PINBALL EXPO '95 (PART 1)
(The year of
SUNSHINE)
by Russ Jensen
Well, for the eleventh year in a row
pinball fans from all over the
country,
and other countries as well, were treated to the "king of all
pinball
shows" the Pinball Expo. I have
been lucky enough to attend all of
the
past shows, but this year for awhile I was unsure whether I could attend.
In the past there has usually been some
sort of airline "fare war"
around
Expo time, but this year no such luck.
Also, the price of admission
to the
show, and the room rates at the Ramada O'Hare where show is held, have
been
constantly increasing (each close to $100 now - in fact the hotel room
plus
tax is slightly over that amount). On
top of that the length of the
show
has also increased in the past couple years.
That requires a five night
stay at
the hotel if you want to participate in all Expo events.
I had just about decided I could not
really afford to go this year when
two
things happened. First, my wife won a
good amount at bingo about a month
before
the show and offered to give me $200 to help with my air fare. And,
at
about the same time, my friend Sam Harvey paid me in advance for something
he was
going to buy from me because he had heard that I might not be going to
the
show. Using this money, plus a $25 air
fare discount certificate
(resulting
from a past air fare fixing class action lawsuit) I was able to
buy my
plane ticket for about $50 additional funds.
I still had to dip into
my
savings to pay for my share of the room and food, however, but I decided
to do
it one more time.
Before actually buying my ticket and
making hotel reservations I
verified
with my Expo roommate for the past several years, John Cassidy, that
he
would again share the expensive hotel room with me. After verifying that,
I
purchased my airline ticket, and a few days later made our room
reservations.
Early the morning before the show,
Wednesday October 25, 1995, my
daughter
Cheri drove me to the Hollywood/Burbank airport in time for my 6 AM
flight. I had to change planes in San Francisco but
the trip was uneventful.
When I
arrived at O'Hare airport I took the hotel bus to the Ramada O'Hare
arriving
around 4 PM.
When checking into the hotel I was told
that my roommate had arrived
earlier
that day, but when I got to the room he was not there. I had dinner
alone
and went back to the room to watch TV.
Later that evening my roommate
came
back to the room and later we had dessert with a couple other friends.
PLANT
TOUR
Thursday morning (the first day of Expo
events) we had breakfast and
then
picked up our show registration packets.
A little while later we all
boarded
busses (actually old school busses - and on the day after the tragic
Chicago
area train/school bus accident) for the first Expo event, a tour of
the
Lenc-Smith manufacturing plant where cabinets and playfields were made
for
Williams and Bally games.
While riding the bus I sat with a young
man from Philadelphia who told -
me one
of the games he owned was a Williams FRESHIE made in 1947. I told him
that
there were three sets of initials (in "lover's hearts" on a picket
fence
in the
backglass art) which were the initials of three of the factory "big
shots"
and their wives, or in one case a daughter.
While telling him whose
initials
these were I discovered that I had forgotten one of them. I tried
several
times during the show to get that information, but I'm still trying.
When we arrived at the plant we were
ushered inside and told that
everyone
would have to wear "safety glasses" during the tour which we were
then
issued. Since we had to break up into
several tour groups, those who
had to
wait a few minutes were allowed to play some new pingames which were
in the
"staging area".
The guide for the group I was in
introduced himself as Joe and we began
our
tour. The first place we were shown was
an area where new wood (which
came in
from a receiving dock) was stored and which would be used to make the
various
game (both pinball and video) cabinets and pinball playfields. After
going
through an area where plywood was sawed to the proper size, we went
into a
cabinet assembly area. Our guide told
us that the assembly of
electronic
parts was done at another plant in Waukegan, Illinois.
Our guide then told us that 3/4 inch
plywood was used for the cabinets,
which
was first primered. After that, we saw
the cabinet artwork being
screened
onto the cabinet sides by large machines made by a foreign
manufacturer
called Sveci. We were then told that an
ultra-violet "curing"
process
was used on video game cabinets, but not on pinballs. The cabinets
were
then dried in ovens overnight. We were
also shown the actual silk
screens
which were used.
After being told that the general flow of
work was toward the back of
the
plant, we were taken to the milling department. This was where the edges
of
wooden parts were processed. We were
next shown the Shoda numerical
control
machines which were used to cut all holes in the playfields
automatically,
including the cut-outs on the edges. We
next saw how the
plastic
"inserts" are put into the playfields and glued. A "Y-Belt" sander
was
then used to "level" the plastic inserts to the level of the
playfield.
We were
told this process was so accurate that only about one percent of the
inserts
had to be replaced because they were not level.
Next we went through a video game cabinet
assembly area. We saw how
the
parts of the cabinet were pressed together and glued. We were then shown
a
"boring machine" which made the holes for bolts as needed. The cabinets
were
then sprayed and cleaned.
Our guide told us that the pinball
backboxes were made in a similar
fashion
to the cabinets in another area of the factory, and that sometimes
decals
were used on the backboxes instead of ink spraying. We were also told
about
the "sawdust collectors" on the roof of the plant.
When he was asked if they ever went back
into production on a previous
game,
our guide answered that this occasionally happens, but that it was
almost
the same as starting up for a new game.
He then remarked that they
always
used real wood, and that the wooden components were the cheapest part
of a
game. The last thing our guide told us
was that they also made cabinets
for
"shuffle alleys". As we left
the plant we were offered "gifts" of game
posters
and a small bag of plastic flipper buttons.
Once outside the plant we had to wait a
half-hour or more for our busses
to
return. During that time I visited with
several of the other Expo
attendees. When our bus returned we were taken back to
the hotel where we
had
lunch and waited for the next Expo event which was scheduled for 2:30.
THE
HARVEY HEISS VIDEO
One of the great old-timers who appeared
at several of the first Expos
was
long-time Genco designer Harvey Heiss (one of my favorite Expo
presenters). For the past several years Harvey's health
has been such that
it was
impossible for him to make the trip to Chicago from his retirement
home in
Florida. Sometime during the past year,
however, Expo producer Rob
Berk
had traveled to Florida and interviewed Harvey on video tape.
After everyone had assembled Rob
introduced his presentation which he
said
was something he had wanted to do for some time. He first told us of
Harvey's
ill health, remarking that he was somewhere between 85 and 87 years
old
now. Rob then introduced Harvey's old
friend and Genco co-worker Steve
Kordek
which drew a round of applause.
Steve began by remarking that his
experience working at Genco with
Harvey
initiated him into the pinball business.
Prior to working in the
industry
Steve told us that he had been in the Forrest Service. After
working
in forestry for several years, he was asked to attend a special
school
in Idaho. Steve said he really didn't
want to go to Idaho so he went
to
Chicago to visit relatives and look for another job. This was in April
1937,
he continued, and then told of ducking into a doorway to get out of the
rain
and ending up working at Genco.
Steve then told us that when he ducked
into Genco's doorway a lady asked
him if
he was looking for a job, when she found out he could do soldering he
was
given a job on the assembly line. Steve
then commented that he had a
background
in electricity and after a month or so this allowed him to
transfer
into Engineering to work under Harvey.
From Harvey, Steve told us,
he
learned all about pinball design, including playfield layout, and also how
to
design "conservatively". He
then remarked that Harvey had been with the
company
since 1928 and has never been given the credit he deserves.
Steve then told a little more about
Harvey's early accomplishments. He
said
that as soon as pinballs started "coming in" Harvey started designing
them. In 1934, he went on, Harvey designed a game
called SPIT FIRE (one of
which
we were told was in the Exhibit Hall) which used two "wire forms" on
it's
playfield - similar to those used in modern machines.
Finally, Steve said he was really looking
forward to seeing the video,
adding
that he had no idea what Harvey was going to say. He then said that
he
would have more comments after the tape was played. At that point Rob
Berk
said he hoped we all would enjoy the video, quipping that it was "G-
rated". Rob then started the tape.
Rob Berk began the taped interview by
saying that they were in Harvey's
home. He then asked Harvey to tell of his history
in the pingame industry
from
the 1930's through the late 1950's when he left Genco and went to
Florida? Rob then asked Harvey where he wanted to
start?
Harvey began by telling of working in a
combination machine shop,
foundry,
and dye works beginning in the late 1920's, working there for eight
years
during which time he said he "did everything". Rob then interrupted,
telling
Harvey that he wanted him to start when he went to work at the Genco
factory.
Harvey then told how a man from Genco
came to the foundry to get them to
make
some parts, etc., for the "novelty games" they were building. One day,
he went
on, he was asked to come to Genco and show them how they could use
dyes,
etc., in the fabrication of their products.
At that time, Harvey then
told
us, Genco was making "counter games" such as the upright game SPIRAL
GOLF in
which he participated in the design.
Harvey then said that he also
designed
other counter games. When they later
expanded their plant, he told
us,
they hired him full time.
Rob Berk then asked Harvey what his job
was when he was first hired at
Genco? Harvey answered that it was designing games
- first counter games,
then
pingames. When Rob then asked Harvey if
he was Genco's first pingame
designer,
he answered that he was. Harvey was
then asked by Rob if he also
designed
baseball games, gun games, etc., while he worked for Genco? He
answered
"yes, anything in their line, even 'roll-downs' later on", adding
that
pinball was his specialty.
At that point Harvey commented that he
designed the first pingame to use
steel
vice glass balls. He then told of
designing Genco's SILVER CUP in 1933
which
had a simple "score totalizer" and was the first pingame to use
castings,
an idea stemming from his foundry background.
The next of his
early
games Harvey mentioned was PONTIAC, which came out the next year, and
which
he said was similar to SILVER CUP, but employing larger castings.
Harvey
then told how on that game the ball went completely around the
playfield
before entering into play.
Harvey said that a little later he
started using "plastics" and "rubber
bands",
and later batteries to operate simple action devices. At that point
he
started talking about electrically operated pingames. We were then told
by
Harvey that in the mid-1930's the industry "went electric", first
using
batteries,
then "house current". He then
told us that Genco was the only
company
to stick to D.C. operation of action components. When World War II
came,
Harvey then remarked, Genco games were the most in demand because of
their
use of D.C..
When the plant ceased pingame production
because of the "wartime ban",
Harvey
told us that two brothers who had worked on their assembly line
started
gathering up Genco pingames and "converting" them into new games in
a
factory about a half-block away. At
night during the war years Harvey said
he
would help the boys out in their endeavor.
Harvey then told us that in doing the
"conversion" they would remove
everything
from the playfield, scrape off the paint, and repaint with new
artwork. He then commented that they used the same
artist, famed pingame
artist
Roy Parker, to do the new art. When
finished, Harvey then commented,
the
games "looked like new".
After telling us that the boys "saved every
part
they could get their hands on from the Genco games", Harvey added that
he
couldn't remember what happened to those boys after the war.
Going back to the start of the wartime
ban, Harvey told us that the
plant
closed on a Friday night and by Monday everyone was out of work. But,
he
continued, since the bosses knew quite a bit about "electrical work"
it
was
fairly easy for them to get into "war work". Harvey then remarked "I
never
will forget one job we had during the war!"
Harvey then told us that one of the big
electrical companies was having
trouble
with a Government contract they held to produce a 175 foot long
complex
radio "aerial" which was made up of seven sections (connected
together
using connectors), each for a different frequency. He told us that
their
company was delivered seven truckloads of "junk" (Government
"rejects")
and
asked to fix them.
Harvey proceeded to tell how he
accomplished the task. He said he had
each
section more precisely measured by laying them out between pegs on a
table. Using this technique resulted, Harvey told
us, in no more than a 2
inch
error in the total 175 foot length. He
then remarked that the engineers
from
the company who originally made them were amazed that he could achieve
that
accuracy!
We were then told about the assembly line
Harvey set up to do the task.
Harvey
said it consisted of seven "stations". When the girl at a station
finished
her task she would press a buzzer to signal the girl at the next
station
to take the item for the next step. He
said that the girls speeded
up
their work a great deal after practice.
Harvey then told us that when it looked
like the war was coming to an
end he
would secretly sneak into the factory
stock room and start working on
"roll-down"
games which used wooden balls. He then
named three of those
games
which they started producing when the war ended: TOTAL ROLL, BINGO
ROLL,
and ADVANCE ROLL.
Harvey then told us that one of the
Gensberg brothers (owners of Genco)
was in
California at that time and was friends with Howard Hughes. He then
remarked
that right after the war it was very hard to get lumber. But, due
to this
friendship, Howard Hughes gave Genco left over mahogany lumber from
his
famous "Spruce Goose" project to use in making cabinets for their
"roll-
down"
games. This wood, Harvey continued, was
loaded onto an airplane in
California
and flown to Chicago and then off-loaded onto trucks and taken to
the
Genco factory, and eventually to the cabinet companies who did their
cabinet
fabrication. The plane, he then told
us, went back to California to
get
more wood.
When Genco was again allowed to make
games after the war, Harvey told us
that
they were the first company to get games on the market! Harvey next
described
their roll-down game ADVANCE ROLL. He
told us that the playfield
had a
"bingo hole" layout, and when you rolled the wooden ball to the back
of
the
field (and missed all the holes) there had to be a way to kick the ball
back
toward the front of the game. To
accomplish this, Harvey went on, he
used a
solenoid powered bar to push the ball back which was energized by the
player
pushing a button. This, he then
remarked, was "really the first
flipper",
but pinball historians don't credit him for that, giving credit
instead
to Harry Mabs and Gottlieb's HUMPTY DUMPTY, which he said came out
two
years later.
At that point Rob Berk asked Harvey to
tell how Steve Kordek came to
work at
Genco? Harvey said he could not
remember which game they were making
at that
time, but that Steve was out of work with the "corps" (Forestry
Service)
and looking for a job. Harvey continued
with the story, telling how
Steve
stepped into the doorway at Genco to get out of the rain, and when Dave
Gensberg
found out he was looking for a job he hired him. Harvey then said
that
Steve began working on the assembly line, but when he got to know all of
the
parts of a game he took him into the "designing room".
Rob Berk then asked Harvey "were you
the designer there, and Steve
worked
for you? When Harvey answered
"yes", Rob asked him if there were any
other
designers at Genco at that time? Harvey
answered that there was one
fellow
whose name he could not remember. He
then told us that that fellow
tried
to use A.C. in his designs, his first game being a failure because of
that. Harvey then commented that they stuck to
D.C. at Genco because it was
"smooth
current". A.C., he went on, was
"hard" on components such as
kickers,
flippers, etc., adding that each year better selenium rectifiers
became
available.
Rob Berk next asked Harvey what he did
after he left Genco in the mid-
1950's? Harvey answered that he went to work for a
fellow named Bert Lane
who had
been an East Coast distributor for Genco.
He then told the story of
how
that happened.
Harvey said that he hadn't taken a
vacation during his last four years
at
Genco, and finally decided to go to Florida for a visit. While there, he
continued,
he looked up Bert Lane who took him to see his plant. At that
time,
Harvey then told us, Bert had an order to produce 1000 5-horse Merry-
Go-Rounds. Bert then offered Harvey a job. Harvey said that he went back to
Genco
and quit after 22 years! Harvey then
commented that he was glad to get
out as
things at Genco were beginning to get "rough" at the time. He then
told
how Steve Kordek later quit Genco and eventually got jobs for himself
and
three fellow employees with another outfit.
