PINBALL EXPO '90
-A new Decade-
by Russ Jensen
Photos by Sam Harvey
Well, for the sixth year in a row I had
the pleasure of attending the
ultimate
in pinball shows, Pinball Expo '90. The
show was held on November
9 and
10, 1990, and this was the third year that it was held at the Ramada
Hotel,
near O'Hare Airport in Rosemont, IL.
This is the beginning of a new
decade
for pinball (it's seventh) and, of course, the first Expo of the new
decade. The Nineties are starting out as a great
decade for pinball, with
the
"video craze" of the Eighties dying fast according to people in the
industry.
This year there was a "new
wrinkle" for the evening before the show.
As is
the case with many "collectables" shows, Expo attendees had the
option
of paying an additional fee to be allowed "advance admission" to the
Exhibit
Hall during exhibit "set-up".
The idea behind this is usually to give
people who pay this "premium"
the
first crack at purchasing any outstanding items that are offered for
sale. In my case, however, I paid the extra money
primarily for the chance
to
mingle and talk with other Expo guests
and make new friends before the
business
of the lectures began the next morning.
Many people, however,
chose
not to pay the fee and did their mingling outside the door of the
Exhibit
Hall. I visited with both groups.
OPENING
REMARKS
Expo chairman Rob Berk began the Friday
morning festivities with his
usual
opening remarks. He said that this was
the largest turnout of any
Expo
(later estimated at around 250) and that there were many "new faces"
present
this year, including some visitors from Japan who he said spoke
very
little English. The Exhibit Hall this
year, he remarked, was in a
larger
room than last year. He also informed
us of some additional
seminars
which had been added since the mailing for the show was prepared.
Exhibit Hall chairman Mike Pacak was
briefly called up on stage. He
welcomed
us and then told us of an individual who would be selling games in
the
parking lot.
At that point a gentleman was introduced who
had an auction outfit,
"U.S.
Amusement Auctions". He told us
that he would hold a special auction
next
October on the Sunday of Pinball Expo
'91. He then remarked that he
played
pinball as a kid in the 1950's and was an operator in the Seventies.
His
father was said to have been a doctor and to have obtained old games
from
one of his operator patients for home use.
He then said that this was
his
first Expo, and that he thought the evolution of the game was exciting.
Finally
he introduced his auctioneer who he said used to collect wood-rail
pins,
slot machines, etc.
Rob Berk next introduced one of the Expo
quests from Japan, Horiguchi
Masaya,
who gave a short talk. Horiguchi began
by saying that there were
quite a
few "pinballers" (pinball lovers) in Japan, as well as many
machines. He told us that he himself worked for Data
East in Japan. He
then
showed a picture of "the first Japanese pinball" which he said he and
his
friends made. Horiguchi went on to say
that to many Japanese pinball
machines
were very beautiful and that pinball was thought to be one of the
greatest
parts of American Culture.
He then told us that they had brought to
the Expo 20 copies of a book
on
pinball that he and his friends had helped write, which would be
available
later in the Exhibit Hall. Finally, he
said he and his friends
were
very excited and happy that they could attend the Expo and thanked Rob
for
inviting them. Rob Berk then remarked
that another reason why they
were
excited about the Expo was that they hoped to bring home the "Flip-Out
'90"
tournament jacket to Japan by winning the tournament.
At that point Rob said that Alvin
Gottlieb had an announcement to
make. Alvin began by saying that each year Rob
wold ask him if he could
attend,
and if he had anything new to report.
In the past, Alvin said, he
would
say he would be glad to attend, but that he had nothing new to
report. This year, however, when Rob asked him he
first said "things are
moving
along, but I'm waiting for something to happen."
Alvin said it finally did happen and
proceeded to tell us to what he
was
referring. He began by saying that for
years D. Gottlieb and Company
had
been "a big player in the industry", that it was sold to Columbia
Pictures
in 1976, and that he retired from the business in 1980 and enjoyed
his
retirement. But now, he went on,
"I'm about to wreck the whole thing".
He then
told us that he was going to start "A. Gottlieb and Co." and of a
patent
for a new flipper device he had just obtained.
He gave a few
details
then, but was asked to come back later that day for a detailed
Question
and Answer session, which I will report on later.
FOREMOST
PLASTICS
Rob introduced the speakers for the first
seminar, Jim Shultz and Ken
Muszynski
of Foremost Plastics, a major supplier of plastic parts for the
pinball
industry. Ken then began to tell us a
little of the company's
history.
He told us the company was founded in
1961 by his father Peter and his
partner
Rob Hauser, both formerly with American Molded Plastics, a company
which
had been supplying plastic parts to the games industry since the
1930's. His dad was the engineer and his partner
into sales.
Their original plant, Ken said, was
located on the Northwest Side of
Chicago,
had only two "injection molding" machines, and began doing work
for
Bally, Gottlieb, and Williams. The
plant was later moved in the late
1960's
and had eight presses, having by that time bought out American
Molded
Plastics. During the Seventies they
made all the plastic scoring
reels
for pinballs, as well as many other plastic parts.
In 1976, he went on, the introduction of
solid-state pins eliminated
the
need for score reels, but at the same time the demand for pinballs
started
to grow. In 1978 he said they moved to
their current location.
Ken then showed us a display of many of
the products they had produced
over
the years for coin machines. He then
told us that their company had
served
the industry for 30 years and hopes to continue to do so for that
many
years to come.
At that point Jim Shultz began telling us
about the processes used to
produce
their products. He began by saying that
he works in sales, and
works
closely with the game designers and engineers.
Jim said that the materials they used
were normally nylon or
polycarbonates. He then described the "injection
molding" process used to
form
these materials aided by a large diagram.
Jim then told us that an
injection
molding machine cost about $100,000.
Finally he remarked that
they
could reproduce older type plastic parts if the demand were high
enough.
At this point the audience was asked if
they had any questions? The
Foremost
people were first asked what the minimum economical quantity would
be for
reproducing and old part? They answered
probably around 1000, but
that it
would probably depend on the volume to be produced. The time
required
to accomplish something like that was said to be a "set-up time",
plus 2
or 3 hours of "molding time" at a cost of $150 to $200 per hour. In
answer
to another question, the cost of creating an entirely new mold was
said to
range from about $1300 for a simple tube up to 10 or 15 thousand
dollars
for a more complicated item such as a bumper cap.
When asked how many new molds were
required for a new game the answer
was
usually from none to two. When asked if
they kept an inventory of old
parts,
the answer was usually not as they tried to sell those to "parts
houses"
such as WICO. A question regarding the
type of adhesive to use to
repair
plastic parts was answered by saying not to use "super glue", but
use an
adhesive designed for polycarbonates.
A final question dealt with whether or
not new molds were
"proprietary"
to one manufacturer. The answer given
was that if a
manufacturer
paid the tooling costs for a mold then it was "proprietary" to
him. If, however, Foremost paid for the tooling
then any company could buy
parts made
from that mold. After the gentlemen
from Foremost had concluded
their
presentation Rob Berk remarked to them "hold on to those molds,
please!"
TURN UP
THE VOLUME
Rob next introduced two pinball
"sound engineers", Robin Seaver and
Brian Schmidt. They started by saying "this is a
strange living". The
remark
was then made that pinball sound employs "the best speakers $2 can
buy". They said that it usually takes a lot of
time to perfect the sounds
for a
pinball (maybe as much as a year) and sometimes their work seems in
vain as
the volume on a game is often turned down in a bar location.
Pinball
sounds were then said to have changed quite a bit in the last five
years.
The audience was then asked why they
thought sounds were used on
pingames? The answers given included: for the
"attract mode"; voice
instructions
to players; to make you smile; to add excitement to the game;
and to
provide "feedback" to the player to let him know when certain game
features
have been accomplished.
At that point questions from the audience
were solicited. When Las
Vegas'
Mark Fellman asked why the operator could not have more "selection"
over
the various sound features, they replied that "memory space" in the
machine
limits the variety of sounds which can be included, and also that
the
sounds and music are often "tied together" and eliminating one would
affect
the other.
When asked if a game could be possible
which could respond to the
players
verbal comments, they said "that might be fun", but failed to
elaborate. When questioned regarding the addition of
headphones to games,
it was
said that it had been tried but players did not use them. Regarding
the use
of stereo, the designers said it makes great sound but adds to the
cost of
the games.
The speakers were than asked how the
design process worked? The
process
was said to begin with the game designers and artists selecting a
"theme",
the sounds being required to "reinforce" that theme. The sound
designer
was said to study the artwork when deciding on the sounds for a
game,
the sounds being easier to change than the art. The music in a game
was
said to have to be made to also match the "game rules". Finally, the
"speech
script", it was remarked, often was used to "direct" the player
during
the game.
When asked how much
"non-repetitive" sound could be stored in a game,
the
designers answered that at one time only about 23 seconds of speech
could
be used, but that today it is up to around 2 and a half minutes.
Music,
however, can be almost "infinite", it being produced in a different
manner. At that point old time pingame designer
Harvey Heiss remarked from
the
audience that sometime in the mid 1930's he made a game using sounds
from chimes,
but could not remember it's name.
I then asked if the designers composed
their own music, and if not, if
they
had to pay royalties? They replied that
generally they did the
composing,
but sometimes had to pay "license fees".
The sound designers then explained some
of the techniques used to
produce
pinball sound. Speech they said was
"digitized" using a technique
similar
to that used for "compact discs".
Music, on the other hand, used a
"synthesizer"
which could play "scores" created by the sound designers.
When
asked how many sound designs they could do in a year, their answer was
3 to 5,
which usually made for a "tight schedule".
The designers then asked the audience
what they would like to see in
terms
of sound on future games? The answers
included such things as: bass
and
treble controls; sounds that appeal to women; separate selection by the
operator
of voice, speech, and sound effects; and "reverberation".
The end of the presentation consisted of
a short talk by Williams game
designer
Larry DeMar regarding the history of "talking pinballs" at
Williams. He said that the speech synthesis system
used on their first
talking
pinball, GORGAR, was essentially the same as that used today,
except
that better "filtering", etc. is now used resulting in clearer
speech. He then said that at the 1978 MOA trade show
Williams used a 40
thousand
dollar computer synthesis system to demonstrate speech which made
a big
hit. He then remarked that almost all
pingames today have speech.
As a final note on pinball sound, Expo
host Rob Berk introduced
current
Premier (Gottlieb) designer Jon Norris, who told us about his first
"home
design" pingame, TOUR DE FRANCE, and how he used for a sound system a
six
minute "endless cassette" tape played by a "boom box".
PINBALL
THROUGH THE AGES
Next on the agenda was one of the pinball
industry greats who has
attended
and contributed to all the past Pinball Expos, Mr. Steve Kordek.
Rob
Berk introduced Steve as starting in the industry in 1937, and being
with
Williams since 1960. Steve's favorite
designs were said to be GRAND
PRIX,
SPACE MISSION, and CONTACT.
Steve began by saying that he was happy
to hear that Alvin Gottlieb
was
getting back into the business. He said
that Williams wished Alvin the
best,
adding that "good competition was needed in the industry". Steve
then
remarked that the people at the Expo were "a much better expression of
pinball"
than those who attended the recent trade show in New Orleans.
Steve prefaced his pinball history talk
by remarking that he would
cover
six decades of pinball starting with the 1930's, adding that if we
were
interested in what happened prior to that time we should read Dick
Bueschel's
book "Pinball I".
Steve then said that the "birth of
pinball" really occurred in the
early
Thirties with the successes of the early "table games" BALLYHOO by
Bally
and BAFFLE BALL by Gottlieb of which tens of thousands were produced.
These
games, primarily designed for Penny play, were said to have often
repaid
their initial costs to operators over a weekend.
Continuing with the Thirties, Steve told
of the complex mechanical
games
such as Rockola's JIGSAW, the invention of the bumper by Bally on
BUMPER,
and the introduction of electricity to pinball. Steve said he
remembered
when games were first switched from battery to A.C. power that
the
location owners were afraid of patrons tripping over the long cords and
suing
them. He then told of the introduction
of bells and "electric
kickers"
to the games.
