PINBALL EXPO '93 (PART 1)
by Russ Jensen
Well, its time to again report on the
greatest pinball show of all,
Pinball
Expo. Pinball Expo '93 was the ninth
year of the show and was held
this
time on September 9 through 12, 1993, again at the Ramada/O'Hare hotel
in
Rosemont, IL.
This time I decided to travel to Chicago
from nearer-by
Hollywood/Burbank
Airport instead of Los Angeles International.
I had used
that
airport several months earlier when going to the Arizona Pinball show
and
found it much more convenient to get to and from; and my daughter could
drive
me both ways using my car.
The only disadvantage of this plan was
that there were no non-stop
flights
to Chicago. Going I had to change
planes in Denver and returning
in San
Francisco (but more about that later).
Well, the flight to Chicago was
uneventful and I arrived at the hotel
around
2:30 Thursday afternoon. Because the
show this year had a four day
schedule
(Thursday through Sunday), and the pinball plant tour was
scheduled
for 1 PM Thursday, I had to miss the tour of the new Alvin G. and
Co.
plant which I really regretted since it's the only plant I have never
seen
before.
THE
ALVIN G. & CO. SOLID-STATE SYSTEM
So, by the time I arrived, it was about
time for the "Tour Wrap-up"
session
(a presentation by the Alvin G. crew) which I attended. Mike
Gottlieb,
son and partner of company founder Alvin Gottlieb, began the
presentation. After remarking that this was the 9th Expo,
and telling us
that he
personally had enjoyed all the shows, he asked the audience for
questions.
Someone first asked if Mike had
"hunted" for the five pingames he
personally
owned? Mike said that both Donal Murphy
and Steve Young had
helped
him, adding that his Gottlieb DRAGONETTE had come from Rhode Island.
When asked how many games the company
produced per day, Mike replied
that
they were capable of doing 125, but now are doing anywhere from 5 to
50
depending on orders.
When asked if they could make more than
one model at a time, he
replied
that this was not planned in the near future, adding that the plant
had the
flexibility of changing over to a different game more easily than
the
larger manufacturers. Mike then
remarked that their "redemption game"
(a game
where you win tickets rather than free games), PERKY THE CLOWN, was
doing
well, adding that it only took two and one half months to go through
design
into production due to it's less complicate "game rules".
When Mike was asked about some unused
floor space someone noticed at
the
plant, he replied that it could be used if they ever decide to increase
their
production line to produce pins and redemption games at the same
time.
Mike was then asked if they had problems
setting up world-wide
distribution
for their games? Mike said that Europe
was not easy. He then
talked
about their requirement that distributors also stock repair parts.
Mike
then said that the "bottom line"
when it came to game maintenance was
to
"make sure game customers know how to fix their games."
When asked about game software
development, Mike said they use the
Rockwell
6502 microprocessor, and have their own in-house assembly language
operating
system, adding that you don't need "486 processor power" for
pingames.
Mike was then asked if the company was
thinking about entering into
areas
of the business that other companies don't.
He replied "if we do in
a year
the business Williams does in a week, that's good". He later
remarked
that they were not trying to be Williams, adding "let them do the
fancy
stuff; different companies like different types of games".
When asked if their games targeted a particular
age group, Mike
replied
that it's interesting to note that many people of all ages like the
simpler
games they produce. He was then asked
if in 15 or so years would
they
support collectors? Mike answered
"Absolutely!", then telling us that
Gottlieb
always kept older parts and that they would do the same.
Mike was asked what the company planned
for 1994? He replied that
they
were planning on doing 3 or 4 games each year with production of 2 to
3
thousand units each. He then said their
next game would be shown at the
next
AMOA show, would have "depth", and would not be a
"license". That
last
remark drew a round of applause.
Mike then went on to say that a good game
should be made to last, and
should
be profitable for the operator. As to
the future direction of
pinball,
he said that some manufacturers "back themselves into a corner"
making
games better and better, therefore having to increase prices too
much.
Finally someone remarked that they had
noticed improvements in the
company's
products since their first pin WORLD TOUR, asking Mike if he had
sat
down with the designers, or something?
Mike replied that there always
is a
stigma attached to a first game, saying it was not that easy to get
out.
He then told us that their new game
MYSTERY CASTLE was "improved" by
eliminating
complex things. Mike added that it was
conservatively
engineered,
works good, and was a "fun game".
At that point Mike introduced their head
of field service, Ed Smith.
Ed
began by joking that he had stayed up half the night preparing his "pep
talk". He then passed out service manuals to
everyone for MYSTERY CASTLE.
Ed told us that he had been in the
business for 25 years, but was now
with
"the Gottlieb family". He
said the company had put together a rough
and
tumble team of industry veterans who really work as a team.
MYSTERY CASTLE, Ed went on, was "the
fruit of that team", and it took
hard
work to improve over their first pin WORLD TOUR. Ed then said he was
excited
about their games and the company's future.
He then started naming the team. First he mentioned Ray Merchant who
he said
had programmed about 60 solid-state pins (many for Bally) and also
wrote
their company's computer Operating System.
John Boyleston, he said,
worked
14 years at Bally and believes that standardization is a good thing.
Adolph Seitz Jr., Ed went on, started
with Gottlieb at the age of 16,
adding
that his father, Adolph Sr., left Premier to become Alvin G.'s
production
engineer.
Ed then told us that he used to be known
as "fast Eddie". He then
gave
out their toll-free service number. Ed
remarked that it was a
privilege
to speak to our group - saying that most of his career he
communicated
mostly by phone or was on the road dealing with industry
people
and talking only business and "dollars and cents". He said it was a
treat
to deal with us because we enjoy games and like their features,
referring
to us as "pin freaks".
At that point Ed introduced their field
representative who he said
takes
about 800 calls a day. He also
introduced their parts and sales
representative
who he said was "always available to us".
Ed then gave some information about
MYSTERY CASTLE. He said it's 6502
microprocessor
had 64K of RAM, and driver boards supporting 24 coils and 96
switches/lamps. He then told about their sound board which
produced 42
watts
of digital stereo power. Ed said that
Kyle Johnson was their sound
designer. He then told of their new dot-matrix display
board, which he
said
had no problems.
Ed also told us that MYSTERY CASTLE had a
"straightforward, clean
system". He then related a comical story about
working on a game on
location
in a bar when a drunk gave him some problems with his questions.
At that point Ed started describing the
game's self-diagnosing
features. As part of this he asked a lady from the
audience to volunteer
to help
him demonstrate. When she introduced
herself I was surprised to
hear
that she only lived about 15 miles from me (it surely is "a small
pinball
world").
Ed had this lady operate the push button
controls on the machine to
perform
various tests, demonstrating how easy it was.
The tests performed
included
such things as testing the lamp matrix, ball trough switches,
momentary
switches, flasher lamps, solenoids, pop-bumpers, and the sound
system.
After that rather long demonstration Ed
asked for questions from the
audience. The first question asked was if it was
advisable to turn the
machine
on and off often. Ed replied it should
be done "as needed", adding
that
the games do have a "line filter" and a "varistor" which
help protect
the
circuitry from voltage surges and
spikes.
Ed was next asked if there were any
problems with running two games
side by
side? He replied there should be no
interference if both games are
properly
grounded using a 3-prong power receptacle.
This precipitated a
somewhat
lengthy discussion of electronic grounding practices.
When there were no more questions Ed said
that the session was over,
suggesting
that we participate in the next event - pinball playing lessons.
At that point many of the show attendees
went to the large area where
those
lessons were being given. The
instructors this year (like last year
when
this idea was first instituted) were all expert tournament players.
The
lessons this year were very popular, people standing in line to get
their
instruction.
OPENING
REMARKS
The Expo seminar program began Friday
morning with opening remarks by
show
producer Rob Berk. Rob began by
reminding everyone that this was the
9th
Expo. He then welcomed those who were
attending for the first time,
asking
us "old timers" to help them out.
Rob next remarked that the previous day's
plant tour was very
interesting,
adding that maybe there might be some new plants to tour in
the
future. He then told us that the
"Flip-Out" pinball tournament
connected
with the show would last until Saturday evening.