At that point Rob asked Harvey to tell
about "PEPPY THE CLOWN"? Harvey
said
that he started with Bert Lane designing "bumper pool tables" at
first,
but
Bert wanted to get into "arcade equipment". Harvey then said he designed
a
"digger" (truck and crane game) which they sold to Williams. He then told
us that
this resulted in him going to Williams in Chicago to help them put it
into
production. When he got there, Harvey
went on, Williams had made
changes
to his original design. He then said
that the same thing happened
with
PEPPY.
We were then told that Harvey's original
design for PEPPY THE CLOWN
employed
pneumatic devices, resulting in eight possible movements of the
"puppet". He said that Williams changed it to use
electro-magnets instead,
which
resulted in jerkier movements of the puppet, but he said the game was
a
success in spite of that! When Rob then
asked who came up with the name
PEPPY
THE CLOWN, Harvey answered it was he.
Rob next asked Harvey if he had
anything
else to share with the Pinball Expo audience?
Harvey replied that
he
couldn't think of anything right then.
It sounded like that was going to be all,
but Harvey all of a sudden
began
talking again. He then told us that he
had lots of fun designing games
and
everything, adding that it was nothing in those days for him to get up at
2 AM
with an idea for a game, it being easier to concentrate then.
Harvey then told us that they made their
own electrical components
(relays,
etc.) at Genco, many of which he himself designed. He then said
that
when a relay started causing problems they would often ask him to look
into
it.
It was often the manufacturing machinery
(punch presses, etc) that was
the
source of the problem Harvey then told us.
He said that he would usually
clean
the equipment thoroughly because grease on it would get into the relay
points
and cause the relay to malfunction after awhile. Harvey then remarked
that
people would think he was "crazy" to clean the equipment to solve a
relay
problem, but that this was just part of the knowledge he accumulated
over
the years that others just didn't understand.
Rob Berk then asked Harvey if he was
involved in naming the games he
designed? Harvey answered "most of the time,
yes", adding that often the
name
came first, then the design. Rob then
asked who did the artwork for
Harvey's
games?
Harvey answered that it was generally Roy
Parker who worked for a
company
called "Reproductions" that also did art for Gottlieb. He then told
us that
Roy also did the art for the "conversions" done during the war by the
"boys"
he had previously mentioned.
"Another thing", Harvey then remarked,
"I
was making $35/day at Genco during the
war and working for the 'boys' at
night". He then told us that a lawyer who
represented those boys was also
associated
with the Dormeyer Company, the well-known kitchen equipment
manufacturer.
The lawyer, Harvey continued, told some
people at Dormeyer about his
designing
prowess and he was given an interview at the company. Harvey then
told us
that he always read FORTUNE magazine in those days, and had read an
article
regarding a new type of gear design. He
then began telling about his
interview
at Dormeyer.
Harvey told us that all during his
interview the interviewer had
something
in his hand which he was constantly rubbing.
When the interview
was
about over, Harvey continued, the man handed the item to him and it was
a
gear. As soon as the gear was handed to
him Harvey said he could tell it
was the
same type he had previously read about in FORTUNE. He then said he
told
his interviewer exactly how it was fabricated by "stamping" rather
than
"machining". After that, Harvey then told us, the man
stood there with his
mouth
open. They were planning to use it in
their products Harvey said. He
then
told us that the man told him "you're hired! Report for work on
Monday!"
Harvey said that he then went to Genco
and told them he would be
quitting
in two weeks, and that the bosses told him "no, you can't go, you're
like
part of the family!" He then said
that when he was packing up his
things
to leave Dave Gensberg, who had been in California, came to the plant
for a
meeting. At that meeting, Harvey then
told us, the Gensberg brothers
got
together and decided to offer to double his salary if he would stay.
Harvey
said "that did it!" He then
told us that he had never told that story
to
anyone before.
When Rob Berk again tried to end the
interview, Harvey again said he had
"another
thing" he wanted to tell about. He
then started talking of the coin
machine
conventions in the past, saying that he always had a new game in
production
when convention time came around. Other
companies, he went on,
took
orders for new games at the show and then went into production
afterwards.
Rob Berk then ended the interview by
wishing Harvey "all the best".
When the tape ended Steve Kordek came
back up. After remarking that it
was
nice to hear Harvey again, he then joked that Harvey was older than him
and was
certainly his "inspiration".
Steve then told us that he wanted to
comment
on several "items" covered on the video.
First, Steve said, was that the 1934 SPIT
FIRE game also used metal
"castings". Next he said that he wanted to say a little
about the conversion
of most
pingames from D.C. (battery) power to A.C..
Steve told us that at
Genco
they never went to A.C. operated "action components", but continued
using
D.C. through the use of selenium rectifiers.
He said that Genco was
the
only company to do that. One of the
reasons for using D.C. Steve told us
was
that they could control a relay's "drop-out delay" easily.
Steve next reitterateded what Harvey had
said about Genco during "the
war
years". He said that Harvey was
indeed involved in redesigning radio
antennas
for Army Ordinance when the original contractor had problems getting
their
products accepted by the Government.
Steve said that Harvey found out
that
the problem had to do with maintaining length tolerances of each section
of the
antenna. He then told how Harvey used
pegs on a table to mark the
proper
length required for each section.
The next item Steve discussed was the
production of "roll-down" games at
Genco
after the war. He said that the company
just couldn't produce them
fast
enough and that they had three cabinet companies (two in Chicago and one
in
Wisconsin) making the cabinets. Steve
then confirmed the fact that Howard
Hughes
provided lumber which he had left over from his "Spruce Goose"
project.
Steve's next subject was the end of
Genco. He said that the three
Gensberg
brothers who owned the company made much money selling pinballs over
the
years. But in the early 1950's, he went
on, they decided to go into
another
area and with two other people went to Las Vegas and build that
city's
first "high rise" hotel/casino, The Riviera. Steve then commented
that
this caused the brothers' interest in Genco to wane and they let some of
their
relatives who worked for Chicago Coin (which was owned by another
Gensberg
brother) take over Genco. This, Steve
then told us, caused problems
at
Genco because the new people were not familiar with the way the company
worked.
We were next told by Steve that at about
that time Harvey told him he
was
going to quit Genco ("leave the sinking ship"), but that he himself
decided
to stay until the company closed. When
he finally left, Steve then
told
us, he had three good friends who also needed jobs - a mechanical
engineer,
an electrical engineer, and a "production man".
We were then told that Steve tried to get
all of them a job at the same
place. He said he first went to Seeberg with no
luck, and then to his friend
Lyn
Durrant at United who said his company was having some problems and could
not
hire the other guys. Steve said he
decided to "pass". Finally,
Steve
told
us, he went to see his old friend Bill O'Donnell at Bally. After
telling
Bill he had to have jobs for all four of them, Bill said "OK" and
they
were hired.
Steve then told us of how several years
later designer Harry Mabs (the
inventor
of the flipper) was retiring from Williams, and company president
Sam
Stern needed a new chief designer and offered Steve the job at a very
good
salary. When Steve then told Bill
O'Donnell he wanted to leave, he said
that
Bill told him "OK, but the other three have to stay". He then commented
that
the other guys retired from Bally many years later.
Steve's final story about Harvey dealt
with Harvey's boat. He said that
when
Harvey was single he owned a sailboat, and that he enjoyed sailing with
Harvey. In the Fall, Steve went on, Harvey would
remove the mast from his
boat
and tie it on top of his Oldsmobile convertible - it hanging over by 20
feet at
each end of the car - so he could transport it to the plant to
refinish
it during the Winter. Steve then said
that the people at the plant
jokingly
threatened to cut it in two.
Steve then reiterated that Harvey has
never been given credit for all he
has
done for the industry, adding that maybe someday someone would start a
museum
of Harvey's games. He then asked if
anyone had any questions?
The first question asked was who were the
two guys Harvey said in the
video
were doing "conversions" of pingames during World War II? When Steve
answered
that he thought one of their names started with "P", someone in the
audience
suggested that they might have been an outfit called "P and S".
The next question was what was the last Genco
pingame? Steve said he
couldn't
remember, but he thought it was made in either 1957 or 1958.
(AUTHOR'S
NOTE: The game appears to have been
SHOW BOAT in late 1957).
Someone
next asked about Genco's award winning game SCREWBALL which came out
in 1948? Steve said it was designed by Harvey and was
the first pingame
without
either pop-bumpers or targets, just having "rebounds". He then told
us that
that game made much money.
At that point Steve told everyone that he
had been in the industry for
58
years and that he reused the names of some of the earlier Genco games on
games
he later designed for Williams. He then
commented that he came to
Williams
(where he still works) in February 1960 and designed games for them
for
eight or nine years before going into management.
Finally, someone asked Steve what his
favorite pingame theme was? He
replied
that it was probably "space", mentioning his FRIENDSHIP 7 and SPACE
MISSION
games, the latter he said breaking all production records up to that
time. Steve's last comment was that he would love
to get involved in the
programming
of pingames. That ended the afternoon
session.
"BUMPER
BLAST" AND INTERNET GET-TOGETHER
This year there was a new added event for
Expo attendees who wanted to
stay up
late. It was an informal get-together
which they called "The Bumper
Blast"
which was scheduled to start at 11:30 PM.
It was sort of an informal
'party'
with light snacks and also included an opportunity for all interested
parties
to take a peek at the pinball activity on the "INTERNET" world-wide
computer
network.
In order to allow people to see what was
going on in "cyber-space", a
computer
linked to the Internet was connected to two large monitors at the
front
of the hall. I myself am a
"computer person" but as yet have not gone
"on-line",
but I have always been curious about Internet so was looking
forward
to this little show. I was seated next
to my good "Expo buddy" John
Campbell
from West Virginia who has been active in cyber-space for quite some
time. He was very helpful in explaining to me what
was going on during this
event.
The "Internet tour" was
conducted by Dave Marston from Connecticut, a
long-time
pinball-computer activist. Dave
explained to everyone what was
going
on. Another pin/computer person, Greg
Dunlap, operated the computer
sort of
"behind the scene". After
logging onto Internet the first thing we
went to
was a list of pinball flyers which could be viewed. From that list
one
flyer, that for Williams' recent pin NO FEAR, was "downloaded" into
our
computer
for viewing.
Next we went to an area which contained a
database of pingame serial
numbers
owned by different Internet users.
After selecting a particular
game, the
serial numbers of that machine were viewed.
We were next shown how
you
could count how many serials for a game were contributed by Internet
users
in each country.
We next went to the "home page"
of Expo visitor and presenter Ferderico
Croci from
Italy (yes, we were then actually receiving information from a
computer
overseas!). After seeing that Ferderico
had graphics from his
favorite
pingames available for viewing, we looked at his list of "favorite
links"
to other's "pages". Using this
we linked into the home page of
Chicago
pingame designer John Popaduk. At that
point Dave Marston told us
that
members of the "Serial Number Working Group" were having a meeting in
the
corner of the room while the presentation was going on. We then went
back to
Federico's page and looked at some information on Bally's BOOT-A-BALL
which
was made solely for Italian export in 1967.
After that we got into a pinball database
and did a search for all
Williams
pins put out in 1980. The information
which came up listed the
theme
of each game, who did the artwork, and where pictures of the game were
available.
After bringing up an area which contained
graphics of drop-target
decals,
we went to a listing of pin designer Steve Ritchie's favorite games.
Then we
went to the page of the newest pingame manufacturer, Capcom, which
contained
publicity on their first game PINBALL MAGIC, which included a list
of
graphic images of different parts of the game which could be viewed.
Following that, we logged onto the home
page of someone known on the Net
as
"The Pinball Wizard". From
there we linked into a page containing
information
on the PAPA pinball tournament held annually in New York City, as
well as
information on other tournaments around the country. At that point
Dave
Marston made the comment that sometimes when you attempt to access an
Internet
"page" you might get a message saying "page under
construction". We
then
logged onto a page containing information on last year's Pinball Expo,
which
even included a map of the Exhibit Hall floor.
After looking at a transcript of an
on-line "chat" previously held with
pin
designer Steve Ritchie, Rob Berk said that a representative of the new
company,
Capcom, wanted to say a few words. The
gentleman's name was David
Poole. David first told of their "home
page" which we had viewed earlier,
saying
that they would appreciate "feedback" from any Internet user. He then
told of
problems they had getting playfield detail information "on-line".
After
remarking that game "test locations" used to be secret, but now they
are
disclosed on the Internet, he ended by telling us that their company
would
try to give Net users an "early look" at forthcoming games.
At that point Dave Marston made a few
remarks. First he told us that at
the
present time there is no information on Sega games on the Net. Then he
remarked
that pingame "sounds" are sometimes on the Net. He then told us
that we
would do a little more "cruising".
We next looked at an area showing
pingames for sale which offered a
Bally
TWILIGHT ZONE, giving the Internet "address" of the seller, etc. We
then
looked at an area showing pins wanted by users, one of which was
Williams'
STAR TREK - THE NEXT GENERATION which was wanted by three different
people.
After looking at information regarding
the current Expo, we viewed an
image
of the 'whitewood' prototype of Bally's INDIANAPOLIS 500 which Dave
told us
had been "uploaded" to the Net from a "digital
camera". After that
we
looked at a "tech info" area and saw a question submitted by a user
concerning
pingame sound board problems.
The last thing done on the Net was that
the computer operator started
writing
an "on-line" article concerning what was happening that night. After
that he
logged off of the Net. That ended the
evening's entertainment.
OPENING
REMARKS
Friday morning around 8:45 we all
gathered in the lecture hall for the
start
of the annual Expo seminars. The
proceedings began with the Opening
Remarks
by Expo co-producers Rob Berk and Mike Pacak.
Rob first got up and welcomed us all to
the eleventh edition of Pinball
Expo. He then announced a small change to the
seminar program, saying that
at 1 PM
a video would be shown made by an English design student showing how
he
designed and built a new game using parts from an existing pingame. After
that he
announced a "Fireside Chat" with game designers Norm Clark, Steve
Kordek,
and Wendall McAdams scheduled for that evening.
After asking for a show of hands of how
many wanted fish for the banquet
dinner,
Rob said that this year's Charity Auction would be a little different
than
last year. He told us that anyone could
attend or donate; not only
those
who eat at the banquet. After reminding
us of the designers, artists,
and
authors autograph session on Saturday afternoon, Rob gave some scheduling
information
regarding the "Flip-Out" pinball tournament which is held in
conjunction
with each year's show. Rob then told us
that the plant we toured
the
previous day could produce custom-made wooden pinball legs at a cost of
$20
each.
Expo Exhibit Hall Chairman Mike Pacak
then came up on stage and again
welcomed
all to the show. He then commented that
he never thought years ago
that
the Expo would continue for this many years!
After telling us that
lunch
would be available in the lobby area near the Exhibit Hall at noon,
Mike
reminded us of the game auction to be held on Saturday. He then told us
that
(like last year) the Exhibit Hall would be open all night both Friday
and
Saturday nights.
Finally, Mike asked for a show of hands
to determine if next year's
banquet
should be as in the past or served buffet style? The vote appeared
to be
almost even. That ended the Opening
Remarks.
THE
MOST COLLECTABLE PINBALL MACHINES
Rob Berk then came back up to introduce
the first seminar speaker Dick
Bueschel
to do his presentation "The Most Collectable Pinball Machines (of
the
Last 10 Years)". Rob described
Dick as "an advocate of all coin-ops" and
"the
historian of pinball".
