PINBALL EXPO '97
(The 13th Year)
by Russ Jensen
Well, for the 13th year in a row Pinball
Expo was held in the Chicago area. The
site (as it has been for the past 10 years) was the Ramada O'Hare Hotel in
Rosemont Illinois, and the show was held November 13-16, 1997. Also, as in the past year or two, Expo
activities began on Thursday morning with a tour of the new Williams pinball
plant in Waukegan Illinois. After the
tour there was a little "get-together" party (called the "Bumper
Blast") in the afternoon.
Like last year, I decided to miss the
first two Expo events as it would have meant flying to Chicago on Wednesday (or
taking a "red-eye" - never again!) with the additional cost of almost
$100 for the extra night at the hotel!
Also, like in all the years past, the Expo admission fee and the room
rates increased over the previous year, with Expo admission now costing a
whooping $100! (It started at $35 in 1985.)
Also, in order to save a few bucks I
booked flights on Southwest Airways. I
was told I would have to change planes in Las Vegas and arrive in Chicago at
Midway Airport vice O'Hare. I called
the hotel before making reservations and the clerk said they did not provide a
shuttle to Midway, but gave me the name of a bus company which they said could
provide that service. I called that
company and the lady said that I could get one of their shuttles to take me to
the hotel. So I made my reservation.
The day before the flight I again called
that bus company to confirm that they could get me to the hotel. The lady that answered this time told me
THEY COULD NOT!!! I again called the
hotel and they told me there was no way - other than an $40 cab - to get from
Midway to the hotel, and that I would have to get a shuttle from Midway to
O'Hare and then the hotel shuttle to the hotel. They gave me the number of another shuttle company which went
between the airports, which I called and they said they had hourly shuttles
between the airports at a cost of $14.
So I was stuck with this mode of transportation. To add insult to injury I also discovered
the day before my flight that Southwest provides NO MEALS (only snacks) on ANY
of their flights.
My flight left Burbank at 7:45 AM. After arriving in Las Vegas I bought a sandwich
to take along on the next leg of my flight for my lunch. I changed planes in Vegas (1 hour-40 minute
layover) and arrived in Chicago at 4:30 PM after a stop in Omaha. The shuttle to O'Hare was supposed to leave
at 5 PM, but didn't arrive until 5:30, getting me to O'Hare about an hour
later. I then got the hotel shuttle and
arrived at the hotel about 6:45 on Thursday night.
Well, after getting to the hotel I checked
into my room (which I shared with my roommate for the past several years, John
Cassidy) and then went to the show registration area to pick up my registration
packet. While in that area I was
approached by some gentlemen who came all the way from Russia who I was
supposed to meet at the show.
Several months before the show I received
an email message from a Russian computer software producer, Andy Novikov, who
said he was interested in producing a computer simulation software package of
"classic" pinball machines, asking which games I would recommend for
his project? I sent him a list of 10
games (made between 1932 and 1972) and he told me he would like to do them all!
- but that has since changed. After
that I began sending him (via email) photos and descriptions of the "play
characteristics" of those games. I
was later pleasantly surprised when he informed me that his company was
allowing him to come to Pinball Expo!
As I said, I met him and two of his
coworkers at the time I arrived at the show.
We then departed saying we would see each other later, but as things
turned out we never seemed to be in the same place at the same time. But, as it turned out, I found out later
that they accomplished a lot at the show toward their project goals.
After my brief meeting with the Russians,
I went into the Expo Exhibit Hall (which had opened at 6 PM) for a brief look
around. After entering I went directly
to Steve Young's Pinball Resource booth, to pick up my prepaid copy of Dick
Bueschel's new book - Encyclopedia of Pinball - Volume 2 - a truly beautiful
book! After a brief look around the
hall I went to the first "Fireside Chat" scheduled for 8 PM. By the way, there will be more about the
Exhibit Hall in Part 2 of my Expo coverage.