Rob then told of a change in the Pinball
Art seminar - Greg Feres
replacing
Python Anghelo. After telling us that
the pinball movies "Tommy"
and
"Tilt" would b shown late at night, he then told about the pinball
auction
scheduled to start Saturday at 10 AM.
The seminars, Rob reminded us, would be
all that day, plus one on
Saturday
at 1:30 PM. He then introduced Mark
Pratt from Arizona who would
be
recording and selling (for $5 each) audio cassettes of the seminars.
Rob
then introduced his co-producer and Exhibit Hall Chairman Mike Pacak
who
gave out information on the Exhibit Hall hours.
PINBALL
CABINET RESTORATION TIPS
The first Expo seminar was a video tape
prepared by East Coast
collector
Bob Jarm. Bob's tape began with a
self-introduction, he then
saying
that Gottlieb's 1952 pin CROSSROADS would be used in his
demonstration.
Bob showed that his work area was set up
like an auto body shop. He
told us
that anyone can do cabinet restoration and you don't have to be an
artist. Bob then remarked that he is still gaining
experience as he goes
along.
He next showed the CROSSROADS before the
cabinet was painted,
remarking
that it was often hard to remove the old paint. Bob then showed
how the
old pattern under the removed paint can be measured to help in the
restoration,
and that the new pattern can then be laid out, using photos of
another
game if necessary.
Bob then said you should sand the cabinet
to the bare wood using 100
grit
sandpaper first, then 120 grit. After
that, he went on, you should
fill
any gouges in the wood with auto body filler or putty. He then showed
similar
work on the game's head.
After reminding us that the wood rails should
be masked first, Bob
said to
use a primer of grey auto lacquer which you should let set up for
one
hour. He then showed how he repaired a
broken area on the coin door
with
wood filler and then primered it.
Bob then showed his application of two
coats of the base color paint.
He then
gave more detail on copying the original artwork pattern using
either
stencils or doing it visually. Bob then
reminded us to sand the
primer
before applying the base coats to get a good adhesion.
Before you do the details of the artwork
pattern, Bob reminded us to
"think
how you want to do it" before you start.
He then said that to start
the
detail you should locate the center of the pattern and use a stencil
(or
mask) when painting the pattern colors.
Bob then showed how stripes in the
pattern are taped off before
painting,
but untaped before the paint is entirely dry to kill any heavy
edges
on the border lines. He then showed the
cardboard stencil he used,
and how
he used tape to line it up. Bob then
demonstrated how he used a
combination
of the stencil and fine-line masking tape to create a line
going
through a circle.
He then showed the completed game ready
for display at Pin Fest '93.
Bob
commented that a good cabinet enhances a game in addition to a good
backglass
and playfield, adding that a good cabinet makes other flaws not
as
noticeable. He then remarked that he
can live with a fair original
cabinet,
unless it is really bad.
Bob next made the comment that he had
shown us how he did it, adding
that
someone else might do it differently.
He then said you don't have to
completely
strip a cabinet. Bob told us that his
total time to do the
cabinet
shown was approximately 25 hours.
He then showed the backglass and
playfield for the CROSSROADS,
remarking
that the glass was pretty good and saying he did not touch up the
playfield. We were then shown close-ups of the game.
At that point Bob began showing other
games he had restored, starting
with
Gottlieb's KNOCKOUT which had a very good backglass. He then showed
shots
of his basement game room containing many fine wood-rail pins and
pins
from the 1960's. The 1960's games he
showed included Gottlieb's 1965
classic
ICE REVIEW and CROSSTOWN from 1966, remarking that he had used the
restoration
method he just demonstrated on those games.
Bob then remarked that anything can be
restored if you take enough
time. When he showed Gottlieb's 1941 pin MIAMI
BEACH Bob told us that he
had
found the original artwork pattern on the old cabinet. He then showed
a
Gottlieb GIGI which he said had had it's cabinet painted brown when he
found
it.
Bob next showed pictures of his
"60's Room" with 1960's era pins plus
a juke
box and pool table. Showing his shop
again (where a Williams SAN
FRANCISCO
was being restored) Bob said that 60's machines only take about
20
hours of cabinet restoration, but will last for years if his method is
used.
He next talked some more about techniques. Bob said that "thin line"
(3/8")
masking tape is flexible and easy to use, even for making circular
patterns,
is faster than using stencils, and can be found at an auto body
supply
store.
Bob next talked about his playfield
restorations, saying there is more
than
one way to do it. He told of a SEA WOLF
he did which had a 6 inch
area of
bare wood around the kickers. He then
remarked that if a field is
bad
what can you lose by trying to restore it?
Bob then suggested that instead of just
touching up a bad area, you
should
find areas where you can blend new paint with the old. He told us
he used
enamels with a brush and mixed colors.
He then added that you
don't
have to be fancy and not to worry about outlines which you can do
later.
Bob then showed how he blended paint into
a bad area, remarking that
this is
hard to spot afterwards unless a person is really looking for it.
He then
showed how he added "shadow" with a pen. Bob then remarked that he
often
does outlines heavier than the originals to cover any slop in his
painting,
adding that you should let the touch-up set for 2 days before
doing
the outlines.
Bob said that the field should be
finished off with polyurathane,
which
also can be used to fill in finer depressions.
He said two or three
coats
should be used, sanding the first coat with 600 grit sandpaper.
After
setting for two days, he said, the field should be waxed.
This type of restoration, Bob went on, is
a good way of increasing the
value
of a game - sometimes making it look close to the original. He said
that
this is one way of "getting good games from bad ones".
At that point Bob showed more of his
restored games. He showed a
Gottlieb
DAISY MAE which he said originally had "silver dollar sized" bare
spots
on it's playfield. He then showed a
Gottlieb HAPPY DAYS which he
said
had a bad field (with 2 inch bare spots at the bottom) but had a good
backglass
and cabinet.
Bob next told us that he sometimes gives
advice over the phone. He
then
said that what he has done has been successful for him. He then told
us that
his average time for a full restoration is about a month (including
drying
time, etc.), but that a wood-rail could take a little longer.
As
far as shipping games to him for restoration is concerned Bob said
he had
no good suggestions - especially over long distances. He then
remarked
that if a person lives in the Northeast he might consider driving
to meet
them half way. As far as guaranteeing
his work is concerned, he
said if
a person is not happy with it he might consider re-doing it or
giving
a partial refund.
Bob then said that the worst criticism he
remembers is that the
restored
game "looks too good". He
then remarked that he tries to make
games
look "factory fresh", just like a restored automobile.
Finally, Bob said that he probably could
make a game look aged if
that's
what the customer wants. He then said
that if anyone is interested
in
having him do a game for them they should give him a call.
When the video ended, Rob Berk remarked
that he had seen Bob's
collection
and that it was "hard to match"!
He then said that there was an
example
of Bob's work on display in Steve Young's booth in the Exhibit
Hall.
THE
EVOLUTION OF PINBALL DESIGN
Rob Berk then started to introduce the
next seminar. He began by
saying
that when he planned the first Expo in 1985 he wanted to get
together
some great long-time pinball designers, which he did. He said
that
nine years later they are "living legends".
Rob then introduced long-time designer
Wayne Neyens who designed all
the
Gottlieb games from 1951 through 1967 (at a rate of about one per
month). Rob told us that Wayne started with Western
Products in the 1930's
and
ended up at Gottlieb, but in between also worked for awhile at both
Chicago
Coin and Genco. This drew a round of
applause.
The second panelist, Norm Clark, Rob
jokingly referred to as "the old
man",
Norm being by far the youngest. He told
us Norm started at Williams
in
1954, worked for Bally for awhile, and now has his own business.
Rob then introduced designer Steve
Kordek, who he said was 82 years
young
and had been a pin designer for over 52 years!
He had started at
Genco,
later worked for a short time at Bally, and has been with Williams
for
many years. Rob then added that the end
of Steve's career was "nowhere
in
sight", which drew a round of applause.
Rob then told us that the subject of the
seminar was "the evolution of
pingame
design". He then asked each
panelist to give a brief summary of
his
experience.