Steve also told of the switch in the
early Thirties from Penny to
Nickel
play. He then talked of the over 200
companies which produced one
or more
pingames during that decade, adding that only a handful of these
continued
in the pinball business after the war.
Steve ended his discussion of the 1930's
by remarking that pinball was
almost
"destroyed" then because of the wide use of slot machines, the
introduction
of payout pinballs, and the adverse legislation which
resulted. He also mentioned the introduction of the
"tilt" mechanism
during
that decade.
Continuing into the 1940's, Steve said
that in 1941 Harry Williams and
Lyn
Durrant formed United Manufacturing Co. and shortly afterward Harry
left
United and formed his own Williams Manufacturing Co. in 1942. He then
told
about the wartime ban on manufacturing pingames, but added that
"revamping"
old games became a "land office business" during the war years.
Steve told how the game manufacturers did
"war work", saying that
Genco
made walkie-talkies for the Marines, among other things. After the
war
ended, he went on, only a handful of companies (Gottlieb, Bally, Genco,
Chicago
Coin, Keeney, Marvel, United, and Williams) resumed pinball
production.
Steve then proceeded to tell how the
invention of flippers in 1947
"made
pinball more respectable". He said
that the skill involved with
flippers
resulted in better legislation being passed, and that these games
were
then referred to as "flipper games" to distinguish them from the
pinballs
being used for gambling.
Finally he mentioned the introduction by
United of the "shuffle
bowling
game", which he said slowed down pins for awhile, and the fact that
the
"drop-in" coin chute was used on a few games late in the decade.
As far as the 1950's were concerned,
Steve first commented that the
introduction
of "bingo pinballs", in the early part of the decade, almost
ruined
the industry again, due to more bad legislation. He told about the
introduction
of "bumper pool" games around 1955, which he said caused a
decrease
in pinball sales at that time.
In 1958, he told us, Williams introduced
the "disappearing pop
bumper",
but due to it's high cost it was only used on four games (GUSHER,
SEA
WOLF, METRO and MUSIC MAN). He also
told of Harry Williams selling his
share
of Williams and moving to California in 1959, and that by the end of
the
decade exporting of pins to Europe was on the rise.
In outlining events in the 1960's Steve
told us of the introduction of
the
automatic ball return, the use of a rotating set of pop bumpers on
Williams'
NAGS, and the introduction in 1968 of large flippers. He also
said
that in 1962 Seeburg bought out Williams and United and moved the
combined
operation to the present Williams location on California Street.
Also he
told us that in January 1969 Lyn Durrant died.
Regarding the 1970's, Steve first told of
trade magazine publisher
Bill
Gersh's campaign to raise the price of pinball play to a Quarter,
which
finally was accepted. He then told of
Columbia Pictures acquisition
of
Gottlieb, and of Sam Stern buying what was left of the old Chicago Coin
outfit
and starting Stern Electronics.
Steve than mentioned the introduction of
the "drop target" on
Williams'
HONEY, and the start of "solid state" pins in 1978. He also
mentioned
that pins were re-legalized in Los Angeles, New York City and
Chicago
during the Seventies. Also occurring in
that decade was the first
"talking
pinball", GORGAR, in 1979, and the death of Dave Gottlieb in 1974.
The decade of the 1980's, Steve said, saw
the introduction of the
"lane
change" on Williams FIREPOWER, and of "multi-level" playfields
on
their
BLACK KNIGHT. That decade also saw the
rise of the "video craze" and
the
subsequent downturn for pins. He also
told of Williams' SPACE SHUTTLE
reviving
the interest in pins, and the purchase by Williams of Bally/Midway
games
in 1988.
That decade, Steve went on, also saw the
beginning of a push for 50
cent
and 3 for $1 play, remarking that today's games cost about 150 times
as much
as the pingames of the 1930's which were played for a Nickel. The
decade
was also sadly marked by the passings of Harry Williams in 1983, Sam
Stern
in 1984, and Sam Gensburg (founder of Chicago Coin) in 1985.
As far as the 1990's and the future of
pinball was concerned, Steve
said he
saw a continuation of "licensed" games, and a lot of original ideas
from
new young designers and artists. He
said a combination of art, sound,
etc.,
would be used to improve future games, a future he was looking
forward
to.
At that point Steve asked for questions
from the audience. When asked
how the
industry could "broaden the appeal" of games to justify the price
per
play increases proposed, Steve answered that the same complaints were
made in
the past when price increases were sought, but you must remember
that
operators have to get a fair return on their investment. He then
added,
"if you provide a dollars worth of entertainment people will pay $1
for
it".
When asked if Williams planned to re-use
"multiple replay awards"
Steve
answered "yes". When asked why
multiple denomination coin mechanisms
were
not used on pins, he said because they were large and expensive.
Finally, Marc Fellman from the audience
made the comment that
Williams'
RIVERBOAT gives the player a chance to make a "decision" during
the
game; which he thought was a great idea which should be used more in
the
future. As a closing comment regarding
Steve, Rob Berk told us that
Steve
would soon celebrate his 80th Birthday.
PANEL
DISCUSSION - "GETTING THE WORD OUT"
Rob Berk introduced Sharon Harris of
Philadelphia the moderator for
the
panel saying she was Chairperson of the International Flipper Pinball
Association
(IFPA) of AMOA. Sharon, daughter of
long-time operator Stan
Harris,
began by remarking that she had never known anything else but
pinball
all her life. She then told of her dad
saying about his career "it
all
started with a ball", referring to the Daval ODD BALL game he bought
back
around 1940 and put on location, starting him in the coin machine
business.
Sharon then told of the IFPA which she
said was formed the previous
year,
saying it was formed as sort of a "celebration of pinball's 60th
Anniversary". She then told us that the association, of
which she was to
be
President for two years, was set up to do three things: (1) to help keep
pins in
the public eye (a "media kit" for the press was designed to help
with
that); (2) to hold a National Pinball Tournament (patterned after the
National
Darts Championship); and (3) to educate operators to be more
responsible
for the care of their equipment.
Sharon then went into great detail
regarding the IFPA tournament
system. Local operators would buy
"charters" and set up local tournaments
at
their locations. The winners of these
could then compete in the
National
Tournament to be held in Chicago in the Spring of 1991.
Sharon then introduced the panel which
consisted of Valerie Cognovitch
of
PLAYMETER, Shari Stauch of GAMES AND LEISURE, Ed Adlum of REPLAY, Wayne
Morgan
(former publisher of TILT Newsletter), Joycelyn Hathaway of TAVERN
SPORTS,
Jeremy Tupper of VENDING TIMES, Jim Haley of Canadian COIN SLOT,
Dick
Bueschel of our COIN SLOT, and Roger Sharpe of Williams. She then
said
that the format of the discussion was for each person to tell what
they
could do in their publications "to get the word out".
Valerie began by saying that Sharon was a
very determined person and
that
she thought the idea of IFPA was "wonderful". She then told of
recently
finding a four inch stack of clippings in her file associated with
the
promotion of the 100th Anniversary of the Juke Box, and remarked that
she
thought the pin promotion could do as well.
Valerie than said that this was her
second Expo and that she enjoyed
meeting
the players. She told of Tim Wolfe once
writing an article for her
magazine
from the player's point of view and invited others to do the same.
Valerie then said that she wants the
operators to get involved with
IFPA,
and that her magazine offered AMOA a "free page" to use to promote
it. She next said that PLAYMETER would like to
publish pictures of the
operator
sponsored tournaments. Finally, she
remarked "pinballs are
American
made and we should be proud of that."
Next to speak was Shari Stauch. She began by saying that her
publication,
GAMES AND LEISURE, was originally oriented toward pool room
owners,
but had now been expanded to serve game operators as well. Shari
continued
by saying they could help IFPA by focusing on the "leagues" and
tournament
promotion, etc.. She ended by saying
she hoped there would be a
"pyramid
effect" with the publicity bringing more operators into IFPA.
Next up was Ed Adlum of REPLAY. He began by saying that most "trade
magazines"
don't address the player at all. When
he asked for a show of
hands
of how many in the audience were in the industry, which turned out to
be
about 25 percent, he remarked that the rest of us must be "pinball nut
cases".
Ed then told us how he had really been
excited about the 100th
Anniversary
of the Juke Box, but said he just could not get that excited
over
pinball's 60th year, although he said he would like to try to share
our
enthusiasm.
Wayne Morgan from Canada then got
up. He first told us that when he
put on
his traveling pinball exhibition, "Tilt", in 1979 he got a lot of
letters
from people interested in pins. He then
asked the question: why
hasn't
pinball collecting achieved as great a popularity as that of other
antique
collectables? When his attempt to
answer this question seemed to
run
into a lengthy discussion, he was asked to come back the next day to
elaborate
in detail. I will report on that later.
Next up was Joycelyn Hathaway. She said her publication, TAVERN
SPORTS,
goes to the industry people and also some players. The magazine,
she
went on, publicizes events, etc. (including Event Calendars) and also
has
feature stories. A pinball column was
also said to be forthcoming.
She
ended by saying that her publication will help in letting the locations
and
operators know about IFPA.
Jeremy Tupper, editor of the Music and
Games Section of VENDING TIMES,
next
told of a column they were starting highlighting current pinball
designers. He also told of a "guest column"
in the current issue written
by
Sharon Harris. He ended by saying this
was part of their effort to
increase
the profile of music and games in VENDING TIMES.
Next was Jim Haley from Canadian COIN
SLOT who told us that his
magazine
was similar to PLAYMETER and REPLAY in this country. He then said
what
they do is find out what's happening in the industry, passing the
information
on to the operators. Jim then added
that they also provide
"marketing
tips", and act as sort of a "go between" between the
manufacturers
and operators.
The next panelist to speak was COIN
SLOT's own Dick Bueschel. Dick
began
by introducing himself as a "collector and writer" and saying that he
would
like to make two "quick points".
First, he said, since people like
Sharon
Harris and Roger Sharpe got involved in publicizing pinball that
pinball,
in his opinion, has never had greater press and that the word "IS
getting
out".
Dick then explained his "second
point" which he said was that what we
need is
to "get the word IN". He
explained this remark by saying that the
manufacturers
have to talk to the "consumer" (the player). As an example
he said
that he had heard that Williams, for instance, was eliminating the
"match
feature" from their games to satisfy the European market. This he
said he
thought was wrong because it was against the interest of the
players.
At that point the audience was asked if
they had any questions? The
first
question was what "standard game(s)" were going to be used in the
IFPA
tournament? Sharon answered saying
there would be no particular games
used,
but that they had devised a special scoring system using "point
values"
derived from actual game scores.
When asked if there would be any
"handicaps" or "sanctioning of
players"
used, Sharon said not for the current tournament, but maybe in the
future. She also told us that the tournament entry
fees would be $25 for
adults
and $10 for those under 21.
Sharon was then asked if the tournament
would be on National TV? She
said
that she hoped to get "some very good coverage". Roger Sharpe told of
a
pinball tournament a few years ago which was on TV. Sharon then told of
a
"spot", shown recently on cable's MTV, in which her and her father
Stan
Harris
were interviewed and some of his collection of old coin machines
were
shown. Incidentally, several friends of
mine saw that and said it was
excellent!
Someone from the audience then asked the
panel what could be done
about
magazines which would not accept articles from collectors? Sharon
answered
"send it to me, I'll get it published". Valerie then told of an
article
on backglasses recently published in PLAYMETER, remarking that some
of the
glasses were "gorgeous".
Ed Adlum next asked the question: what do
players today want; simple
or
complex games? One of the operators in
the audience answered that most
people
today like complex games, and they are the ones that make the most
money. Sharon then remarked that there were some
locations where older
people
liked the simpler games, adding "it's whatever works in your
market".
Roger Sharpe of Williams then commented
from the manufacturer's point
of
view. He said that he personally
disliked "shooting, punching, kicking,
fighting
games", but that kind did earn money.
He then commented, however,
that
manufacturers have to supply what the market wants in order to
survive,
adding that pins once were "almost dead" but are now "reviving".
