
had brought with him and asked
her to
hand out to everyone in the audience an old
Bally game brochure.
He told
us that Bally's long-time advertising manager (now retired) Herb
Jones
had once given the brochures to him, asking him to give them to
people
who would appreciate them. Well, I for
one sure did, as after
making
a small trade, I ended up with the brochure for my "OK Bingo"
BIKINI.
Following this, Marc began to tell about
his background in the
pinball
business, saying that he started in the business in 1970, but had
his
first real contact with an old pinball game quite a bit earlier. He
then
told us that he actually played his first pin, a Williams FRESHIE
(1949),
in his uncle's basement in 1957. He
said he fixed the game for
his
uncle, remarking that "once you've fixed one, you got to fix
another".
He also
told us that he had worked on games after that in the arcade of an
amusement
park which his uncle operated. He then
told us that the first
game he
ever actually owned was Gottlieb's 1958 game ROTO POOL, which he
said he
still owns.
Next Marc told of opening his own arcade
in Omaha, which he called
"Gizmo's",
in 1970 in a area which had no arcades at all.
He said he
really
didn't like the newer games that were out at the time and started
looking
for older games. He then said he could
often get older games from
distributors
when buying some new ones.
Marc said he started collecting games
because they were "American"
and he
thought the games, and the industry, should be perpetuated. And
besides,
he said, he thought that nobody collected them.
He then told us that in 1971 "the
sky fell in" because replays were
outlawed
in Nebraska. He said that he then went
to South Carolina for
awhile
and learned about bingo pinballs. In
1975, he went on, they opened
a
second arcade in Omaha, a large modern place in a shopping center, which
they
also called Gizmo's. He said at that
time they bought $50,000 worth
of
equipment from Cleavland Coin, saying that about half was 'junk' and
the
other half new games. He went on to say
that the 'junk' lasted, but
the new
stuff made money.
Then, in 1982, he told us he and his
partner took over an old
Gottlieb
and Rockola distributorship in Omaha, which was founded many
years
ago by the grandfather of the late Nebraska Senator Ed Zorinski.
Marc
said that he and his partner Wade first went in to help the family
out,
but eventually bought the company. Just
after they took over he told
us that
Gottlieb withdrew their product line, but they made a deal with
Gottlieb
that they could buy whatever they wanted (games, parts, etc.)
from
the company. He then remarked that
"we really cleaned them out" as
far as
getting parts was concerned.
Marc next told us that by 1983 video
games were becoming "boring"
and at
that time Nebraska legalized "video lottery" games for two years,
the
money raised being used to build libraries and other civic projects.
After
these games were stopped in 1985, Marc went on, he got involved in
setting
up "gaming" on an Indian Reservation in Iowa, which he said still
exists
today.
Next he told us of going to what he
called "the Mecca of the coin
machine
industry", Las Vegas. He said that
a fellow named Jackie Gahaun,
who had
been involved with the Las Vegas casino business since the 1950's,
bought
a run down hotel with a small casino, the Hotel Nevada, and hired
Marc to
get it back in shape. Marc said Jackie
told him "here it is; get
it in
shape; don't call me, I'll call you".
Marc told us it took him a year and a
half to re-do the place, which
finally
employed a staff of 70 people. He said
he then started looking
for old
machines in Vegas. He told us he found
an old warehouse full of
"bingo
pinballs" which he could buy for $75 to $100 each, because, he
said,
people had stopped playing bingos in Las Vegas".
He then said that he set up two of these
machines, a LAGUNA BEACH
and a
MALIBU BEACH, in the hotel lobby to see what would happen. He told
us that
two days later when they opened the coin boxes they were full of
nickels
which surprised him, as during the day when he was at work he
didn't
see anyone playing these machines.
Then one night, he said, he monitored
these games with a security
camera
and the next day when he watched the tape he saw two fellows
playing
the machines from about 11:30 PM until about 5 in the morning.
Marc
said these guys were long-time bingo pinball players and were good
players,
but a little "weird". He then
told of talking to them once and
them
telling him that in Las Vegas there just wasn't any place to play
these
machines anymore.
Marc next told us that the next step
after being a player and an
operator
would have to be to make your own games.
He went on to say "we
want to
play 'the fun stuff'", saying "the new equipment is 'great', but
is too
complicated, requiring the players to be 'geniuses' to play it".
Marc
then said he would like to see good old style games reproduced, but
using
all the advantages of the new technology.
He then told us about modern slot
machines he saw while in Las Vegas
which
used microprocessor technology to simulate the action of the older
electro-mechanical
machines. Marc then said that he is
"begging" today's
game
manufacturers to reproduce the "old style games", saying he thinks
they
would "work" in the 1990's
He then went on to tell the
manufacturers not to make the mistake of
not
looking at the past. Marc then said
that they should make those kind
of
games because that is what we want. He
then said they should bring
back
the screened backglasses, because the photographic ones look
terrible. He then continued, saying they should bring
back single player
games,
score reels (simulated by solid-state technology), etc.
At that point Data East game designer
Joe Kaminkow interrupted to
make
some comments from the game manufacturers viewpoint. He began by
saying
that today's manufacturers are working hard to make reliable
products. He said the new machines use four color art
and mirroring on
their
backglasses, and scoring up into the Millions again as they did in
the
1950's. He continued by saying that the
old games were fun, but that
today's
players want to see "modern things", saying that "today's
players
need
what we make".
Joe then remarked that they still make
"bozo games" too. He then
said
that in the old days you got five balls with about 15 seconds play
per
ball. He compared that with the modern
three ball games, which he
said
gave the player about 40 seconds play per ball. He next described
the
quality they put into their games today.
Marc then said that the new games were
too expensive and that the
operators
were not making any money with them. At
that point there began
more
arguing back and forth between Marc and the people from the pinball
companies. Steve Kordek from Williams remarked that
they would go broke
trying
to reproduce the old games, saying that people today wouldn't buy
them.
Finally Marc ended that part of the
discussion by saying that he
thinks
the Expo can provide the "connection" between the player and the
factory. Harvey Heiss then spoke up to say that his
BABY IN THE HOLE was
a good
example of the kind of game Marc was speaking about.
Marc next started giving us hints on
ways to find old games today.
He said
that during the time that he and Wade were building up their
collection
over 1000 games passed through their hands.
His first suggestion was to
"specialize" in one type, manufacturer,
or
"era", and not try to collect everything. Regarding the price of games
he said
don't be afraid to pay a little more for a rare game because you
might
not see it again. He then went on to
say that when you sell a game
you
should always ask a fair price, which he said is what they always did.
As far as actually locating games, his
first suggestion was to use
classified
ads, both placing your own "old pinball machine wanted" ad and
looking
for games advertised by others. He then
said he thinks that the
majority
of old games that are "out there" are in people's basements.
Marc then suggested that you look for
people who have owned their
houses
for many years and might have bought a game for home use in the
past. Finally he said to talk to historians,
operators, etc., to find out
where
the equipment was originally located.
He went on to say that he
believes
there are still many old games to be found in the Northeast and
the
Southern states.
In wrapping up his presentation Marc
suggested that AMOA, in trying
to
promote pinball, should get "free advertising" by tying pinball into
the
current "anti drug" campaign.