Wayne began by talking of being hired by
Western Products while he was
still
in high school and working with ace designer Lyn Durrant. He said he
started
out doing drafting but later "did everything".
Wayne told us that at the time there were
5 or 6 designers at Western
and
each didn't know what the others were doing.
He said they sat in
cubicles
and would sometime peek over at others and copy their work. Wayne
then
told us that the boss, Jimmy Johnson, would often tell them to quit
copying
each other.
Wayne said he eventually got to Gottlieb
and got to work with the
great
designer Harry Mabs (the inventor of the flipper) from whom Wayne
said he
learned a lot. He said that when Mabs
left the company to go to
work
for Williams he "fell into the chief designer's job".
Today, Wayne commented, there are also
programmers involved, but in
those
days the designers had no such help - they had to design their own
units
and make them work. He then told of a
device which he called the
"slow
drop" which he said was the forerunner of the pinball score motor.
Wayne then told us that the first
four-player pin, SUPER JUMBO, which
he
designed in 1954, was a "take-off" of the shuffle bowling games
prevalent
at the time. He also told of a
six-player game, which he was
going
to call HIGH BOY, which never got into production.
Wayne ended by mentioning the Add-A-Ball
games which were originated
at
Gottlieb to try and get around legal problems pins were having in some
locations.
Norm Clark then began by saying that he
was happy to say he was the
youngest
of the three. He told us that he was an
Electrical Engineer who
hailed
from Canada and got a job in Chicago with the Hallicrafters radio
company.
He said that later he was hired at
Williams because Harry Williams
wanted
to incorporate electronics into pingames - but the use of vacuum
tubes
in pins proved to be prohibitive. So,
Norm said, he became a
technician
at the plant.
Norm said at that time both Harry
Williams and Harry Mabs were at
Williams. He then told of Harry Williams flying back
and forth from
California,
of Harry Mabs leaving the company, and of Steve Kordek being
hired
in 1960
In 1961, Norm said, Williams president
Sam Stern gave him a shot at
game
design, his first game being KING PIN in 1962.
He then said that he
did
well in designing, continuing with Williams until 1974, adding that he
and
Steve Kordek did design, wiring, etc., producing 8 to 10 games per
year.
At that point Steve Kordek began with his
history. He first said that
Norm's
KING PIN had the largest run of any game in the 1960's. Steve then
said
that he helped Harry Mabs before he left Williams and has been with
the
company for over 30 years.
Going back to his old days at Genco,
Steve said that the reason they
always
used D.C. circuitry in their games was that it was cheaper. He then
briefly
mentioned the "slow-drop" circuitry Wayne had referred to earlier,
and
then talked about the use of copper "slugs" in electro-magnet coils
to
give
slower pick-up and drop-out action.
Steve then told about the
"roll-down" games Genco made in the late
1940's
(such as TOTAL ROLL and ADVANCE ROLL) and told the story of how,
when
they were short on wood for the cabinets, Howard Hughes flew lumber to
them
which was left over from his "Spruce Goose" project in
California. He
said
that that was not common knowledge.
Steve next told us that he has had an
exciting experience in the
pingame
industry. He said he started out as a
Forrest Ranger, but came to
Chicago
to try and get a job close to his family.
Steve then told how he
ducked
into Genco's doorway to get out of the rain and ended up getting a
job as
a solderer. He then said it has been
fun ever since and that he has
worked
with the best designers in the world.
He then started talking about the many
phases in the evolution of
pinball. Steve said he could even talk about cabinets
for weeks, including
changes
in legs, widths, and lightboxes.
Pinball legs, he went on, were
originally
made from solid Oak or Birch, and Williams once used tubular
steel
legs.
Steve then told of special cabinets with
shelves which did not work
because
people spilled too much beer on the game.
He also talked about
changes
in coin doors, and how the lightboxes increased in size over the
years.
On the subject of playfields, Steve said
at first they were entirely
mechanical. He then told of Harvey Heiss designing a
game for Genco called
SPITFIRE
in 1935 which had a ramp on it's field, saying that Harry Williams
also
used a playfield ramp, but not until 1947 or 1948.
After remarking that he thought Dick
Bueschel's book, PINBALL 1, was
very
good, he talked about early electro-mechanical pins using lights for
score
indication, also mentioning "score inflation" (how scoring units have
increased
over the years). Steve then said that
he wanted to repeat what
he has
often said, that the greatest advance in the history of pinball was
the
invention of the flipper by Harry Mabs in 1947 - adding that he learned
to
appreciate Harry when he worked with him.
Steve then skipped ahead to the era of
solid-state pingames for a
moment. He said that in the early 1930's people
never thought that such
things
as "carrying over" one player's features on multi-player pins could
be
possible because of the limitations of electro-mechanical technology.
Steve
then told us that today's designers are continually coming up with
new and
different ideas and gimmicks, adding that he would love to be
around
for awhile longer to see what is coming next.
Going back again to the early days, Steve
told about the first use of
electric
action in Harry Williams' CONTACT in 1934, and the first "pendulum
tilt"
on Bally's SIGNAL later that year.
Steve then mentioned other
pioneer
pingames such as BALLYHOO by Bally in 1932 named after a magazine,
and
ROLLS ROYCE (A.M. Waltzer - 1932) which he said "had no royalty".
After mentioning Rockola's mechanical
classic, JIGSAW from 1933, Steve
said
that the first football theme pin was Bally's PENNANT of that same
year. He then mentioned Genco's 1934 pin OFFICIAL
BASEBALL which he said
was
copied from Rockola's WORLD SERIES.
Steve next told of the introduction of
the bumper to pinball on
Bally's
1936 game BUMPER, remarking that those were not "pop bumpers" as we
know
them today.
Steve said that after that there were
many new things added to
pingames
over the years; such as drop and rotating targets, "horserace
games",
etc. He ended by remarking "to me,
it's the future that counts -
the
young designers are so capable - we'll just have to wait and see the
future".
At that point Rob Berk asked for
questions from the audience for the
panelists. The first question asked was: In the 1930's
and 1940's how were
designs
laid out? Wayne answered first saying
they made sketches first,
then a
"white-board" mock-up to test the action of the game.
Steve Kordek then remarked that it was
exciting to design. In the
early
1960's, he told us, they first drew on a board, including new
components
which a "model maker" would then fabricate. Going back to his
early
days at Genco, Steve told us that he also did electrical work and
prepared
wiring diagrams.
After remarking that in the old days one
or two people designed the
whole
game while today they use teams, Steve told us it was unbelievable
all the
fine people involved in designing pingames today. He then
commented
that the reason new games cost so much today is that it costs
about a
million dollars to prepare each new design, compared to about half
that
five years ago. Because of this, he
said, "today the designers better
be
right!"
The next question asked was what was the
difference in designing
single
and multi-player games? Norm first
answered that single players had
all the
features and multi-players were just "scoring games" with less
features. He then remarked that two-player Williams
EIGHT BALL in the mid
Sixties,
however, had a form of "player feature memory" using a split relay
bank.
Wayne then commented that different types
of games use different
concepts. Add-A-Balls, he went on, are even different,
adding that players
like
Add-A-Balls if no replay games are available.
He then commented that
he had
laid out all types of pingames. Steve
Kordek then added that after
awhile
many games were made which could be operated as either replay or
Add-A-Ball
games depending on a plug adjustment in the backbox.
Rob Berk then asked the panel if there
were any wide playfield games
in the
1950's or 1960's? The answer given was
"no, the company's couldn't
afford
it". Steve Kordek next remarked
that in later years designers made
wide-body
games every so often.
Steve then commented that most designers
would love to make them all
10 feet
wide - but there is a limit. He then
remarked that he thinks they
might
go back to a smaller size because wide games cost too much to make.
Rob Berk then asked the panel their
reaction to ramps on pingames?
Wayne
said they were "after my time".
Norm then commented that Harry
Williams
once tried to design a 5-level playfield!
Steve then remarked
that
ramps made games "exciting".