Roger was then asked what he thought
about "license games"? He
replied
that Bally was the first to prove they could work in the Seventies,
but
some didn't work however, citing DOLLY PARTON as an example. He then
added
that right now we are "going through a phase", and license games seem
to get
the players, citing THE SIMPSONS as a current example.
At that point Valerie told us that prior
to 1988 Roger wrote articles
for
PLAYMETER from the player's point of view.
Roger then remarked that he
has
learned that the industry must "stay in touch with the players". He
then
commented that he thought there should be five times as many people at
the
Expo.
Roger next remarked "we have to
reach out through our games". He
then
commented
that the people at the Expo should help get operators more
interested
in pins. A few minutes later Dick
Bueschel reinforced that idea
saying
that we have been given an "assignment" to get to the operators and
locations
and try to "promote pins".
Someone from the audience then commented
that younger kids should be
able to
learn to play pins, but many of today's games are so complicated
that
kids can't understand them. He
suggested that a "rating system" be
set up
to indicate what ages could understand each game. Sharon then
remarked
that a large percentage of pingames are in small locations, such
as
convenience stores, and available to youngsters.
The final comment of this panel came from
Ed Adlum of REPLAY who said
that the
recent trade show in New Orleans was definitely "a pinball show",
adding
that video games are the "stinkers" today.
PLANT
TOUR
After a quick lunch at our friendly diner
across the road, we boarded
busses
for the trip to the Data East Pinball plant.
After we arrived we
discovered
we had to stand in line outside (it was a might chilly too!) to
wait
our turn to go inside for the tour. I
had to wait almost 45 minutes,
being
near the end of the line.
While we were waiting outside a Data East
representative told us a few
things
about the company. He said they
employed about 175 factory workers,
plus
about 30 office workers and engineers.
He ended by saying that Data
East
Pinball Inc. was "the best there is". When we finally got to the
front
door we noticed a SIMPSONS backglass mounted in one of the front
windows,
which of course, was the game currently being produced.
When the tour group I was in got inside
the plant it appeared we had
no
guide so we just followed the group ahead of us. We first passed a
cable
testing area followed by an area where cables were being formed on
large
vertically mounted sliding panels. When
several of us made comments
and
asked questions of the girls doing the work we seemed to be ignored.
At
first I thought maybe they were told not to talk to visitors, but then
it
dawned on me that quite possibly they could not speak English.
The next areas we saw were where
playfields were being drilled and
parts
were being installed on them. The
people working there were
apparently
doing there jobs quite rapidly. We next
went by an area where
completed
playfields and back boxes were being tested.
Finally, we saw the final test area where
completed machines were
being
checked out. It was here that I noticed
the interesting "comic book"
art on
the game cabinets. A company person,
who had joined the group by
now,
told us that the backglass artwork was made using a "12 color
process".
That ended the tour. We were then given a free soft drink and
doughnut
and boarded the busses to return to the hotel.
TOUR
"WRAP-UP"
After returning to the hotel we went to
the Lecture Hall where Data
East
representative, and long-time pinball industry worker, Ed Cebula ask
if we
had any questions?
It was first asked if there would be an
episode on "The Simpsons" TV
show
featuring the SIMPSONS pinball? Ed's
answer was "it's a possibility".
When
later asked if doing "license games" created many problems, Ed
answered
that BATMAN was somewhat of a problem, adding you always have to
send
your proposed artwork to the "licenser" for approval. It was also
asked
why they haven't tried "national heros" (sports figures, etc.)? Ed
replied
that they had tried to get Michael Jordan.
When asked if they paid a
"royalty" for each licensed game produced,
the
answer was sometimes, but in some cases they paid a "flat fee"
instead.
When
asked about a game which was hidden behind a curtain at the plant, Ed
replied
only that it was a "future game", adding that BATMAN was coming
soon
and also CHECKPOINT which he said was a "driving game".
A question was then asked regarding the
average time between the
"inception"
of a game and it's final appearance on location? The average
time
was said to be about 9 months, but that BACK TO THE FUTURE was done in
only 6
weeks! A question regarding the
expected production run for
SIMPSONS,
and also what percentage of their games were exported, was then
asked. Ed replied that the run would possibly be
about 5000, but that you
really
could not tell because it depends on sales.
Regarding export he
said
that about 30 percent of their games were exported to France, Germany,
etc.
The final question asked was how much
does the Japanese "parent
company"
have to say regarding the Chicago operation?
Ed answered
"nothing,
as we are making good games".
At that point Data East's Ed Cebula,
assisted by Expo Chairman Rob
Berk,
proceeded to give a demonstration of how pinball cables were tied in
the
past.
Ed had a sample "cable board"
made up for the demonstration which had
a
"main branch" and several "break-offs" which are used for
attaching
plugs,
connectors, lamps, etc. in the game. He
said that nails were
originally
used to hold the wires as they were added, the ends of the wires
then
being cut, stripped, and soldered to the terminating components.
Ed then commented that in later days pins
were put onto the ends of
the
wires by machine, these pins then being inserted in the terminating
components. Today, he went on, "mass
termination" of connectors is used,
with
modern "cable ties" used to tie cable bundles.
Ed ended by saying that in the old days
they had women "lacing" the
cables,
and that some of them could do it as fast as today's machines. He
then
performed a demonstration of this hand tying technique using the
previously
mentioned "cable board".
PINBALL
WIZARDRY SKILLS
The next item on the Expo agenda was a demonstration
of advanced
pinball
skills presented by player turned designer Jon Norris of Premier.
Rob
Berk introduced Jon as "the king".
The machine he used for his
demonstration
was none other than the "whitewood" prototype of his latest
Premier
design, VEGAS.
Jon began by telling us that he had been
a pinball player for many
years,
and that he would try to show us some of the techniques that have
helped
him to play a better game. He then said
that the techniques he
would
demonstrate were intended primarily for "intermediate level" players,
adding
that he would draw diagrams to aid him in the demonstration. A
video
camera was set up so the audience could see what Jon was doing on the
game.
Jon first told us that he was going to
show us three main things. The
first,
he said, was that you should not always use the flippers every time
the
ball hits them as many players do, but
in a lot of cases the player
should
let the ball bounce off one flipper to the other. Secondly, he said
he
would show how to "catch" the ball with a flipper before flipping it
toward
some playfield objective. He then said
he would also demonstrate
the
"save down the middle", which he then proceeded to do.
Jon started by drawing an illustration on
a large sheet of paper
showing
two flippers in their "at rest" position, "fully energized"
position,
and the position halfway in between where they are both
horizontal. He then said that in both the extreme
positions the separation
between
the tips of the flippers was approximately enough room for two
balls
to go through. In the
"midway" position, he told us, there was
barely
enough room for one ball to pass.
He then said that the "center
save" technique consisted of operating
the flippers
at just the right time for the ball to reach them when they
reach
that horizontal position where the ball can barely pass between them.
You
must, however, slightly nudge the machine, in one direction or the
other,
such that the ball hits one of the flippers instead of passing
between
them.
Jon suggested that a person practice this
technique on their own game
with
the glass off, manually placing the ball above the flippers allowing
it to
roll down. He said this saved a lot of
money over practicing in an
arcade. Jon then demonstrated the technique using
the video monitor so we
could
watch him.
Jon next demonstrated what he called the
"non-flip flip" or "bump
over". He told us that most people usually hit the
flipper buttons every
time
the ball goes near a flipper, but that if you don't move the flippers
the
ball usually bounces off the flipper it hits to the other one. Holding
the
other flipper up, he said, will "catch" the ball most of the
time. Jon
then
added that holding up the flipper toward which the ball is heading
will
often result in the ball rolling up that flipper and over to the
other.
The next technique Jon demonstrated was a
very skillful move called
the
"tap pass" which he said was a "high risk move" and quite
hard to
learn. It consisted of lightly tapping one flipper
button to cause a
flipper
to "tap" the ball over to the other flipper.
When Jon was about ready to end his talk
Rob Berk asked him to
demonstrate
a special type of ball save which he knew of.
Jon recognized
what
Rob was talking about as what he called the "bang back". Jon said
that
this usually did not work very well on Premier games but often worked
on
Williams.
What this consisted of, it was explained,
was that after the ball had
"drained"
to the bottom of the playfield, and was rolling along the card
holder,
to hit the cabinet so hard as to cause the ball to bounce up above
the
flippers and back into play. Jon tried
to demonstrate this on his game
with
limited success; after all, it was a Premier game! He then remarked
that
using this technique could result in tilting the machine, or even in
getting
you kicked out of an arcade.
DESIGNING
A PINBALL
As was done at several Expos in the past,
some industry people
participated
in a "fun session" where people from the audience designed a
pingame. This year it was veteran Williams designer
Steve Ritchie who Rob
introduced
as our "design coordinator".
Steve came up on stage dressed in
a
"cap and gown" acting like a professor. He then introduced his
assistant,
Doug Watson.
Steve began by taking nominations for the
game's theme.
Recommendations
from the audience included: "Married with
Children",
"Honeymooners",
"Pinball Expo", "Desert Shield", a "singles"
theme,
"Monopoly"
(which would be a "license game"), "Universal Studios
Fire",
"Video
Rental Store", and "Tesla".
When the audience later voted
"Monopoly"
won.
We were next asked for suggestions for
the configuration of the
playfield
devices. It was decided (again by vote)
that the game would have
3
"thumper bumpers", a bank of 3 drop-targets in the center of the
playfield
with an eject hole (representing "Go To Jail") behind them, and 4
lanes
at the top of the field. It was also
decided that the game should be
a
"3 ball Multi-ball", have an extra flipper in the upper half of the
field,
and be "replay" or "add-a-ball" selectable by the player.
We were then asked to suggest a
"special device" to be used on the
game. The devices recommended included: a
"corkscrew" loop-the-loop; a
strobe
light; two magnets which suspend the ball in mid air; a flipper
which
must be "qualified" to work; a "death ray"; a "trap
door" through
which
the ball drops, with three places it could reappear; and a horizontal
"wheel"
into which the ball enters and you don't know where it will come
out. Voting on these resulted in both the
"corkscrew" and the "trap door"
devices
being chosen.
A playfield template was then put up and
Doug placed the components we
voted
for on it. The flippers at the bottom
were already shown on the
drawing,
causing Doug to remark "the position of the flippers is the only
thing a
player can depend on". That ended
our design for Pinball Expo '90.
ALVIN
GOTTLIEB - CONTINUED
As I mentioned earlier, Alvin Gottlieb
was invited to speak late
Friday
afternoon and continue the discussion of his new outfit, "A.
Gottlieb
and Co." and his invention. Alvin
began by introducing his
grandson
Stephan, his sons Joseph and Michael, and his associate Jerry
Armstrong,
all of whom are associated with his new enterprise.
Alvin then presented what he referred to
as a "brief scenario" of the
events
leading up to his formation of the company.
He first said that when
Gottlieb
designer Harry Mabs invented the flipper in 1947 he originally
intended
it to be "automatically actuated", but finally switched to using
player
controlled buttons. A little later, he
went on, Dave Gottlieb
decided
to put out their first "multi-player" game, SUPER JUMBO.
Still later, he remarked, when he was in
the Engineering Department at
Gottlieb,
the department together designed the two player game CHALLENGER
in
which the two players faced each other and had separate playfields,
adding
that he always thought the idea had merit.
Finally, he continued,
one day
not so long ago, while sitting poolside in Hawaii, he started
thinking
about a new kind of flipper which incorporated a "sensing device"
which
sensed when the flipper came in contact with a ball.
Alvin then said he made a sketch of his
idea, made up a prototype when
he
returned to Chicago, found a Patent Counsel to help him, and applied for
a
patent, which had recently been approved. He then told how he planned to
utilize
his invention.
His idea was to build a two-player game
which would automatically
switch
scoring between the players; each score being credited to the last
player
whose flipper hit the ball. He said he
couldn't give much more
detail
since he still had patents pending.
Alvin then said he planned to
call
this idea "simulplay" , and would probably get a Trade Mark for that
term.
He then remarked that he thought this
concept would enable them to
build a
two-player pingame which could really make some money. Alvin ended
by
saying that they are now in a "design mode" and were working in
conjunction
with Premier.