FIRESIDE
CHAT #1
This "chat" featured pinball
industry "old-timer" (although not quite as much of an old-timer as
previous chat participants) Jim Patla, formerly of Bally and now with
Williams. After everybody was gathered
in show producer Rob Berk's suite at 8 PM,
Rob introduced Jim - reading a list of the many pingames Jim had
designed in the past.
Jim began by telling everyone that he had
started working for Bally in the 1960's while he was still in High School! One of the interesting things we learned
from Jim was that long-time Bally designer (who designed many of the great
Bally electro-mechanical games of the 1960's/1970's), Ted Zale, once worked for
Genco before coming to work at Bally.
After Jim telling about his early years at
Bally, the session was opened to questions from the audience. But, as I have said regarding past Fireside
Chats, a detailed account of this event is beyond the scope of this article.
THE
"INTERNET GET-TOGETHER"
The other Thursday evening Expo event was
the "Internet Get-Together", a feature at the past two Expo's. This is an informal meeting where all of us
who are active in the "world of pinball on the Internet" get together
to share information on their Internet activities as they relate to
pinball. As in the past, the host of
this affair was New Hampshirite Dave Marston.
After everybody had gathered, Dave began by saying that he proposed a
topic for the session of "what are you doing to further pinball on the
Internet?" - adding that that could include "important developments
since last year".
Dave started by saying that one thing that
could be done was "identifying places to play pinball". Someone then mentioned the pinball
"chat channel" which was used by some pinfans. The posting (on the
"rec.games.pinball" ["r.g.p"] Internet newsgroup) of
sightings of new prototype pingames, and also posting of "rule
sheets" for new pins were then mentioned.
Someone then brought up the subject of a
different kind of pinball "chat" service known as "Pinheads
On-Line", which he said required you to have special software to
participate. We were told that this
allowed private chats with a selected person.
The Pinball Arcade Preservation Society (called PAPS) was then described
where pinball owners/collectors could list the games they owned in this on-line
database.
After Dave remarking that r.g.p was
"quite civilized" compared to other Internet newsgroups, he asked the
question "how many posts are made to r.g.p in a day?. Someone answered that it was approximately
120. Dave next asked the group if
anyone had anything they wanted to publicize?
Daina Pettit from Salt Lake City told a
little about his "Mr. Pinball Classifieds" which he has on his
website. He said he has processed over
two thousand ads, most of which have a "fast turn-around". Daina then mentioned another feature of his
site, the "Collectors Register" in which pinball collectors list
information about their pinball interests - saying that approximately 600
people had registered so far.
After asking how many were involved in a
"pinball mailing list" on the Internet, and getting a low response,
Dave asked how many people used the Internet for email only? Very few people showed that they did,
indicating that most read the r.g.p newsgroup.
When he then asked how many there were "new" to the Internet,
only a couple people raised their hand.
Dave next commented that r.g.p was
originally started around October or November of 1990 and that the volume of
people participating in it is still increasing. He then took a poll of the audience regarding what percentage of
the r.g.p postings people read, most indicating that they read over half. Dave then asked people what they thought was
the "worst subject line" r.g.p'ers could use on their postings? One answer (which I certainly agree with)
was For Sale ads where the person does not indicate where they are located -
someone also mentioning "one word subjects".
At that point Dave asked people to give
ideas for "advice to r.g.p. users"?
The first thing mentioned was "don't post binaries" (large
computer files containing pictures, etc.).
Someone next said that when a person describes a problem they are having
with one of their games they should name the game. After a brief discussion of the expanded FAQ (Frequently Asked
Questions) document posted monthly on r.g.p., a brief mention was made of using
the "Dejanews" Internet website to locate past r.g.p. postings. The list ended with a brief mention of the
old "r.g.p. archive" (which will be reopened in the future), followed
by a mention of the Pinball Pasture website in Sweden.
Dave next asked each person to
introduce themselves, which we did, giving our names and also having the
opportunity to tell of "special" things we were doing related to
pinball on the Internet. After that,
Dave told of the new "Pinball
Webring" (an Internet facility where people can go from one pinball
website to another quickly and easily), also saying that this makes looking at
websites "more user friendly".