Dick began by commenting on the Expo
being up to it's eleventh year, but
saying
that probably the second show paid for the first, etc.. He then
started
telling of his projected series of 10 books covering pinball's
history,
as well as illustrating/describing 1000 collectable pingames
covering
all eras of pin production. Dick then
joked that he would probably
be
editing the tenth book "on his death bed".
After remarking that slot collectors
collect primarily because of
historical
interest, but pinball collectors are also players, Dick said there
were
several things he wanted to do that morning.
He then made the comment
that
"the best pin ever" to most people is one they played as a kid, and
that
for
this reason it is hard to get a group of pin fans to decide on "the 100
best".
Dick then told of asking several people
(including this author) a few
years
ago to each nominate "100 most collectable pinball machines". As a
result
he said that Steve Young, Gordon Hasse, John Fetterman, and yours
truly
each came up with their lists. Rob
Hawkins, Dick went on, came up with
only
78, and a fellow named Bill Triola named 25 plus 9 more of "special
historical
significance". From these Dick
said he compiled a final list of
some
333 pingames.
We were then told by Dick that he tried
to "weigh" this list by using
only
those games which received more than one vote.
This, he said, pared the
list
down to 104. What was missing in that
list, Dick then commented, were
games
manufactured in the past 10 years. At
that point he passed out to the
audience
copies of his 104 game list which indicated how many votes each game
had
received.
Dick next asked how many in the audience
had computers, and a majority
of us
indicated that we did. Then he started
through the list he had just
passed
out, making a few comments as he went concerning the games which got
the
most votes. After again commenting that
what was missing was the last
ten
years, Dick remarked that most people think that he personally only likes
pingames
from the 1930's. But, Dick told us,
what he likes is "the ones I'm
currently
working on."
At that point Dick asked people in the
audience to nominate candidates
for the
best pingames of the past ten years, and why they thought they were?
The
first game chosen was Williams' 1984 game SPACE SHUTTLE which was the
game
that "brought pinball back".
Next came HIGH SPEED from the same
manufacturer
in 1986 which was said to have ramps, etc., like most of the
later
games. Also, it was pointed out, it was
the first pin with a "flash-
lamp
dome", and also was "fun to play".
The next nominations included: Bally ADDAMS FAMILY (1991) - had a
record
production run; Bally ELVIRA (1989) - good graphics, etc.; Williams
FUN
HOUSE (1990) - talking head and 2nd plunger; Williams BANZAI RUN (1988) -
vertical game in backbox; Williams FLASH (1979)
- "wire forms" and "light
show";
Williams BLACK KNIGHT (1980) - two level playfield and "magna save";
Bally
EIGHT BALL DELUXE (1980) - memory and good drop-targets; and Williams
GORGAR
(1979) - first game with speech.
Further nominations included: Bally
HARLEY DAVIDSON (1991) - low
production
and went up in value because was collectable by cyclists; Stern
ORIBITOR
(1982) - wavy playfield; Williams CYCLONE (1988) - only game of that
era
without multi-ball; Williams PIN BOT (1986) - good "integrated
design"
plus
spawned two "follow-ons"; Williams SWORDS OF FURY (1988) - last
reasonably
difficult game; Williams TAXI (1988) - translated skill into
difficulty,
also Marilyn Monroe on early glasses; Bally FLASH GORDON (1980) -
digitized sound related to movie; Bally
BLACKWATER 100 (1988) - last "Bally
Bally";
Bally XENON (1979) - first female voice; and Gottlieb DIAMOND LADY
(1988)
- first designed by a pinball fan/player (Jon Norris).
Other games named, but without comments,
were: Williams TERMINATOR II
(1991),
Data East CHECKPOINT (1991), Bally CENTAUR (1981), Gottlieb HAUNTED
HOUSE
(1982); Gottlieb BLACK HOLE (1981), Williams COMET (1985), Williams
WHITEWATER
(1992), Williams EARTHSHAKER (1989), and Data East JURASSIC PARK
(1993).
A final vote was then taken from a pared
down version of the original
list
(based on the previous vote). The top
five games chosen (from 1st to
5th)
were: Bally ADDAMS FAMILY (1991) - 37 votes; Bally EIGHT BALL DELUXE
(1980)
- 23 votes; Bally TWILIGHT ZONE (1993) - 21 votes; Williams FUN HOUSE
(1990)
- 19 votes; and Williams BLACK KNIGHT (1980) - 14 votes.
After the final results were tabulated
Dick said we should look to see
what
the top games had in common? First, he
observed, most were made by
Williams
(including their "Bally line").
In addition, he continued, they are
all fun
to play (appealing to both novices and experts alike), and three of
the
five were designed by Williams ace designer Pat Lawlor.
When Dick next asked the audience what
they thought was the worst pin of
the
last decade, the almost unanimous opinion was Williams 1993 game POPEYE.
Dick
next thanked us for our help, commenting that this may be "a continuing
thing"
at future Expos.
Dick then commented about his forthcoming
pinball book, "Pinball 2". He
said it
will be given to Steve Young for publication at the end of 1995, and
might
be out around April or May of 1996. He
then added that it was
"elegant"
to work with Steve and Gordon Hasse in producing his book.
After telling us that the book will
contain a picture of "a 1932 flipper
game",
Dick told us that the book will have 16 pages in color. That drew a
round
of applause and ended Dick's presentation.
GAME
RULES
Rob then introduced the speaker for the
next seminar, "A Game Is Not a
Game
Without Rules", ace Gottlieb pingame designer Jon Norris. When he then
listed
several of Jon's great games, such as DIAMOND LADY (1987), VEGAS
(1990),
and CUE BALL WIZARD (1992), it drew a round of applause.
After thanking Rob Berk and Mike Pacak
for putting on a great show for
eleven
years, Jon began giving us a synopsis of his employment history in the
industry. He began by telling us that he started with
Premier (the current
maker
of Gottlieb pingames) in 1986 on a "6 month trial basis", then
remarking
that he barely passed his first review.
Jon then told us that he
first
served as an apprentice, working under two of their top designers John
Trudeau
and Joe Kaminkow. At that time, he went
on, he had only a little bit
to do
with game "rules". He then
said that his "first break" came about 6
months
after he designed his first pingame DIAMOND LADY.
Jon continued, saying that John Trudeau
was involved primarily with the
basic
design of his games and not too much with the "rules". He then said
that
the original prototype of their game EXCALIBUR, which came out in 1988,
was not
too much fun to play so he asked for a crack at improving it. He
then
told us that he was only allowed to change the "black line screen"
meaning
that he couldn't change any of the colors.
Jon said that he went
home
one Friday and stayed up all weekend working on it.
When he went back to work Monday morning,
Jon then told us, he had a
complete
new rules set for the game which improved it.
This he said showed
the
company what he could do. Jon then
commented that game rules used to be
decided
in a meeting and that this wasn't a very good way to do it.
His next game, Jon then told us, was BAD
GIRLS which also came out in
1988
and for which he did the rules himself, then commenting that games were
simpler
in those days. Nowadays, he went on, he
does rule sets under a 4 to
6 week
deadline.
At that point Jon started explaining
exactly what game "rules" were.
Going
back to the 1950's, he used "bingo pinballs" to help explain. He said
that
early bingos had just one card and all the player did was try to get the
balls
into the proper holes to line up numbers on the card. Soon, Jon went
on,
Bally started adding more and more extra features to their bingo games,
making
them more complex as the years went by.
He then told of the bingo "OK
Feature"
of the early 1960's, which he said only experienced players could
understand.
Jon then commented that the point of this
was that the only way to teach
a
player the "rules" of a game is to have someone explain them to him.
Today,
he went on, game rules are very complex and there's nobody to explain
them to
the player.
At that point Jon told us that he was
going to try a little audience
participation
exercise involving game rules. He said
he would provide the
rules
for his 1992 game CUE BALL WIZARD and have us modify them to change the
game to
an "ET - the Extra-terrestrial" game. Before he started that,
however,
someone from the audience asked a question regarding "game
features". Jon's answer to that question involved a few
minutes of
discussion,
which was followed by another question regarding game "modes".
After
more detailed comments from Jon on that subject he decided to abandon
his
litter exercise and concentrate on answering questions from the audience.
The next question regarded the
"modes" (sorry folks, but I don't know
much
about these modern pingames) on Gottlieb's 1989 game LIGHTS, CAMERA,
ACTION
which Jon then explained. Following
that someone asked why certain
special
game features (such as "Extra Ball") often only stay enabled for a
short
time? In answer to that Jon began by
saying that the designers
generally
try to "balance" things out.
At that point my friend Sam Harvey
made a
comment from the audience that many games of the 1960's were hard to
get
"specials" on. After Jon made
another comment regarding the modern
games,
he and Sam had a little more dialogue.
Jon then remarked that games today are
more "score based" than older
games
which often used "specials".
After that Sam made a comment regarding
his
(and many others) pet peeve - the increasing price per play on modern
games
which were often not well maintained by operators.
Someone from the audience next made the
comment that some European coin-
op
magazines have been saying that "something big is coming" to help reverse
the
current slump in pingame play around the world. Jon then remarked that
his
next game would have a new feature (for which a patent was pending) which
costs a
little extra to produce, but will help both the novice and
experienced
player. After telling us that he
couldn't say any more about
that
now, Jon commented that he has been asked by his company's management to
make
future game rules "more back to basics pinball". He then commented that
only a
small percentage of pinball players "play for rules", but those who
do
put
lots of money into the games.
The next question had to do with problems
with what the questioner
called
"mode games", Jon answering that they are currently trying to solve
such
problems. It was then asked how the
designers decide "bonus and bonus
multiplication
rules"? Jon then tried to explain
how he tries to do this.
At that point Jon showed a "rules
change sheet" which would be given to
the
programmer and used to correct things that don't work right on a new
game. He then remarked that their company policy
is to never change the
"rule
set" after a game goes into production, unless there is a serious error
in it.
Someone then had a question on
"multi-ball" features, essentially asking
what is
the true purpose of "multi-ball"?
Jon answered that the main goal is
often
to make a game that "appeals to all skill levels" of players.
An interesting question was next asked,
namely do most players play
pinball
to get replays? Jon immediately
answered "yes", but added that that
brings
up another important question - will a person play a bad "replay
game"
rather
than a good "extra ball" (Add-A-Ball) game? Jon then said that the
answer
to that was probably "no, a person won't play a bad game at
all"! Sam
Harvey
then asked the question - doesn't which games you like better, Replay
or
Add-A-Ball, depend on which were available where you grew up? Jon then
commented
that if both Replay and Add-A-Ball games are in the same location
the
replay games will be played more - adding "we must design for what people
will
play".
An operator in the audience then
commented that he thought that simpler
rules
were better for players. Jon replied
that a game must be "fun to
play",
adding that some games have features that are only understood by one
percent
of players. Following that there was
more discussion regarding "more
basic
rules" and "modes".
Someone then asked Jon if he has any say
in playfield design of their
games? He replied that they sometime asked his
opinion, but it's often too
late in
the design process to make much difference.
Jon then remarked "I've
got
some say, but I'm not a 'playfield designer'".
The next question for Jon was whether
"random features" on games are
primarily
for novices? He answered
"sometimes, but not always" as some are
not
truly random but depend on past play.
Jon then added the comment that
"truly
random" features must be disabled when the game is used in the
"Tournament
Mode".
The next question dealt with built-in
game "audit features" found on new
games,
asking if the designers use information from these (on how often game
features
are enabled, etc.) to decide what features to use on future games?
Jon
replied "yes", commenting that they often evaluate "audits"
of past games
for
that exact purpose.
When someone again asked about game
"modes" Jon told us that some of the
newer
games have "Help Modes" where a player, before he starts playing, can
get detailed
instructions to supplement the rather simple game "instruction
card". Jon was then asked if anyone uses that
feature? He replied by
remarking
that he himself doesn't usually even read the card before starting
his
first play of a new game, adding that possibly the "help Modes" are
used
occasionally.
Jon was then asked about a so-called
"replay booster" feature found on
some
games. He replied that that was an
"auto-skill feature" which will
"tighten"
game features when a player wins replays.
(AUTHOR'S NOTE: That is
a
similar idea to the "reflex play" principal used on gambling
"1-Ball" and
"Bingo"
pingames in the late 1940's, 1950's, and later.)
Next someone asked Jon what he thought
about the "score inflation"
(games
scoring up into the 'Billions') which has occurred in pingames in
recent
years? Jon said he would like to see
scores go back to the
'Thousands',
but that it depends on "what the players like". He then added
that
their earlier game CAR HOP in 1991, which had two player selectable
modes
("Normal" and "Nostalgia"), changed the scoring and sounds
- the
"Nostalgia"
scoring using "non inflated" scores.
Jon was next asked which games from each
of the current manufacturers he
believed
had "the best rule set"? He
began by quipping that for Capcom (the
new
manufacturer) that was easy, naming their only game so far, PINBALL
MAGIC. For the now defunct Alvin G. and Co. he said
it would be their 1993
pin
MYSTERY CASTLE. For Data East/Sega Jon
named STAR WARS (1992), for a
Bally
game he chose ADDAMS FAMILY (1991).
Jon's nomination for the best rule
set for
a Williams pin he said was STAR TREK -
THE NEXT GENERATION (1993),
and
finally; for his company, Premier, he quipped "my next game". That drew
a round
of applause.
The final question was asked by Sam
Harvey which was "do you think that
'auto
percentaging' (the machine making itself 'looser' for a low scoring
player)
keeps the good players away?" Jon
replied that the program looks at
many past
games to determine the "payback percentage", not just the current
one,
which essentially "levels out the location" - not a particular
player.
That
essentially ended Jon's presentation, which drew a good round of
applause
for him.
FOR
IMPORT ONLY
The main speaker for the next seminar,
Dave Marston, next came up on
stage
to introduce the presentation officially titled "For Import Only -
American
Made Pinball Machines For The Italian Market". Dave then introduced
his
guest expert Italian collector Federico Croci.
After thanking Rob and Mike for letting
him and Dave put on this
presentation,
Federico told us that he owns more than 200 pins - showing a
slide
of his warehouse. Dave then told us
that they had a translator
available
so if anyone had any questions for Federico they could be quickly
translated
into Italian so he could answer them better.
He then told us that
Mr.
Croci would eventually have a book published on the subject which was to
be
presented.
Dave then began the main part of his
presentation by telling us that
there
have been, over the years, more than 50 American made electro-
mechanical
pins made for export to Italy, remarking that sometimes the names
of
those games were new and others not. He
ten showed a slide of the Italian
version
of Bally's 1967 game ROCKET III. Why
special pins for Italy? Dave
said
the main reason for this has to do with "luck versus skill". He then
went on
to explain the situation in Italy which made it necessary for the
American
pingame manufacturers to make special game versions for the Italian
market
Around the time of World War II, Dave
told us, Italian dictator
Mussolini
outlawed all forms of "gambling machines" in Italy. By 1965, he
went
on, the Italian government passed a more definitive coin machine law,
the
main purpose of which was to get rid of competition with state run
lotteries
from any coin-ops which could in any way be used for gambling
purposes. Among other types of games, the law forbad
any "flippers" (the
generic
term in Italy for pingames) which gave "replays". This resulted in
the
Chicago manufacturers starting to put out special versions of their
pingames
for the Italian market which would not violate Italian law.
Dave then showed a slide of ELECTRA POOL,
the Italian version of
Gottlieb's
FLIPPER POOL of 1960, and the first such special Gottlieb game.