He also said that the industry should
stop
using violent themes for games and "get back to the fun stuff"
Marc then again got back to the subject
of producing new "old style"
games
for a moment, saying that in 12 to 24 months something like that is
going
to happen, either with or without the current pinball manufacturers.
Marc then thanked the Expo producers for
a wonderful show and
thanked
all the collectors, etc., who attended for making the Expos
successful. He ended by saying "I have never had so
much fun with pinball
people;
I will come now forever!"
PINBALL ART
This year at the Expo we had
presentations by two great pinball
artists;
one older established artist who is still active in pinball art,
and the
other one of the newer young talents.
Joe Kamindow first introduced veteran
artist Mr. Paul Faris, who he
referred
to as "a legend in pinball art".
He told us that Paul was
responsible
for the art for the Bally games: NIGHT RIDER, EVIL KNEVIEL,
LOST
WORLD, EIGHT BALL, PARAGON, XENON, and CENTAUR, plus Game Plan's
ANDROMEDA.
Joe then told us that he called Paul several times "begging"
him to
do a
game for Data East. Paul finally
agreed, he said, and he was given a
theme
for the game. He went on to say that
the game wouldn't be out for
awhile,
but that we were going to get a "sneak peek" at this forthcoming
game,
PHANTOM OF THE OPERA. Joe then
commented that this was the "best of
Paul's
artwork" except, he added, "for his next one". He then said that
Paul
was going to do BATMAN for them.
Paul started by telling us that he
worked for Bally for 10 years,
starting
at the beginning of the "solid-state era", first doing EVIL
KNEIVEL
for them. He then said that he started
with Bally as a "staff
artist"
and later became their Art Director. He
went on to say that he
had a
group of great young artists working for him who produced "some of
the
best pinball art ever done".
Paul then told us that when he left
Bally he started his own Paragon
Studios,
which had pinball art as 30 to 40 percent of it's business. He
then
remarked that he thought that violent art on games is on the way out.
Paul then told us that he had brought
some of his original paintings
with
him so we could compare them to the finished backglasses. He first
showed
us his painting for PARAGON. It was
beautiful! He told us this
was his
first "wide-body" game, and said it took between 2 weeks and a
month
to produce the painting. He went on to
say that he and his wife
were
the "models" for the main characters. He then remarked that the art
for the
playfield of games also required much effort to produce.
Paul next showed the painting for LOST
WORLD, saying this was his
first
use of "4-color art", and that as a painter he loved that type of
art. He then showed XENON. At that point he remarked that "pinball
is
the
greatest place to display an artist's work".
Paul then told us that he once did a
game which never made it to
market. He said it was his first work after leaving
Bally and was done
for Williams. Steve Kordek then remarked from the audience
that "Paul was
a
delight to work with".
Next Paul showed his original painting
for PHANTOM OF THE OPERA, the
audience
applauding when this masterpiece was unveiled. He first told us
that he
originally read the novel as "research" for his painting. Paul
then
said that when the player first sees the game the phantom is masked,
but
that during play of the game he can become unmasked. He then showed
us the
finished backglass which received more applause.
At that point Paul thanked Data East for
their cooperation in the
project. He then told us that the painting took him
about three weeks to
complete. He ended by telling us that it took a lot of
research to make
the
game realistic to the story, including the great organ music which it
played.
Paul then offered to answer questions
from the audience. Marc
Fellman
first asked if they had to pay any royalties to use the Phantom of
the
Opera theme. Paul answered no, saying
that the novel was in public
domain. He then remarked that the novel was much
more interesting than
the
movies (except possibly for the original silent film) adding that in
the
novel the phantom is deformed from birth.
Joe Kaminkow then remarked
that
the playfield art on the game was "phenomenal".
When Paul was asked if he planned to
continue doing pinball art, he
answered
"I'd be crazy if I didn't".
Dan Kramer then ask Paul if he had a
theme
idea which he would like to do? Paul
replied that he liked doing
Phantom,
saying he had become a "fan" of the story four months before he
was
asked to do the game. He added that he
would like to do other themes
that he
felt comfortable with.
When asked the name of an
electro-mechanical Bally game which was
never
released, he said it was called KICKOFF and had a soccer theme.
Paul
then commented that "pinball was a great medium for an artist",
adding
that pinball artists were great people to work with.
Marc Fellman then asked Paul if after
doing the original painting
did he
get involved with producing the screens.
He said no he didn't like
to get
involved with that, adding that Margaret Hudson could do that and
often
did. He was then asked if he had to
consider the locations of the
score
readouts, etc., in doing his artwork.
He replied that he did, but
added
that the designers would sometime change these things to suit the
artwork.
The final question asked of Paul was
what, if any, outside
influences
affected his art? He replied that his
paintings were somewhat
influenced
by "fine art". He also said
that the work of other pinball
artists
often have some influence on his work.
Joe Kamindow introduced the other
pinball artist to appear, Kevin
O'Connor,
saying that Kevin was "the most valuable pinball artist to come
along
in the past 10 years". He then
gave a partial list of Kevin's games
including
Bally's STRIKES AND SPARES, STAR TREK, SUPER SONIC, VIKING,
KISS,
MYSTIC, and SILVER BALL MANIA, plus Data East's LASER WAR, SECRET
SERVICE,
PLAYBOY, ROBO COP, and ABC MONDAY NIGHT FOOTBALL. He then
remarked
that Kevin went to California to show PLAYBOY to Hugh Hefner.
Joe went on to say that creating the
PLAYBOY backglass was very
complex,
involving an "18 shot composite", with each shot taken at a
different
time. He added that it also required
extensive "air brushing".
He then
told of Kevin attending a "pajama party" at the Playboy Mansion
while
doing research for the game. Finally he
said that it cost almost
$60,000
to make the PLAYBOY backglasses. Joe
then said that ABC MONDAY
NIGHT
FOOTBALL was Kevin's biggest challenge yet, adding that Kevin was
"their
main man" and that he was currently working on two other games.
Kevin began by saying that he much
preferred "painted glasses" over
"photographic"
ones, but that preparing photographic glasses was both
stimulating
and challenging. He went on to say that
it was like "shooting
a
movie", but without the "action". Although, he went on, you try to give
your
audience "the feeling of action".
Kevin then told about producing the
glass for SECRET SERVICE, saying
that it
was supposed to give the illusion of a car chase in Washington
D.C.,
although it was actually filmed in Madison, Wisconsin at 3 AM. He
then
said they used a "story board", had to have "sets" designed
and
built,
had to hire models, as well as getting costumes and props. He then
said
that they sometimes have problems with the weather, and even once
were
attacked by bees while on a "shoot".
He then remarked that because
of the
high cost of producing photographic glasses they would probably go
back to
painted glasses, which he prefers anyway.
He next showed us examples of some of
his older work. When showing
STAR
TREK, he remarked that the uniforms were reproduced from those used
on the
TV show, then saying that violence was not allowed back then.
Kevin
next showed us his oil rendering and the final glass for VIKING,
saying
that in those days you could keep your original paintings.
When Kevin showed us KISS he said that
at the time he was working on
it the
group was touring the country, and that they worked closely with
Bally
to insure their "heroic image".
Finally Kevin told us that the
Playboy
party "was all work".