Alvin next asked if we had any
questions? The first question asked
was if
Alvin's new company would be separate and independent from Premier?
He
answered that it is a separate company, adding that they planned to
contract
Premier to build their first games.
Alvin then remarked "we will
just
take things as they come". He then
told of his father once buying the
rights
to a "Rotary Trading Post" machine which he thought would be a
"gold
mine",
but that the idea "died".
When asked if the price of his proposed
game would be about the same
as
today's pins, he answered "it looks like it will be comparable". When
questioned
regarding his "time table" for the project Alvin answered that
it
would probably be out sometime in 1991.
Alvin was then asked if he
thought
he could keep people from stealing his idea?
He answered that he
thought
U.S. patent law was very good and mentioned the large patent
infringement
suit won by Polaroid against Kodak.
Alvin was next asked if Harry Mabs'
original flipper was patented? He
answered
"no", saying that it was said to be covered by "prior art",
that
being
the "bat" used on coin-op baseball games. Alvin then told us that
copies
of his patent (4,931,323) would soon be available. He then
described
the mechanics of his invention in a little more detail,
referring
to it as a "smart flipper".
When asked if his proposed game could
also be played by one player,
he
replied "yes", adding that it even "played itself" in the
"attract
mode". He was next asked if the two players would
be playing "end to end"
or
"side by side"? Alvin's
answer was that there were several variations
of the
game "in the hopper".
When asked if he eventually planned to
have his own factory, Alvin
replied
that he didn't know yet, adding that running a factory was "a big
pain". Finally he was asked who would be doing the
artwork for his new
game? Alvin replied that Tommy Grant of
Advertising Posters had
recommended
someone and that they were "starting at ground zero" and would
just
"take their time".
Alvin's presentation ended the Friday
seminars. That evening the
Exhibit
Hall was opened officially for the first time, but more about that
later.
GOTTLIEB
VIDEO
The Saturday morning festivities began
with a short presentation,
which
was one of the several not on the Expo program originally
distributed
by mail. This was the playing of a
promotional video tape,
produced
several years ago by Gottlieb, which Expo Exhibit Chairman Mike
Pacak
discovered in the Gottlieb "archives".
The tape began with an introduction by
Alvin Gottlieb giving a brief
summary
of highlights in the company's history.
He began by saying that
the
company was founded by his father David Gottlieb in 1927, and "had a
heritage
of unparalleled success".
The historical presentation began with
the narrator saying that it
all
started in the late Twenties, while the background music played
"Charleston". It was then said that motion pictures were
"the first
popular
form of mass entertainment", but in the 1930's and 1940's pingames
also
acted as such.
Dave Gottlieb was then said to have been
born in Milwaukee, and as a
young
man went to Texas and became a traveling salesman who was always on
the
move. This "super salesman"
was then said to have traveled in a Model
T showing
silent movies in all the small towns. A
gimmick he used at that
time
was to have the piano player play "The Star Spangled Banner" at the
end of
each show. The audience would then
applaud and people outside
would
think it was because the movie was so good.
Later Dave was said to have moved to
Chicago where he opened a small
factory
on Kedsie St. and manufactured a coin operated "grip testing"
machine. Then, in the Fall of 1931, he developed a
small pingame which it
was
said "turned his company into the first successful pingame
manufacturer".
When the narrator started describing the
1930's the background music
played
"Brother Can You Spare A Dime".
During the early Depression period
pingames
were said to take in a "flood of Pennies", provide Americans with
"a
lot of fun", and to "sweep the country faster than the Stock Market
Crash".
During these early years Dave Gottlieb
was said to have put much
money
into his early "counter games", and eventually move his factory to
4318 W.
Chicago Ave. His early success, BINGO
BALL, was described as
being
"overwhelmingly popular", the story being told of games thought to
be
malfunctioning but actually too full of coins.
In December 1931 Gottlieb released their
famous BAFFLE BALL which was
a huge
success and said to be "the first mass produced, mass marketed
pingame". The game was then described and it was noted
that 55,000 were
made,
Dave having to subcontract some of them to other factories. BAFFLE
BALL
was then said to often "pay itself off" in a single weekend!
Gottlieb was said to have produced
thirteen more games in the next
two
years, and in October 1933 to have moved to 2736 N. Paulina St. The
company
it was said was really flourishing. Two
important Gottlieb games
of
1932/33 were said to be SPEEDWAY and PLAYBOY, the first of their games
with a
"playing card theme". Another
important Gottlieb game of the
1930's
which was mentioned was 1935's CYCLONE with an "automatic ball
lift".
For 1936, the addition of electric clocks
to some of their games,
plus
the use of a "3-dimensional" backglass, was described. It was then
remarked
that by the end of the 1930's Gottlieb had "standardized"
playfield
size on pingames. The 1930's was then said
to be "the first
'Golden
Age' of pinball".
The description of the 1940's Gottlieb
achievements began with the
playing
of some ominous music, probably representing the war, the narrator
mentioning
"Pearl Harbor". He then told
of the plant being moved to
Kosner
Ave., and of the wartime ban on pingame production, the Gottlieb
plant
going into production of "parachute hardware" and other war related
items.
The invention of the flipper by Gottlieb
designer Harry Mabs in 1947,
and it's
first use on HUMPTY DUMPTY, was then described, the comment being
made
that this "knocked the industry over backward". Dave Gottlieb was
quoted
as saying at the time that their new 'flipper bumpers' were "the
greatest
invention in the history of pinball", and that no one in the
industry
argued with that.
It was then said that the games produced
in the 10 years following
HUMPTY
DUMPTY made up "the second 'Golden Age' of pinball", a period said
to be
"dominated by Gottlieb games".
The section on the 1950's began with the
musical strains of the
"Bonanza"
theme, the narrator then telling us that some of the finest
pingames
were produced during that decade. It
was then pointed out that
these
"skill games", with their flippers, "kicking rubbers",
etc., were
quite
different from the "gambling" pinballs (the "bingos") which
were
produced
in the early Fifties.
The campaign waged by Dave Gottlieb and
other amusement game
manufacturers
during that period, to show that their games were in no way
associated
with the gambling machines, was then described. One of Dave's
contributions
to this effort was said to be his introduction of his famous
slogan,
"Amusement Pinballs, as American as Baseball and Hot Dogs", which
he put
on his backglasses starting in 1955.
The culmination of this
effort
was said to be the Supreme Court's "Korpan Decision" in September
1958,
ruling that "bingos" were
"gambling devices" and subject to Federal
statutes
concerning such devices.
Also in the 1950's, we were told,
Gottlieb designer Wayne Neyens
began
his illustrious designing career. Two
of his major innovations
during
that decade were said to be the introduction of "multi-player"
games,
starting with SUPER JUMBO in 1954, and the first use of the
"roto-target"
on MAJESTIC in 1957.
The decade of the Sixties was introduced
by the music of The Beatles'
"I
Want To Hold Your Hand". That
decade was said to have introduced many
new
pingame innovations such as: the switch to "long flippers"; the
introduction
of the "run-off bonus" on GIGI in 1963; and the initial use
of the
"vari-target" on AIRPORT in 1969.
It was then said that this was an active
period for the industry,
with
the expansion of the foreign market for pins, even some going to the
Soviet
Bloc. Gottlieb also moved to a new
plant in Northlake, Illinois in
mid-decade.
The musical introduction for the 1970's
was the music from the movie
"Close
Encounters". A new plant was said
to have opened in Bensenville in
October
1974. The early Seventies was said to
be a period of "continued
innovations
in electro-mechanical games". A
list of "great Gottlieb
games"
was given for that period including: SPIRIT OF '76, ROYAL FLUSH,
BIG
INDIAN, HOT SHOT, and JACK-IN-THE-BOX.
Gottlieb's introduction into the
"solid-state era" was said to have
started
at the 1977 AMOA show where they introduced their first electronic
pingame
CLEOPATRA. A list of other great
Gottlieb "digitals" was then
given
including: SINBAD, CLOSE ENCOUNTERS, CHARLIE'S ANGELS, INCREDIBLE
HUNK,
and BUCK ROGERS, and their first "wide-body" pin GENIE.
The purchase of the company by Columbia
Pictures in the mid Seventies
was
then mentioned. Finally the narrator
talked briefly about the
Gottlieb
family, saying that Dave was not only in the pinball business,
but
contributed significantly to the Gottlieb Memorial Hospital which his
family
still supports. Dave's other charitable
and fund-raising
activities
were then mentioned, including his large contribution in 1947
to the
"Damon Runyon Cancer Fund".
The video ended with the comments that
"D. Gottlieb and Company has
traditionally
been 'the first family in fun and games' for the past 52
years",
and is continuing into the 1980's, "the new decade of the stars".
KORDEK
AND HEISS
At this point Expo Host Rob Berk asked
Expo favorites Steve Kordek
and
Harvey Heiss to come up on stage so that newcomers to the show could
meet
them and hear a little about their numerous contributions to the
industry. Rob said that Steve had a great deal to do
with making the Expo
a
reality, also reminding us that Steve had been in the industry since
1937
and was "still around". He then called Steve and Harvey "the
driving
force
behind Genco".
Steve first remarked that he thought the
Gottlieb video we had just
seen
was "very very good", adding that their invention of the flipper was
a
"fantastic thing for the industry".
He then told us that Harvey had started in
the industry way back in
1932
and later was his boss when he later started at Genco. Steve went on
to say
that in those early days Harvey designed some great mechanical
games,
one of which, a 1934 baseball pingame, he himself owned. He also
told us
that he had learned a lot from Harvey.
Steve next told of Harvey finally leaving
Genco in 1954 at a time
when
the company was "having problems", saying that at the time Harvey
called
Genco "a sinking ship" and said he was "a 'rat' that was deserting
it". Steve then said that he himself left Genco
in 1958, going to Bally
for a
short time and then to Williams where he still is today. Steve then
called
Harvey "a genius of his time", adding that he admired the real
pioneers
of the industry like Harvey.
Steve then told of his own first
"solo" design, the first Genco
flipper
game, TRIPLE ACTION. He got his chance,
he said, when Harvey was
hospitalized
just at the time when they had to get a game ready for the
January
1948 trade show.
Steve went on to say that all of the
other manufacturers' games at
the
show had either 4 or 6 flippers, and were more or less patterned after
HUMPTY
DUMPTY; but his game had only 2, placed near the bottom of the
playfield
as has virtually been the style ever since.
He added that the
artwork
for the game was done by none other than pinball art great, Roy
Parker.
As Steve's final comment he remarked that
he really liked the people
who
attend the Expo each year. At that
point he turned the floor over to
Harvey.
Harvey first said that "Steve said
it all" when in came to his long
stint
with Genco. He then said that sometime
after he left Genco he went
to work
for a fellow named Bert Lane who had once been a Genco
distributor.
Harvey then told the story of how he
happened to hook up with Bert.
While
on vacation in Florida he called Bert who had moved there and
started
a business making small Merry-Go-Rounds.
Bert took him to his
plant
and offered him a job which he decided to accept. Harvey ended by
saying
that he still enjoys living in Florida, especially the weather
which
he said was quite different from what he had been used to in
Chicago.
TIM
ARNOLD
Rob Berk introduced the next speaker, Tim
Arnold, an Expo regular
since
the first show, remarking about Tim's several home drawn "comic
books"
which he had distributed at past Expos, and the toast he gave
people
one year in the Exhibit Hall. Tim was
introduced as both an
operator
and a pinball collector.
Before Tim started his talk he passed out
another "comic book"
dealing
with his subject, "collectors as operators". He then began by
remarking
that up until then at the Expo seminars he had heard much being
said to
and by the manufacturers, and the same with the players, but that
everybody
seems to be ignoring the "link" between the two, the operator.
Regarding operators, he said that many
"really don't care" about the
games
they operate, adding that the industry should educate them regarding
the
proper care and maintenance of their machines.
He went on to say that
it
would be a good idea if some collectors would become operators, putting
some of
their games "on location" and making some money from them.