We were
then told that the word "flipper" had to be removed from any games
exported
to Italy (even on the schematics) because that meant a "gambling
machine"
to the Italian government, since all of that type of machine in
Italy
at that time gave replays.
When he then showed us Bally TRIO (1965),
Dave remarked that the letter
'C' in
a Bally model number indicated the Italian version of that game. We
were
then shown the Italian version of Chicago Coin's HULA HULA (1966). Dave
showed
us how that company modified the "out-hole" in their Italian versions
to
provide what they called "kick-ups".
He then showed us that company's
KICKER
of the same year.
Dave told us that "kick-ups"
were Chicago Coin's way of getting around
the
crazy Italian law. He said the Italian
government decided that if a
player
was awarded five or more "extra balls" that was equivalent to the
outlawed
"replay". So instead of
allowing the player to shoot additional
balls,
they allowed the player to earn "kick-ups" which meant that a ball
destined
for the out-hole could be "kicked up" back into play, thus getting
around
the "letter of the law" since the player did not actually shoot any
"extra
balls".
We were next shown how Gottlieb used an
"alternator unit" in their
Italian
pins to allow two plays for one coin.
Dave then showed slides of
three
Gottlieb Italian versions, namely: HAWAIIAN ISLE, FIRE ALARM, and ICE
SHOW,
all from 1966.
At that point Dave showed us that on
their Italian versions Gottlieb
added
"special objects" to the backglass art to indicate when "extra
balls"
were
available for play. When we were next
shown that company's Italian
version
of HURDY GURDY (1966), Dave pointed out how the original artwork on
the
backglass had been modified using a more European scene, and also the 5
monkeys
on the tree which lit up to indicate the extra balls.
We were then shown the flyer for
Gottlieb's Italian game HYDE PARK
(1966)
which had 5 colored circles on it's backglass to represent extra
balls. Dave pointed out that there was no
descriptive text on game flyers
sent to
Italy so that the Italian distributors could add Italian text if
desired.
Next we saw Gottlieb's GRANDE DOMINO
(1968), the Italian version of
DOMINO,
and RANCHO (1966), their version of COW POKE, on which the mechanical
animated
horse on the American version had been changed to a bull. Dave also
noted
that the word "special" had been removed from the playfield since
that
was a
"forbidden gambling feature" in Italy. When we were then shown the
Italian
version of Bally's 1965 pin LOOP-THE-LOOP, Dave told us that it
employed
an "Add-A-Ball Kit". This, he
then told us, included a special coil
to
shoot the ball back into play in place of a "special".
We next saw Gottlieb's 1967 Italian
version pin SOLITAIRE, which had an
"out-hole
diverter" which could kick the ball back into play (similar to
Chicago
Coin's "kick-ups") when an extra ball was earned. This was followed
by
HIT-A-CARD from the same year which we were told was a new version of
SOLITAIRE
with a different transformer.
Another group of 1967 Gottlieb Italian
versions we were shown included:
HARMONY
(version of MELODY), TROUBADOUR (a new version of HARMONY), and SEA
SIDE. Switching to Chicago Coin for a moment, we
were shown the Italian
version
of BEATNIKS (1967) which Dave said was the last Chicago Coin Italian
version,
pointing out the musical notes on the backglass to indicate "balls
to
play". Next Dave showed two
Italian versions from Williams, starting with
their
1967 pin LUNAR SHOT which had stars on it's backglass to indicate extra
balls. He then showed MAGIC TOWN from the same year
which he said could
award
additional points rather than extra balls if desired.
It was then back to Gottlieb, and into
1968, looking first at ELITE
GUARD
(the Italian version of PALACE GUARD).
Then we saw TIVOLI which Dave
said
was similar to another Italian version, FUN FAIR, which we were to see
later. Then came BIG JACK taken from the American
PAUL BUNYAN. We were
then
shown the previously mentioned FUN FAIR, the Italian version of FUNLAND.
The first 1969 Italian versions shown
were HI LO (from SPIN-A-CARD), and
BUMPER
POOL (from TARGET POOL). Dave then
commented that at about that time
Italian
manufacturers started to build some games of their own. After
showing
WILD WILD WEST and SUPER BOWL, we were shown the flyer for AUTO RACE,
no copy
of that game having ever been found according to Dave, which he said
was
probably from the American game ROAD RACE.
Going into 1970, we first saw CARD
TRIX. This was followed by
PSYCHEDELIC
which Dave said came from the American games GROOVY and
CRESCENDO. He then commented that even though it was
made for Italian import
it was
indicated by Gottlieb for some reason that it was meant for Brazil!
We next saw a Bally Italian version, KING
REX, of which Dave said there
were
only 275 produced. He then commented
that the extra ball "special
objects",
which were usually unlabeled, in this case had the words "Extra
Ball"
next to them. Finally, Dave told us
that the game had a "3-way
adjustment"
capability which could be set for either "step up Ball In Play"
when
extra balls were earned, step up the "extra ball objects", or a
"Novelty
Mode"
where the game's "specials" awarded score to the player.
Gottlieb Italian versions for 1971 were
next shown which included:
GALIXIE,
STAR TREK (which Dave said had no relation to the popular TV
series),
and CARD KING. Dave then began talking
about Gottlieb's WIZARD
which
he said was rather unusual. He told us
that WIZARD was sort of an
Italian
version of ABRA-CADABRA, but with an entirely different playfield.
He then
remarked that this was the first Italian version with an "end of ball
bonus".
Going into 1972 we saw the following
Gottlieb Italian versions: TEXAS
RANGER
(from SHERIFF), SPACE ORBIT (which had a "vari-target") and PLAY
POOL.
Then
from 1973 we saw Gottlieb's JUNGLE LIFE, and TEN UP (from KING PIN). At
around
that time, Dave then remarked, Italian manufacturers started making
"copies"
of American pingames.
For 1974 we first saw Gottlieb's SKY DIVE
and ROYAL PAIR. Dave then
told us
that around that time the Spanish pingame maker Segassa started
making
pins for Italy under a license agreement with Williams. One of the
last of
these, he went on, was a game called BIG GUNS.
Also from 1974 we
were
shown Williams' STAR ACTION, which Dave said was produced both for the
American
and Italian markets. He then remarked
that on this game extra balls
were
indicated by "stars" on the backglass, it also having the capability
of
giving
two plays for one coin.
For 1975 we first saw Gottlieb's TIGER,
which Dave pointed out had
special
backglass art for Italy. We then saw
their LUCKY STRIKE. Dave then
made
the comment that around that time "replay machines" could be found in
some
parts of Italy. In 1976, Dave then
commented, Italian versions of
American
games were beginning to disappear. He
then showed us Gottlieb's
SPOT
POOL, HIGH SEAS, and KICKER from that year.
Finally, the last Italian version we were
shown was Gottlieb's LUCKY
CARD
from 1977. Dave then told us that ROCK
STAR (from the American BLUE
NOTE)
was also produced by Gottlieb, but he did not have a picture of it. He
then
told us that by that time even the taboo word "flipper" was again
used
on
schematics, etc. in Italy.
After commenting that by 1977 Bally was
starting to produce solid-state
pins,
Dave again reminded us that Federico would have a forthcoming book on
the
subject just discussed. He then asked
if we had any questions?
The only question asked was if the
English instruction cards on most
Italian
versions caused any problems? Federico
answered, "no, even when
translated
into Italian they weren't very useful".
That ended the
presentation
which drew a good round of applause. We
then broke for lunch!
ENGLISH
VIDEO
The afternoon seminar session began a
little bit earlier than originally
planned
due to the "added event" Rob Berk had spoken about during his opening
remarks. It was a video tape made by a young British
design student showing
a
project he did as part of a college course.
Rob Berk first got up and introduced John
Wyatt from the British
"Pinball
Owner's Association" to tell us a little about the video and it's
maker. He told us that the young man who produced
it, James Askey, was 17
years
old, and that one reason for showing it at the Expo was because the
young
man's goal was to work for one of the Chicago pinball manufacturers
after
graduating from college.
John then told us the game design shown
on the video was accomplished
between
April 1993 and May 1994 and used Bally's 1979 solid-state pin FUTURE
SPA as
the "raw material". He went
on to say that James added new features
to the
original game as well as creating new artwork for the backglass and
playfield. The tape was then started.
The young designer narrated on the tape
telling what he did each step of
the way
showing "close-ups" of each area as he described it. His
presentation
was divided into three major design areas.
First was the cabinet (or
"case" as he called it). We
were told (and
shown)
that the cabinet of the original game was entirely repainted with his
new
artwork. He said he made stencils,
glued them to the cabinet (after it
had
been primered, of course), painted each color, then removing the stencils
and
glue. The finished cabinet art was then
shown which was quite
attractive.
Next he showed the playfield (or
"deck" as he called it). We
were told
how the
new playfield was produced, and shown photos of many of the artistic
details. He then said that the repainted field was
protected by a final coat
of
lacquer. We next saw how he added the
various components to the
playfield. We were then told that he rewired the
electronic components which
were
mostly taken from the original FUTURE SPA machine. Then he told of
making
new "side rails" and finally how he created the "deck
plastics" for
the
game.
The last major section of the project was
the creation of the backglass
(or
"head glass", as he called it).
We were told how he designed the artwork
and had
it screened onto the glass. He then
described cutting the holes in
the
light panel behind the glass and wiring the backbox. Finally, the
"screen
printing" process was described in more detail.
The last part of the video showed the
final game, which he called HIGH
VOLTAGE,
being tested and played for a little while.
That ended the video.
John Wyatt
then got up again and asked if we had any questions?" The only
question
asked was if the "rules" for the new game were the same as those for
FUTURE
SPA? John answered that some changes in
the original game rules were
made.
That ended the presentation. Rob Berk then made the remark that he
tried
to get James to come to the Expo, but he could not attend.
THE
STATE OF THE PINBALL INDUSTRY
At that point Rob Berk introduced the
next speaker, Don Hesch, to
present
his talk titled "The State of the Pinball Industry". He told us that
Don was
deeply involved with both "The Illinois Coin Machine Association" and
AMOA
("Amusement Machine Operator's of America").
Don then began by telling something of
the work of AMOA and that they
hold an
annual convention, which that year was held in New Orleans and had
over
7,000 attendees. He then started
describing some of that organization's
services. We were told that one of AMOA's goals was
"industry
standardization". Don then told us that they also try to
provide education
to the
members, including seminars as well as a University program which
takes
approximately 2 1/2 years to complete.
He then said they are also
trying
to "promote jukeboxes" through the media.
Don then told of their "Darts
Association" which has a scholarship
program
which has provided college scholarships to around 200 people so far.
He then
told of a "new concept", that of a "National Amusement
Network" which
links
video games all over the country together.
Don then remarked that AMOA
also
tries to promote better "government relations" with the industry.
On a more personal note, Don told us that
he was "2nd generation" in the
industry,
his father also being in it. He then
said that in 1983 or 1984 he
"made
a big mistake"! Don then told us
that at that time he had to run his
brother's
company when he died, and when he discovered about 175 electro-
mechanical
pingames in the company's warehouse he "threw them out"!
Don then got to the main theme of his
talk, the current state of
pinballs
in this country. He began by telling us
that back in 1979 and 1980
there
were approximately 800,000 pinballs on location, each of which took in
about
$44/week. In 1995, he continued, there
are now around 830,000 pins
which
take in about $54/week. The problem, he
then told us, was that the
cost of
new games have doubled in the intervening years. Don then remarked
that
some people in the industry today say that at present the pinball
business
is in the poorest shape it has been in since 1983. At that point
Don
tried to "rate" the various categories of locations in which pingames
can
be
found today as to what types of games do the best in each category.
In "taverns", he then told us,
jukeboxes are best, followed by (in
order)
pool tables, darts, miscellaneous games, pinballs, and videos. For
"gamerooms"
the list (again in order) was video games, "redemption" games,
and
pinballs. Don then commented that his
company in Chicago owns 325 pins
(approximately
10 percent of their games). He then
remarked that "sports
bars"
are about the best locations for pingames.
After commenting that "young players
like 'interactive' games", Don
remarked
that there are fewer games on location than there were six or seven
years
ago. He said that the reason for that
is the "high cost of new
equipment"
and "high license fees". Don
then told us that at a recent AMOA
meeting
a manufacturers' representative commented that "movies and music are
doing
well, but pinball is doing poorly".
At that point Don told us that he
had
recently talked to Roger Sharpe (of Williams/Bally/Midway Games) who told
him
that a major problem for operators is keeping pingames clean. He
remarked
that that was a "big task", but maintenance is important, commenting
that
it's just like with restaurants - if they serve bad food people won't
come
back.
Don then began telling us what he thinks
of modern pingames. First, he
said,
he thinks the artwork is "phenomenal" and brings players to the
games.
He then
remarked that he always thought pingames were interesting, but never
plays
himself. Don then commented that in
pingames "the ball never acts the
same as
before" in direct contrast to videos.
The question "what can we do to
improve the pingame business today" was
then
broached by Don. Do we need simpler or
more complex games? Do we need
longer
or shorter shots? Is there too much on
the playfield? These are some
of the
questions, Don told us, that need to be answered in order for
manufacturers
to be able to keep on producing pins.
Don then mentioned the age old question,
what about increasing the price
per
play, maybe to $1.00? He then commented
that in Europe and other
countries
the price of a game of pinball is higher than in the U.S.
At that point Don remarked that today
there are four pingame
manufactures
in Chicago, including "the new kid on the block", Capcom. He
then
commented that they must think there must be a future for pinball
because
they keep on designing and producing pingames.
He then remarked that
the new
Sega game, APOLLO 13, has a "13 ball multi-ball" capability!
Don ended his talk by asking us to
"keep up the good work" by playing
the
games, thus keeping a market for pingames.
He then drew a round of
applause. Don then asked for questions?
The first question asked was what was the
manufacturer's typical "spare
parts
budget" for a game - and what he thought about poor maintenance of
games? Don began by telling us that there usually
was no budget for spares,
the
manufacturers keeping up an inventory only.
As for maintenance, Don said
that
many operators don't have the personnel to properly keep up modern
pingames.
The next question had to do with the idea
of players finding out via the
Internet
computer network about good places to play pinball in a particular
area -
the questioner asking if the industry could help in this area? Don
answered
"I'd love to", commenting that he thinks the Internet "could be
great"
for this kind of thing.
Don was next asked what operators and the
AMOA were doing to promote
pinball? He answered that the main thing he does is
to put pingames in the
best
locations they know of. He then
commented that the AMOA once tried
tournaments
(with their "International Flipper Pinball Association" (IFPA))
but
eventually had to drop it because the project was too expensive.
Someone from the audience then asked what
he as a player should do when
he
finds a poorly maintained game on location?
He then suggested that
operators
put a card on each machine indicating a "point of contact" to get
the
game repaired (possibly including an "Internet address") or use of an
answering
machine to collect such information.
Don answered that his company
has
their name on all their games, but that other operators may not. He then
told us
that approximately 40 percent of his employees are "mechanics", as
service
is a major problem. More interactive
discussion on that topic then
occurred.
When someone again broached the subject
of AMOA promoting pinball, Don
answered
that since IFPA failed AMOA doesn't know what to do to promote pins,
adding
that that is not "high on their list" of priorities. Don was then
asked
how his company "rotates" pingames between locations? He answered by
saying
that they usually try to rotate a game every four to six months.