Someone from the audience next asked how
much new games cost to buy
and to
play? Steve said he had the
figures. In 1961, he said, Williams'
DOUBLE
BARREL, cost about $700 to get into production, and contained $174
in
parts per machine - the production quantity for the game being 1250
units. SPACE MISSION in 1976, Steve told us, had a
production run of
around
16,000, sold for around $700, and contained $356 worth of parts.
My friend Sam Harvey then asked who's
idea it was to have some Add-A-
Ball
games with, and some without, replay versions? Wayne answered that
Add-A-Balls
were required for certain territories, mentioning Texas as an
example,
adding that Gottlieb also made special games for Italy. He then
commented
that Add-A-Balls were "a big plus for Gottlieb", telling how
Alvin
Gottlieb started it all with his 1960 game FLIPPER.
Wayne then told us that he designed many
2-player pins, with 4-player
games
being just a modification of 2-player designs.
Sam then asked if the
same
designer did all versions (single-player, 2 and 4 player, Add-A-Ball,
etc.)
of a game? Wayne answered "yes I
did". Norm Clark then told about
some
territories where you could not even have the "cut-out" where replays
are
shown on a game.
Gottlieb collector Gordon Hasse from New
York then asked how in the
1950's
Gottlieb was able to produce 12 or 13 new pins each year? Wayne
answered
that games were much simpler then, adding that one model often
grew
out of the previous one with little modifications. He then told us
that
they had to do it to keep the factory workers employed because they
"depended
on you".
Norm then remarked that when he started
at Williams a production run
of 300
for a game was considered good. He said
they often made corrections
to a
game right on the assembly line, adding that sometimes they had to lay
off
production workers between games.
At that point a player from the audience
said that when pingames went
from 5
ball to 3 ball play he felt betrayed; asking the panel why they went
to 3
ball games? Steve commented that
whether you have 1, 3, 5, or 10
balls,
playing time for a game should be all that is important. Today, he
went
on, some games will return for replay any ball which does not score.
Someone then asked the panel if they
would encourage people to become
designers? Steve replied that he receives from 3 to 6
letters a week from
would-be
designers, remarking "every player thinks he is a designer". He
went on
to say that it's hard to encourage someone to go right into design,
believing
they should get into the industry at a lower level (as a
technician,
for example) first.
Steve next told of getting a letter from
an eight year old containing
a
proposed design and including the name of his lawyer. Rob Berk then
mentioned
a story Norm Clark once told about getting a letter containing a
design
which included a bag of beans from a man in an insane asylum.
Steve then told us that it was nice to
see so many young people in
attendance,
giving credit to Rob Berk. This drew a
round of applause.
The next question asked was what type of
batteries were used in
pingames
in the 1930's? Steve answered that they
were "C batteries" which
measured
3 by 9 inches. He then remarked that
they lasted a long time
because
they didn't have to do much, just light a few lights and maybe
power
one kicker.
Wayne then commented that if the
batteries were not changed often
enough
they would leak acid making the cabinets a mess. He then remarked
that
operators in those days were afraid of using A.C. power. Steve then
commented
that many location owners did not like the power cords running
across
the floor of their establishments fearing a customer might trip over
it and
sue.
Someone then asked the panel members what
their favorite games were -
both
their own and their competitors? Wayne
was first to answer saying
QUEEN
OF HEARTS, adding that maybe it should by SLICK CHICK. He then said
that he
liked most of the Add-A-Balls, then mentioning a game called TEXAS
GAUCHO
(which I have never heard of).
Norm said his favorites of his designs
were Williams' KING PINS (1962)
and
EIGHT BALL (1967). As far as other's
work was concerned he mentioned
Wayne's
QUEEN OF HEARTS and Steve's SPACE MISSION.
Steve said he was partial to Norm's 1966
design for Williams, A-GO-GO,
which
he said had a large production run of 5100 games. Of his own games,
he
quipped "the last one is always the best". As far as other companies'
games
were concerned, Steve said that Gottlieb's first flipper game HUMPTY
DUMPTY
was worthy of mention.
Someone then asked what the work weeks
were like in the 1930's and
1940's? Wayne answered that they usually worked 8 to
5 and Saturdays,
saying
they had "good work habits".
He said that since they had no
association
with their competitors the Gottlieb employees had Dave
Gottlieb's
work habits.
Norm said in the early days he worked
many hours, once working from
midnight
until 7 AM, and also on Saturdays.
Steve then told us that people
worked
any time they had to in the Thirties.
The last question asked of the panel was
regarding "accommodations"
for
games sent to Canada? Steve said he
couldn't remember any. Norm then
commented
that he remembered changing some names to French. Finally Wayne
made a
comment regarding how they had to be careful when exporting games
that
the names didn't have a bad connotation in that country's language.
That
ended the designers panel.
PINBALL
ART
After some props were brought up on
stage, Rob Berk introduced the
next
speaker, pinball artist Greg Feres, who was to replace the originally
scheduled
artist Python Anghelo. Rob then said
that Greg started at Bally
in 1978
and had such game artwork to his credit as HARLEM GLOBETROTTERS,
ELVIRA,
FATHOM, and DR. DUDE.
Greg began by giving 10 reasons (David
Letterman style) why he was
there
and Python was not, ending with Number '1' - "I hate my job and will
do
anything to get out of the office".
He then asked for questions from
the
audience.
Gordon Hasse first asked "what do
today's artists see as their
mission? Greg answered "to put out the greatest
possible art to attract
players
- either from across the street or 6 inches away".
When next asked about artists conforming
to "aesthetic principles",
Greg
replied that lots of people review their work, especially where
licenses
are involved. He said they also work
closely with others on the
design
team, adding that the company also directs what they do in their
art.
Greg was then asked in the case of
licensed games if they had a sense
of who
their target audience was? He replied
that we like to think we do.
He then
added that he hoped their games appeal to ages from 12 to 50 or 60,
because
they try to keep their themes universally appealing.
Someone then asked how the team that
designed Bally's 1990 game DR.
DUDE
was assembled? Greg replied that when
the theme of the game was first
presented
to management they only got "blank stares" - Steve Kordek just
shaking
his head. He then said that after
ELVIRA was put out they were
told
they could go ahead with DR. DUDE.
Greg then told us that he did his own
cartoon figure for the game
which
he wanted to capture the older player market.
He said he wanted
everybody
to know who Dr. Dude was when he was finished.
At that point Rob Berk asked if artwork
is ever stolen from a game as
sometimes
happened with playfield layouts? Greg
answered that it might
have
happened in the old days, but not now.
Steve Kordek then asked Greg to explain
how the licensing company got
involved
with the art? Greg first quipped
"they get in our way", then
telling
us that they have to be shown each step in the artwork development
by
being given sketches. He then remarked
that some companies are better
than
others to deal with - even sometimes helping to refine the artwork.
Rob Berk next asked Greg what he thought
of the pinball art of the
30's,
40's and 50's? Greg answered that he
was born in 1954 but has seen
some of
it in books. He said he thinks it was
good for it's time and
reflected
the "pop culture" of the period just as pin art continues to do
today.
After mentioning a young man from Ohio
State (Chad Dresbach) who is
doing a
Master's Thesis on pinball art and design, someone from the
audience
asked Greg how involved the artists are with the actual layout of
the
games?
Greg replied that he is involved almost
all the time - sometimes even
being
involved with component placement on the playfield. He then remarked
that
the longer you work in the industry the more suggestions you can make
to the
game designers. He then added that
3-dimensional objects on the
field
are becoming more important.
When asked about the possibility of
licensing Disney properties, Greg
replied
probably not since that would involve much money. When next asked
if he
had met Elvira while doing that game, Greg said he spent 3 months
with
her pictures in his office. He then
told us he met her once at a
trade
show, that she was fun to work with, was "down to earth", and has a
nice
personality.
Greg was next asked if there were any
non-licensed games coming - he
answered
"maybe". When Rob Berk asked
what hours he works, Greg first
jokingly
replied "10:30 to 1:30 with an hour lunch". He then said it was
more
like 6 AM to 8:30 PM, which he said was also a lie.