Tim then said that most collectors regard
their games as "precious
art"
but that they are really "commercial equipment", adding that the
machines
are "still strong" and that nothing would happen to them if they
are put
in a "good location".
He continued by remarking that collectors
would make good operators
because
they really care about their machines, know the games, and know
how to
fix them and keep them up, unlike many operators who don't really
like
pins. Most operators, Tim said, use
pins as a "sideline" to other
coin
machines they operate, operating them for a short time until they are
"run
down", then selling them off.
A smart collector, Tim continued, could
buy some of these games, fix
them
up, and put them back on location. He
then said that many players
will
play these older games if properly maintained, and the collector
could
get back the money he spends on them this way, resulting in him
eventually
getting the games "for free"
Tim next told us that you must first
"sell" the location on why they
should
have a game. He cautioned us not to
take less than a 50/50 split
with
the location as you, not him, have the expenses connected with the
game,
adding that you should buy spare parts and provide a good quality
lock. Before you start to operate a game, he said,
you should clean and
properly
level it.
Tim then told us that we should have the
proper tools to service the
games. He also reminded us that many localities
require "permits", etc.,
and
that you should check this out.
Tim next talked about picking good
locations. He said these, in his
opinion,
included such places as comic book stores, pizza houses, auto
repair
centers, flea markets, and high class pool halls. Poor locations
were
said to be any "unattended" location such as apartment laundry rooms,
teen
centers, or fraternity houses, unless you make them responsible for
any
damages. He ended by saying that
operating pins is not hard to do and
can
make you some money.
Tim then asked for questions. When asked if a "workshop" on this
subject
might be provided at a future Expo, Tim answered that it was
possible. He then gave a few tips on "play
management". He said that you
should
know what your "intake/payout ratio" is for each game, saying 15 to
30
percent "payback" to players is reasonable, and that you should
adjust
your
replay payouts for each game accordingly.
It was then asked if you could have a
problem competing with a big
operator? Tim answered that you should not use
somebody else's location,
saying
that there are enough "untapped" locations to be found. A question
was
then asked about operating videos versus pins.
Tim said that he
started
with pins, then when videos came in he took the money and "laughed
all the
way to the bank". He then
suggested that you put pins in
locations
where another operator has videos and doesn't want to mess with
pins.
When asked if he used
"contracts" with his locations, Tim replied
that
"it wasn't a good idea". Tim
was then asked if people would play
older
games if they were put on location, and especially about somebody
opening
a "50's Arcade". He answered
that running an arcade was an
"expensive
proposition", saying it was better to put old games in someone
else's
location such as a "Fifties Diner".
He then added that in that
case
you should try to promote "nostalgia" by putting a sign on the game
describing
it's history, designer, artist, etc.
At that point Tim told us not to charge
less than a Quarter a game
even on
old machines. An operator in the
audience then said that he had a
section
of old games in an arcade set for Dime play.
When he was asked if a Baskin-Robbins ice
cream store would be a good
location,
Tim answered that that franchise did not allow games, adding
that
you should not try any of the major "fast food" franchises. When
asked
if older games should be set for 3 or 5 ball play, Tim replied that
some
games were better for 3 ball play, adding that most players today
only
expect 3 balls.
Tim was then asked how much time it would
take to get into that type
of
business? He replied that if you
"start small" it shouldn't take much
time to
get going. He then commented that you
should call your locations
regularly
to see how things are going. When asked about "rotation" of
games
between locations, Tim replied that you should leave a game in a
location
until the income drops off, and then move it to another location.
The final question asked was if it was
more difficult to keep up
solid-state
games over electro-mechanicals? Tim
replied that if you have
trouble
locating parts for a digital pin you can always tell the location
that
"you have to send to Japan for parts". Tim ended his presentation
with
the statement "we need better operators"!
DICK
BUESCHEL - IS PINBALL OLD AT 60?
Next up on the Expo program was COIN
SLOT's Dick Bueschel with
another
interesting talk dubbed "Is Pinball Old At 60?". Dick began by
describing
today's senior citizens and their various "youthful"
activities. He then said that it could be asked of the
60 year old game
of
pinball, "is it old at 60?"
Dick said he was going to try to answer
that
question by telling us something about "where it has been?",
"where
it is
going?", "what has been tried?", and "what is true?",
and to see if
the
ideas of the past which worked well then still work well today.
Dick then said that pinball was
"born in stress, and immediately made
the
world a better place in which to live", by "controlling a player's
mind
and wiping out the trials and tribulations of reality". He then told
how
playing pinball "demands your full attention", comparing this to
other
games
in which the player gets short periods of "rest" during play.
Dick then made the point that describing
the play of early games also
describes
in many ways the games of the present and probably the future.
Dick
then reiterated a comment made earlier by Ed Adlum of Replay, that
pinball
is "the only pure invention of the coin machine industry", adding
that
bagatelle "led the way", but the addition of ball manipulating
features
and electricity put it into "the realm of new invention". This,
he
said, in this country means patents.
Dick then asked "is there a past
that relates to the present?" He
answered
"yes", citing Harry Mabs' invention of the flipper in 1947, and
then
showing us a 1932 patent for a game with mechanical flipper-like
devices
which became Hercules Novelty's DOUBLE SHUFFLE. He continued this
line by
describing a similar game called SHUFFLE BALL by Western
Manufacturing
Co. with it's "flippers" operated by rotating shafts jutting
from
the cabinet.
Dick then remarked that these two games
might have been regarded as
"an
aberration of history" except for the fact that the flipper idea was
even
improved upon in the Thirties, showing a patent by a California
designer,
Joe Walker, for a game having one "flipper" at the top right to
"catch"
the ball and another mounted vertically in the center of the
field.
Dick next showed an amusing drawing made
in 1935 by none other than
future
flipper designer Harry Mabs and a fellow Bally designer at the
time,
Ralph Nuefield. The drawing showed a
"payout" game which paid out
in
toilet paper, their "advertisement" stating "you can clean up
with our
new
automatic payout".
Jumping then to Mabs' most famous
invention in 1947, Dick showed the
ad for
HUMPTY DUMPTY, quoting it's statement "the only thing new on the
horizon;
the greatest innovation in the history of pingames!". He then
compared
Mabs' original flipper with the recent announcement by Gary Stern
of Data
East Pinball of their new "solid-state flipper". Dick followed
that by
talking of Alvin Gottlieb's disclosure of his new flipper
innovation
announced to us only the previous day.
Alvin's new game idea, using his new
device, led Dick to talk of
"game
features, and the sizzle that sells the play". He then told us of
what he
referred to as "the 'secret' game of PYRAMID PEG", a game made in
1932 by
an Ohio outfit called Waddell Co., and "secret" because it was
never
advertised. He then quoted from a
letter from that company saying
their
game had "three essential qualities of a successful game:
competition,
skill, and luck".
Remarking that "pinball is a game of
ideas; marketing ideas, as well
as game
ideas", Dick then told of an early "tie-in game", Chicago Coin's
MONOPOLEE
from 1936. Dick then quoted from a
trade magazine story about
that
game which stated that it had a "simple playfield", but had the
"advantage
of the great nationwide craze that is sweeping the country"
(referring
to the game of MONOPOLY, of course), which they said would
cause
people to play it who normally would not play a pingame. That
article
then described some of the game's features and an ad campaign
which
used window posters showing the backglass, an idea Dick likened to
Data
East's current promotion of it's SIMPSONS pin.
At that point Dick then described another
idea from the past that is
reappearing
today - the pinball tournament. He then
described a three day
event
which occurred in Milwaukee in 1935. He
told of this attracting a
great
deal of press, telling of a feature article on it in the Milwaukee
Journal. The article included a "glossary of
terms" used by the players
containing
such terms as: Squinch, Phutz, Whimp, Glish, Ach-Emil,
Ach-Tootsie,
and Aw-Nertz, with the definitions of each.
Dick then summed up by asking: how
different is the game and it's
marketing
today? He said that "new features
still drive the game", "the
flipper
is just coming into it's own (and looks like it's starting a whole
new
future"), and "the IFPA promises to bring back 'former glories' and
exceed
the past". He then quoted Roger
Sharpe of Williams' statement that
in the
future "pinball is not going to stay in place, it has to move on".
In answer to his original question, Dick
contended that "yes, pinball
is a
senior citizen", but that it is "a healthy and active one". He then
said
that "pinball's heros of the past have left a legacy that's tough to
meet or
beat, except it's happening every day!"
He then quoted the old
industry
adage, which he said still holds true, that "a company's 'best
game'
will always be their next one".
Finally he commented, "hell,
pinball's
just a kid; we're only getting started!".
Dick next asked for questions. He was first asked when his new book,
Pinball
II, would be out? He answered that it
was about half written, and
would
probably be out in about two years, following two other books which
he is
currently working on. When later asked
what period the "history
section"
of that book would cover, he replied it would be from 1931-34,
before
the first pingame using electricity was introduced. He then
related
a brief account of a conversation he had with Dave Rockola, where
he told
how he got the idea for his marvelous mechanical pin, JIGSAW.
He was also asked about early pingames in
Europe? Dick replied "that
is a
very good question". He then told
of a lady in Germany who was
curator
of a coin machine museum and how, in return for some help he had
given
her, she had given Dick copies of ads from a German trade magazine
for the
period 1931 through 1957. He said these
revealed that in the
early
Thirties they used mostly American games, later copied our games,
and
then beginning about 1936 started producing 7 or 8 games a year of
their
own design.
During the war, he went on, they even
made "revamps", including one
with a
"bomb London" theme. Dick
then said that the French did similar
things,
some of their games being "quite advanced", with England mostly
importing
games from the U.S. and even Germany before the war.
When asked about pingame values in
"price guides", and what he
thought
would happen to game values in the future, Dick responded by
saying
that the number of collectors has been increasing in the past few
years,
the value of pingames probably tripling in the last two years. He
then
added that we have yet to see where pin prices are going.
Finally, Dick was asked if
"bingos" were collected by many
collectors? He said they were "getting hot",
also saying that Mark
Fellman
is currently trying to revive bingo operation in Nevada. He then
told us
that he hears from many bingo collectors and operators, and told
of the
interview with chief Bally bingo designer Don Hooker at the last
Expo. Finally, he remarked "it's hot, but not
at the Expos".
THE
CARE AND FEEDING OF YOUR PINBALL
Rob introduced the next speaker, big-time
East Coast coin machine
operator
Frank "the Crank" Seninsky to give a presentation on pingame
maintenance. Frank began by saying that he was excited to
be at the Expo
and
liked the excitement of the people who attended. He then said he
started
operating pins while in college with one game, NORTH STAR, in a
fraternity
house; a game he paid $25 for and made $100 from in the first
week. By the time he got his engineering degree,
he said, he was
operating
500 to 600 pins. After graduating he
decided to make that his
career,
now operating in 11 states in the East.
Frank then told us that he also ran
tournaments while in college, and
in
later years did some for members of Congress and their staffs. Again
remarking
about the Expo attendees, he said that he thought the enthusiasm
in the
room was "overwhelming".
Frank then added that "he thought the
game
needs more women players".
Getting back to his business, Frank told
us that today it cost about
$25 per
week to service each machine, and therefore each game has to make
at
least $50 a week to show a profit. He
then said that he would gladly
invite
anyone in the room who lived in the East to put pingames in one of
his
locations.
Regarding his "moniker", Frank
told us that he was once allowed to
write
articles for PLAYMETER saying what he thought was wrong in the games
business. The article he said was first called
"Frank's Ranks", and then
"Frank's
Cranks", hence his nickname. He
then told of the booklet he did
for
Bally called "The Care and Feeding of Your Pinball Machine", done in
a
"cartoon
style", many pages of which he was using in the slides for his
presentation.
Frank began his slide presentation by
remarking that he has always
been a
"fanatic" when it came to the insides of his games. When he first
got a
game, he went on, he would initially clean all the "garbage" out of
the
bottom of the cabinet, then sealing the bottom so nothing could fall
to the
floor. Later, he said, if he ever found
anything on the bottom he
would
know it fell from the mechanism and check to see where it came from.