When next asked about using
"dollar-bill acceptors" on pingames, Don
told us
that they have them on all games purchased in the last three or four
years,
adding that this will help them in the future to be able to increase
to
"one-dollar play". Someone
then asked who "drives" price increases in
game
play? Don answered that this was driven
by the manufacturers and
operators,
not AMOA.
Someone then asked about "IRS
depreciation" of games? Don
answered that
right
now it's 7 years for pins and 3 years for videos, adding that they are
working
on getting it reduced to 3 years for pins.
At that point someone
else
told of once offering to help a technician working on a game but being
refused.
The next question Don was asked is if he
thought the Government will
ever
produce a new one-dollar coin? Don
replied that the vending machine
people
want that, but the amusement people are not that concerned. He then
commented
that there are still more "Susan-B's" left and that the Government
is now
concentrating on the new paper money just coming out. Finally, he
said
that when the "Susan-B's" run out the Government will have to decide
if
they
want to put out a new dollar coin, adding that he himself would like to
see
one.
The final question was what about
operators providing a "comment
sheet"
at each
location where players could indicate problems with the games for the
technicians
to look at? Don's only comment was that
operators don't care
much
for pingames because they are "too hard to maintain".
Don ended his presentation by saying
"there is only so much money out
there
for amusement", commenting that today there is much more competition
than in
the past for that "amusement dollar". At that point Don drew a round
of
applause.
THE
GOOD, THE BAD, AND THE UGLY
At the past several Expos there has
usually been one seminar concerning
pingame
maintenance, usually hosted by Las Vegas super-collector Tim Arnold.
This
year, however, the task was taken up by Arizona pinball maintenance guru
Joel
Cook, owner of "The Pinball Lizard" in Tucson.
Rob Berk introduced Joel, talking of his
company which has been in the
business
of repairing solid-state pinball circuit boards, etc. for some 22
years! He then told us that Joel was an Electronic
Engineer, has been
collecting
pins for the past six years, and was attending his 4th Expo.
Joel then passed out handouts to the
audience which had the same title
as his
presentation, "The Good, The Bad, and The Ugly". He then
congratulated
Rob and Mike for putting on such great shows, which again drew
a round
of applause. At that point Joel asked
for a show of hands of how
many in
the audience worked for game manufacturers - not many raising their
hands. He then told us that the object of his
presentation was to give us
some
information on various problems encountered in solid-state pingames.
Joel next made the comment that he often
learns from his customers, and
that he
wanted to convey some of his knowledge to us.
Also, he went on, I
would
like to run through some of the specific problems with each
manufacturer's
games. Joel then said that he would go
over the "44 steps To
Get
Your Pinball Up and Running" listed on the back of his handout.
The first bit of information Joel
imparted to us was that "batteries
will
always leak", and as a result he suggested that they be "taken off
the
circuit
board" if possible. Then turning
to the digital displays, he
commented
that they are fairly expensive to replace.
After telling us that
damaged
circuit board connectors should always be replaced as they are
inexpensive,
Joel said a few words about ROMs ("Read-Only Memory") chips. He
told us
that the newer ROMs can store more data than in the past, then making
a brief
comment regarding the "erasable" variety called "EPROMs.
At that point Joel turned to problems
with Bally circuit boards. He
told us
that they can get tarnished on the top side and sometimes can break.
It was
then suggested that older Bally boards be replaced by later models.
Joel's
next subject was digital displays. He
first commented that they often
collect
dirt, again remarking that they are time consuming and expensive to
replace. Finally, he told us that 10 percent was a
typical "failure rate"
for
those tubes.
The final areas of Joel's Bally comments concerned
"sound" and "speech"
boards,
"CPU" ("Central Processing Unit") boards, and the
"High Voltage Power
Supply". After telling us the "sound" and
"speech" boards are expensive,
Joel
said that Bally CPU boards are the easiest to fix (the factory providing
good
trouble-shooting information). We were
then told that the "High Voltage
Power
Supply" on Bally games should always be completely rebuilt.
Joel then turned to Williams games. He first told us that their later
"Level
7" CPU boards will often work in older games. We were then told that
the
battery problem previously described was also true of William games, also
suggesting
that a person put "dates" on batteries so they know when they
should
be changed. After commenting about some
mislabeled "Blue Flipper
ROMs",
Joel told of three versions of Williams "driver boards" and how they
can be
"upgraded" to the latest version .
He then advised that when
replacing
bad resistors the proper wattage should be used.
After mentioning a "switch matrix
change" on some Williams games, Joel
talked
a little about upgrading Williams power supplies. We where then told
how to
replace rectifiers in these units. Joel
then ended his Williams
discussion
by talking of problems encountered with connectors on their CPU
and
Driver boards.
Joel next turned to Gottlieb, beginning
by telling us that they have a
book
that can help with problems. After
again mentioning battery problems,
he told
us that there currently is no source of parts for old Gottlieb CPU or
Sound
boards. Joel then suggested that the
"fingers" on the edge of the
circuit
cards be cleaned. The final comment
concerning Gottlieb was that old
model
display tubes are no longer available, but he is trying to find a
suitable
replacement for them.
Turning briefly to Stern games, Joel told
us that they used Bally
boards,
but they are not always 100 percent exchangeable. He then told us
that he
was currently preparing a Stern trouble-shooting guide. As for Game
Plan
and Atari games, Joel told us that they have poor documentation and also
some
"interchangeability problems".
When Joel then asked for questions the
only one asked was concerned with
battery
leakage and cleaning, which he answered.
That ended Joel's
presentation
and drew a round of applause.
IS OVER-RESTORATION TOO MUCH?
The speaker for the next seminar "Is
Over-Restoration Too Much?", Herb
Silvers,
introduced himself. He began by posing
the question "how much is
too
much restoration?" For years, Herb
then told us, many people have told
him
that his pinball restorations are better than any others.
Herb then told us that he was going to
attack his question "from the
business
sense". He then commented that he
personally thinks that a good
restoration
makes a game "close to the original condition at a reasonable
price". At that point Herb told us that he was going
to show us "how he does
it". As an example, he said that a client wanted
a Gottlieb BUCKAROO (1965)
to look
like it came "out of the box".
He then started explaining the
"steps"
of his restoration process.
"Step 1", Herb then told us,
was to take off all of the chrome parts and
have
them re-chromed, remarking that in California a good re-chroming job
costs
about $200. "Step 2", he
continued, was to "shop" the playfield,
including
converting the "action components" to "D.C. power" to
increase
their
speed. Continuing with that step, Herb
said you should clean and file
all
electrical contacts. Turning to the
backbox for a second, He told us
that
you should clean or replace all the score reels, and also replace all
lamps
with type 454 "flashers".
The "third step", Herb then
told us, was repairs to the game's cabinet.
First,
he said, you have to copy the artwork patterns on tracing paper.
After
that, Herb went on, you sand off the old paint and fill in any
indentations
in the wood with "Bond-O".
The cabinet can next be primered.
At that
point, Herb continued, the "base coat" paint should be applied,
usually
an "off white". Next a
"pattern" for the graphics is cut out of a
thin
sheet of vinyl (using the previous tracings) which is "heat treated"
onto
the cabinet and allowed an hour to dry.
Each color is applied using
different
"patterns". Finally, Herb
told us that the cabinet is then "spider
webbed"
(or "splattered"), adding that that can also be done to the inside of
the
cabinet if desired.
Steps "4" through
"7", Herb told us, are putting the cabinet back
together,
putting the game together, looking for problems, and adding the
tempered
top glass. The final step, he then told
us, was looking for a "new
looking"
backglass.
On that subject Herb commented that
"repairing" bad areas on a backglass
usually
looks "cheap" unless it is done by a professional artist. He then
told us
that you can use a good "reproduction" glass if one is available for
the
game, adding that that usually costs less than $200. At that point Herb
began
outlining the steps that he uses to have a backglass reproduced.
First, he said, he locates a decent glass
for the artist to use to copy
from,
after which any "flaws" are corrected. The next step, Herb continued,
is the "color
separation" during which a separate "screen" is cut by hand for
each
color. From these, he then told us, the
final "printing screens" are
produced
using a special machine. Herb then told
us that the colors of the
ink
used in printing must be "matched" to the original colors by an
expert.
He then
told us that after the actual printing process is started you must
allow
at least one day for the ink to dry before doing the next color.
Before the silver or black opaque paint
is applied to the glass, Herb
then
told us, the colored areas are first checked for color or printing
errors. The "final step" he then said was
to "unveil" the new glass to the
public.
At that point Herb made the comment that
there really is no answer to
the
original question "what is too much restoration?" He then took out the
eleven
screens used to create the BUCKAROO reproduction backglass and laid
them on
a table for us to examine later. Herb
then asked if we had any
questions?
The first question Herb was asked was how
to clean up pingame
playfields? He answered that it depends on the
game. Herb then commented
that
his artist also does playfields using oil-base paint, then covering them
with
mylar (except on games from the 1960's or earlier). He finally remarked
that he
uses "Wildcat" to clean playfields.
Herb was next asked if he used screening
to fix playfields? He answered
"possibly
in the future", saying that maybe this could be done on either
Bally's
KISS (1978) or PLAYBOY (1976). When
then asked how to remove a
game's
"side rails", Herb answered that he uses a special tool to remove the
"French
nails" which you can obtain from an upholstery shop.
Someone then asked if "laser
scanners" could be employed in connection
with
backglass reproduction? Herb answered
that with his rare 1957 Bally
flipper
game, CIRCUS, he experimented with that process, but found that color
correction
was difficult. He then added that you
would have to have orders
for a
minimum of 15 glasses in order to do this at a reasonable cost.
At that point someone from the audience
commented that during the tour
of the
Lenc-Smith plant a company representative made the statement that the
"4-color
process" could not be used on playfields.
Herb said that this
depends
on whether or not the playfield is to be mylar coated afterwards.
When Herb was asked about
"mirroring" on reproduction backglasses, he
answered
that it can be done when using the "full color" vice
"4-color"
process,
adding that the "mirroring" must be applied first. The final
question
was what about reproducing a backglass on a thin plastic sheet?
Herb
answered that he might try that sometime in the future, adding that to
do that
you must start with a "perfect glass".
At that point Herb asked us what our
ideas were concerning a "perfect
restoration"? Someone answered that it should be such that
the game looks
"just
the way it came from the factory".
A discussion was then started
regarding
cabinet restoration. Dave Marston
remarked that the base coat on
a
cabinet should not be "too white" or else it would not look like the
original. There was then more interactive discussion
regarding the type of
paint
to use in a cabinet restoration. Someone
commented that the base coat
of the
restored cabinet should be close to the color which shows when the
"side
rails" of the original game are removed.
Herb ended his presentation by remarking
that there are basically "three
types
of restorations". A "high
end" restoration, he told us, makes a game
"look
like new". The next level, Herb
continued, makes it "close to
original". The lowest level, he said finally, makes the
game "acceptable to
the
customer".
Finally, Herb passed out a sample of the
screen material used in
backglass
reproductions. He then told us we could
get up and look at the
various
"screens" he had previously laid out. Herb was then given a round of
applause!
THE
"PAT LAWLOR SHOW"
The final "seminar" (well,
really not quite a seminar) was a
presentation
and "prize giveaway" hosted by Williams ace pingame designer Pat
Lawlor,
assisted by several of his factory cohorts.
Rob Berk first got up
and
talked a little about Pat. Rob said
that this is "a tough time for
pinball",
then telling us that this year Pat's Expo presentation would be a
little
different from what he's done in the past.
He then commented that for
the
past five years Pat has told us "what it's like to design pingames",
but
this
year he's going to quiz us.
Pat then introduced himself, and gave a
list of some of the games he
designed
including: BANZAI RUN (1988), EARTHSHAKER (1989), WHIRLWIND (1990),
ADDAMS
FAMILY (1991), TWILIGHT ZONE (1993), and ROAD SHOW (1994). After that
he
passed out numbered tickets to each person in the audience to be used for
"surprise
drawings" throughout his presentation.
Pat then jokingly said that they
"cleaned out their offices" at Williams
and
brought "all the junk" to give away to us by drawing one number about
every
five minutes. He then told us that this
year we can ask questions of
his
"panel", but also the panel can ask questions of us. He then had his
panel
introduce themselves.
First was Williams' Head of Software
Development Ted Estes who gave us
a
little of his "history" as well as a list of the games he's worked
on.
Next
came artist John Youssi who gave a list of the games he did the artwork
for. Following John was game designer George
Gomez, who designed such recent
Williams
hits as CORVETTE and JOHNNY MNEMONIC, who told a little of his
history,
saying that he started at Midway right out of college designing
video
games. Then Williams' Director of
Engineering and ex-programmer Larry
DeMar
gave a list of the pins he had worked on in the past.
The last panel member, Director of
Marketing Roger Sharpe, was then
introduced
by Pat, saying that he was responsible for obtaining the celebrity
"licenses"
for Williams and Bally pingames. Pat
then told of Roger's pioneer
pinball
book "Pinball" which came out in 1977, as well as his past game
designs. After that the first prize number was drawn,
the winner receiving
a set
of pinball "plastics".
Pat then told us that he would talk about
the state of pinball in
general,
and what they've done in the last five years.
He then remarked that
seeing
that their company and their competitors are all producing great
games,
he could not see why pinball is now doing poorly. Pat then said he
would
like to ask us what we thought?
Someone from the audience then asked why
the manufacturers are putting
a
"video mode" (dot-matrix displays) on pingames, implying that he did
not
care
much for that. Larry DeMar then asked
the questioner if he thought all
"video
mode" games are bad? The person
replied that he just thought that
"pinball
should be pinball". After Pat told
a little of the history of dot-
matrix
displays at Williams (saying some are good, but others may be bad),
someone
else said that he likes "video modes" because "it's sort of a
break
from
the basic game". At that point
another prize was awarded.
Someone then asked the engineer on the
panel about the possibility of
using
color dot-matrix displays in the future?
Larry DeMar replied that they
try to
use new technology, but cost is always a factor they have to consider.
He then
defended "video modes" saying at their company they are "always
looking
at using what's new."
After that, designer George Gomez put in
his "two cents" defending
"video
modes". He told us that they
"change the pace of the game", adding
that
they are "not mandatory" on many games. At that point two more prizes
were
drawn, both posters for Williams' recent CORVETTE pingame.
Following that someone from the audience
asked Pat to elaborate on his
comment
that pingames are currently in a "slump". Pat began by commenting
that
it's no secret that pins are in a "down cycle", going from selling a
lot
of
games in the last 5 years to a much smaller number lately. What's even
more
puzzling, Pat continued, is that in the past the cash boxes of pingames
were
reasonably full, but more recently earnings for operators have steadily
fallen
off. Roger Sharpe was then asked if a
"flat fee" was paid by the
manufacturers
for pingame licenses.
Roger began by saying that an important
question regarding licenses was
"does
it add to the cost of the game?"
He then told us that their company
has
"the best fee basis of any manufacturer in per unit royalty". He ended
by
commenting that they don't take out any game features to pay for the
licensing
cost.
After another prize was awarded, someone
asked Pat how many new designs
per
year a company comes up with, and how does that affect the industry? Pat
answered
that they produce more models per year now than in the past (about
8 to 10
per year as compared to 6 to 8 previously), but have shorter
production
runs for each game because they "have to keep their people
employed".