The next question asked was did he know
of any instances of humor in
pinball
art? Greg replied, "yes",
telling of showing broken bones on the
ELVIRA
backglass after fellow Williamsite Dennis Nordman got into a
motorcycle
accident, adding that with licensed games it was hard to get by
with
such a thing.
Greg was next asked if he ever did any
calligraphy on games? He
answered
that ex-Bally artist Dave Christiansen was a master at that, but
that he
did not do it, saying that they spend their time on the art,
letting
computers take care of lettering, which he said eliminates the
chance
of "typos".
Someone next asked if censorship was the
reason sensual themes in
pinball
art seem to be decreasing? Greg
answered that licensing has had
something
to do with it, adding that they are trying to produce more family
oriented
games to attract the "family crowd".
He then said that a decal
could
be provided for locations to put over Elvira's cleavage if desired.
When asked who owned the "original
art" for a game, Greg replied that
that
was a subject he'd rather not discuss.
Jim Schelberg spoke up
commenting
that the company retains some rights and the artist others.
Greg was next asked how the
"plastics" were created which were often
given
away at shows and with pinball magazines?
He said they were done
especially
for pin magazine publisher Jim Schelberg.
That drew a round of
applause.
He went on to say that these
"giveaways" were produced when there is
extra
room on a sheet of playfield plastics and that their Marketing
Director
Roger Sharpe also uses them in promotional mailers - calling them
"a
fun thing".
When asked about his personal favorite
game art, Greg replied ELVIRA,
DR.
DUDE, and PARTY ZONE as far as his own work was concerned. As far as
other
artist's work he named Kevin O'Connor's
SILVER BALL MANIA, and Dave
Christiansen's
WIZARD and CAPTAIN FANTASTIC, the latter being his all-time
favorite.
Someone next asked if they ever
considered doing some games for a
strictly
family audience for use in churches, social clubs, or homes?
Greg
answered "no", saying they try to market games to as wide a variety
of
groups
as possible. He then remarked that if
you target one group you tend
to lose
another so they try to keep a broad appeal for their products.
Greg was next asked if he used "magic markers" or paint
when he did
Bally's
1978 game HARLEM GLOBETROTTERS? He
replied he did paintings, using
an
air-brush with acrylic paints, which he referred to as "mixed media".
Rob Berk then asked what steps are
involved in producing pingame art?
For
backglasses, Greg replied, you do a painting which is converted to the
production
screens using what is known as the "4-color process".
With the playfield, Greg went on, it is
very important you work with
the
team. The artist first does pencil
sketches, then ink. It then goes
to the
"color separator" (such as Margaret Hudson) who does the screen
cuttings
used to print the artwork on the field.
Sam Harvey next asked if the game artist
is responsible for all the
art in
a game (backglass, playfield, cabinet, etc.)?
Greg answered that
most of
the time this is true. Occasionally, he
went on, the job may be
broken
up between two or more artists.
The last question asked had to do with
possible changes in the artwork
after
the prototype is built? Greg answered
that sometimes minor changes
in the
art are made due to late design changes.
Finally Greg commented
that
earlier pin artist Gordon Morrison had a great influence on his work.
56
THINGS YOU NEED TO KNOW TO FIX YOUR PINBALL MACHINE
Next on the seminar schedule was Expo
regular Tim Arnold (now of Las
Vegas)
with a presentation he called "56 Things You Need To Know to Fix
Your
Pinball Machine". If this sounds
vaguely familiar to some of you
readers
it's because Tim's presentation at the previous year's show was
called
"34 Things Not To Do To A Pinball Machine".
Also this year, as last year, the number
of items in Tim's title did
not
agree with the actual number presented - this time he actually spoke of
42
items. In addition to the title of the
talks being similar, most of the
items
discussed were the same as presented last year. So, not to repeat
myself,
I will only tell here of the new topics which Tim presented this
time,
plus additional information and answers to questions provided by him.
Rob Berk introduced Tim, saying that he
lived most of his life in
Michigan
but moved to Las Vegas a few years ago.
He then told of Tim's
pingame
collection which Rob said consisted of some 800 games!
Tim next passed out his hand-outs
itemizing his 42 items. He then
gave
out his phone number, inviting people to call him with questions. Tim
then
told us that this year's presentation would be "an enlargement of last
year's".
The first 17 items Tim presented were
repeats from the previous year.
Item
'18' consisted of recommending that we tape an extra front door key to
the
bottom of our games.
After many more "repeats", Item
'30' was a discussion about removing
wire
from a pinball coil to give it more "kicking power".
The last two items on Tim's list this
year also presented new
information. The first of these involved solid-state
games only - advising
that
when replacing diodes you should use one with a higher "Peak Inverse
Voltage"
(PIV). The last item was a suggestion
to "rotate" (turn over)
parts
used in electro-mechanical game chime units in order to make them
last
longer. That ended the items in Tim's
handout.
At that point Tim started giving us
information regarding the part
numbering
systems used by pingame manufacturers.
He told us that a letter
contained
in a part number usually only denoted the size of the mechanical
drawing
the part was depicted on.
He then gave out more information
regarding both Gottlieb and Williams
part
numbering systems. This included the
information that coil part
numbers
many times include "wire gauge" information as well as the number
of
turns of wire on the coil.
Tim next briefly discussed ball sizes,
leg bolts, game locks and "E-
clips". He then advised that if you are buying a
replacement line cord for
a game
that you purchase an "injection molded" type.
After brief discussions of set screws
sizes and wire gauges (sizes),
Tim
asked for questions from the audience.
The first question asked was how to
remove playfield posts if their
oval
headed mounting screws snap off? Tim
answered that you should go up
from
the bottom of the field with a low speed hand drill, or gouge the wood
on the
bottom and pull the screws out.
The second question asked of Tim was what
to use to remove corrosion
from
pinball connectors? Tim first suggested
replacing them with new ones.
He then
said that you could use a product called "Scotch Brite" to clean
them. Tim then added that he has plenty of spare
connectors which he can
supply
on request.
At that point Tim began a lengthy
discussion of treating backglasses.
He
began by remarking that "nobody knows how what they do to a backglass
today
will affect it in 50 years".
Tim next told us that the biggest enemies
to paint are heat and
humidity
(especially large changes in them). He
went on to say that the
game
manufacturers didn't make their glasses to last for a long time, they
not
being made with much care. He then told
us that he once heard that
Bally
used a better quality ink on their glasses in the 1970's
At that point Tim began describing
various alternatives which might be
used to
aid ailing backglasses. He first said
you could "pour something
over
it", such as Steve Young's product Cover Your Glass.
If you decide to do this, Tim went on,
you first must make sure the
glass'
surface is perfectly level - saying you can roll a ball on it to
test
it. Next he advised us to not shake the
can before using.
After advising us to clean the clear
areas of the glass (such as score
reel
openings) before applying the liquid, Tim said that the can's contents
should
be poured onto the glass in both directions.
He then said you
should
make sure there are no air cross-currents in your working area and
warned
that a person should avoid breathing the fumes.
Tim next told us that you should allow at
least one month total drying
time,
but that you could move the glass (carrying it horizontally) after
about
24 hours. He then advised us not to let
the Cover Your Glass get
below
freezing.
As an alternate to using that product on
a backglass, especially one
on
which the paint is badly damaged, Tim suggested putting a plastic sheet
over
the painted side. He told of a product
called "Suprofilm", which was
like
playfield mylar, and was available through the Sun Process outfit in
Chicago
which makes backglasses for the industry.
The final alternative Tim mentioned was
to cover the glass with Scotch
Magic
Transparent Tape. He then commented
that he doesn't believe in
touching
up backglass paint or playfields. Tim
then said, however, that he
is
considering redoing some repainted game cabinets.
At that point there was a final question
for Tim from the audience,
someone
asking his advice on adjusting pingame switch contacts. Tim first
stated
that contact points on electro-mechanical games were usually made
from
sliver or silver alloy, while solid-state game contacts are either
gold or
silver plated.
For solid-state contacts Tim first warned
us never to file them, but
to
clean them with either cloth or paper, reminding us that after awhile
plating
can rub off and the contacts should either be rotated or replaced.