He also said he checked, cleaned, and
adjusted for "override" ALL
relay
points, operating each relay "by hand". He also mentioned that
sometimes
he adjusted relay points with his fingers (I thought I was the
only
one who did that!). He also told us
that he operated all plungers by
hand to
check their movement. Regarding the
small "ratchet relays" used
in some
later model electro-mechanicals, he told us they often cause
trouble
and gave some service hints regarding them.
Frank then recommended using a "test
light" (a technique I myself
strongly
endorse) and told how it could be used to quickly check out many
game
circuits. He then showed the special
"point bender" tool used to
adjust
relay contacts.
He then began discussing schematics,
displaying a drawing for
Gottlieb's
1976 pin BUCCANEER, and pointing out where the "score motor"
switch
stacks were illustrated. He then
remarked that sometime someone
places
a switch in the wrong "slot", resulting in weird happenings in a
game
the cause of which are often difficult to trace. Frank then told a
story
of how he once "redesigned" the motor switch set-up for Gottlieb
games,
remarking that right after that solid-state games came in, and all
his
work ended up being in vain.
Turning back to operating for a minute, Frank
told us that he thought
people
in their Forties and Fifties would play older games if put on
location,
adding that he likes to play "Skee Ball" when he visits an
arcade. He then told us that he would allow a
collector to put a section
of
"old games" in any of his arcades.
At that point Frank began giving a list
of things he thought should
be done
to properly "operate" a pingame.
The first items he listed
included: properly setting the "payout
percentages"; tightening the leg
bolts,
taking care when removing the top glass (he described the proper
method);
and properly "leveling" the game (describing how he used the wall
of the
room as a guide).
Frank next discussed how to adjust the
"tilts", adding that he
thought
the "roll tilt", which he said some manufacturers are removing,
should
be replaced by the operators. Regarding
the shooter plunger, he
said it
should be adjusted so that it hits the center of the ball and also
should
be lubricated. He next suggested
pounding on the playfield with
your
hand as a good method to test for badly adjusted playfield contacts.
Frank then told us how to select the
proper size for rubber rings,
saying
that their "unstretched" diameter should cover approximately 50
percent
of the area they are to go around. He
then remarked that they
should
be stretched by hand before installing, and could be "rotated" when
beginning
to wear on one side.
When someone from the audience asked
about waxing playfields, Frank
said he
sometimes did that on late 1970's games but that it often made the
game
play "too fast". He then
added that today's playfields are generally
covered
with Mylar and that protects them sufficiently.
At that point Frank started talking about
service personnel. He first
remarked
that most people don't know that there are jobs available in the
coin
machine business. He then said that he
often goes to "tech schools"
and
tells the students about the coin machine industry, telling them that
he can
give them a chance to "diversify" and learn various skills, plus
actually
"learn a business".
Turning back to the care of games, Frank
told us that the "playfield
plastics"
should have some "play" in them because if not, heat could cause
them to
bend or crack. He then told us to
carefully check all "wire
bundles"
for cuts, especially in places where the cables bend.
Regarding flippers Frank said he was a
"flipper fanatic". He
suggested
that a file be used to "square off" plungers, and that a "bottle
brush"
could be used to clean coil sleeves. He
then reminded us to
carefully
check coil stops for excessive wear.
Tools which he said were
quite
useful were a "right-angle ratchet screwdriver" and a "spring
puller".
Following a brief description of problems
associated with diodes and
capacitors
in solid-state pins, Frank talked about filing relay contact
points
in electro-mechanicals. If a point is
severely damaged, he told
us, you
can replace it with a new one which can be pressed on using "vice
grip"
pliers.
Getting into operating pins for a moment
again, Frank talked about
"percentaging". He began by saying that the operator is
actually "selling
time"
to the player. He then told us that the
manufacturers say that a
game's
"payout percentage" should be calculated by dividing "games
won" by
"total
plays", but that you should really divide by "total games paid
for"
to get
a truer percentage.
Frank's maintenance tips then continued,
him telling us that a good
technique
for narrowing down the location of a "short circuit" in a game
is what
he called "fuse lifting".
This, he said, consisted of removing
fuses
in a game, one by one, in order to determine in which section of the
game
the short exists. (It should be noted
that this techniques applies
mainly
to solid-state games, as electro-mechanicals usually don't have
many
separately fused circuits.)
He then told us of a "pinball
checklist" he devised for use when a
game is
first being checked out before being put on location. Frank told
us it
included such items as cleaning, leveling, checking for loose wires,
etc.. He ended his talk by telling how to adjust
"eject holes" by
slightly
bending the tip that makes contact with the ball to change the
direction
in which the ball is sent.
When Frank then asked for questions from
the audience only two were
asked. He was first asked if he ever had any
requests to put games in
"nostalgia
restaurants"? He replied that he
sometimes got such requests,
but
that there was not enough money in it to make it practical for his
company.
Finally, Frank was asked what he thought
of Tim Arnold's list of
possible
locations given in his previous talk?
Frank said Tim's list was
pretty
good, but also said that a doctor or dentist's office might be good
if the
games were set for "free play" and you charged the doctor
"rent"
for
them. He also suggested renting games
for parties, or any other
location
"where there are people".
WAYNE
MORGAN
Rob Berk next introduced Wayne Morgan
from Canada to continue
discussing
the ideas he brought up the previous day (during the panel
discussion)
on how to "promote" pinball.
Wayne said he had some important ideas
and began by asking the
question:
why hasn't pinball "advanced" in the studies of American
"popular
culture"? He then told us of his
traveling pinball exhibition,
"Tilt",
which he participated in in 1974/75, and the newsletter of the
same
name he published for awhile afterward.
Wayne then said that not too long after
that there was a "large
explosion
of interest" in pinball, including several books on the subject
being
published. But, he continued, this did
not "carry on", but "peaked"
and
then "settled back".
In
trying to answer his original question, Wayne listed what he
thought
were the differences between pinball collecting and other
collecting
hobbies. His list of differences
included: (1) no "family
wide"
acceptance; (2) no wide-spread "value escalation" (as with stamps,
coins,
etc.); (3) no discernable "history of collecting" (not in museums,
etc.);
(4) no "famous" collectors; and (5) games not "easy to
collect".
Wayne went on to say that many other
collectables have organizations
to lobby,
advocate, etc., and many also have "media attention" to help
them. The other important thing that Wayne said he
believed many other
collectables
had was an interest in them from colleges and universities
("academia").
Wayne then began giving his suggestions
as to what could be done to
increase
the public's interest in pinball. He
first suggested a "major
touring
exhibition", similar to his previous "Tilt", which he said
should
result
in pinball getting "a secure place in history".
Wayne next told of his ideas, which were already beginning to be
implemented,
to obtain the interest of "academia". He told of the
American
Popular Culture Association meeting held in Toronto, telling us
that he
had been given the "pinball and bagatelle chair". Wayne then told
us that
Steve Young, Gordon Hasse, and himself presented papers at a
recent
meeting on "game design and technology", "50's pinball
art", and
"bagatelle".
Wayne next remarked that the development
of pingames and electric
guitars
were somewhat similar. He then talked
of references today to
pinball
in cartoons, music, etc.. When it came
to colleges and
universities,
Wayne suggested that one might get an interest in pinball
going
in such Departments as Popular Culture (of course!), Sociology,
Communications,
American Studies, and Leisure Studies.
Regarding getting pinball coverage from
the "media", Wayne first made
the
comment that the proposed IFPA tournaments "couldn't hurt", but that
he
personally doubted they would help much either. He then told us that
the
American Popular Culture meeting got some coverage on Canadian TV, and
also
that he himself was interviewed on the Canadian equivalent of our
"MTV".
Regarding "organizations",
Wayne said that he believed that we need a
"traditional
non-profit organization" to lobby, advocate, inform, and to
"focus
interest on pins". His idea, he
continued, was for that
organization
to focus on such areas as research, preservation, collecting,
and
education, also saying he thought it could promote pinball through
conferences,
publications, and a "speaker's bureau".
Wayne then said a little about the
"structure" he thought the
organization
should have, saying it should be structured somewhat similar
to the
American Popular Culture Association.
He then emphasized that our
people
could have the opportunity to speak at many conferences. Wayne
also
remarked that pinball should get into museums such as children's,
history,
and science.
In conclusion, Wayne said that he thought
that pinball needed a "long
term
validation in American popular culture", a non-profit organization,
more
interest from "academia", and a "traveling exhibition"
focusing on
it's
history.
Wayne then asked if we had any
questions? Dick Bueschel began by
asking
what we need to do to get the thing going?
Wayne replied that two
things
have already been started, their participation in popular culture
meetings
and the beginning of arrangements for a "traveling exhibition".
He then
added that he and fellow Canadian collectors should "get
together".
The question was then asked how other
people could get involved in
Popular
Culture endeavors? Wayne replied that
he could help interested
people
by obtaining copies of newsletters on Popular Culture for them.
Finally, someone remarked that juke boxes
appeared to not have any
organizations,
etc., yet seemed to get more public recognition than pins.
Wayne
answered that jukes "carry the design of their day", looking like
the
period in which they were made, while most pins are "dumb looking"
unless
you really look close. He then added
that jukes also play music
which
is a very "emotional" thing to most people while pins just "make
noise". Dick Bueschel then added that Rowe-AMI has a
jukebox museum but
pinball
has none.
"VOICES"
- FRED YOUNG
When announcing the next speaker, Fred
Young, Rob Berk referred to
him as
"a special person". He then
said that Fred had appeared on TV and
was
said to have "999 voices", and that he was now doing some voice
imitations
for Data East pinballs.
Fred began by telling us that he had done
voice imitations and acting
for the
past eleven years, but had just started doing voices for pinballs.
He then
talked in a series of voices to show us what he could do,
including
the "Pillsbury Doughboy" which he said he did on commercials for
about 6
months.
Fred next said that when he was asked to
do a pinball, something
which
he had never done before, they told him they wanted him to do "King
Kong",
so he rented the movie and studied the voice.
He then said he went
to the
recording studio where he was met by Joe Kaminkow from Data East
for
whom he played one of his audition tapes.
As a result Data East
contracted
him to do several games.
He then began telling about doing voices
for their BACK TO THE FUTURE
pinball,
saying he did both Christopher LLoyd and Michael J. Fox. He then
told us
that he could not talk about other games he had done because they
were
not yet in production. He next
commented that Steven Speilberg owned
two
BACK TO THE FUTURE games.
Fred then said that when he was asked to
come to the Expo he agreed
because
he had never been to that type of event before. He then told us
that he
had played pinball as a kid. Fred then
said that he had been
doing
voice imitations since High School, telling about one time when he
imitated
the Assistant Principal on the school intercom.
After telling us that he also did voices
for "educational devices",
like
"Speak and Spell", he said he is still recording for Data East. Fred
told us
that he was usually given a script of about 100 lines, his voices
were
then recorded, and finally "digitized" to go into a chip in the game.
He then
remarked that the new pins are "unbelievable".
Finally Fred told us that he practices
about 3 hours a day. He then
mentioned
that he did the voice of Rod Serling for Toyota commercials.
At that point Fred asked for
questions. When asked if he ever had
threats
of being sued by the people he imitated, he replied that that
problem
was usually avoided by using a "disclaimer" such as "celebrity
voice
impersonated".
Fred was next asked if imitating voices
was a lot of work? He
replied
that how hard it was depended a lot on the particular voice, which
he said
he had to "hear in his head".
He continued by saying that it took
a lot
of practice after listening to a recording of the actual voice.
When
asked if he could do the voices for a "Star Wars" pingame if one were
produced,
Fred replied "yes, except maybe for some of the female
characters".
He was next asked if it was hard to
teach someone else to do
imitations? Fred answered that it would be difficult,
adding that it's
hard to
tell someone how. When finally asked
how many years he had been
doing
it, Fred replied "33 years, I started at age 7". Also throughout his
talk
Fred did many excellent imitations for us.
He was indeed a very
"special
person" and a talented individual.
THE ART
OF THE SIMPSONS
Rob then introduced the final Expo
speaker (except for the banquet)
Data
East pinball artist Kevin O'Connor who did the artwork for their
latest
pin, THE SIMPSONS. Kevin began by
saying that he would give us a
"behind
the scenes" look at what went into producing art for the game.