Someone next proposed that a database of "pinball sites" on
the Internet be set up. The session was
then formally ended with Dave suggesting that people could now meet
"informally" with each other if they desired.
The session ended just before eleven
o'clock. Since I had not eaten anything
since the sandwich I carried aboard the plane for lunch, I decided it was time
to eat! I went to one of the hotel
restaurants and saw some friends eating there, so I joined them and had my
dinner. That ended my Thursday evening
Expo activities.
OPENING
REMARKS
Friday morning, after eating breakfast, I
went to the room where the Expo seminars were to be held in time for the
Opening Remarks scheduled for 8:45.
Expo host Rob Berk began by thanking everybody for attending. When he commented about the good turnout,
including people from Europe and Japan, that brought a round of applause.
After mentioning the plant tour that had
occurred the previous morning, Rob told of the second Fireside Chat with Sega
Pinball's Joe Kaminkow scheduled that evening.
He then told of the Designers, Artists, and Authors Autograph Session
scheduled for Saturday afternoon.
Rob next said that this year, in addition
to the regular pinball tournament, there will be a special "Senior
Division" for players over 45 years of age. After taking a count of how many people desired fish at the
banquet, he mentioned the game auction scheduled for Saturday morning. When Rob then told us that his wife Brigit
was about to have a baby there was a round of applause. He then said that she was trying to prepare
a "pinball cookbook" asking for recipes. Rob then introduced his
co-host, and Exhibit Hall Chairman, Mike Pacak.
After the audience finished applauding
Mike, he too welcomed us to the show. After reminding us that the Exhibit Hall
would be open all night on Friday and Saturday nights, Mike also mentioned the
auction. He next said that a Stern
pinball machine would be raffled off at the banquet. Mike then thanked Williams for hosting this year's pinball plant
tour, and for providing the new games for the tournament, bringing forth a
round of applause.
As a "finale" to the Opening
Remarks, Rob and Mike posed for the "traditional photo" of them
shaking hands. It was then time for the
seminars to begin.
SOLID-STATE
PINBALL REPAIR
Rob Berk introduced the speaker for the
first Expo seminar, "Solid-state Pinball Repair", Tom Kahill of
Williams Technical Support, telling of a few of Tom's past accomplishments at
the company. Tom then began by thanking
Rob and Mike for putting on such fine shows.
He then said the subject of his talk would be "repair and servicing
of solid-state pinball machines".
After remarking that he considers
electro-mechanical pins to be "vintage product", Tom started
outlining what he wanted to cover in his talk.
He said he wanted to cover their various "systems", then
saying that he had a few manuals/books to give away. Tom next told us that he wanted to give a list of "service
needs", adding that Preventive Maintenance is a "key factor" in
game servicing, then remarking that today's games use much more advanced
electronics than in the past.
Tom next commented that their new
"Williams Pinball Controller" (WPC) is now used in all their machines
- adding that it "makes things easier for their parts people, as well as
for operators". He then said that
on their dot-matrix displays, such as used on GILLIGAN'S ISLAND, if they don't
display properly you should first check the power supply voltage. If that is OK, Tom said, then the display
glass is probably bad and the display should be replaced and not attempted to
be repaired which is a time consuming and costly process.
The "time frames" of use of
their various systems was next touched on.
Tom said that designer Steve Ritchie had made a difference in them
deciding to change their systems as his "new ideas required the use of new
technology".
Tom next remarked that they noticed at
Williams that most of the games coming back to this country after being used in
Europe had playfields that "looked new". He commented that that was probably caused by foreign operators
taking better care of their equipment because games over there were more
expensive to purchase. At that point
Tom went to the game he had brought for demonstration.
After remarking that three minutes play
time per game was fairly standard today, Tom then showed the proper methods of
raising and securing the playfield during servicing. He next said that 60 to 70 percent of game servicing time should
be devoted to Preventive Maintenance - adding that old games should be vacuumed
and cleaned "from bottom to top".