Another prize (a TWILIGHT ZONE "mini-field") was then
awarded. A person
next
asked why pingames did not award tickets (vice replays) as is done on
"redemption
games"? Pat answered that it has
been tried with only marginal
success, adding that redemption games have a much
shorter playing time per
game
than pingames. Continuing on that
subject, Pat remarked that redemption
games
are actually "games of chance", commenting that if pins were operated
that
way a good player could "break the operator". Pat then told us that
designers
of redemption games have to convince the world they require skill
so they
will not be considered gambling devices, adding also that those games
are
meant for a different age group (young children) than pins.
Another prize (actually two) was then
given away which consisted of both
a
speaker display cover and a plastic screen backglass. After that someone
asked
Pat if he thinks that the fact that players today only receive three
balls
for fifty cents might be why some people don't play anymore, adding
that
maybe games should use "timers" to allow so much time for a
game? Pat
answered
that they were experimenting with a "novice mode" for games which
would
give the player a "minimum playing time", but no replays. Someone then
asked
if any thought had been given to using "video displays" in lieu of
"dot-matrix". Pat answered that he is not allowed to
comment on "future
plans",
adding "if we do, you'll see it"
After more prizes were awarded (CORVETTE
key chains and a "plastic
form"),
someone asked about the special "magnetic device" used on their
recent
game JOHNNY MNEMONIC? After Larry DeMar
described that, he asked the
players
in the audience if they had any problems hearing the "audio cues",
provided
on many new games, when the location has turned the sound on the
game
down? In that context somebody asked if
headphones could be used to
solve
that problem? Pat replied that that was
"a marvelous idea" except for
a few
"real wold problems".
One problem, Pat then told us, was that
the headphone jack had to be
"electrically
isolated" from the rest of the game's circuitry in case
somebody
tried putting 110 volts into the jack which could result in ruining
the
machine. The other problem, Pat said,
was that people might put chewing
gum,
etc., into the hole.
After another prize was awarded someone
asked Roger Sharpe why they had
not
obtained any "sports licenses"?
Roger answered that about 40 percent of
their
game sales were overseas, and most people in other countries are not
very
interested in American sports. After
that another prize was given out.
At that point someone asked Roger what
their company was doing to
promote
pinball? Roger answered that they were
trying to use the media for
publicity,
mentioning the DISCOVERY and USA cable TV networks. He then told
us of a
one hour "history of pinball" documentary which was in preparation
(Incidently,
the producers of that were at the Expo filming show segments).
Roger
then added the comment that we could help promote pinball by supporting
tournaments,
etc.
Two more prizes (a "press
proof" of the ADDAMS FAMILY backglass and a
poster)
were then awarded. After that Pat
briefly explained their pingame
"tournament
mode" which they were planning, telling us that it can be turned
on by
the player for one game, and disables any "random" features of the
game. Someone then asked Pat what he thought of
the "score inflation" which
has
been creeping into pinball (scores now going up into the 'billions')?
Pat
began by remarking that many players can't even understand current scores
because
they contain "too many digits".
He then commented that he thinks
"enough
is enough", saying that the industry is moving toward stopping that
trend.
After the next prize (a ROAD SHOW
display), someone asked if video game
sales
are currently down by the same percentage as pingames? Pat answered
that
sales of some video games are very good, while other videos have dropped
off. Roger Sharpe then remarked that there is
possibly a consistent sales
drop in
both videos and pins.
Another prize was then awarded, followed
by a question as to whether
people
owning pingames at home help or hurt new pingames on location? Larry
DeMar
answered that they "probably help".
Two more prizes ( a poster and
another
ROAD SHOW display) were then awarded.
Artist John Youssi was then asked what
his favorite pingame artwork was?
He
replied that it was probably their game TWILIGHT ZONE. Someone then asked
if
their company kept old "screens", tooling, etc., so that they could
go
back
into production on a previous game? Pat
answered that they do keep such
things
for a limited time, then adding that to go back into production for an
old
game is almost as expensive as starting a new one.
The final prize of the afternoon, an
ADDAMS FAMILY backglass, was then
given
away. At that point Larry DeMar was
asked about his personal pingame
collection? Larry replied that he owns 22 pingames, all
of which are
operational,
which includes a few electro-mechanical games such as Williams'
1971
pin FOUR SQUARE.
Finally, Pat commented "we are part
of the 'entertainment business', and
are
definitely a 'business'". That
ended the Expo seminars and drew a round
of
applause.
That's all for this time folks. Next time in the second part of my
coverage
of Pinball Expo '95, I'll tell a little about the "Fireside Chat",
and
then tell of the game auction, the banquet, and the Exhibit Hall
(including
a listing of all the pingames displayed at the show). And you'll
have to
wait until then to find out why I dubbed Pinball Expo '95 "The Year
of
Sunshine".
PINBALL EXPO '95 (PART 2)
by Russ Jensen
Last time I told about all of the
seminars at Pinball Expo '95, plus the
plant
tour and the "Harvey Heiss video".
This time I'll conclude my Expo
coverage,
including a little about the "Fireside Chat", the game auction, the
Saturday
night banquet, and last (but not least) the Exhibit Hall.
FIRESIDE
CHAT
At the previous year's Expo Rob Berk
initiated a new "Expo tradition"
the
"Fireside Chat", in fact that year there were two, one with pingame
artists
and another with designers. This time
there was only one, occurring
on
Friday evening.
That "chat" was an informal
get-together held in Rob Berk's suite with
three
of the older pingame designers: Steve
Kordek (originally at Genco,
then
Bally, and then (and now) at Williams); Norm Clark (formerly at Bally);
and
Wendell McAdams (originally with Chicago Coin, and later with Game Plan).
Each of
these gentlemen briefly introduced themselves, outlining their past
histories,
then participated in a question and answer session informally lead
by our
host Rob Berk.
At one point during the evening
Williams/Bally/Midway Director of
Marketing
Roger Sharpe was asked to join the designers to discuss his early
involvement
with Game Plan designs - in particular their SHARPSHOOTER pin in
1979
which he himself designed and which was also named after him. As I said
last
year, a detailed description of the "chats" is outside the scope of
this
article,
but I will say that everyone present that evening had an enjoyable
time
listening to the stories told by these fascinating industry
personalities.
THE
AUCTION
This year, like the past several years, a
coin machine auction was held
in
conjunction with Pinball Expo, put on by an outfit called U.S. Amusement
Auctions. This year, however, there were not as many pingames in the
auction
as in past years.
As far as pre-1970 pins were concerned
there were only about seven put
up for
sale. There were two pingames from the
1930's: Mills' HI-BOY (1938)
and
Gottlieb's LOT-O-FUN (1939). HI-BOY was
actually a combination pingame
and
"Bell slot machine" and brought a healthy price of $1550! LOT-O-FUN was
one of
a series of Gottlieb pins of that era to have "bingo type" cards on
it's
backglass.
From the 1940's there was only one pin, a
fairly shabby Genco TRIPLE
ACTION
(1948), the first flipper game to have it's flippers at the bottom
center
of the playfield (like most pingames since), and designed by none
other
than Steve Kordek! There was also only
one 1950's pingame in the
auction,
Gottlieb's 1958 game ROCKET SHIP. Pins
from the 1960's fared a
little
better, there being three offered for sale, all from Gottlieb. The
earliest
of these was their 1960 game DANCING DOLLS.
Next came DANCING LADY
(1966),
and finally SUPER SCORE (1967). All of
the other pingames offered
for
sale were a smattering of electro-mechanicals from the 1970's and many
solid-state
pins.
In addition to pins, other types of games
were also auctioned off
including
juke boxes, video games, arcade games, and even a "kiddy ride" or
two. The following is a sample listing of a few
of the pingames (mostly
older
ones) which were sold and the prices they went for:
SAMPLE OF PINGAMES AT THE EXPO '95 AUCTION
NAME
MANUFACTURER YEAR PRICE
HI-BOY MILLS 1938 1550
LOT-O-FUN GOTTLIEB 1939 275
TRIPLE
ACTION GENCO 1947 85
HEAVY
HITTER (BASEBALL) BALLY 1948 75
ROCKET
SHIP
GOTTLIEB 1958 675
MADEMOISELLE GOTTLIEB 1959 175
DANCING
DOLLS GOTTLIEB 1960 205
DANCING
LADY GOTTLIEB 1966 350
SUPER
SCORE
GOTTLIEB 1967 290
FIREBALL BALLY 1971 850
ODDS
& EVENS
BALLY 1971 320
FLYING
CARPET
GOTTLIEB 1972 175
TIME
ZONE BALLY 1972 305
WIZARD BALLY 1974 450,500
ATLANTIS GOTTLIEB 1975 355
BIG
DEAL
WILLIAMS 1977 290
POWER
PLAY BALLY 1977 315
PROSPECTOR SONIC (SPAIN) 1977
270
STAR
TREK BALLY 1978 575
GORGAR WILLIAMS 1979 390
CATACOMB STERN 1981 365
THE
BANQUET
Saturday evening, as has been true of all
ten past Expo's, was banquet
night. This year, as last year, the first banquet
event (after a fine
dinner)
was a "charity auction" to benefit the Make-A-Wish Foundation. The
items
auctioned off (all "pin related") were donated by various Expo
exhibitors,
game manufacturers, etc.. The
auctioneer for the event was the
same
one who presided over the game auction earlier in the day.
The first item to be auctioned was in
fact five items - five BATMAN
FOREVER
T-shirts from Sega. The final bid for
one shirt was $20; the others
then
sold to other people at the same price.
Next came a "package"
consisting
of two OPERATION THUNDER and one CACTUS JACKS hats which was sold
for
$25. Then came what was referred to as
a "quad exposure" photograph of
the
backglasses for four Data East pingames - BATMAN (1991), GUNS 'N ROSES
(1994),
STAR TREK (1991), and TOMMY (1994) - bringing $35.
A "Me Gorgar" T-shirt then
brought $25. Then a set of
"plastics" from
the limited
production 1992 Data East MICHAEL JORDAN pin sold for a high bid
of
$55. One of the highest bids of the
evening came next, $275 for a copy of
a
painting of the backglass art (by Expo guest Jerry Kelley) of Bally's 1966
pin
CAPERSVILLE. Next came another
"package deal" consisting of a Gary
Flower
pinball tie plus a "Pinball Dreams" CD-ROM which went for $155.
Next up was an early bagatelle game
called KICK BACK which brought $85.
After a
set of wooden legs was sold for $35, a piece of art for some pinball
playfield
plastics was sold for $115. Then came
the "high bid of the
evening",
$590 for the "crystal" (with light) from Bally's TWILIGHT ZONE
pingame
from 1993.
After a
"plastic form" from Williams' GETAWAY (1992) sold for $45, and
a
pinball article from the Chicago Sun Times brought $25, a reproduction
backglass
for Bally's popular FIREBALL (1971) pin brought $120. Five more
Sega
BATMAN FOREVER T-shirts were then sold for $11.50 each. Next came a
Data
East TOMMY (1994) playfield selling for $85.
The next item to be auctioned off was
probably the strangest of all. It
was six
bricks which came from the recent demolition of the old Bally plant
at 2640
Belmont Avenue in Chicago. The bricks
brought a final bid of $160!
Incidentally,
I personally now own a brick from that plant which I will
treasure
due to the fact that a large percentage of the pingames in my
collection
(and my slot machine too) were manufactured there, not to mention
the
fact that I visited that address twice in my lifetime.
The next two items auctioned were a Data
East STAR WARS (1992) playfield
going
for $125, and a Gottlieb SUNSHINE (1958) reproduction backglass
(donated
by my friend Neil Jamison) which went for $175.
Finally, the second and third highest
priced items went up for bids. A
framed
backglass for newcomer pingame manufacturer Capcom's first pin,
PINBALL
MAGIC, which was signed by the designers/artists, went for $350.
Lastly,
they auctioned off an actual pinball game, Gottlieb's 1987 game
SPRING
BREAK, the final bid for which was $310.
That ended the charity
auction
bringing in a nice sum for the Make-A-Wish Foundation, not quite as
much,
however, as last year when some more valuable items were contributed.
Next on the banquet agenda was a little
sort of comical bit by Expo
producer
Rob Berk which he called "You've Attended Too Many Expo's When".
Rob
then would make that statement and finish it with many different endings.
Rob began with "You've been to too
many Expo's when - you remember when
Sam
Harvey didn't wear a tie to the banquet".
His next several answers to
that
statement were: "you can't remember when we didn't honor Steve
Kordek" -
"you've heard Alvin Gottlieb speak at two
banquets", - "when Joe Kaminkow
worked
at Premier", - "when we cut the slide show off halfway through the
banquet.",
and - "you believe Rob Berk when he says the banquet will be over
at 11
PM".
These were then followed by: - "you
remember when we were at the Holiday
Inn",
- "you remember Gary Flower wearing a bow tie to the banquet", -
"you
remember
seeing Tim Arnold pulling French Fries out of his toolbox", and -
"you
remember when Steve Kordek was the banquet guest speaker".
Rob's final answers to the query
included: - "you remember when Mike
Pacak
wasn't working on his Pinball Encyclopedia", - "you remember when
Orange
Trading Co. was an exhibitor", - "you remember when Steve Kordek was
honored
for 50 years in the business", - "you remember when you already knew
Tim
Arnold was going to win the raffle",and -
"you remember when you slept
all day
Wednesday knowing you would be up all day Thursday playing pinball".
After that little interlude, Rob Berk
formally welcomed all of us to the
banquet. He then introduced the featured speaker of
the evening,
Williams/Bally/Midway
Games Vice President of Sales Joe Dillon.
Joe began by telling us that his part of
the show would actually consist
of two
parts. First, he said, will be a slide
presentation telling of the
use of
pingames in other parts of the world.
Finally, Joe told us, there
will be
an "audience participation" game for fun and prizes.
The first part of Joe's presentation
began by him telling a little of
his
employment history in the industry. He
first told us that in August 1965
he
started working for the Gulbransen Piano and Organ Company which was owned
by
Seeburg Corporation. Joe said at that
time there were over 100 piano
manufacturers
in the Chicago area. He then told of
attending his first AMOA
convention,
remarking that the pinball manufacturers there had special suites
in the
hotel and appeared to be having lots of fun during the convention.
Shortly after that, Joe went on, two
large Japanese piano manufacturers,
Kawai
and Yamaha, began taking a large share of the piano market in this
country.
He then told us that after that he worked for Seeburg in various
capacities,
at one time moving to Boston to work for a Seeburg
distributorship
there.
Joe then told us that a Bally
distributorship opened up just across the
parking
lot from them and that some of those people once played a joke on
him. He told us they got one of the big operators
from New Hampshire to come
into
his place saying he wanted 100 jukeboxes but didn't want to deal with
the
other company, asking Joe for a price quote.
Joe said that after he
excitedly
called the factory to get a price on that large order the guy told
him
"that's such a good price that I guess I'll buy one jukebox."
In 1980, Joe then continued, he went to
work for Williams (which was at
that
time owned by Seeburg), remarking that the two big games they were
selling
at the time were BLACK KNIGHT and THUNDER.
He then said that he has
been
with Williams most of the time since then, except for a short stint at
Bally
and another outfit. Joe then told us
that in his present capacity as
Vice
President of Sales he travels around the world promoting Williams'
games,
remarking that he feels like a "booking agent" booking games into
different
areas.