At this point questions were invited
from the audience. Kevin was
first
asked if he also did art for the game cabinets and brochures? He
replied
that he did all the art for the games, including the cabinets, but
that
the Data East brochures were done by an outfit in California.
However,
he continued, I did work on the brochures while I was at Bally.
Kevin was then asked who owns the
original artwork for a game? He
replied
that he did when he worked for Bally, but at Data East the company
owned
it. When asked to tell us what was his
favorite of the art that he
had
done, he replied FLASH GORDON and SILVER BALL MANIA from his Bally
days,
and ABC MONDAY NIGHT FOOTBALL from Data East.
Finally he talked briefly about the car
on TIME MACHINE. He said
that it
was his wife depicted in the passenger seat, that fellow artist
Margaret
Hudson was the "hippie girl", and that he himself was the driver,
although
many people thought it was supposed to be John Travolta.
ABC MONDAY NIGHT
FOOTBALL
During the Saturday morning
presentations Data East's Joe Kaminkow
gave a
presentation on their latest game, ABC MONDAY NIGHT FOOTBALL. He
began
by telling us how that game originally came about.
Joe said that when the TV show of the
same name first started using
a
pinball scene in their introduction, there was much curiosity about what
game
they were using. In fact, he said, he
got several phone calls that
evening
from people asking if he knew. He said
he taped the scene and
played
it over and over, but still couldn't figure it out.
Joe said he next called ABC to ask
about it, and that his call was
finally
transferred to the Director of ABC Sports who told him that it was
created
for them by a production company in Oregon.
He went on to say
that
they were thinking of having an actual game produced. At that point
Joe
said that he told him that Data East was already working on a game
like
that. When this person told him that he
was coming to Chicago and
would
like to see it, Joe said "we had to do something quick", and added
that
Data East hurriedly made up a prototype game.
When the ABC Sports Director came to Chicago
Joe said they took him
out for
lunch and drinks and then showed him the plant and the prototype
of the
game. He said after that they became
good friends, and that they
came to
an agreement with ABC that same day to do the game.
Joe went on to tell us that it took
three months to get a contract,
but
that it included rights to home cartridge games as well as the coin-op
pingame. Joe then told us that when ABC started to
use the game for
promotions
for the TV show, they used four machines which they shipped by
van to
the various cities all over the country where the football games
were
played. He then mentioned that a local
Chicago TV station did a
presentation
on the game, showing shots in the factory, and also that it
was
mentioned in USA Today.
Joe than told of ABC using the game in
connection with the 20th
Anniversary
of the TV show. He told us that on May
8th there was a dinner
at the
Century Plaza Hotel in Los Angeles to celebrate that anniversary
where
the game was shown, and that the Goodyear Blimp flew over flashing a
sign
reading "HAPPY BIRTHDAY ABC MONDAY NIGHT FOOTBALL".
He then told us that the original
"game" used for the TV show used a
SPACE
INVADERS cabinet, and a modified NIGHT RIDER playfield, adding that
it cost
about $700,000 to produce the "TV spot".
Regarding the design of the Data East
game, Joe told us that their
mechanical
engineer "busted his buns" trying to make the goal post go up
and
down. He then told us that NFL President
Pete Roselle owns one of the
games,
as does ABC sportscaster Frank Gifford.
He also said that when
Barbara
Walters first saw the game she "went crazy over it".
Before showing us two "videos"
regarding the game, Joe ask if there
were
any questions. When asked if the NFL
had any inputs to the game Joe
replied
"none, only ABC was involved".
When next asked when Data East was
coming
out with their "solid-state flipper", he said soon, remarking that
it used
one coil winding and no "End-of-Stroke Switch".
Joe then showed us the first
"video" which lasted about 8 minutes.
It was
mostly about the football games themselves, showing scenes from
various
ones, but had a brief mention of the pinball with Frank Gifford
talking
about it. This video was used at the
AMOA show where the game was
first
introduced. It ended with Country and
Western star Hank Williams
Jr.
singing his song "Monday Night Football".
The second video lasted about a minute,
was all about the game, and
featured
the voices of the TV sportscasters.
This promotional video ended
with
the announcer saying "Pete Roselle has played the game and likes it".
That
ended Joe's presentation.
Incidentally, I played the game later in
the Exhibit Hall, and it is
quite
something to see and hear!
USING A 'LAPIDARY TUMBLER' IN CLEANING
PINBALL PARTS
The final talk Saturday morning was
presented by pinball collector
John
Rausch, telling how he used a device called a "Lapidary tumbler" to
clean
pinball parts during restoration of a Bally FIREBALL.
John began by saying that when he once
showed Rob Berk some parts he
had
cleaned using this method that Rob was fascinated by it and thought
that
other collectors would be interested in knowing about the process, so
Rob
invited John to speak at the Expo. John
told us that this method of
cleaning
is also used by collectors of toy trains and other toys to clean
parts. He then told us that he was going to show
some slides showing how
he
restored his FIREBALL using this cleaning technique.
John told us that the tumbler was
originally developed for use by
rock
and gem people to clean those items, although he added, it usually
took
them 6 to 8 weeks to clean their items, vice the 1 hour (2 hours for
very
bad items) required to clean pinball parts.
Another difference, he
went
on, was that the gem people used water and "grit" to clean rocks,
whereas
water and "steel shot" were used to clean game parts.
The first slide John showed us showed
his game parts before
cleaning. He pointed out to us the surface corrosion
present on most of
the
parts. He then said that almost any
pinball part could be cleaned,
including
relay armatures, small springs, screws, and even rusty steel
balls.
John next described the actual cleaning
process. He said that to
clean
pinball parts you should use 5 pounds of "chrome-plated steel
'shot'"
which you can buy from a lapidary supply store. This should be
put in
the tumbler, along with the parts to be cleaned, and it should then
be
filled 3/4 full with water, mixed with a little hand soap. That
mixture,
he went on, should then be tumbled at approximately 20 RPM for
about 1
hour.
After that, he went on, the mixture can
be run through a French Fry
strainer
and then rinsed with clean hot water over again until the parts
are
clean. At this point, he continued, the
parts can be dried using a
hair
dryer.
John then remarked that this method of
cleaning pinball parts is
great
for a collector who wants to totally restore a game, but he didn't
recommend
it's use by game operators.
He next showed slides showing the
cleaning of a stepper unit,
remarking
that it should take less than 5 minutes to disassemble such a
unit to
remove the parts to be cleaned. He went
on to say that
reassembling
a stepper after cleaning should take about 10 minutes.
Someone from the audience then asked
John if there was any way to
keep
cleaned parts in that condition? John
replied that you could use
clear
lacquer on some parts, but said that keeping the game in a good
environment
was probably best. Someone else from
the audience then
brought
up the idea of having parts "cad plated". John agreed this might
be a
good idea for some parts, but warned us not to do that on parts where
size
tolerances were critical to proper operation of a unit.
John next talked for a few moments about
playfields. He first said
that to
clean dirty playfields he often used nylon pads and soapy water.
He next
remarked that most playfield parts can also be cleaned by the
tumbler
except, he warned, never try to clean painted parts that way or
the
paint will be completely removed! He
went on to say that it was a
good
way to clean metal and plastic playfield "posts", as well as all the
screws. He then remarked that metal plates which
have name labels glued
onto
them can usually be tumbled and the labels will not be damaged.