After commenting that the rails on today's
games are made of stainless steel and not chromed, Tom remarked that the old
"myth" of not cleaning playfields with water was no longer true since
fields are now "sealed". Cleaning playfields, he went on, should be done in two steps:
remove excess dirt, and then clean - adding that waxing is seldom necessary.
We were next told that half of the service
calls on today's games are for "jammed balls", Tom adding that multi-level
playfields also cause problems. He then
remarked that connectors are used more and more in today's games, resulting in
less soldering - adding that when a problem occurs in a game the connectors
should first be checked. Tom then
commented that disassembly instructions are now contained in game manuals.
After mentioning information and software
which Williams had available on the Internet, Tom began talking about the
components on the bottom side of the playfield, such as flipper mechanisms and
switches. He then remarked that they
have tried to eliminate vibration problems in their games.
We were next told that in game maintenance
one should "start with the simple things" - and that generally
problems with games tended to be mechanical rather than electrical. Tom then said that they had changed from
"push coils" to "pull coils" in an effort to reduce
vibrations. He then remarked that one should always give a game a "visual
check" to look for broken/loose parts, etc..
At that point Tom began demonstrating the
built-in diagnostic features on their games.
He first showed how to start the tests (including using the
"help" facility) and showing how the "main menu" was
divided into two major functions - "bookkeeping" and
"tests". After commenting
that when adjusting switch blades you should not bend the blade, but move the
body instead, Tom began describing the switch tests which were available -
including an "edge test" in which you manually operate the switches.
Tom next told of the solenoid tests which
were provided, saying there were three types of solenoids in the games - high
power, low power, and motor driven. He
also showed how the game would display the wire color corresponding to the
solenoid being tested.
The backbox area was covered next, with
Tom first lowering the back panel and removing the glass. After saying that the flipper control
circuit is now located on the Driver Board, he said that the solenoid driver
circuit currently in use has been the same since 1978! Tom next commented that the "AA"
batteries they use are very good, but should be changed about once each year.
After telling of the new smaller size
fuses they now use, and mentioning that they are a "time delay" type,
Tom stressed that you should always use fuses of the value recommended. He next warned that the "heat
sinks" they use get very hot - "so be careful!" This was followed by a recommendation to check
the tightness of the screws holding the boards in place, then a warning not to
pull connectors off using the wires!
Tom next gave some cautions to observe
when doing board repair. First he said
to never use a screwdriver to remove an IC, then reminding us to make sure that
removed plugs are always plugged back into the correct sockets. He then proceeded to describe a few more
tests available on the game - including a test to locate a "stuck
ball".
Tom ended his talk by saying "use
your diagnostics" and "look for the simple things first". He then thanked us for listening and asked
if we had any questions? After
answering two quick questions, Tom was given a round of applause.
TIM
ARNOLD AND DICK BUESCHEL
The second scheduled seminar was supposed
to be conducted by pinball historian/author Dick Bueschel. But Rob Berk got up an announced that Dick
would not be speaking, and as a replacement Las Vegas super-collector (with
over 1000 games!) Tim Arnold would give a special talk. Rob then introduced Tim, which brought on a
round of applause.
Tim began by informing everybody that the
reason Dick would not be giving his scheduled talk was the sad fact that he has
an inoperable brain tumor - adding that "a nicer guy you will never
meet!" He then said that he was
gong to talk about "how to start a pinball club".
Tim began by saying he would talk a little
about pinball clubs which currently exist - mentioning the "Ohio Pinball
Wizards". At that point Dick
Bueschel entered the room in a wheelchair pushed by his daughter Megan which
brought on a massive sustained round of applause! Dick then came up on stage and began a brief talk.
He began by saying "Boy, am I going
to give you a talk today!" This
brought on laughter and applause from the audience. After then exclaiming "pinball lives!", Dick told of
his medical problems, saying concerning his tumor "they can't get to
it".