Joe then told us that he was going to
give a slide presentation showing
pinball
in other parts of the world. The first
slide showed a German game
show,
Joe commenting that Germany was their largest foreign customer and that
pinball
was "in great shape" in that country. He then told us that in
Germany
you would probably play pinball in a "Speiltech" which was a sort of
arcade
which contained videos and pingames, but also some "gambling
equipment". He then told us that the German idea of
gambling is that it
"should
not be such as to change a person's 'station in life'".
We next saw some pictures from France of
a tournament utilizing
Williams'
DR. WHO pingame in a small arcade. Joe
then talked about where one
might
play pinball in France. He said that
pinball is so ingrained in that
country's
culture that it would not be uncommon for someone to stop in a cafe
on the
Champs-Elysees (which he called "the finest street in the world") for
a cup
of coffee and end up playing "Les Flipper".
After commenting that France is a good
market for pingames, Joe told us
of a
problem they were having some years back with the flipper buttons
falling
off of their games operated in France.
Upon investigating, he went
on,
they observed that French players slapped the buttons with their hands
(rather
than just pressing them), the shock of this causing the "U-clips"
which
hold the buttons in the cabinet to fall off.
In Switzerland, Joe then told us, you
would play pinball in an arcade
(which
could contain some gambling equipment as well, depending upon in which
local
jurisdiction it was located) or possibly in a "pub". In Holland, he
then
remarked, there are lots of female pinball players, and people play in
arcades
(which also have gambling equipment) or in small pubs.
We next saw some pictures from
Australia. Joe told us that in that
country
the pin business is thriving, then telling of one arcade which has a
STAR
TREK - THE NEXT GENERATION mural
painted on the wall. In that country,
he then
remarked, you would probably be playing pinball in a very attractive
"high
class arcade" with many pingames, or possibly a pub.
Joe next showed and told about China,
first showing an arcade in
Beijing. At that point he introduced his wife, Ann,
who he said traveled to
China
with him. Joe told us that when she
tried to ask a small child there
where
an arcade was located the kid ran away screaming. He then told us it
was
hard to find many arcades in China. We
were then shown a couple more
Chinese
arcades, Joe commenting that they usually contain a lot of video and
"redemption":
games, adding that the Chinese pinball market is coming
"slowly,
but surely".
Next up was South America, where Joe said
that arcades have "tremendous
amounts"
of pingames, adding that some arcades even have "rides". He then
told of
an arcade in Buenos Aires, Argentina, which has all electro-
mechanical
pins, remarking that they had a little trouble keeping them
running,
but did pretty well.
At that point Joe told how much it costs
to play a game of pinball in
various
countries. In Brazil he said it costs
about 15 cents, and about the
same in
England. In France and Japan, Joe went
on, the price was $1.01, and
in
Spain 81 cents. The highest price he
told of was in Germany where he said
it
costs $1.42 to play a game of pinball.
The slide show then ended and Joe made a
few concluding comments
regarding
pingames and the industry. First he
said that he guarantees that
there
is no difference in pinball players throughout the world, they all
having
the same dedication, passion, and skill.
Joe then remarked that
pinball,
the form of entertainment he has been trying to "book" all around
the
world, entertains, intrigues, and draws people of all ages and nations to
it.
Joe then went on to say "it's also a
tribute to the people who make
these
games - many times you see the end results here, but behind the scenes
I'm
able to see the arguments among the design team members concerning
whether
or not to put certain features, etc. in a game". Joe then commented
that
it's not uncommon near the deadline for a new design to see design team
members
sleeping at the factory because they worked all night so they could
start
again the next morning.
Ending his talk, Joe told us that he
feels very privileged and very
proud
to be a part of this industry. As a
final comment Joe said "I'm not a
player,
a designer, or a programmer - I just book the acts, and the acts are
great
all around the world - pinball is well around the world!"
When Joe's slide presentation ended he
told us that it was time for the
audience
participation game. He then introduced
a young lady he called
"L.J."
who he said would help conduct the game.
"L.J." then began telling us
how the
game would work.
First she told us that a card had been
placed on each table (except for
those
occupied by industry personnel, who were not allowed to participate).
We were
then told that that would be used in connection with a "qualifying
round"
to select contestants for the actual game in which two teams of four
contestants
each would compete. One team, "L.J."
then told us, would be
trying
to guess the names of pingames based on "audio clues", while the
other
team
would be given "visual clues".
In order to select the eight contestants
for the
game, the qualifying round would use clues taken from pingame
advertising
flyers.
"L.J." said that when she read
one of those clues anyone thinking they
knew
what game's flyer it was from should hold up the card from his or her
table. The first person to raise a card would be
asked to name the game, and
if
correct could choose if he/she wanted to be on the "audio" or
"visual"
team. This process would continue,
"L.J." told us, until all eight
contestants
for the game were chosen. If, however,
the person guessed
incorrectly,
another quote from the brochure would be read until a correct
answer
was obtained. She then read the first
clue.
The clue was "a combustible
combination of features". Someone
incorrectly
guessed FIRE and the second clue "Doomsday Bonus Feature" was
then
given. That brought a correct answer of
Bally's 1980 pin FIREBALL II,
the
guesser choosing to be on the "audio panel".
When the first clue for the second game
"the realm of fantasy enters
reality"
was given, no one ventured a guess. The
same thing happened for the
second
clue "new Bally Blaster Flipper".
The third clue "Ball Teleport
Mechanism"
brought the correct answer of Bally's 1987 game DUNGEONS AND
DRAGONS,
that person choosing the "visual panel".
The first clue for the next game,
"it's a jungle out there", brought an
incorrect
response of JUNGLE LORD. The second
complex clue "hit a target to
freeze
cycling lights in front of the '4-bank' and complete the bank to score
the lit
value", brought no guesses. Either
did the third clue, "Copyright
1986,
Williams Electronics", although it gave away the year of release. When
the
fourth clue, "spell 'LIZARD' to collect bonus", was given the correct
answer
of Williams' GRAND LIZARD was obtained, the guesser choosing the
"audio
panel".
The first clue for the next game, "a
totally awesome pinball machine",
brought
a quick correct answer of Bally's RADICAL from 1990, the guesser also
choosing
the "audio panel". The first
clue for the next game, "fuel up your
profits",
also brought a quick correct guess of the 1988 Bally pin TRUCK
STOP,
the guesser choosing the "visual panel".
The last three games were also quickly
guessed after only one clue. In
the
first of these the clue "Let the Good Times Roll" elicited a correct
guess of
Williams' 1990 game ROLLER GAMES, with the "visual panel" being
opted
for. Next the clue "a direct
hit" elicited Williams' 1994 pin DIRTY
HARRY,
the "audio panel" being chosen.
The clue for the final game "it's
fast,
it's furious, and it fights back" brought a quick correct answer of
Williams'
1987 pin F-14 TOMCAT, the guesser being automatically placed on the
"audio
panel". It was now time for
"the games to begin".
First it was the "visual
panel's" time to compete.
"L.J." then gave the
rules
for their game. She explained that
slides would be shown to the
contestants
of small sections of the artwork for a pingame. If any panel
member
thought they knew the game, she continued, they should signal by
holding
up their card. If they guess correctly
they score 100 points, but an
incorrect
answer will ban that person from giving another answer "L.J."
finally
explained. The panel members, Mark,
Dan, Henk, and Gene, were then
introduced.
The first correct answer, Williams' 1963
pin BIG DEAL, was given by
Henk. He also correctly guessed the next three in
a row: Williams' APOLLO
(1967),
JACK POT or GOLD RUSH (1971), and their 1964 pin STOP AND GO. When
Henk
missed the next game, Williams POKERINO (1978) he said it was because
"it
didn't go to Holland" - his homeland.
Roger Sharpe then asked "L.J." if
there
were "any more games in the contest which didn't go there?" Henk also
incorrectly
guessed the next game whose artwork was shown as SORCERER, the
correct
answer being given by another contestant as STAR LIGHT (but, I'm not
sure of
the year, however).
With the next game, Williams' 1962 pin
VAGABOND, Henk again got into the
"winning
column" causing Joe Dillon the quip "yeah, but in what month was it
released?" The final game in the "visual"
section gave a lot of problems for
the
panel, however.
The first two guesses, GOLD RUSH and EL
TORO, were incorrect. This
prompted
"L.J." to give the hint "when you drink beer it comes out of
one".
When
that didn't seem to help she said it was designed by Steve Kordek, then
remarking
"two of them - you drink beer out of", bringing forth another
incorrect
(but reasonable) guess of CAN CAN. When
"L.J." finally hinted
"people
have ridden down Niagara Falls in these" the correct answer of
Williams'
1961 pin DOUBLE BARREL was finally obtained.
That ended the "visual round"
with Henk being declared winner by a
slight
margin - Ha, Ha. Joe Dillon then gave
consolation prizes to the other
three
contestants on the "visual panel".
It was then time for the "audio
panel"
to "show their stuff", the panel of Joel, John, Tom, and Heri being
first
introduced.
The rules for this round were then given,
which were pretty much similar
to the
"visual round". The
contestants were told that there were four "audio
clues"
for each game taken from the game's "sound track". As in the previous
round,
an incorrect guess would bar that person from making another guess on
that
game. The round then began.
The first game, Bally's 1991 pin ADDAMS
FAMILY, was guessed after only
one
audio clue. Next was Williams GETAWAY
(1992) which took two clues for a
correct
answer. The third game, however, was a
little more difficult, it
taking
all four audio clues before Williams WHITEWATER (1992) was correctly
guessed.
The first clue for the next game brought
a wrong answer of ROAD KINGS
before
the correct answer of Williams' 1991 game TERMINATOR 2 was given. The
next
game, Bally's DR. DUDE, was guessed correctly on the first audio clue.
The
sixth game proved again to be difficult, it taking all four clues before
the
correct answer of Bally's CREATURE FROM THE BLACK LAGOON (1993) was
obtained.
After games seven and eight, the correct
answers for which were Bally's
DR. WHO
from 1992 (which was guessed after the first clue) and Bally's
THEATER
OF MAGIC from 1995 (which took two clues), no contestant had the
required
500 points, so an additional game in "standard play" was used to try
to get
a winner. After three clues that game,
Williams FISH TAILS (1992),
was
finally guessed.
This resulted in a "tie
breaker" between two of the contestants.
The
"tie
breaker" game ended up being Williams' 1990 pin FUN HOUSE (taking three
clues
to get the correct answer) and a winner of the "audio round" was
finally
chosen. The winner was congratulated
and consolation prizes were
awarded
to the other contestants.
Joe Dillon then told us it was time for
the "Grand Kahuna Section" in
which
the Grand Kahuna himself, Steve Kordek, would give the clues to
determine
the "Grand Prize Winner"!
Steve then came up and was given a round
of
applause. At that point Joe gave the
rules for this "playoff" round.
Joe
told
the two contestants (winners of the "audio" and "visual"
rounds) that
Steve
would read a series of clues about a particular pingame and the first
one who
guessed the game would win the Grand Prize.
He then reminded the
contestants
that each could have only one guess.
Steve then asked for a
round
of applause for Joe and "L.J".
The first clue, "this game has a
moving target in the center of the
playfield
for bonus step-up", was then read by Steve, but no guess was
forthcoming. The next clue read by Steve was "this
game had an 'extra ball'
feature
utilizing the top center
rollover". Henk (the winner of the
"visual
section")
then gave the correct answer of Williams' 1976 game(s) SPACE
MISSION
or SPACE ODYSSEY (although it was possible they he had heard the
answer
from the audience).
"L.J." then said that there was
one more clue to be read, Steve then
saying
jokingly "this game was designed by one of the good-looking
designers", bringing laughter and applause from the
audience. The winner,
Henk
from Holland, was then presented with the Grand Prize, a framed
backglass
of the Expo tournament game Bally WHO DUNNIT autographed by the
game's
design team. That brought a round of
applause for Henk. the runner-
up was
then presented with a SPACE MISSION brochure autographed by designer
Steve
Kordek.
Finally, Joe Dillon and Steve Kordek
talked a little about SPACE
MISSION,
it's importance to Steve, and how the artwork showed the first
U.S.\U.S.S.R.
docking in space. That ended the
audience participation part
of the
show.
At that point Rob Berk introduced the
other people sitting at the first
table. They included his co-producer and Exhibit
Hall Chairman Mike Pacak
and
Rob's wife (of about one year) Bridgit.
Rob next conducted an annual
Expo ritual. He first asked everyone to stand up. He then asked all first
time
Expo visitors to sit down. This process
continued (people who had only
been to
two shows, three shows, etc., being asked to sit down) until only
those
of us who had been to all eleven Expos remained standing.
After that Rob introduced a gentleman
from an outfit called E.S.S.
Productions
from Boston who he told us was filming segments for a future two
hour
television documentary on the history of pinball. We were told that
that
documentary would be shown on national television sometime in mid-1996.
Richard Shapero from Louisville KY, who
originated the idea for the
"pinball
wizards" at the Expo each year giving "pinball lessons" to Expo
visitors,
came up on stage. Richard thanked this
year's "pin teachers" for
their
help which drew a round of applause.
At that point another "Expo
tradition" (for the past several years)
occurred. John Wyatt from the British "Pinball
Owner's Association" (POA)
came up
on stage to present his organization's "Pingame of the Year"
(actually
since the last Expo) award. Their
choice this time was Bally THE
SHADOW. Roger Sharpe came up and accepted the award
for his company.
Next up to the stage was Dave Marston from
New Hampshire. Dave began by
telling
us that years ago Joe Dillon sold him games when Joe worked for a
distributor
and he was an operator. He then made a
few remarks about "the
global
significance of pinball". Dave
then said he was going to give an
award
to the game which had the record for the longest time on the "actively
traded
list" put out for the industry - 14 years! Dave then told us that the
game
was Bally's 1980 pin EIGHT BALL DELUXE, saying that no other pingame
comes
even close to that record! Bally
ex-employee Jim Patla accepted the
award.
Then even another "recent Expo
tradition" occurred, nominations to "The
Pinball
Hall of Fame". This year there
were two nominations: Wendall McAdams
and
Norm Clark (both quests at the previous evening's "Fireside
Chat"). They
then
drew a healthy round of applause!
Rob Berk next thanked
Williams/Bally/Midway for their loan of the WHO
DUNNIT
games for use in the Flip-Out tournament.
He then thanked all the
manufacturers
for supporting the Expos for the past eleven years drawing a
round
of applause. Finally, he thanked
Lenc-Smith for allowing us to tour
their
plant this year.
Joe Dillon was next called up to the
stage by Rob and given a plaque for
his
banquet talk. Joe was then given a
round of applause. Rob then called
Jim
Schelberg (publisher of the great pinball magazine, PinGame Journal) up
to the
stage to receive a "special award", a plaque for acting as the
"unofficial
Expo photographer". That drew another
round of applause.
Next the "Best of Show" award
for the Expo Art Contest was given to a
Mrs.
Shapero. Rob then asked Mike Pacak to
give out the Best Exhibit awards.
First
Place this year went to Jim and Judy Tolbert for their "For Amusement
Only"
booth which drew a round of applause.
Herb Silvers' "Fabulous
Fantasies"
booth was the runner up. Herb was then
also awarded the "Best
Restored
Game" award for the several restorations he had on display,
receiving
another round of applause.
Rob then thanked everybody who helped
with the banquet, including the
speakers,
his staff, and all of us who attended, drawing a round of applause.