To clean very delicate parts John said
that crushed Walnut shells
could
be used in place of the steel shot. He
then warned us never to try
to
clean Allen Head Screws with shot because some of the shot could become
imbedded
into the screw head and would be impossible to remove.
Someone from the audience then suggested that you might look for
used
lapidary tumblers advertised for sale in "want ads". John then told
us that
the retail price of a new tumbler is about $110, and that 30
pounds
of shot would cost about $30, but he added, the shot will last
forever! He then told us that the shot was in all
different shapes, each
shape
designed to do a specific cleaning job.
John told us that his restoration of
FIREBALL took approximately 42
hours. He then said that if a batch of parts are
extremely dirty, you
might
want to change the wash water after about the first 15 minutes of
cleaning.
Finally John suggested that this method
be used for cleaning the
parts
on the coin door, which he said should take about 15 minutes to tear
down,
and about an hour to reassemble. To sum
up, John told us "if you
want to
do a nice restoration job on your game, this is the 'ultimate time
saver'
for cleaning small parts."
John then asked if there were any
questions? He was first asked,
"how
much force or pressure does the process exert on the parts being
cleaned?" John answered saying that the process was
"very gentle", adding
that
the reason that it worked so well was that the cleaning action was
repeated
over and over hundreds of times. He
then said that the tumbler
has 8
sides which causes the parts to tumble much the same way as in a
clothes
dryer.
Finally John was asked, "how many
games have you done using this
method?" He answered that he doesn't clean all parts
in all games this
way,
only the parts that need it. He then
said that he had restored about
15
games in all.
THE BANQUET
As usual, the Expo banquet was held on
Saturday evening. Prior to
the
banquet itself, we had the usual cocktail hour, during which the play-
offs
for the "Flip-Out '89" pinball tournament took place. The play-off
game,
as it has been in the past, is always a surprise to the
participants. This year the game was none other than Data
East's yet
unreleased
new game PHANTOM OF THE OPERA!
This game was something to behold, with
it's fabulous Paul Faris
artwork,
and the fantastic sound system which played unbelievably
realistic
organ music. Well, when the smoke finally
cleared, the
survivors
of the tournament were Larry DeMar of Williams for the
manufacturers,
and a young man named Dave Hegge from California for the
regular
players.
When the dinner was served it was
delicious again this year.
Following
the meal the quest speaker was introduced by Expo Chairman Rob
Berk. This year it was Data East's President Gary
Stern.
Gary began by saying that this group was
an interesting forum for
him to
talk to, as he usually talks to operators and distributors. Here,
he went
on, we have a "mixed group" that includes people who love pinball
as an
"art form", as well as the factory people who know pinball as a
business. He then remarked that pinball design is sort
of a cross between
art and
business.
Gary then said that he learned that
pinball was both a business and
an art
form from his father Sam Stern, who had been in the industry from
the
1930's up until his death a few years ago.
He said that his father
used to
say that a pinball machine is like a movie - an "entertainment";
having
a theme, action, a climax, art and sound, and that it also requires
production
and distribution.
Gary continued saying that a pinball
must have art, but must also
make
money. He then told us to notice that
all the factories participate
in the
Expo. He said that this is an
interesting forum for us because we
can all
meet here on a "level ground" with others involved with games,
saying
it is a real pleasure to participate and that they always will.
Gary next said he would give us a little
of his "history" in the
pinball
business. He said he came into the
business through his father
Sam. Sam he said was the son of an immigrant and
originally was a "rag
man",
who started out as a foreman in a coat factory.
He then told us that Sam once bought a
couple small counter-top
games
in the 1930's and put them on location in a tavern, only to discover
shortly
that his games were "replaced" by other games operated by "the
Mob". Sam then put his games in a drug store, Gary
continued, and this
time
had better luck.
He then said that one night Sam got a
call from the drug store
telling
him his games wouldn't work. Upon
checking on this he found out
that
they were only clogged with coins. At
that point, Gary said, his
father
decided that he liked the coin machine business and founded an
operating
company which he called "Scott Cross".
Gary told us that in those days when his
father was on a date he
would often
stop by a location and get money out of the machines. He said
one of
the best money makers Sam operated in those days was the console
game
PACES RACES. A little while later, Gary
told us, his father started
a
distributing business in Philadelphia.
Gary next said that after World War II
two important things
happened. First, he said, was that he was born (which
Gary said was very
special
to him) and second was that Sam went to see Harry Williams.
He said that Sam was sitting in Harry's
office at his desk one day
and
said to Harry "why don't you sell me the company?" Harry said that he
would
have to go flying and think that over, which he did, and then
decided
to sell Sam 49 percent of Williams Manufacturing.
Gary said that at first Sam was not too
successful in his new role
and was
often "disruptive" at the plant.
In fact at first, he went on,
Harry
would not even let Sam come into the plant.
After awhile he said
Harry
moved to California and would fly back and forth in his private
plane
between his new home and Chicago.
Gary then told us how Harry used to fool
Sam into thinking that he
was
really a help in the business. Harry he
said would design a game
while
in California and bring a drawing of it to Chicago to discuss it
with
Sam. He said that Harry would always
purposely put an "error" on his
drawing
(always in the upper left-hand corner) and Sam would always say
that
something was wrong, which Harry said he would correct. The next
day,
Gary told us, Harry would return with the drawing as he had
originally
designed the game, and Sam would think he had really helped by
pointing
out the problem. Gary then remarked
that Harry always knew how
to take
care of his father.
Gary next told us that the business was
easier in those days. He
said
that Harry would come up with an idea for a game, make a sketch,
prepare
the prototype ("whitewood"), do the electrical and mechanical
design,
and fix the game on the line. He
compared that with the way
things
were much later at Stern Electronics in the 1980's where they
needed
engineers, technicians, programmers and sound people to design a
game. He then said that even then Harry would
still draw out the
playfield,
and was the only one he knew who could always do that perfectly
every
time!
In connection with Harry Williams' love
of flying, Gary told us that
Harry
once bought a "Link Trainer" (an early airplane flight simulator
used
during World War II to train pilots) and put it in his office at the
plant. He said that Harry, and Williams' chief
engineer Gordon Horlock,
would
"fly" this simulator every afternoon. He then said that after Harry
got out
of the game business in the early Sixties, he tried to sell
private
jets for a French outfit.
Gary then started talking about himself,
and his connection with the
pinball
business. He said that he liked the
business ever since he was a
kid
when his dad used to take him to the plant on Saturdays, which he
remarked,
was in a bad neighborhood where thiefs would even sometimes
steal
batteries out of Police cars at the Police Station. He then told us
that he
often played with bumper caps, etc. He
next told us that he also
liked
it when Harry Williams would take him to the Museum of Science and
Industry
to watch the toy trains, because Harry was even thinking about
making
a coin-op electric train. He also said
that he had a "slot car",
and
that years later Harry was in the slot car business for awhile.
Gary then told us that Harry was like a
"second father". to him and
his
brother, telling us that for Bar Mitzvah Harry once gave his brother a
gasoline
powered model airplane and gave him a chemistry set.