Dick next commented "I've got to tell
you what I believe - if it's not now, then when the hell when?". He next told us that pinball is "the
most exciting, demanding human entertainment ever created", adding "I
truly believe it is!" Dick next
remarked that 1000 years from today "there will be a pinball game in which
'the ball is wild' and under control of the player", then adding
"think of the last 100 years?"
After next posing the question "what
is pinball?", Dick told us that all animals have a "niche", and
the human's "niche" is culture.
He then said we are the only animals that "make a niche in their
culture, and then take it with them", giving "outer space" as a
perfect example of that.
The first culture, Dick went on, was a
black African culture, saying that was "the first time people faced
who/what they were", adding "the big thing for them was death, and
they had to have an answer for that".
The next culture, Dick continued, was that of the Nubians who he said
invented geometry, which the Egyptians later copied.
Then turning to Greek mythology, Dick told
of Daedilus inventing the saw, hammer, and the axe. He then said that he was also the "first game designer"
as he designed the labyrinth. Dick then
talked of they being "perfect human beings" because they created
something - games!
He next told of the American Indians
playing the game of LaCrosse, and the Mexicans having a game similar to
Basketball where they threw a ball through a hoop. Dick then remarked that man has been defined as a "tool
making animal" - but that he liked to think of him as a "game playing
animal". We were then told by Dick
that games are "the height of democracy" because "everybody has
a 'fair chance'if you develop your skill and talents". "That's what I truly believe",
Dick said, "pinball is that game!"
Turning to his just released book
"Encyclopedia Of Pinball - Volume 2", Dick said that it was now here,
adding that it was "exciting to write" - then remaking that the story
of the advent of electricity in pinball was an exciting story. He then told us that he wanted to tell the
story of the pinball business in those days.
Dick next said that Gordon Hasse would
assure that the series of books he had begun will continue - then commenting
that it was "a pleasure to be here".
When he then told us "I'll be back", that brought on another
round of applause.
Tim Arnold then came back up to continue
his talk on pinball clubs. After
mentioning once attending a Christmas party put on by the Ohio club at Mike
Pacak's house, he mentioned another club, the "Portland Pinheads" of
Portland, Oregon, which he said eventually broke up due to disagreements among
it's members. Tim then mentioned
pinball clubs in Germany and Holland, as well as other small clubs such as one
referred to as the "Reno Mafia".
Getting on with the subject of starting a
new club, Tim said the most important thing was to have meetings, saying you
should make a list of phone numbers of local pinheads and call them and say
"let's get together". He then
commented that Friday or Saturday nights are the best times for meetings,
adding that people should "bring their own booze", quipping "no
free beer for pinheads".
After mentioning the "Fun
Nights" that his own "Las Vegas Pinball Club" has, Tim said that
after a few meetings you should get the local newspaper to publish a
"human interest story" about your club, including color photos, which
he said should result in a "boost in membership". He then remarked that you should do things
to try to eliminate the "peter out effect" which sometimes occurs in
clubs. Tim said that later you should
put on tournaments, but commented that his club finally discontinued them due
to "cheating" by someone.
Getting to the subject of publicity for
the club, Tim suggested that articles be submitted to magazines like the
Pingame Journal, creation of an Internet website, and putting out a club
newsletter. He said that a newsletter
need not be too fancy and can even be done on a typewriter, adding that you
could even sell ads in it to help defray the expense.
Tim next got on the subject of "fund
raisers". He said that they
generally follow what he called "the 90/10 rule" - 90 percent work,
10 percent people", adding "those that do, get". Tim then told us that his club has raised
over $38,000 for local charities. He
then told the story of a local casino employee who "put his job at
risk" when he salvaged from the casino dumpster $15,000 worth of coin
counting machines which he gave to the club to help in it's charitable
endeavors.
The next thing Tim suggested was that you
don't incorporate your new club - then advising that a special "community
service" checking account be established which usually will not require a
fee. He then suggested holding raffles
of donated old games to raise money for charity. Tim next began the topic of
operating pingames to earn money for charity.