He then told us that Matt Groening,
creator of "The Simpson's" TV
show,
started out as a cartoonist and had a very "simplistic" style or
art. Kevin then said that his style was different
from Matt's and that he
had to
do a lot of "adjusting". He also told us that he was given a
"style
book"
for "The Simpson's", which also gave information on the
"family" and
their
"personalities", adding that Matt was very particular that his style
be
copied in the game's art.
Kevin then told of going to Hollywood to
visit the people at Fox
Studios
when first starting the project. He
said that throughout the job
he
submitted various sketches to Fox and that Matt Groening made "subtle
corrections"
to them. He then said they showed the
Fox people the
finished
backglass and playfield for final approval.
As an aside, Kevin
said
that there were more "broken" backglasses on SIMPSONS than on any
game in
the company's history, implying that operators were keeping
backglasses
for themselves.
Someone from the audience then asked
Kevin how long it took him to do
the
art? He replied that it took about 5
months, including several trips
to Los
Angeles, plus a lot of "FAXing" of sketches. Kevin was then asked
if that
had been one of his more difficult projects?
He replied
"probably,
since this is not my style".
We were next told that he was working on
the art for a future
"Teenage
Mutant Ninja Turtles" pinball the company was planning to
produce,
saying that Paul Faris was doing the backglass but that he was
"doing
everything else".
Kevin had on display examples of various
stages of the artwork
development,
including the first sketch of the playfield and a board
containing
various other sketches. He also told us
that Matt Groening was
"very
excited about the project". Kevin
then said one of the difficult
things
he had to learn was how to draw each of the characters in different
poses.
After his talk was over Kevin stayed for
awhile, talking with people
and
also showing us samples of the various "color separations" used in
manufacturing
the backglass.
THE
BANQUET
One of the high points of every Expo is
always the Saturday night
banquet. As in the past, the banquet was preceded by
a "cocktail hour"
where
people usually "socialize", but this year that was a little hard to
do due
to the rather loud music that was continuously being played. After
that,
we were seated and served an unusually good dinner for a banquet,
after
which we settled back in our chairs for the after dinner
presentations.
Prior to the talk by the featured guest
speaker, two presentations
were
made to other people who had contributed greatly to pinball design,
etc.,
in the past two decades.
Steve Kordek of Williams first got up to
honor long-time Williams
designer
Barry Oursler. He began by saying that
Barry started with the
company
in 1970 and was designing his own games by 1978, his first being
PHOENIX. Steve then proceeded to list his other
designs which included a
total
of 24 games in 12 years. At that point Steve introduced Williams
Vice
President of Marketing Joe Dillon who then gave some words of praise
for
Barry. Barry then came up and thanked everybody. Finally Rob Berk
presented
Barry with his first game, PHOENIX.
At this point Rob Berk said there was
another presentation to be made
and
introduced Joe Kaminkow of Data East Pinball.
Joe told us that along
with
the designers, artists and others who work on each game, the "unsung
hero",
responsible for much of the "light and sound", etc., was the
"software
designer". He then said that one
of the best was Larry DeMar of
Williams,
then giving a list of the many games he had worked on.
Joe then brought Joe Dillon back up and
he also praised Larry's work.
Larry
then came up and thanked everyone, also saying that this show was
"more
fun" than any of the other shows he attends, then giving special
thanks
to the players for playing his games.
After that Larry was
presented
with his first game, SCORPION.
At that point Rob Berk got up and
introduced the people sitting with
him at
the speakers table including his mother, Expo Exhibit Chairman Mike
Pacak,
and our guest speaker Rufus King. He
then introduced Alvin
Gottlieb
who got up to tell us a little about Rufus.
Alvin first thanked Rob Berk for putting
on such fine Expos, which of
course
drew a round of applause. He then told
of the pingame industry
having
problems awhile back when "amusement pins" encountered legal
problems
because of the use of other pingames for gambling. He then
mentioned
the industry being split into "two camps", with the amusement
game
manufacturers forming their own trade association. Alvin then said
that
their legal counsel enlisted help from Yale Law School educated Rufus
King
who was very familiar with legal matters concerning gambling due to
his
work with the Kefauver Crime Investigations of the U.S. Senate.
Alvin then introduced Rufus who began his
talk. (It should be noted
that
several times during his speech Rufus remarked that he had been asked
to try
and cut his talk short, at one time saying that he had prepared a
one
hour talk which he was trying to cut to 20 minutes. In my opinion,
asking
him to do this was a mistake and seemed to cause him some
difficulty.)
Rufus began with an anecdote regarding a
"boring speaker" and what
the
host did to "preempt" that talk.
He then remarked that probably the
audience
"collectively" knew more about his subject that he did, but that
many of
us individually probably did not know it all.
He then said that
he
would give us a "quick view" of problems with "amusement
pins" versus
"gambling
pins" in the past.
Rufus then told of the differences
between "vending" and "gambling"
devices. He said that vending machines, which had
been around for a long
time,
had two basic functions connected with their operation: taking in a
"payment",
and delivering a product or service.
Rufus then commented that
the
early gambling machines, introduced by Fey and Mills around the Turn
of the
Century, had three functions: taking in a "stake", applying the
element
of "chance", and controlling a "payout".
He next gave us a "whirlwind
review" of gambling. Rufus said
that
gambling
existed for centuries, and was generally considered legal until
sometime
in the Nineteenth Century, saying that lotteries in Colonial
America
were used to raise funds for the Revolution and other charitable
pursuits.
Rufus then told us that problems with
gambling began to occur just
prior
to the Civil War due to fraudulent lotteries, crooked "riverboat
gambling",
and also some crooked horse races. It
was because of this kind
of
thing, he went on, that laws against gambling began to appear.
So by the turn of the Twentieth Century,
Rufus told us, gambling in
this
country was largely illegal, and the new slot machines began a
"running
fight" with the law. In order to
try and get around the law, the
manufacturers
of such machines tried to "disguise" one or more of the
three
"basic functions" of gambling machines Rufus said.
To get around a coin being inserted, some
machines did not require a
coin to
operate them, the "establishment man" collecting the fee. To
disguise
the "chance" function, some machines had small pinball games
which
supposedly required "skill", and still others "told" the
player what
he
would receive when the next coin was deposited.
To try and hide "cash payouts",
such things as tickets or tokens were
sometimes
dispensed in lieu of cash. Rufus even
mentioned the "mint
vendors"
used on some machines, the manufacturers saying these were
actually
"vending machines". He then
remarked that when the law would
"crack
down" on one location they would be moved somewhere else.
Rufus then started talking about the
development of pingames from the
Nineteenth
Century game of Bagatelle. He said in
the early 1930's
counter-top
pingames became very popular, as well as other coin machines,
such as
"grip testers" and "music machines", all of which he said
"vended
all
kinds of amusement".
Rufus then said that in the early
Thirties, when pingames started to
become
so popular, the slot machine people were "beginning to run out of
ideas"
for ways to get around restrictive laws.
At that time, he
continued,
pinball manufacturers started incorporating "free game"
features
in their games. He then told of the
introduction of the "1-ball"
gambling
pinballs, which he said had "fast play", comparing them to the
"amusement"
pingames which, he then remarked, emphasized "the
entertainment
value of the playfield".
Rufus then told us that during the war no new games were made, but
after
the war the introduction of flippers transformed the pingame into "a
stable
popular entertainment device". He
then told of the advent of the
"bingo"
gambling pins with their "multiple coin", "advancing odds",
and
other
features, saying these were again "fast play gambling devices".
These
games, he continued, "put the gamblers back in business".
He next told us that the Government
levied a Federal Tax of $250 per
game on
"gambling devices", but only $10 for "amusement
games". But,
Rufus
said, the wording of the tax law was "ambiguous" when it came to the
"bingos",
these games, he said, having "spread across the country" by the
mid
1950's.
Rufus then told of the "Korpan
case" in the Supreme Court which he
said
was a "test case" to see if "bingos" fell under the $250
gambling
machine
tax. He told of Alvin Gottlieb helping
him to prepare a "brief"
for the
court by going through old pingame advertising using pictures and
claims
from ads to try and show that pingames, starting in the mid 1930's,
had
divided into "two branches", "gambling" and
"amusement".
This brief, Rufus said, was instrumental
in winning the case, which
he said
started a "turn around" in their fight against the "bingo",
the
IRS
then starting to "crack down" and enforce the $250 tax on these
machines.
Rufus then told us that
"hostility" against illegal gambling reached
a
"crescendo" during the period in the 1950's of the Senate's
"Kefauver
investigation"
of organized crime. He then remarked
that former
bootleggers
became the "gangsters" who were heavy into gambling in later
years.
Getting back to "bingos", he
said they were really "dominant" in the
Fifties,
adding that wherever such illegal gambling was "tolerated" there
was no
chance for "amusement flipper games". Rufus then went on to say
that
when local authorities would "crack down" on bingos, and an area
would
become "closed" to them, that would almost always "come
off" onto
amusement
games as well, such that they could not be operated there
either.
Rufus then talked briefly about the
"split" in the coin machine
industry
which occurred in the 1950's. He said
the "gambling"
manufacturers,
led by Bally, went off in one direction and the "amusement"
manufacturers,
led by Harry Williams and David Gottlieb, went the other
way,
forming their own trade association to try to get bingos outlawed.
After they won the Korpan decision things
began to "settle back" he
said. Rufus then told of the development of the
"Add-A-Ball" game by
Gottlieb
which gave no "replays", but said it sometimes had trouble
because
it had only one ball and some laws prohibited "one-ball games".
Rufus then told of working to get
different bills through Congress
to help
the amusement game industry. One such
bill, he told us, was
passed
by Congress and sent to then President Kennedy for signature in
October
1962. Rufus said they wondered why it
took so long for the
President
to sign it, later discovering that he had been very busy with
the
"Cuban Missile Crisis". He
also mentioned other legislative problems
in
Illinois which he worked on.
Finally Rufus told about when he was
demonstrating the difference
between
"bingos" and "amusement" pins to the Senate. He said that once
when he
was about to show how a bingo "paid off" with a large number of
replays,
one of the Bally people snuck behind the game and "tilted" it,
spoiling
his demonstration. Rufus then ended his
talk with two amusing
stories.
After Rufus's talk Alvin Gottlieb once
more got up and thanked him,
praising
his efforts on behalf of the amusement pinball industry.
At that point Rob Berk got up and asked
how many were "first timers",
revealing
quite a few "new faces". He
then introduced all the foreign
visitors
from Japan, Holland, England, Canada and New Zealand. After that
Rob
awarded two plaques for the "best exhibit" to Steve Engle and his
wife
for their
innovative Mayfair Amusements booth. He
next made some
presentations
to his "helpers" at the Expos.
At that point Rob called a fellow named
Jim Schelberg up on stage to
make a
special presentation. Jim was the proud
owner of the beautifully
restored
Genco TRIPLE ACTION (Genco's first flipper game) which we all had
seen
and played in the Exhibit Hall. Jim
then asked Steve Kordek, the
game's
designer, to come up. Jim said he
couldn't give Steve the actual
game,
but presented him with a "plaque" which was actually a large photo
collage
of pictures and original advertising matter for Steve's first
design.
Steve thanked Jim and then reiterated the
story of how he came to
design
the game which he had told us about in his earlier talk. Steve
again
praised Harry Mabs' invention of the flipper and how it was
responsible
for pinball being what it is today.
At that point Rob Berk came back up and
presented Steve with a plaque
honoring
him for his seven decades in the pinball business. Steve thanked
Rob and
then praised what he called the "young kids"; the designers,
artists,
software people, etc., who he said were responsible for keeping
pinball
alive today!
Rob Berk then began thanking others who
had contributed to the Expo,
including
Donal Murphey for bringing some rare old games for Exhibit Hall
visitors
to play, and Joe Kaminkow and Gary Stern for letting us tour
their
Data East Pinball plant. Gary Stern
then made a few brief remarks
saying
how proud he was of his people's accomplishments during the four
years
Data East Pinball had been in business.