Flipper
buttons, Tim went on, on all games are made with the same materials
as used
in electro-mechanical game contacts.
Before the seminar ended two additional
comments were made. One
person
commented that he had used Cover Your Glass many times and is now
using
the new Cover Your Glass Lite. Premier
designer Jon Norris then
commented
that their company is replacing mechanical switch contacts with
solid-state
"piezo-electric" switches.
THE
FABULOUS PINBALL GAME SHOW
Next on the agenda was a fun thing touted
as "The Fabulous Pinball
Game
Show". Rob Berk introduced the
show's host, Los Angeles
dealer/collector
Herb Silvers, telling of his numerous magazine articles,
his
gameroom fixtures store, and of Herb's plans to possibly put on his own
pinball
show.
Herb then handed out tickets to everyone
in the audience. He then
introduced
his co-host, my old friend Sam Harvey.
We were then told how
the
game worked.
The contestants for the show would be
chosen by drawing numbers using
the
tickets we were given. The contestants
would be asked a question
regarding
flipper pinball machines. All who give
a correct answer would be
moved
to the next round; the others being eliminated.
When there were only four contestants
left there would be a "play-
off". The prizes for the game, we were told,
consisted of T-shirts for 3rd
and 4th
Place, a reproduction 1957 baseball game backglass for 2nd Place,
the
First Place winner receiving a trophy and a reproduction Gottlieb KING
OF
DIAMONDS backglass.
Before starting the game, Sam Harvey told
us how the idea for the game
originated. He said when a group of Southern California
pin enthusiasts
(including
himself and Herb) were driving to Sacramento to attend an annual
pinball
show called the "Pinathon", they asked pinball questions of each
other
to pass the time. This gave them the
idea to put on this Expo event.
After the original eight contestants were
picked by drawing ticket
numbers,
the first question was asked. It was
"name one of the eight
pingames
to have a revolving spinning disk on it's playfield? Correct
answers
given included: Williams WHIRLWIND (1990), Bally FIREBALL (1972),
Data
East TEENAGE MUTANT NINJA TURTLES (1993), Alvin G. and Co. WORLD TOUR
(1992),
Bally FIREBALL CLASSIC (1982), Chicago Coin CASINO (1972), and
Bally
TWIN WIN (1974). Several contestants
were eliminated.
The second question was "name one of
22 pingames which share a name
with a
'video cousin'"? Answers given
included: JOUST, SPACE INVADERS,
NINJA
TURTLES, KRULL, STREET FIGHTER, MR. AND MRS. PACMAN, SPY HUNTER,
TERMINATOR
2, ROBO COP, SUPERMAN, TEE'D OFF and STAR TREK. After that
round 5
players were left standing.
The third question was to name one of the
9 pingames which had "3-ball
multi-ball"
capability? Correct answers given
included the late model
pins:
TWILIGHT ZONE, CENTAUR, JURASSIC PARK, INDIANA JONES, and SPRING
BREAK. One more contestant was eliminated.
After two more correct answers (F-14
TOMCAT and STRANGE SCIENCE) three
contestants
remained. The next question "name
8 pins with a 'roulette
wheel' on
the playfield?", eliminated one more person after correct answers
of
Bally games MONTE CARLO (1972) and SPEAKEASY (1982).
The final question, which sorted out the
Second Place and Grand Prize
winner,
was "name one of the 6 pingames with a 'bagatelle' game in it's
backbox?" After three correct answers (Williams BIG
GUNS - 1987, APOLLO -
1967,
and Stern CATACOMB - 1981) an incorrect answer decided the First
Place
winner.
After awarding the regular prizes, an
extra question was asked of the
people
in the audience to give away some T-shirts; "what was the first
'automatic
ball return' pingame by the three major manufacturers of the
1960's?" The correct answers were: Bally GRAND TOUR
(1964), Williams
ALPINE
CLUB (1965), and Gottlieb DANCING LADY (1966).
That ended the game.
THE
MAKING OF TWILIGHT ZONE
For the next seminar Rob Berk introduced
the head of the Williams
design
team for their current hit pingame TWILIGHT ZONE, Pat Lawlor.
Pat began by telling us that we were
going to have a lot of fun with
his
presentation, adding that he hoped to impart to us knowledge of what
they do
when designing a new game. He then
introduced programmer Ted Estes
who he
said, along with Larry DeMar, programmed TWILIGHT ZONE.
After introducing mechanical engineer
John Crutch, which drew a round
of
applause, Pat introduced artist John Youssi who he said did the artwork
for the
backglass, playfield, and cabinet. John
then received a round of
applause.
Pat then began praising Williams'
Director of Marketing, long-time
pinball
fan and author Roger Sharpe. Pat told
us they were lucky to have
Roger
because up until three years ago they had no "licensed games".
Roger began his marketing efforts, Pat
went on, and before long "the
world
wanted to see in pingames names they recognized". Pat then asked the
questions
"why licenses? - what do they do?".
First, he said, games should
make
money for operators and distributors so they will want to buy and
handle
them. As far as the players are
concerned, he continued, licenses
give
them something they recognize to get them to try the game.
Roger, Pat told us, acquires a license
when a designer has an idea for
a new
game, making phone contacts to try to get it.
Pat then said that he
considers
Roger an integral part of the design team, saying that without
him
they couldn't compete in the marketplace.
After telling us that two of his team
members were not there - sound
designer
Chris Granner and programmer Larry DeMar - Pat continued telling
why
licenses are good. First, he told us,
Williams employs 1700 people who
"all
like to eat".
As to why they did TWILIGHT ZONE, Pat
first said that in this country
(and
many foreign countries as well) the TV show is still in re-runs.
Secondly,
he went on, the theme cuts across age lines because even young
kids
see Twilight Zone on cable. Also, he
added, people remember the
show's
episodes.
Pat then told us that after Roger
acquired the license he started to
sketch
the playfield, assisted by reference material obtained from the
Licensor,
Viacom. He also said they got
information from the book
"Twilight
Zone Companion" which provides synopses of all the show's
episodes. Pat then told us that they also had to
license Rod Serling's
likeness
from his wife Carol.
At that point Roger Sharpe told a story
regarding his dealings with
Carol
Serling. He said when he first talked
to her about using Rod's
likeness
on a pingame she was hesitant because she had always thought of
pins as
having a "sensual tone" - which would not be "faithful to Rod's
memory". Roger said that he had artist John Youssi
make her a sketch to
try and
give her a sense of what they were planning to do with the game.
After
that, Roger told us, Mrs. Serling was more positive about the
project.
Pat then continued talking about the
TWILIGHT ZONE design. He said
that
after he finished his preliminary sketches for the field he went to
mechanical
engineer John Crutch regarding the design of the gumball machine
to be
used on the playfield. He told us that
there was never such an item
on a
Twilight Zone episode, but the show dealt with "everyday things taking
on a
different meaning", so he thought the machine could fit that idea.
Pat also told us that John Crutch
designed the "optical clock" used on
the
field. John then spoke up remarking
that Pat always comes to him
asking
about special devices for his games, and he keeps telling Pat to "go
away". After a few weeks however, John continued,
he will come to Pat with
the
finished design.
We were then shown the "optical
clock", Pat telling us that a lot of
time
goes into producing such an item which has to be "injection molded".
The
first prototype, he added, must be hand make and evaluated before molds
are
produced.
Pat next said that he was very proud of
TWILIGHT ZONE and the work of
his
team, adding that it had more patentable devices on it than any
previous
Williams game. He then began discussing
the cost of producing the
game. We were told that by the time the first
machine was produced the
company
had spent over one million dollars, not including the cost of the
license. Pat said that their patents are to try and
protect that
investment.
Pat next told us that there is also a
limit on the cost of the
materials
used in a game, saying that for TWILIGHT ZONE at least one item
had to
be eliminated due to it's cost.
Continuing with pricing, Pat told
us that
the prices of materials and labor in pingame manufacturing keep
going
up and that this makes it difficult for the companies to "hold the
price
line".