At that
point he invited people connected with other pinball shows to come up
and
tell about them.
First up was Dann Frank producer of the
"Wild West Pinball Fest" held
each
Spring in Scottsdale, Arizona. Dann
said that in 1996 his show will be
held
the first weekend of May, adding that the same would be true in 1997.
Herb
Silvers then told of his brand new pinball show called "Pinball Fantasy
'96",
the first edition of which will be held at the Riviera Hotel in Las
Vegas,
July 26 -28, 1996. Herb told us that he
will hold a special "woodrail
tournament"
with a woodrail pingame as the prize!
The final show we were told about was the
fine show called "The
Pinathon"
which is held every Spring near Sacramento, California. Jim
Tolbert
touted the show for it's producers who did not attend the Expo. He
told us
that the 1996 Pinathon would be held the weekend after Mother's Day.
At that point Exhibit Hall Chairman Mike
Pacak reminded us that the
Flip-Out
tournament finals would be held Sunday morning, then reminding us
that
the Exhibit Hall would be open all night for anyone wishing to play any
of the
games there.
Rob Berk then asked Jim Tolbert and
several other people to come up on
stage. He then told us that all those people had
either Birthdays or
Anniversaries
that month. On the subject of
Anniversaries, Rob started
talking
about Williams'. He said that he never
knew exactly when that
company
started, but decided it was 1945 (actually it was more like 1943) and
declared
it to be Williams' "50th Birthday".
He then had us sing "Happy
Birthday"
to Williams.
Finally, Rob announced that Pinball Expo
'96 was planned for November 14
through
17, 1996. That ended the banquet
festivities and most of us headed
for the
Exhibit Hall for more pinball playing (some all night!) and visiting.
THE
EXHIBIT HALL
As I've always said when reviewing past
Expo's, the real "center of
activity"
of the show is the Exhibit Hall. It is
where all the games are,
and
where most of the visiting is done.
And, as in the past several years,
the
"hall" actually consisted of two rooms loaded with pingames and
people.
This year, I believe, there were more
"woodrail" pingames (from the
1930's,
1940's, and 1950's) than at any past Expo (except possibly one year
when a
large number were brought for display).
On top of that, there was one
particular
woodrail game that was represented several times (somewhere
between
6 and 8, I believe). That game was
Gottlieb's 1958 pin, SUNSHINE.
This
seemed to be interesting and that's why I dubbed Pinball Expo '95 "The
Year Of
Sunshine".
As I said earlier, the Exhibit Hall is
the place were much of the Expo
visiting
between attendees takes place. And I
was certainly no exception,
talking
to many of my old "pin friends" as well as meeting and making new
friends. Not only did I get to renew acquaintances
with pinball people, I
also
had a chance to see a special "young lady" I met for the first time
at
the
previous Expo. This was one-year-old
Arianna Clark who visited Pinball
Expo
'94 (with her parents, of course) at the young age of seven weeks!
Also, as in the past, there were many
coin machine oriented dealers
displaying
their wares in the Exhibit Hall. Many
were selling pingames (from
all
eras), while others offered parts and "paper". As usual, Steve Young's
"Pinball
Resource" had a booth selling their reproduction parts, other parts,
and
their fine literature reprints. Steve
and Laura Engle's "Pinball
Supermarket"
was also there again with a large variety of pin-related parts
and
other items.
Two of the many pingame dealers there
were Jim and Judy Tolbert's "For
Amusement
Only" outfit from the San
Francisco area (who also sold parts and
literature),
and Herb Silver's "Fabulous Fantasies" from the Los Angeles
area. Another pin dealer was my good friend Neil
Jamison from Wichita Kansas
who is
one of the few dealers to also sell "bingo" and "1-ball"
gambling type
pins.
If you were interested in pinball
advertising flyers (which are becoming
a big
pinball collectable) a visit to Expo co-producer Mike Pacak's booth was
(as
always) the center of activity for those.
A few other dealers also had
some
flyers.
As for pingames, there were many
available for sale, playing, and
viewing. There was also, as always, a long line of
the new Bally WHO-DUNNIT
pins
used for the "Flip Out" tournament qualifying rounds. A run-down of the
approximate
number of pins from each decade is probably in order here.
There were five pingames from the 1930's,
and eleven from the 1940's.
From
the 1950's there was a whopping 26 pingames (plus three "pitch and
bat"
baseball
games), the most Fifties pins at any Expo to date. The largest
number
of electro-mechanical pins from any decade, however, was the 1960's
with 46
pins and one baseball! From the 1970's
there were 42 electro-
mechanical
pins, one "baseball", and six solid-state pins. There were 20
pingames
from the 1980's and 22 from the current decade. The above numbers
are
only approximate, and do not count multiple occurrences of the same game
(such
as SUNSHINE).
A chronological listing of most of the
pins at the show is as follows:
CHRONOLOGICAL LIST OF PINGAMES
PINBALL EXPO '95
(NFS - NOT FOR SALE)
GAME MANUFACTURER YEAR PRICE
DROP
KICK
Exhibit 1934 300
SCREAMO Rockola 1935
SPIT
FIRE Genco 1935 300
FLYING
HIGH Western Products
1936 950
CHUBBIE Stoner 1938
MYSTIC Bally 1941? 450
LAURA Williams 1945
SEA
BREEZE United 1946 300
MEXICO United 1947 200
RANGER Exhibit 1947 195
RIO United 1947 350
ROCKET Bally 1947
CARIBBEAN (NO GLASS) United
1948 150
YANKS Williams 1948
COLLEGE
DAZE Gottlieb 1949 850
MADAME
BUTTERFLY (CONV) Nate
Schneller 1949
FIGHTING
IRISH Chicago
Coin 1950
FOUR
HORSEMEN
Gottlieb 1950
KNOCK
OUT
Gottlieb 1950 NFS
MADISON
SQUARE GARDENS Gottlieb 1950 1095
SELECT-A-CARD Gottlieb 1950
MINSTREL
MAN Gottlieb 1951 2195,OFFER
PLAY
BALL Chicago
Coin 1951 350
STOP
& GO
Genco 1951 SOLD
TRI-SCORE Genco 1951 500
CROSSROADS Gottlieb 1952 NFS
FOUR
CORNERS
Williams 1952 800
HIT AND
RUN Gottlieb 1952
QUEEN
OF HEARTS
Gottlieb 1952 875
TWENTY
GRAND
Williams 1952 500
NINE
SISTERS
Williams 1953 NFS
SHINDIG Gottlieb 1953 895
GOLD
STAR
Gottlieb 1954 800
LOVELY
LUCY
Gottlieb 1954
THUNDERBIRD Williams 1954 ?
AUTO
RACE
Gottlieb 1956 NFS
DELUXE
4-BAGGER (BASEBALL)
Williams 1956 1000
BIG
INNING (BASEBALL)
Bally 1958 850
GUSHER Williams 1958 650
ROCKET
SHIP
Gottlieb 1958 2000
SUNSHINE Gottlieb 1958 650
HI
DIVER
Gottlieb 1959 950
LIGHTNING
BALL Gottlieb 1959 475
PINCH
HITTER (BASEBALL)
Williams 1959 1200
STRAIGHT
SHOOTER Gottlieb 1959
DANCING
DOLLS Gottlieb 1960
SPOT-A-CARD Gottlieb 1960 595
WORLD
BEAUTIES
Gottlieb 1960 325,425
CORRAL Gottlieb 1961 700
EGG
HEAD
Gottlieb 1962 500,550
FLIPPER
CLOWN (AAB) Gottlieb 1962 550
FLIPPER
COWBOY (AAB) Gottlieb
1962 900
RACK-A-BALL Gottlieb 1962
TROPIC
ISLE
Gottlieb 1962 675
VAGABOND Williams 1962 500
BEAT
THE CLOCK
Williams 1963
GIGI Gottlieb 1963 600
SLICK
CHICK
Gottlieb 1963 1595
BOWLING
QUEEN Gottlieb 1964 595
MAJORETTES Gottlieb 1964 2195/OBO
OH
BOY
Williams 1964
SHIPMATES
(PARTS) Gottlieb 1964
WORLD
FAIR Gottlieb 1964 625
ZIG
ZAG
Williams 1964
BANK A
BALL
Gottlieb 1965 425,500
BIG
STRIKE
Williams 1965 500
BUCKAROO Gottlieb 1965 1695
COW
POKE (AAB) Gottlieb 1965
ICE
REVIEW
Gottlieb 1965 350, 600
ICE
REVIEW (PROTOTYPE)
Gottlieb 1965 700
KINGS AND
QUEENS Gottlieb 1965 950
SIX
STICKS
Bally 1965
SKY
LINE
Gottlieb 1965 925
CROSS
TOWN
Gottlieb 1966 1595
FULL
HOUSE
Williams 1966
MASQUERADE Gottlieb 1966 495
SUBWAY Gottlieb 1966 500
APOLLO Williams 1967 700
BASE
HIT (BASEBALL)
Williams 1967 525,900
BEATNIKS Chicago Coin 1967
500
DIAMOND
JACK Gottlieb 1967
KICKOFF Williams 1967 400
KING OF
DIAMONDS Gottlieb 1967 650,700.15
MAGIC
CITY
Williams 1967
MAGIC
TOWN (AAB) Williams
1967 175
MELODY (AAB) Gottlieb
1967 500
ROCKET
III Bally 1967 550
PALACE
GUARD (AAB) Gottlieb
1968 550
PAUL
BUNYAN
Gottlieb 1968 195,395
ROYAL
GUARD Gottlieb 1968 500
PADDOCK Williams 1969 400
SPIN-A-CARD Gottlieb 1969 400
FOUR
MILLION BC Bally 1970 750,800
SUSPENSE Williams
1970
FIREBALL Bally 1971 950
FOUR
SQUARE
Gottlieb 1971 450
PLAY
BALL
Gottlieb 1971 375
STAR
TREK Gottlieb 1971
FLYING
CARPET
Gottlieb 1972
LINE
DRIVE (BASEBALL)
Williams 1972 800
NIP
IT
Bally 1972 550
SUPER
STAR Williams 1972 125
DELTA
QUEEN Bally 1973 375
JUMPING
JACK Gottlieb 1973
KING
PIN
Gottlieb 1973
AIR
ACES Bally 1974
OXO Williams 1974 495
TOP
CARD
Gottlieb 1974 350
WIZARD Bally 1974
CAPTAIN
FANTASTIC Bally
1975 650,795
EL
DORADO
Gottlieb 1975 SOLD
KICKOFF Bally 1975 425
MISS
UNIVERSE (BINGO) Bally 1975 1400
OLD
CHICAGO
Bally 1975 595
PAT
HAND
Williams 1975 395
PIN
UP
Gottlieb 1975 350
SPIN
OUT
Gottlieb 1975 360
TOP
TEN Chicago
Coin 1975 275
ALADDIN'S
CASTLE Bally 1976 475
BUCCANEER Gottlieb 1976 450
CANNES Segassa 1976
FACES Segassa 1976 475
HANG
GLIDER Bally 1976 425
MYSTIC Bally 1976 500
NIGHT
RIDER (EM) Bally
1976 175
PLAYBOY Bally 1976
SPACE
ODYSSEY
Williams 1976 225
SURE
SHOT
Gottlieb 1976
SURF
CHAMP
Gottlieb 1976 500
ARGOSY Williams 1977 475
BIG
DEAL
Williams 1977 400
BIG
HIT
Gottlieb 1977
JACKS
OPEN
Gottlieb 1977 450
JET
SPIN
Gottlieb 1977 550, 695
JUNGLE
QUEEN
Gottlieb 1977
MATA
HARI (EM) Bally 1977 525
RANCHO Williams 1977 395
CAMELITE
(COCKTAIL TABLE) Game Plan 1978 250
KISS Bally 1978
NUGENT Stern 1978
STAR
TREK Bally 1978
FLASH Williams 1979 475
GORGAR Williams 1979 450
INCREDIBLE
HULK Gottlieb 1979 325
VIKING Bally 1979 550
ALGAR Williams 1980 350
FIREPOWER Williams 1980 500,550
BLACK
KNIGHT
Williams 1981 1050,1100
CATACOMB Stern
1981 425
CENTAUR Bally 1981
FREE
FALL Stern 1981 325/OBO
HYPERBALL Williams 1981 375
SPECTRUM Bally 1981
BABY
PAC-MAN Bally 1982 400
HIGH
SPEED
Williams 1986 1100
F-14
TOMCAT
Williams 1987
MONTE
CARLO Gottlieb 1987
PARTY
ANIMAL Bally 1987
SECRET
SERVICE Data
East 1988 595
TAXI Williams 1988 995
TRUCK
STOP Bally 1988
ABC
MONDAY NIGHT FOOTBALL Data
East 1989 795
BAD
CATS
Williams 1989
EARTHSHAKER Williams 1989
CUE Stern
198?
BUGS
BUNNY Bally 1990 1995
SILVER
SLUGGER
Gottlieb 1990
SIMPSONS
(THE) Data East 1990
CHECK
POINT Data East 1991
HARLEY
DAVIDSON Bally 1991 OFFER
USA
FOOTBALL Alvin
G. 1992
ADDAMS
FAMILY Bally 1993
CREATURE
FROM THE BLACK LAGOON Bally 1993 2800
INDIANA
JONES Williams 1993
PISTOL
POKER Alvin
G. 1993 1350
TWILIGHT
ZONE Bally 1993
NO
FEAR Williams 1994
APOLLO
13 Sega 1995 NEW
BATMAN
FOREVER Sega 1995 NEW
CORVETTE Bally 1995 NEW
INDIANAPOLIS
500 Bally
1995 NEW
JACKBOT Williams 1995 NEW
JOHNNY
MNEMONIC
Williams 1995 NEW
PINBALL
MAGIC Capcom 1995 NEW
STRIKES
& SPARES (BOWLING)
Gottlieb 1995 NEW
WATER
WORLD
Gottlieb 1995 NEW
WHO
DUNNIT
Bally 1995 NEW
This year, as happened for the first time last year, the Exhibit Hall
was
kept open all night on both Friday and Saturday nights. Most dealers,
however,
did not keep their booths open for sales, but a good percentage of
the
pingames were available for the pin playing "night owls".
A final note regarding Exhibit Hall
activities. Again this year (as in
the
past several years) there was an Artists, Designers, and Authors
Autograph
Session held in the second Exhibit Hall room on Saturday afternoon.
I
myself participated in several past autograph sessions, but this year,
since
my book "Pinball Troubleshooting Guide" was "out of print",
I was just
a
bystander. The tables at which the
celebrities sat were arranged in a
large
rectangle with the artists, etc., sitting on the inside and the
"autograph
hounds" lining up around the outside to get the signatures on
pinball
flyers, books, etc., of their favorite "pin personalities". The
session
lasted a couple hours and the lines of people were quite long most of
the
time.
Well, there you have it, a run-down of
the events at another great
Pinball
Expo - the eleventh such show! It was
great as usual, and I believe
the
attendees from all around the U.S. (and around the world too!) really had
a great
time! Next year's Expo is scheduled for
November 14 through 17,
1996,
but as of now I don't know if I'll have the funds to do it again. But
maybe I
will win big at bingo or the lottery a month or two before Expo time.
Anyway,
I highly recommend Pinball Expo to any pinball fan (collector,
player,
etc.) as I am sure they will have a good time!
If I can make it I
hope to
see you there!