At that point Rob began giving the
results of this year's "Flip-Out"
pinball
tournament. The First Prize of a new
SIMPSONS pinball machine
went to
Californian Rick Stedda, with Second Place going to John Pierce.
First
Place for the "manufacturers division" went to Alvin Gottlieb's son,
Michael,
keeping up the family tradition of "pinball excellence", with
Second
Place going to Williams' Larry DeMar.
It was then announced that
in a
"play-off" between Rick and Michael the latter won, Michael then
being
crowned "Pinball Wizard" by Rob Berk's mother.
The "door prize" was then
drawn, a new Gottlieb TITLE FIGHT being
given
to the lucky winner! The raffle prize
was next, a new Bally/Midway
DR.
DUDE machine being won by one of the seminar speakers Tim Arnold.
This
was not too surprising, however, Tim having won several raffles at
past
Expos, due to his purchase of a large percentage of the tickets.
After
that Rob Berk thanked the manufacturers for donating these fine
prizes.
Rob then presented a plaque to Rufus King
for being the guest
speaker. He then presented his Exhibit Chairman, Mike
Pacak, with two
items;
a collage of pictures of Chicago's famed Riverview Park amusement
park
(Mike is an amusement park "junkie") and a fine clock. Rob then
informed
us that Pinball Expo '91 had already been scheduled for October
25-27,
1991.
The "finale" of the banquet
was the appearance of a fine "stand up
comic",
Mr. Ted Lyde. Ted presented a great
show, the highlight of which
was a
simulation of a TV game show using members of the audience,
including
a couple executives of the pinball companies, as "contestants".
That
ended another excellent Expo banquet.
When it was over many went to
the
Exhibit Hall for a "late night session".
THE
EXHIBIT HALL
The Exhibit Hall, as it always has been
in the past, was the central
place
for Expo visitors to congregate during the times it was open. And,
as I
mentioned at the start of this article, it was opened for a "preview"
the
night before the show if you were willing to pay the extra fee. It
was a
place to shop for a game, parts, or literature, and also a place to
play a
variety of games, both new and old.
Also as in the past, there were some
games that were not for sale,
but
brought to the show for us to view and play.
There were some nice
classic
games brought by Donal Murphey, a few more provided by Exhibit
Chairman
Mike Pacak (including a rare 1952 Williams horseracing game,
HORSEFEATHERS,
in a "console style" cabinet), and the beautifully restored
Genco
TRIPLE ACTION mentioned earlier, provided by Jim Schelberg.
If you were in the market for a pinball
there was also a large
variety
for sale. One dealer had some nice
looking "electro-mechanicals"
from
the 1970's selling for very reasonable prices.
If you wanted rarer
games,
from the 1930's or a little later, there were some of these
available
from two or three dealers. One dealer
even had two rare later
games,
electro-mechanical versions of games which were primarily issued as
"solid-state"
games. Also, on the second day, dealer
Pat Hamlett brought
in a
rare Keeney "bingo", LITE-A-LINE from 1952.
As far as current games were concerned,
Williams was the only
manufacturer
this year to make a real effort to display their latest
wares. Data East Pinball did have their latest hit
THE SIMPSONS there,
but
only as the "Flip-Out" tournament "qualifying game". If you wanted to
watch
that game being played you could watch the tournament competitors
playing
it for hours!
Premier did have one of their Gottlieb
TITLE FIGHT games there, and
designer
Jon Norris has his "whitewood" prototype of his latest design,
VEGAS,
which he used during his demonstration lecture, and was available
in the
hall for anyone to play that wanted to.
Mike Pacak, as usual, had a good
selection of pinball advertising
brochures
for sale and viewing. He also brought
part of his rare set of
bound
BILLBOARD magazines, allowing myself, and a few other "historians",
a
chance to peruse them if we were very very careful! Thanks Mike!!!
There was also a selection of parts
available, especially from the
"prize
winning" booth of Steve Engle's Mayfair Amusement. Repair and
restoration
materials were also available from WICO.
Steve Young had his
usual
booth, of course, selling all his fine Silverball Amusement products
and
literature reprints.
As a final note regarding the Exhibit
Hall, there was a brief period
of
time, if you were at Rob Berk's booth at just the right time, that you
could
buy the beautiful pinball book from Japan I mentioned earlier. I
had
heard they would be on sale Friday evening and stayed pretty close to
Rob's
booth until they were delivered.
As soon as the books arrived people were
lined up to buy them. There
were
only 20 copies available and they were all sold in about 10 minutes!
The Japanese
visitors who brought them, and also contributed to the book,
were
there to graciously autograph each copy.
The book was beautifully made but, of
course, the text was in
Japanese. All the names of the games were in English,
however, as were
the
"section titles". The book
contained, among other things, a beautiful
color
section of playfields and backglasses of solid-state games, a
section
with small pictures of many electro-mechanical games from the
1970's,
a history section (all in Japanese), and a chronological list of
games
(in English). The book also had a
section on how to play pinball
(with
diagrams) the text, however, all in Japanese.
As has been my custom for the past
several years, the following is a
chronological
list of all the pingames in the Exhibit Hall, both those for
sale
and those only for display and play. An
asterisk (*) next to the
name of
a game in the list indicates "not for sale".
NAME MANUFACTURER YEAR
++++++++++++++++++++++++++ +++++++++++++++ ++++++++
BALLYHOO Bally 1932
MAJESTIC
(JR.) Standard Mfg. 1932
INTERNATIONAL ABT? 1932?
PONTIAC Genco
1934
BIG
GAME Rockola 1935
BUILDER-UPPER GM Labs 1935
RICOCHET Stoner 1937
CALIENTE Exhibit 193?
BIG
BROADCAST Bally 1941
(*)
MONTERREY (MODIFIED) United 1948
GRAND
AWARD Chicago Coin 1948
KING
COLE Gottlieb 1948
SWEETHEART Williams 1950
(*)
HORSE FEATHERS Williams 1952
LITE-A-LINE Keeney 1952
ARMY
AND NAVY Williams 1953
DRAGONETTE Gottlieb
1954
HAWAIIAN
BEAUTY Gottlieb 1954
(*)
JOLLY JOKER (ROLL DOWN) Williams 1955
SCORE
BOARD Gottlieb 1956
SEA
BELLES Gottlieb 1956
(*)
HIGH HAND (ROLL DOWN) Williams 1957
(*)
GUSHER Williams 1958
(*)
CROSSWORD Williams 1959
(*)
HI-DIVER Gottlieb 1959
(*)
DARTS Williams 1960
DANCING
DOLLS Gottlieb 1960
(*)
FLIPPER FAIR (AAB) Gottlieb 1961
(*)
SHOWBOAT Gottlieb 1961
SPACE
SHIP Williams 1961
SLICK
CHICK Gottlieb 1963
SWING
ALONG Gottlieb 1963
(*)
NORTH STAR Gottlieb 1964
BANK-A-BALL Gottlieb 1965
BLUE
RIBBON Bally 1965
ICE
REVIEW Gottlieb 1965
KINGS
AND QUEENS Gottlieb 1965
A-GO-GO Williams
1966
FUN
CRUISE Bally 1966
HOT
LINE Williams 1966
DIAMOND
JACK (AAB) Gottlieb 1967
KING OF
DIAMONDS Gottlieb 1967
ROCKET
III Bally 1967
DOMINO Gottlieb 1968
DOOZIE Williams 1968
FUNLAND Gottlieb 1968
KING
TUT Bally 1969
SPIN-A-CARD Gottlieb 1969
BASEBALL Gottlieb 1970
CARD
TRIX (AAB) Gottlieb 1970
STRIKE
ZONE Williams 1970
DOODLE
BUG Williams 1971
EXTRA
INNING Gottlieb 1971
FOUR
MILLION B.C. Bally 1971
KLONDIKE Williams 1971
PLAYBALL Gottlieb 1971
ROLLER
COASTER Gottlieb 1971
VAMPIRE Bally 1971
YUKON Williams
1971
FLYING
CARPET Gottlieb 1972
GRANADA
(AAB) Williams 1972
KING
KOOL Gottlieb 1972
OLYMPIC
HOCKEY Williams 1972
ORBIT Gottlieb 1972
SPANISH
EYES Williams 1972
SUPER
STAR Williams 1972
WILD
LIFE Gottlieb 1972
WORLD
SERIES Gottlieb 1972
DARLING Williams 1973
DELTA
QUEEN Bally 1973
GULFSTREAM Williams 1973
JUMPING
JACK Gottlieb 1973
NIP
IT Bally 1973
SWINGER Williams 1973
TRAVEL
TIME Williams 1973
TROPIC
FUN Williams 1973
ATLANTIS Gottlieb 1974
BIG
SHOT Gottlieb 1974
DEALER'S
CHOICE Williams 1974
HI
FLYER Chicago Coin 1974
KNOCKOUT Bally 1974
SKYJUMP Gottlieb 1974
SKYLAB Williams 1974
STAR
ACTION Williams 1974
STRATO
FLITE Williams 1974
TRIPLE
ACTION Williams 1974
ABRA-CA-DABRA Gottlieb 1975
JUBILEE Williams 1975
SPIRIT
OF '76 (SS) Micro Games
1975
THREE
HUNDRED Gottlieb 1975
TRIPLE
STRIKE Williams 1975
WIZARD Bally 1975
BLUE
CHIP Williams 1976
BUCCANEER Gottlieb 1976
CAPTAIN
FANTASTIC Bally 1976
GRAND
PRIX Williams 1976
HOLLYWOOD Chicago Coin 1976
BIG
DEAL Williams 1977
BRONCO Gottlieb 1977
EIGHT
BALL (SS) Bally
1977
EVEL
KNEIVEL (EM) Bally 1977
EVEL
KNEIVEL (SS) Bally 1977
JACK'S
OPEN Gottlieb 1977
LIBERTY
BELL Williams 1977
TEAM
ONE (AAB) Gottlieb 1977
(*)
EVEL KNEIVEL (HOME) Midway 1978
BLACK
JACK Bally 1978
DRAGON Gottlieb 1978
GRIDIRON Gottlieb 1978
MIDDLE
EARTH Atari 1978
PLAYBOY Bally 1978
SINBAD Gottlieb 1978
VOLTAN Bally 1978
FLASH Williams 1979
GENIE Gottlieb 1979
KISS Bally 1979
METEOR Stern 1979
SOLAR
RIDE Gottlieb 1979
NIGHT
MOVES Int'l
Concepts 197?
COUNTER
FORCE Gottlieb 1980
GALAXY Stern 1980
QUICKSILVER Stern
1980
SEAWITCH Stern 1980
SILVER
BALL MANIA Bally 1980
SPIDERMAN
(AMAZING) Gottlieb 1980
XENON Bally 1980
CAVEMAN Gottlieb 1981
EIGHT
BALL DELUXE Bally 1981
FIREBALL
II Bally 1981
FIREFALL Stern 1981
LIGHTNING Stern 1981
STRIKER Gottlieb 1983
SPACE
SHUTTLE Williams 1984
CYBERNAUT Bally 1985
FIREBALL
CLASSIC Bally 1985
RAT
RACE Williams 1985
HIGH
SPEED Williams 1986
STRANGE
SCIENCE Bally 1986
DUNGEONS
AND DRAGONS Bally 1987
F-14
TOMCAT Williams 1987
MILLIONAIRE Williams 1987
MONTE
CARLO Gottlieb 1987
BABY IN
THE HOLE (special) Premier 1989
BLACK
KNIGHT 2000 Williams 1989
MONDAY
NIGHT FOOTBALL Data East 1989
SILVER
SLUGGER Gottlieb 1990
SIMPSONS
(THE) Data East 1990
Well, there you have it, another more or
less complete run-down of
the
events at another great Pinball Expo.
And, as I said earlier, Pinball
Expo
'91 is already scheduled for October.
(For further information you
may
call 1-800-323-FLIP). If I am again
lucky enough to be able to
attend,
I look forward to many more interesting speakers, fine exhibits,
and an
interesting banquet in 1991. Hope to
see you there!