At that point Pat told us an amusing
story about the first TWILIGHT
ZONE
going into a test location. He said a
kid put in his money, started
to play
the game, and the gumball machine gave him the special "white ball"
(a
special light weight ball which moves at a higher speed). Pat told us
that
the kid exclaimed "get this thing away from me - I hate it!" Pat then
said
that on their second test location try things were not much better.
A comment from the audience then promoted
a brief discussion of the
"break-even
point" in pingame manufacturing.
Pat commented that hopefully
they will
"hit a home run" once or twice a year.
At that point Pat asked programmer Ted
Estes to talk about software.
Ted
began by remarking that it takes a lot of work to make a new game come
together. He said the designer puts a lot of things in
the game and the
software
people have to implement the "rules" to make them work, saying it
was
always a "trial and error" process.
Ted then said that the rules for
"multi-ball play" usually end up
being
about a "4th incarnation". He
then commented that the process of
"balancing
a game out" is always an iterative process. Ted then added that
they
also had to program the new "dot-matrix display" on the backboard to
produce
pictures and flashing lights.
After that Pat remarked that they have to
make games attractive to a
"new
generation of people". Ted then
told us that they were lucky to have
two
great dot-matrix "artists".
He then added that the video effects have
to be
synchronized with other play features of the game.
Pat next commented that their games
actually contain "games within
games",
saying that these have to be "seamless" which is very time
consuming
for the programmers. Ted then remarked
that even though it takes
many,
many hours to program a new game it is still a "fun process".
At that point Pat showed a series of
slides showing various steps in
the
production of TWILIGHT ZONE. These were
essentially the same slides he
had
shown us during his banquet speech at the Arizona Pinball Show earlier
in the
year.
Next to speak was artist John Youssi who
did the artwork for the game.
After
showing us his work John commented that his work on TWILIGHT ZONE
went
smoothly for him. He then told us that
Rod Serling's wife didn't want
her
husband to be depicted holding a cigarette.
John then told us that the backglass was
easy to do, but he had to do
several
designs for the cabinet art. When he
showed his sketches to Pat,
John
said, Pat decided he wanted him to combine parts of each in the final
design,
which he did.
On the cabinet, John continued, you are
limited to five colors. He
then
showed us a pencil drawing of the backglass.
Pat's idea for the
backglass,
John told us, was to show Rod Serling in a curio shop containing
items
from various Twilight Zone episodes.
John then showed mylars of the playfield
layout, then his second
drawing
for the field, followed by the final "sepia" print. After Pat
remarked
that there are "many iterations for this type of thing", John
ended
up by showing us his original painting for the backglass.
At that point questions were solicited
from the audience. The first
question
asked was "who owns the original art?" John answered "the
company."
When it was then asked who did Rod
Serling's voice on the game?, Pat
answered
that it was a "professional 'sound alike'". He then added that
they
had to 'tweak' the voice a lot to make it sound like it came from a
1960's
TV speaker.
When asked about how the production
figures for TWILIGHT ZONE compared
with
their previous hit game ADDAMS FAMILY?, Pat said that ADDAMS FAMILY
had a
run of over 20,000, and that TWILIGHT ZONE was "the 7th or 8th best
selling
pingame of all times".
It was then asked how much time generally
elapsed between the
formation
of the concept for a new game and it's first location test? Pat
answered
approximately 14 months.
Someone then asked where the idea for the
"power" and "spiral" used on
the
game came from? Pat answered that the
spiral was from the beginning of
the TV
show and the "power" was his own "hidden agenda".
The final question was "how was it
decided, after the bad first
location
test described earlier, to still leave the "power ball" in the
game? Pat answered that they made changes so
players would know what to do
with
the white power ball. That ended the
presentation.
HOW TO
MARKET USED GAMES TO THE PUBLIC
Rob Berk next introduced Todd Tuckey from
Pennsylvania who was going
to tell
us how we can make extra money selling used pingames. Todd was the
owner
of "T and T Amusements" in Philadelphia.
Todd began by naming 2 pins which would
sell for over $3,000. He then
remarked
that older solid-state games are now decreasing in price, but
still
can be sold for around $600 in good condition.
He then told us that
his
seminar would deal with selling games to the public. Selling to the
public,
he went on, can benefit collecting in three ways.
First, Todd told us, it gets more people
interested in playing
pinball. Secondly, he went on, it enables collectors
to make extra cash.
Finally,
he said it helps the resale value of the games in your collection
to
remain high or increase.
Todd next remarked that there is always a
wholesale market for games,
such as
the Expo. He said he also sells games
to other dealers at lower
prices. He then passed out to us a hand-out giving
guidelines for
operating
a retail games selling business.
At that point Todd began telling his own
personal history. He began
by
telling us that in the early 1970's he bought a used pingame for home
use,
which he later put on location at his uncle's summer camp. After it
started
making money for him he said he added others.
In
1979, Todd went on, he bought a video game which he put on location
and
made some pretty good money. He said he
bought his first new pingame
shortly
afterward, a Williams TRI-ZONE for $1395.
Todd then told us that he operated pins
at Temple University and had
an
outside route on the side. He said one
of the professors wanted to go
into
partnership with him; which he did.
Todd said that they did well at
first
and eventually had 300 games (both pins and videos) in some 45
locations. In 1984, he told us, the business
"died" and they were getting
desperate.
In September 1984, Todd went on, while
looking at their old videos,
they
decided to try and sell to the public.
They set some games in front
of the
house with a sign reading "$100 AND UP". He said they sold many the
first
few days.
Todd then told us that he had no
complaints when he sold older videos
for
$100 each. He told us that they sold
one-third of the equipment from
their
route that weren't making money for them.
After that, Todd told us, they rented a
warehouse with a showroom for
public
sales in which they would put up about 30 games at one time. In
1987,
he continued, they moved to a larger location with 5,000 square feet
of area
in two buildings which they had filled with games.
At that point Todd started going through
the points in the hand-out he
had
previously given us. First, he told us,
you should give your business
a good
name. Next, Todd went on, you need a
showroom in a central
location. You should avoiding main roads, he added,
but your location
should
not be hard to find and should be in a safe neighborhood.
Todd next suggested laying out your
showroom like an arcade and also
thinking
about future expansion. He next
suggested that your business
hours
be easy to remember and that you be open four or five days a week (or
6 with
extra help).
It was next suggested that you have an
alternate use for your
showroom,
such as renting it out for private parties.
In that connection
Todd
suggested that you have a separate "food room" where food could be
served
at parties.
Todd then remarked that often games are
sold as the result of these
parties. He said he has rented to many adult parties
and that this extra
cash
sure helps, especially when game sales are down.
Todd next broached the subject of
advertising. First he said, "word
of
mouth" usually provides some potential customers. He next suggested
advertising
in the Yellow Pages under "Amusement Devices", or possibly
"Vending". Todd suggested large ads, which usually cost
about $35 per
month
per book. After remarking that color
ads don't pay, he suggested
having
a live person to answer your phone.
As far as newspaper classifieds were
concerned, Todd recommended once-
a-week
ads saying something like "Pinballs, Videos, Jukeboxes For Sale -
Call
For Free Catalog". He then added
that you might want to also say "We
Buy Old
Pinballs" in your ad.
Todd next talked about selling games at
shows. He suggested that you
get a
good cam-corder and make a video to display at your booth. He then
showed
a video he had made showing how they recondition their games before
selling
them.
The game used in the video was Gottlieb's
early solid-state pin JOKER
POKER. It first showed that game being checked
inside, illustrating
problems
that were discovered. It was then shown
how circuit boards were
removed
and their contact pins cleaned and the batteries replaced.
Following that the video showed the game's rubber rings and balls
being
replaced and the cleaning of the stainless steel front door and legs.
The use
of a "check list" for making sure everything was done was
illustrated.
After showing that the game was checked
to see if it had a good
instruction
card, the video ended showing the cleaning of the playfield
glass,
followed by a final check-out of the game.
As for the types of shows games could be
sold at, Todd suggested Mall
shows,
Computer Shows, Collectables Shows, and of course Pinball and
Jukebox
Shows. He then added that sometimes you
have to cut prices when
selling
at a show.