He first suggested getting an area in a
local mall where games could be set up for people to play, the money collected
going to charity. Tim then suggested
other locations for that type of operation, including bars and restaurants, he
then suggesting that you use a "strong game" for that purpose. Other good locations, Tim went on, are
"mom and pop stores" and laundromats.
Tim then gave a few suggestions for this
type of operation, first saying that the game should always be in the
"line of sight" of the proprietor, and that you should "beer
seal" the top glass. He ended this
topic by remarking that the money collected should go to charity. He then asked for questions?
When asked if the big appeal to him was
giving to charity, or having the older games played, Tim answered
"both". Someone then asked if
he used electro-mechanical or solid-state games for his locations? Tim answered that he prefers older
electro-mechanicals because he likes getting people to play them.
Tim was then asked how his charity games
were labeled, and he answered with a big sign on top saying "100 Percent
Donated to Charity". Someone from
the audience then told of a pinball tournament he once held in conjunction with
some of his friends from work where they charged an "entry fee", the
winner taking the game they played on home with him - Tim remarking that that
"was a good idea".
At that point a few more comments were
made about some things a club could do, including: using T-shirts to advertise
the club to others; using members to help other members with repair problems;
and having a "flee market area" at meetings. Tim then commented on "clean"
locations, and then went back to answering questions.
Someone asked next if Tim's club was
receptive to people who do not own pingames?
Tim answered "yes", then telling of one person who just came
to play, and later gave him some nice old Bally pinballs. This prompted Steve Kordek in the audience
to tell a story of once hearing of an old lady having an old pingame in her
basement, which turned out to be Williams' first production game, SUSPENSE from
1946.
Tim ended by telling us to "take it
less seriously - have fun"! After
making the remark "most operators are stupid" because they don't
clean their new expensive games, he quipped "the next guy's a jerk",
referring to himself who was to make
the next presentation. That brought a
round of applause.
47
THINGS NOT TO DO TO YOUR PINBALL
Before introducing Tim again for the next
seminar, Rob Berk introduced fellow Ohio collector Richard Lawnhurst in the
audience who he said had 50 woodrail pingames in his collection - bringing on a
round of applause! He then said he
wished to introduce Tim again, first having Steve Kordek stand up and telling
of Steve's 60 years in the pinball industry which brought out another round of
applause!
Tim began his new presentation by saying
"hi, it's me again" - then pausing while his handouts were passed out
to the audience. He then began by
remarking that "pinheads are cheap", saying that jukebox collectors
spend thousands of dollars, but pinball collectors need to spend more money in
order to get people to reproduce pinball items.
Continuing on that vein, Tim commented
that "people (meaning pinball collectors) refuse to pay for things" -
adding that they are interested in "more", rather than "better". Tim then commented that his handout
contained many items he had talked about in his past Expo talks. (It is
interesting to note that this year he changed the title of his presentation,
but the content was quite similar to that of his previous talks.)
Before getting to the numbered items in
his handout, Tim gave a brief warning about the hazards of lead fumes during
soldering, which was covered in the handout, but not as a numbered item. He then went to the items he had numbered,
number one being not to use metal tools when working on solid-state games
(unless the power is off). The next
item was "don't ignore the ball", Tim telling how a pitted ball can
ruin a playfield in a hurray!
The third item (something I personally
agree with vigorously!) was "spray contact cleaner is evil!", Tim
telling how it's use can cause more problems than it cures! After next saying you should never use tape
to bind game legs for storage (use rubber rings instead), Tim cautioned
everyone to never ship a game with the balls still in it.
After saying he was going to skip the
sixth item for now, Tim told us to never pry open a coin door on a game,
advising us to drill out the lock if you don't have the key. The 8th item on Tim's list was to brace scoring
reels when cleaning them. Tim next
talked about how to fix poorly contacting lamp sockets - adding that you should
never use steel wool while working on pinballs!