He then said that at the age of 16 his
father gave him a job at the
plant
working in the stockroom, which he said taught him the importance of
the
"business side" of the pinball business (inventory control, etc.).
When he was 18, he went on, he attended
college in New Orleans
where,
he said, the legal drinking age was also 18.
During this period he
told us
that he learned that the "gin mill" was "the backbone of the
pinball
business", saying that he once told his dad "I started one step
below
you; you started as an operator and I started in the "gin
mills"".
Gary then told us that when Harry
Williams designed a new game Harry
would
tell him how much he thought the kids would like certain features.
He said
that he would then tell Harry that half of the games they made
would
go to bars, and their business was "to get people drunk, and keep
them
that way." Later, Gary continued,
I owned bars and discovered that
the
purpose of games was to keep people in them drinking.
In 1964, Gary then told us, Sam sold
Williams Manufacturing to
Seeburg,
and shortly after that United Manufacturing was taken over from
Lyn
Durrant. At that time, he continued,
the Williams plant was moved to
the
United factory on California Ave., where it is today.
He told us that the new plant was
interesting. First, he said, the
roof
leaked. He also said that Lyn Durrant
had his own apartment and a
ballroom
on the second floor, a bar for the plant foremen downstairs, and
a
barber shop in the "guard shack".
He said that Lyn used to spend half
of his
time at the plant, and the rest downtown.
All these areas he said
were
later turned into offices by his father.
Gary then told us that he finally got
his college degree in
Accounting
and did not want to go back to school anymore.
His father,
however,
had other ideas and eventually persuaded him to go to law school.
After getting his law degree, he told
us, he went to work for Bally
where
his father had also gone, becoming an Executive Vice President.
Gary
said he worked for them as a law clerk working with Bally's lawyers,
specializing
in "slot machine law".
Then in 1973, he continued, he went back
to Williams when they
decided
to start making slots, and ran their slot department because of
his
knowledge of the law. But, he said,
they were "outclassed" by Bally
and
didn't do so well with their slots.
In 1976, he told us, he left Williams
with "a combination of
laughing
and crying" because, he said, he would always have a special
place
in his heart for that company. At that
point, he went on, he had to
find
something new to do, and ended up buying and selling slot machines.
Canada at that time, he told us, passed
a law which was supposed to
legalize
"free play pinball machines".
But, he continued, in Canada the
laws
are first written in French, and then translated into English. He
told us
that the French said "coin in the slot games", but the English
finally
read "slot machines". As a
result, Gary said, "free play slot
machines"
became legal in Canada, and he sold over a quarter million
dollars
worth of them to Canada in three months, which worked out very
well
for him he said.
He then told us that around the same
time his father needed
"something
to do", as he was spending most of his time playing golf, which
he
said, he didn't do very well anyway.
Well, he continued, at that time Chicago
Dynamic Industries
(formerly
Chicago Coin) was going through bankruptcy.
Gary said that he
knew
something about bankruptcy being a lawyer, and the banks knew
something
about his father, so they ended up acquiring that company, plus
Seeburg
(also having financial trouble), and a couple of other outfits
including
a cabinet company, forming Stern Electronics.
The problem for the new company, Gary
said, was that they were set
up to
produce electro-mechanical games right at the time when Bally, and
the
others, were coming out with solid-state pinballs. However, he went
on,
since Bill O'Donnell of Bally was a good friend of my fathers, he sent
us one
of their new solid-state games for us to use and copy their
"system". Therefore Stern's digital games used the
same system as Bally.
There was only one problem, he
continued, and that was that I put
out a
letter to the distributors saying our system was "an improvement
over
Bally's". But, he said, his father
somehow got him out of that one!
Our first solid-state game, Gary told
us, had a appropriate name; it
was
simply called PINBALL. He then said
that once the company got going
they
could put out about 170 pinballs and 400 video games a day, and that
they
did very well for a time.
Gary next told us that working with his
father was a "different
experience"
and that most people could not do that successfully. He went
on to
say that he got to know Sam's strengths and weaknesses, and
therefore
knew him a lot better than most people know their fathers.
However,
he went on, his father also knew him better.
He then told us
that they
often fought over games and that sometimes he would get mad and
go
home.
After a while, Gary said, videos
"went stale" and their business
started
falling off. He said they also tried
"pinball conversion kits",
but
they just couldn't compete with new games, such as William's SPACE
SHUTTLE. Gary then admitted that he didn't always
understand the
complicated
playing principles in the later games they made at Stern,
adding
that in those days you didn't make any "bozo games". Gary then
said
that today's games are easier for the player to figure out.
Gary next started talking about his
current company, Data East. He
said
that he first put together a "business plan" for a new company, which
would
be located in Chicago, the only place where games can be made
successfully,
he added. He said that he raised some
private capital, but
that
they had to finally get help from Japan.
Gary then said that normally when a
Japanese company starts doing
business
in this country they get a Japanese General Manager, do their
engineering
and design, as well as their part "sourcing", in Japan, but
sell
their product in the U.S. In the case
of Data East Pinball, however,
he said
they have an American running it (himself), do their engineering
and
design and part sourcing in Chicago (except for some printed circuit
boards
made in Japan), and export about 50 percent of their product. He
then
said that they have been successful using this system, and that he
thinks
this is the way that Japanese and U.S. industry should work
together.
He went on to say that they started
three years ago in a 350 square
foot
building, and without any drawings, but they knew were the parts they
needed
were to be found. He said that getting
their first game, LASER
WAR,
ready for the AMOA show resulted in a "long night" for Joe Kaminkow
and
their people.
Gary then told us that by May 1989 they
had a 21,000 square foot
factory
which we will tour during next year's Expo.
He next told us that
their
method of producing games is different from the other companies, as
they
only design and assemble games, buying all sub-assemblies from
subcontractors. He said this requires less investment, less
overhead, and
less
training for their workers. He then
said that they are capable of
producing
up to 60 games per day, but usually about 45, except for limited
run
games such as PLAYBOY and ABC MONDAY NIGHT FOOTBALL, which he added,
will
probably become collectors items in the future.
Gary then said that their goal was to "design great
games" and he
thinks
they have shown that they can do that, adding that their "digital
stereo
sound" was certainly very good. He
said that the Japanese
tradition
of taking quality very seriously is certainly practiced by Data
East.
He went on to say that they are
constantly making improvements to
their
games, such as their forthcoming "solid-state flipper", adding
"we
are
doing things that nobody else has done".
Gary then quoted his father
who
always told him "I'd rather build a 'good game' that works than a
'great
game' that doesn't". He then added
that their job was to make
"creative"
games, but also make them reliable so that the operators can
make a
living from them. Gary then remarked
that he believes that his
company
has helped the industry by "pushing others to make a better
product". Adding, "after all, isn't competition
the 'American way'".
As to the future of Data East, Gary said
that they have "a number of
people
to serve". First, he said, we have
to make the player happy, and
to do
that we must look at the types of players, which are primarily
teenagers
and bar patrons. Next, he continued, we
have to keep the
locations
happy by keeping people in their establishments. He continued
saying
that they must help the operator by providing better play pricing
and
also must help the distributors by not over-producing.