Todd next talked about the use of
advertising brochures. He began by
saying
that a good brochure, containing good color photos, helps to
establish
your credibility.
Todd then told us that an 8 page color
brochure costs about 21 cents
per
copy to print. He said they should
either be mailed out free to
potential
customers, or possibly you could ask for stamps. As far as
including
a price list, he told us this could often work against you.
The use of a computer to maintain files
was next discussed, Todd
suggesting
that it be used to maintain business files, including a list of
customers. He said you should maintain a record of game
sales versus
customer
to be used to promote "follow-up sales".
After telling us that a computer program to do this should cost about
$250,
Todd said sales records could be used if you
want to buy back a game
you
once sold if someone else wants it, or to offer a trade-in on a new
game. He then remarked that a Roll-A-Dex file can
also be used for a
"quick
response", especially for customers who frequently "trade up" to
later
games.
If
you send out catalogs, Todd told us, you should send them out once
a
year. He then suggested that they be
sent to people who have previously
purchased
a game and to those who ask for one.
Todd then suggested sending post cards to
people who haven't bought a
new
game for awhile. He said you could
possibly offer a free video game
with
the purchase of a pingame, adding you can give away videos that are
not
selling this way.
For old customers, Todd went on, you
could offer 75 percent of the
original
purchase price to trade in a previously purchased game for a new
one. He said this brings in quick cash plus the
old game for resale. He
then
suggested sending post cards to old customers offering a "tune-up"
for
their
game for 75 to 100 dollars.
Todd next commented on TV
advertising. As far as producing a TV
ad,
he said
that your local station can tell you who produces local
commercials. Todd told us it would possibly cost about
$3,000 to produce a
commercial. Cable TV channels, he went on, are usually
fairly cheap to
advertise
on - some charging as little as $10 for late night commercials.
Todd then played examples of his
commercials, including one for his
party
rentals. He then told us that for $500
he bought a "news spot" at 6
PM. He also told of in 1981 having a
"feature story" about his business
which
showed for 2 minutes on the 11 O-clock News.
Todd told us that that brought in many
customers, and that some people
still
remember it today. He then said that
you can put on a 15 to 30
minute
"info-mercial" to run six times a day for about $150.
Todd's next topic was rebuilding and
reconditioning of games. He said
you
should make sure a game is 100 percent working before trying to sell
it. He then remarked that some games you buy
can't be sold, these being
delegated
as "parts games".
Todd next presented a list of what should
be checked on each game.
First,
he said, is the head and cabinet which should be repainted or
touched-up
if necessary. He then remarked that
"Bond-O" can be used for
cabinet
repairing, adding that he will never paint a cabinet a "custom
color".
Next, Todd went on, are the playfields,
which, after being touched up
if
necessary, should be mylar sealed. Todd
then remarked that sometimes
you
have to combine two games to get one good one.
He said you should
always
ask yourself: "would you sell this game to your mom?"
Todd next told us that he puts a sticker
on all games he has sold. He
then
remarked that he always makes copies of a game's original instruction
cards
to put on it, keeping the original. He
then said that he "play
tests"
all games before he sells them, remarking that he almost always
finds
something bad.
The final subject of Todd's presentation
was that of service and
warranties. He began by telling us that the customer
always asks about
service. Todd told us that he normally gives a
"30 day warrantee" and
offers
an extended (2 year) warrantee for approximately $150 for his home
customers.
Todd went on to say that his warranties
did not cover "acts of God"
(such
as lightning) or broken glass - something like a homeowners policy.
At the
end of the second year, he told us, he usually offers a trade-in
plus a
2 year warrantee on the new game.
Todd then commented that he also offers a
"circuit board exchange"
service
for solid-state games where a customer could trade his bad logic
board
for a good one for $75, which he said seldom happens. Todd ended by
telling
us that you should always "service what you sell", provide timely
service
calls, and employ competent service people.
Finally he asked if we had any
questions? The only question asked was
if he
gave his customers the keys to their games?
Todd answered "no", but
said he
will provide a lock for $5. That ended
Todd's presentation.
DESIGN
A PINBALL MACHINE
As has happened at the past several
Expos, the next thing on the
program
was the do-it-yourself pingame design session.
Rob Berk introduced
this
year's host, Data East chief designer Joe Kaminkow.
Joe began by telling us that this year's
design session would be a
little
different than in previous years, saying it would give us a feel for
the
"creative design environment".
He then said we would be trying to
design
a pingame which would be marketable today.
Joe then told of Data East producing a
special pingame for TV producer
Aaron
Spelling's wife to give to her husband for his birthday. This game
we were
told cost $100,000. He then showed an 8
minute video, provided in
part by
the Spellings, showing comical "out takes" from the Love Boat TV
show
and from Tales From The Crypt (the theme of a future Data East game).
It was
quite entertaining.
At that point Joe passed out candies,
which he called "fire balls", to
the
audience. He then remarked that they
were what he called "designer
foods"
which he said also included fast food chicken, pretzels, pizza, and
Chinese
take out. He said the boys at Data East
ate much of that kind of
food
during the long hours it took to design their hit pingame JURASSIC
PARK.
On the subject of design, Joe told us
that there was no such thing as
a bad
idea. He then commented that you can
never say something can't be
done,
adding, "look at putting a man on the moon!"
Joe then told us that games must satisfy
many levels of players;
appealing
to the general population, if possible.
He then remarked that in
game
design a "straight edge" is an important tool, being used to judge
certain
shots.
At that point the "audience
participation design" began. Joe
had
people
from the audience suggest themes for the proposed game and then vote
on
them. The winning theme turned out to
be "Joey Buttafuco". The
closest
runners-up
included: cows (oh yeah!), The Titanic, crash dummies, and Space
Balls.
We were next asked to choose a
"gadget" (or gimmick) for our game.
The
winner was a "revolver".
Other suggested gadgets included: body shop,
talk
show set, gavel, and a TV monitor.
When we then voted to have four
"thumper bumpers" on the game, Joe
remarked
that the best action in a pingame is "pop-bumper to rubber". We
then
voted on the number of balls in the "multi-ball feature". Three were
chosen,
representing Joey, Amy, and Mary Jo.
Joe next said that we had to choose our
game's "rules and special
features". It was first decided to load the
"revolver" (a "six-shooter")
with
three balls. Next it was decided to use
targets to represent
"evidence"
in the trial, the first ball being able to "enhance the
evidence"
by hitting a certain target.
An idea was next presented to allow the
player to select "who he is"
(Joey,
Amy, or Mary Jo) at the start of the game.
After that Joe passed
out
some more "designer food", this time it was pretzels.
At that point Joe called up an artist
from the audience to sketch the
backglass
for the game, remarking "at Data East everybody works on a
project". He then put up a large pad on an easel for
the playfield sketch,
bringing
up people from the audience to draw various items on it.
It was then decided that the game would
have four flippers; they were
then
drawn on the sketch. Four lanes were
next drawn at the top of the
field,
labeled "B-U-T-T". The three
pop-bumpers (representing Joey, Amy,
and
Mary Jo) were also added to the playfield drawing.
After adding the gun (with bullets) to
the field sketch, ramps were
shown. Pingame Journal publisher Jim Schelberg then
drew in the target
banks. The finished playfield drawing was then
displayed, as well as the
great
backglass drawing done by the artist from the audience, which
received
a hugh round of applause.
Joe next showed a short promotional video
for the current Broadway hit
musical
"Tommy", the famous pin-related production. After that Joe made
the
statement "remember - all designers in the past thought each game they
did was
the hardest thing they ever did."
Joe finished the session with a couple final comments. He told us
that
there have been big changes at Data East since their inception in
1986. Every designer, he finally commented, puts
his heart and soul into
his
games.
Well, that's all for this time. In the next issue I'll finish my
coverage
of Pinball Expo '93, including the last lengthy seminar "Pinball
History,
Art, and Technology", and coverage of the coin machine auction,
the
banquet, and the great exhibit hall (including a list of all the
pingames
there) - so stay tuned!