The 10th item regarded lead (which he had
already covered), but the next item also was concerned with soldering, Tim
advising to never buy cheap solder. He
next advised us to strap a board over the backglass when shipping a game, then
talking about replacing "thin flange" flipper bushings - he passing
around examples of this.
Item '14' on Tim's list was to replace bad
leg levelers, and to always grease them.
After warning against the use of "cheap super glue", Tim said
that tempered glass should always be used on games. He then said games could be stored on free wooden pallets which
you could find behind many stores.
After suggesting that you screw an extra game key to the bottom of the
cabinet, Tim suggested replacing the "fish glue", which was used to
hold most pinball cabinets together, with a good "polymer glue".
The twentieth item Tim discussed was to
replace the "22 gauge" jumper wire used on flippers with a larger
gauge wire. After next telling us to
always tighten the hinge screws on coin doors, Tim reminded us to let a game
warm up slowly "in stages" when moving it from a cold location to a
warmer one to prevent damage to backglass paint.
Item '23' on the list concerned suggested
modifications to the "System 1" power supplies used on early Gottlieb
solid-state games. This was followed by
a discussion regarding the replacing of wood screws used to attach playfield
posts with machine screws and nuts. Tim
next explained the difference between "A.C. parts" and "D.C.
parts" used in pingames.
The 26th item on the list was regarding
the replacing of batteries in solid-state games. Tim then told of the dangers of using the "prop sticks"
which were provided to prop up playfields during servicing. The next item on the printed handout (which Tim
did not mention) was his traditional quip "don't make fun of Wayne
Newton".
The next item ('29') was a brief mention
of "coil satiation", Tim warning never to put power to a coil with
it's plunger removed because this could damage the coil. The next item concerned how to interpret the
part numbers used on pinball coils, and how to use that information in
selecting a coil to replace a bad one.
Tim then suggested that Bakelite "flipper links" should be
replaced by nylon or steel ones.
Item '32' on Tim's list had to do with
"equalizing grounds" on solid-state games. After suggesting that an old toothbrush be used to clean
playfield posts, Tim warned us to keep sunlight off of games as it damages the
painted surfaces, including the backglass.
He then told how to tighten the screws which hold the
"knocker" assembly to the cabinet. Items '36' through '38' on Tim's
list were: how to re-ink bumper caps using a "Sharpie" pen; a
reminder to "beer seal" playfield glasses; and a suggestion to oil
only metal gears in pinball motors - leaving fiber gears and the motor armature
alone.
The 39th item mentioned was the fact that
"coin lock-out coils" were unnecessary on home games and can be
disconnected. This was followed by Tim
recommending that we buy only American-made fuses, avoiding those rated at only
32 volts. He then suggested that when picking replacement diodes for
solid-state pins you should choose those with the highest "Peak Inverse
Voltage" (PIV).
Item '42' on Tim's list was a suggestion
to rotate parts in a game's chime unit.
There was no item '43', with the next item being a suggestion to lower
the voltage to the game's lamps to prolong their life - Tim describing a
special circuit you could use to accomplish this.
The
next item ('45') was a suggestion to make a notch in the flipper links
on newer pingames. Another solid-state
tip was next given regarding how to "zap" older Gottlieb
displays. After then explaining how to
make "master keys" for games, Tim ended his numbered list by
explaining how to clean and adjust the "home switch" on the
score-motor of electro-mechanical games.
Tim ended his presentation with a brief
discussion of various chemicals which could be used for cleaning pingame
playfields, etc.. He also talked very
briefly about the various types of "surfaces" encountered in
pingames. Finally, he said that if we
had any questions we could ask him later.
Tim then received a round of applause!
THE
MAKING OF "GO-GIRL"
The next seminar involved something a
little bit different - a pingame with a "homosexual" (or more
precisely, "drag queen") theme.
Rob introduced the speaker, San Francisco artist Michael Brown, which
drew a round of applause.