Gary then told us that the manufacturer
also has to make money,
therefore
the designers must always keep production costs in mind when
designing
a new game. He then told us that he got
into the business
because
of his father who gave him three things to help him. First, he
said
was his name; second, a good education, both formal and informal (by
listening
to what his father and his friends had to say) and, lastly, a
love
for the business.
Finally he said he founded Data East to
"prove a point", that a new
pinball
company could be successful today. He
then said that with the
help of
his people he put Data East into a meaningful position in the
industry,
and he thanked them for helping him "prove his point".
When Gary concluded his talk, Expo
Chairman Rob Berk presented him
with a
plaque "in recognition of his achievements and contributions to the
pinball
industry, and for his participation in the Expo".
After that Rob told us that it was
"a tradition for the Expo to
honor
people", and that this year they were going to start honoring
individuals. He then started talking of Alvin Gottlieb
and how he has
helped
the pinball industry. Rob then called
Alvin up on stage and
presented
him with a plaque. Alvin started
reading the inscription which
supposedly
said something about Rob Berk winning on "Bowling for Bucks".
Alvin then said that there were many
people in the industry over the
years
who should be acknowledged. He then
continued, saying he would like
to pick
someone to give an award to, someone who he said "deserves
recognition
for contributing more good games to our industry than anybody
I can
think of".
At that point he asked old-time Gottlieb
designer Wayne Neyens to
come
up. Wayne was sure surprised, finally
realizing that this whole
thing
with Alvin was "staged" to honor him instead.
Alvin then told us that he had started
working with Wayne in 1947,
Wayne
having started with the company many years earlier in 1939 however.
He then
said that he worked with Wayne in the Engineering Department in
1948
and 1949 when Harry Mabs (inventor of the flipper) was Chief Engineer
and
Wayne his chief understudy.
He went on to say that Wayne developed
the 'art" of pinball design
into a
"science". He then said that
Wayne's attributes are unmatched,
having
a high degree of sensitivity and knowledge, and a "mind set" such
that
when he had an idea he "stuck to his guns".
Finally Alvin talked of the long list of
games Wayne had designed.
He then
said that Wayne was not just an employee of D. Gottlieb and Co.,
but was
"a part of the family". He
then thanked him "on behalf of the
family
and the industry", and wished him a long healthful life.
At this point Premier/Gottlieb President
Gil Pollack was invited to
pay
tribute to Wayne. He began by saying
that we all recognized designers
such as
Wayne, Steve Kordek, Norm Clark, etc., but reminded us that they
are not
"gods", only normal human beings.
He then told of Wayne having
arguments
in the plant with a fellow named Bob Smith years ago over Bob
keeping
the furnace too low, saying that Wayne often got mad and went
home. He said that when Wayne retired he left his
sweater at the plant,
then
presenting him with an old sweater.
Continuing in this "gag gift"
mode, Gil also presented Wayne with a
nickel
he said Wayne once lost in a bet, a hockey "shin guard" which he
said
Wayne used to keep from hurting his legs when he got mad at a game,
and an
old fishing pole which he said Wayne once lost while trying to
teach
him to fish in Arkansas. For his final
gift Gil presented Wayne
with
the backglass for the ill fated two player Gottlieb game CHALLENGER,
saying
that the company was finally through with that game, having sold
the 300
they once built over and over again.
Finally, Gil mentioned a long list of
names of people that Wayne had
worked
with over the years at Gottlieb. He
ended by saying that Wayne was
"a
great member of the industry", that he taught them a great deal, and
that he
surely deserved recognition, then thanking him for his
contributions.
Next up to pay tribute to Wayne was
Donal Murphy, pinball collector
and
owner of Electrical Windings, Inc., the supplier of coils and
transformers
to Gottlieb since the 1930's. Don
started by saying that his
first
contact with Wayne was in 1963 when he started working for his
father
at Electrical Windings. He went on to
say that their company
always
tried to meet Wayne's needs with their products.
Don then said that he started collecting
pinballs in 1974, and that
his two
all-time favorite games were KINGS & QUEENS and SLICK CHICK, both
designed
by Wayne, saying that's why he appreciates his work.
Don then thanked Wayne for the fine
games he designed starting in
1949
with COLLEGE DAZE. Finally, he
presented Wayne with a large coil
which
he said was "the extra powerful flipper coil he always wanted".
Rob Berk then invited pinball player,
collector, and author Dan
Kramer
up on stage to present the final "tribute" to Wayne Neyens. Dan
began
by saying that he had known Wayne personally since 1985, but had
grown
up playing the games he designed at the old boardwalk in Santa Cruz
California,
and other locations nearer his home. He
then remarked that he
had
never had a better time doing anything in his life than playing
pinball.
Dan next said that it's hard to say what
he likes most about playing
pinball. He said that when he was a kid he didn't
care how much it cost
to
play, and that any money he got a hold of went into the coin slot. He
also
said that he would travel to the game locations any way he could, by
bicycle,
hitchhiking, or on foot. He then
remarked that he liked the
thrill
of "snatching victory from the jaws of the outhole".
Dan then spoke of his enjoyment of the
hobby of pinball collecting,
saying
"it is the greatest hobby I could ever have". He went on to say it
provided
the "adventure" of hunting for games, plus the enjoyment of
making
new friends year after year; always learning about new people who
collect
and enjoy pins.
Dan next said that the hobby also
increases his "technical skills",
and
that he enjoys discovering new concepts put into the games by the
designers. He then remarked that he loved the symmetry
of the playfields,
and the
various arrangements of the bumpers, targets, etc., on them. He
said
that a few games are "dogs", but that these were far outnumbered by
memorable
games, which he said "captured his soul". The games, he said,
to
which he kept coming back.
Dan next said that in the old days he
really didn't think about
these
games being designed by specific people.
He went on to say that
after
all these years he was fortunate enough to have met and talked to
one of
these designers, the person that was responsible for some of the
best
games he'd ever played.
Dan then said that Rob Berk asked him
last year to get together a
tribute
to Wayne for the Expo because Rob felt that he had a strong
feeling
for Wayne's work. He then said that
Wayne not being able to
attend
last year's show gave him an extra year to prepare. Dan then told
us that
his presentation would be a "whirlwind tour" of some of the best
games
Wayne has done. He continued, saying
that he would give us a look
at the
"Gottlieb heritage", to which Wayne was a strong contributor.
At this point Dan asked Wayne to stand
up so he could shake his
hand,
and then prepared to set up the equipment for his slide
presentation.
Dan started by reminding us that Wayne
started his career early, at
16,
when he was almost out of High School, getting a job as a draftsman at
Western
Products coin machine manufacturing plant.
Dan then paused for a
moment
to thank those people who contributed to his slide presentation.
He then
talked briefly about Western's flamboyant owner Jimmy Johnson, and
showed
a few slides of brochures for some of their games. Dan continued
by
saying that Wayne soon advanced from drafting to helping fix some of
the
games in the factory.
Dan next began telling about D. Gottlieb
and Co., where Wayne moved
in the
late 1930's, and their wartime efforts, showing pictures of their
war
theme game KEEP 'EM FLYING. He then
showed the first flipper game,
HUMPTY
DUMPTY, talking of it's new flippers, mirrored backglass, and
"light
animation". Dan then mentioned the
other "fairy tale" theme games,
the
idea for naming them he said was Dave Gottlieb's.
After showing Gottlieb's 1949 game
BUTTONS & BOWS, which he said was
not
designed by Wayne, but that he helped with the prototype of, he began
showing
slide after slide of the fabulous games Wayne designed during the
1950's.
As each game's playfield was shown, Dan
provided in-depth comments
regarding
the game's various features. Space does
not permit me to go
into
these details, but maybe some day Dan will honor us with a COIN SLOT
article
describing these games.
The games Dan showed included
BANK-A-BALL, JOKER, and KNOCKOUT from
1950;
NIAGRA from 1951; HIT-'N-RUN, CROSSROADS, HAPPY DAYS, CHINATOWN,
CORONATION
and QUEEN OF HEARTS (which Dan remarked that Wayne feels was
"his
best") from 1952; FLYING HIGH, GRAND SLAM, POKER FACE, MARBLE QUEEN,
and
SHINDIG of 1953; DRAGONETTE and HAWAIIAN BEAUTY from 1954; and
SLUGGIN'
CHAMP and FRONTIERSMAN from 1955.
At that point Dan's fine presentation
had to be curtailed due to the
lateness
of the hour, but he told us that it might be concluded at a
future
Expo, reminding us not to forget that Wayne's fine games continued
into
the 1960's.
Rob Berk then got up and told us about
how much he enjoyed once
visiting
with Wayne and his wife at their home in Arkansas. He then
presented
Wayne with a plaque "commemorating his 30 years in the
industry". At that point Wayne got up to speak.
He began by thanking Rob, saying he
really appreciated the tribute,
adding
that he was "speechless".
Wayne then told us how nice it was to
see so
many of his old Gottlieb cohorts at the show, telling us that he
was
sure happy to be there.
He continued, saying that he felt he was
fortunate to have started
in the
industry back in 1936, because it enabled him to associate with so
many
outstanding people, mentioning other industry greats like Harry
Williams,
Sam Stern, and Lyn Durrant. He added
that when he first started
at
Western he worked with Lyn, who he said, treated him like a son.
Wayne ended by saying that many of the
great designers are still
around
today, mentioning Steve Kordek and Norm Clark.
Finally he thanked
Rob for
"keeping the names of these wonderful people alive".
Rob Berk then got up and said that this
was a "special year" for the
Expo in
that Harvey Heiss' BABY IN THE HOLE finally became a reality. He
then presented
trophies to all at Data East who participated in that
project.
Rob next made a presentation to Clyde
Knupp, President of AMOA.
Clyde
then thanked Rob for what he is doing for the industry with the
Expo,
and then added "what I've seen here makes me want to come back -
this is
certainly more fun than AMOA!"
Clyde then told us that at first
he
didn't know what to expect, but that he really met some nice people.
Clyde then mentioned Harvey Heiss' 1948
game SCREWBALL which was the
"Game
Of The Year" that year, again pointing out that a pinball also won
that
award in 1989 for the first time in many years. Finally he told
Harvey
that the people in the industry
appreciate the contributions made
over
the years by people like him.
Rob Berk next presented a special award
to Data East's Director of
Engineering
Ed Cebula for his achievements in pinball engineering and
design. Rob then thanked Gil Pollack and the people
of Premier for
allowing
us to visit their plant, and then presented Gil with an award.
At that point Gil presented the keys to
a brand new Premier BONE
CRUSHER
pinball to the winner of the Flip-Out '89 pinball tournament, Dave
Hegge. Following that, Expo Exhibit Chairman Mike
Pacak presented the
award
for the "best exhibit" to an outfit called "Futuretronics"
because
of the
wide variety of items they had on display in their booth.
Rob Berk again got up and thanked all
his people who helped him put
on the
show. He then presented gifts of candy
to the English visitors,
and
also a box to Mike Pacak. Rob then
thanked all the game manufacturers
for
participating in the Expo.
At that point Rob called Marc Fellman
from Omaha to the stage to
make a
very special presentation to Harvey Heiss.
Marc then presented
Harvey
with a 1948 Genco SCREWBALL, the game Harvey had won the Game Of
The
Year award for, saying it had come from his collection. Rob Berk then
got up
again and presented Joe Kaminkow of Data East a "loving cup" for
his
contributions to pinball.
Following that the raffle drawing was
made, the winner receiving a
brand
new Williams BLACK KNIGHT 2000 pingame.
The lucky winner happened
to be
seated at our table. The final event of
the banquet was the
awarding
of a myriad of door prizes. That being
completed the banquet
festivities
ended, but the Exhibit Hall was re-opened for those who wanted
to roam
around there during the "wee hours".
THE EXHIBIT HALL
As it always has been, the Exhibit Hall
this year was really the
"heart
of the Expo". It was the place
were people could congregate, meet
and
talk to each other, play games (both old and new) and do a little
"shopping". The hall first opened on Friday evening, was
open most of the
day
Saturday until just before the banquet, and reopened after the
banquet,
staying open for awhile giving players their last chance to play
pinball.
Since most of the Expo attendees are
pinball players, this was a
great
place to play pinball. One could try
out the latest games by the
current
manufacturers, play many of the older games they used to enjoy in
past
years, or try out some "classics", some even made before some of the
players
were born. Even my wife, who hasn't played
pinball in many years
(even
thought we have quite a few at home), started playing some of the
newer
solid-state games, apparently enjoying their flash and excitement.
This year the Exhibit Hall was actually
two rooms. One room was the
area
where most of the games were for sale, along with parts and
associated
items, and also where the current manufacturers displayed their
latest
machines. The other room was where the
Premier BONE CRUSHER
machines
were set up and used for the Flip-Out '89 tournament qualifying
play,
but also contained a very special array of classic pingames for
exhibit
and play only; games brought for us to enjoy from the private
collections
of Expo co-producers Rob Berk and Mike Pacak.
These great machines were in excellent
condition and were a real
treat
to behold, as well as for old-time pinball players to play, reliving
their
past for a little while. The following
is an alphabetical list of
these
great pinball machines.
GAME MANUFACTURER
YEAR
__________________________________________________________
300 GOTTLIEB 1975
A-GO-GO BALLY 1966
ARMY AND NAVY WILLIAMS 1953
BIG TOP GOTTLIEB 1964
BLAST OFF WILLIAMS
1967
BRONCHO GENCO 1947
CARNIVAL MIDWAY
1963
CIRCUS BALLY 1957
CLOSE ENCOUNTERS GOTTLIEB 1978
COLORS WILLIAMS 1954
CUE BALL WILLIAMS 1956
CYCLONE
WILLIAMS 1947
DUDE RANCH (BINGO) BALLY 1953
FLIPPER GOTTLIEB 1960
FLIPPER POOL GOTTLIEB 1965
FOUR STAR WILLIAMS 1958
FUN CRUISE BALLY
1966
GRAND PRIX WILLIAMS
1976
INCREDIBLE HULK GOTTLIEB 1979
LIGHTNING BALL GOTTLIEB 1959
LOOP THE LOOP BALLY 1966
MAJORETTES GOTTLIEB
1964
METRO WILLIAMS 1961
MOTOR SHOW ??
198?
MOULIN ROUGE WILLIAMS 1965
MR. CHIPS GENCO
1939
NAGS WILLIAMS 1960
PAT HAND WILLIAMS 1975
POKER FACE KEENEY
1963
ROCKET SHIP GOTTLIEB
1958
ROYAL FLUSH GOTTLIEB
1957
SCREWBALL GENCO
1948
SEA WOLF WILLIAMS
1959
SHOW BOAT UNITED
1952
SKI CLUB WILLIAMS 1965
SPACE MISSION WILLIAMS 1976
(AMAZING) SPIDER MAN GOTTLIEB 1980
SPOT POOL WILLIAMS
1959
STRUGGLE BUGGIES WILLIAMS 1953
SUPER FLIPPER (PIN VID) CHICAGO
COIN 1975
TEMPTATION SEGA
1977
TEN SPOT WILLIAMS 1961
TRADE WINDS WILLIAMS
1962
TRAFFIC BALLY 1935
UNIVERSE GOTTLIEB 1959
VAMPIRE BALLY 1971
VIKING WILLIAMS 1960
WIGGLE JIGGLE ?? 1932?
WING DING WILLIAMS
1964
Many thanks to Rob and Mike for going to
the trouble and expense of
bringing
their treasures to the Expo for all to enjoy!
In addition to being a place for viewing
and playing pinballs, for
many
the Exhibit Hall was a place to do a little "shopping". If you were
in the
market for one or more pinball machines, either old or new, this
was a
good place to come. About a half-dozen
outfits and private parties
were
there offering a wide variety of pingames of most all vintages for
sale. Most of the prices asked were fairly
reasonable too.
While looking at the games displayed, I
saw a machine that I had
only
remembered working on when I was a kid.
In all my pinball research I
had
never come across an ad for it, but I knew it existed because I
remembered
both it's name and the configuration of it's backglass. The
game
was Bally's CROSSLINE, and from it's appearance I think it must have
been
made in 1940 or 1941. The only Bally
CROSSLINE I have ever seen
advertised
was an entirely different game which they put out several years
earlier
in 1937. Anyway, I really enjoyed
reliving my remembrances of
this
neat "art-deco" pingame ( I LOVE "art-deco") which I had
not seen in
over 40
years but still remembered. See, I was
right all along, that game
really
existed!
The following is a chronological list of
the pingames for sale in
the
Exhitit hall:
NAME MANUFACTURER DATE
_____________________________________________________
WHIFFLE AUTOMATIC
AMUS. 1931
RICOCHET STONER 1937
ABC BOWLER GOTTLIEB
1941
HIGH STEPPER STONER 1941
CROSSLINE BALLY
1941?
SOUTH SEAS UNITED
1945?
SEA ISLE CHICAGO COIN 1947
MONTEREY UNITED 1948
ROUND UP GOTTLIEB
1948
WISCONSIN UNITED
1948
YANKS WILLIAMS 1948
HAPPY DAYS GOTTLIEB
1952
EASY ACES GOTTLIEB
1955
CROSSWORDS
WILLIAMS 1959
LIGHTNING BALL GOTTLIEB 1959
TIC-TAC-TOE WILLIAMS
1959
SUN VALLEY CHICAGO COIN
1963
SWEETHEARTS GOTTLIEB
1963
WORLD FAIR GOTTLIEB
1964
FLIPPER POOL GOTTLIEB 1965
KINGS AND QUEENS GOTTLIEB 1965
PARADISE GOTTLIEB 1965
CASANOVA WILLIAMS 1966
HOT LINE WILLIAMS 1966
KING OF DIAMONDS GOTTLIEB 1967
DIXIELAND BALLY
1968
PLAYMATES GOTTLIEB
1968
HEARTS AND SPADES (AAB) GOTTLIEB 1969
MIBS GOTTLIEB 1969
2001 GOTTLIEB 1971
FIREBALL
BALLY 1972
POP-A-CARD GOTTLIEB
1972
FUN FEST WILLIAMS 1973
NIP-IT BALLY 1973
ODDS AND EVENS BALLY 1973
FREE FALL (AAB) GOTTLIEB 1974
BUCCANEER GOTTLIEB
1976
OLD CHICAGO BALLY
1976
SPIRIT OF '76 GOTTLIEB 1976
EIGHT BALL BALLY
1977
MATA HARI BALLY
1977
CLOSE ENCOUNTERS GOTTLIEB 1978
HOT TIP WILLIAMS 1978
LOST WORLD BALLY
1978
SIX MILLION DOLLAR MAN BALLY 1978
(NITRO) GROUND SHAKER BALLY 1980
ASTEROID ANNIE GOTTLIEB 1980
ROLLING STONES BALLY 1980
SILVERBALL MANIA BALLY 1980
VIKING BALLY 1980
BARRACORA WILLIAMS
1981
CENTAUR BALLY 1981
LIGHTNING STERN
1981
SPLIT SECOND STERN 1981
THUNDERBALL WILLIAMS
1983
CYCLOPS GAME PLAN 1985
LITTLE CHIEF WILLIAMS 1985
HIGH SPEED WILLIAMS
1986
In addition to the games for sale in the
Exhibit Hall, there were
several
booths which had various pinball parts for sale (both new and
used),
including the commercial outfit Wico.
These parts also included
fine
new reproductions of pop-bumper caps produced by Donal Murphy.
For those interested in "pinball
paper", of course we again had Expo
Exhibit
Chairman Mike Pacak's booth featuring a wide variety of pinball
flyers,
always a popular item at all the Expos.
Several pinball publications were also
available in the hall. Mike
Pacak
was selling both Dick Bueschel's new book, "Pinball I" and the fine
new
color book "Pinball - The Lure of the Silver Ball" by Gary Flower and
Bill
Kurtz. Dennis Dodel also had a booth
where, in addition to having
some
nice games for sale, he was taking subscriptions for his great
pinball-only
periodical PINBALL TRADER, as well as having available for
sale
copies of yours truly's book "Pinball Troubleshooting Guide". Steve
Young,
of course, was also there selling his fine Silverball Amusements
publications.
Finally, there were of course, the new
pinball machines by the
current
game manufacturers. From Williams we
had LASER CUE, MILLIONAIRE,
BIG
GUNS, F-14 TOMCAT and POLICE FORCE, plus the Ballygames SPECIAL FORCE
and
LADY LUCK. Premier was showing their
Gottlieb game RAVEN, in addition
to
their latest game BONE CRUSHER which was used for the tournament. From
Data
East we saw TIME MACHINE, LASER WAR, PLAYBOY, and of course ABC
MONDAY
NIGHT FOOTBALL, also seeing a preview of their forthcoming
masterpiece,
PHANTOM OF THE OPERA, in the banquet hall during the
tournament
playoffs. In addition to these new
games, Game Plan's
SHARPSHOOTER
and ANDROMEDA were also displayed.
Well, there you have it, a pretty
complete run-down of what went on
at the
1989 version of the now famous Pinball Expo.
The show was GREAT,
as
usual, and the "good news" is that Pinball Expo '90 has already been
planned. Rob Berk informed us at the banquet that
that show will be
presented
at the same location on November 9th and 10th 1990. For
additional
information you can call Rob at (216) 369-1192. SEE YOU
THERE!!!