Michael began telling of his
background. He told us that he does
sculptures now, but studied "film" in college. After telling us that pingames have always
intrigued him, Michael commented that he has done things for a science museum
in San Francisco and for the "Exploratorium", ending his personal
comments saying that he does "kinetic signs" and "public
art" for cities - then adding that he once designed a "swatch
watch" with a Christmas theme.
When Michael then hollered "Go
Girl!", it brought on a round of applause. He then said that on his machine you can expect to see (on a
video screen in the backbox) faces of the players wearing various wigs - an
idea he said which came from one of his friends. Michael then told us that he and his friends decided that a
"gay theme" pingame was needed, which he said would be both
"political" and "sarcastic". Michael then told of the "political things" to be found
on the game's playfield.
The game's drop-targets, Michael went on,
represent famous "homophobes", which when knocked down pup up
again. He then told us that they
originally wanted to design the game "from scratch", but eventually
decided to modify an existing game instead of "reinventing". After then saying that they decided to use a
"Ken Doll" dressed in "drag" on their game, he told us that
a friend did the software programming in Visual Basic.
After telling of the "switch
matrix" used in their game, Michael told us that they decided to use
Williams' 1989 pingame EARTHSHAKER as the basis for their game. He said that they used the input/output
circuitry of the original game, and that their game had two computers - the
"game control" computer, and a "486" computer which (among
other things) was used to create the game's sound. He then added that music was stored on a CDROM, with speech
(phrases) stored on the hard drive.
A friend, Michael then commented, told him
that it was easier to use the Visual Basic language for programming the game,
and also came up with the idea of placing a computer monitor in the
backbox. This, he went on, was used in
conjunction with a miniature video camera which would capture the image of the
player, with the computer adding the wigs, etc. to the image for display on the
monitor.
Michael next told us that they would like
to produce approximately twenty more of the games, then telling of Bill Ung (a
frequent user of the rec.games.pinball Internet newsgroup) helping them a lot
with their project. He then began
telling how the game's graphics were produced.
The graphics of the EARTHSHAKER game,
Michael then told us, was first photographed.
Then, he went on, the new playfield graphics were laid out, then tested
using computer printouts. After sanding
the playfield, Michael continued, the graphic printouts were glued down to the
field, a mylar coating then being applied.
For the backglass, he told us a large "translite" was used,
which was taped to the back of a piece of clear glass.
Michael next told us that the music used
in the game was composed by another of his friends. He then commented that they received two grants of funds for the
project, one of which was $12,000 from the San Francisco Arts Commission. After remarking that the large backbox which
housed the monitor was built by his team, Michael said that their game has been
displayed in several museums.
We were next told that there is a GO-GIRL
website on the Internet where the game could be viewed, etc. - adding that the
site has already received over 25,000 'hits'.
Michael then told us that one person who viewed their website found out
about the Expo on it and was in attendance.
Michael next told how GO-GIRL won the
contest for "Best Custom Pingame" at Herb Silver's Pinball Fantasy
'97 show in Las Vegas in July - adding that Joe Kaminkow of Sega Pinball and
Larry DeMar of Williams were two of the judges. He then told of the Los Angeles Times doing a "sidebar
story" about GO-GIRL right after that show, and also of it being mentioned
on the radio.
At that point Michael told us that he
would like to have a "limited production run" made of GO-GIRL, saying
that the estimated cost would be eight to ten thousand dollars. He said if this happened the game could
probably be shown in a "Gay/Lesbian Catalog", possibly even on the
cover. Michael then told of once trying
out the game in a gay bar one night, at three games for one dollar, and making
$25 for the night, adding that the players "laughed hysterically".
"Dressing in Drag" Michael then
commented, is done "just to have fun" - calling what his machine does
"virtual drag". He then said
that his machine also has a "makeup feature" which adds makeup to
your image on the screen, in addition to the wigs. After telling us that his game in the Exhibit Hall was set on
free play and he expected everybody to try it, Michael asked if there were any
questions?
The first question asked involved the type
of software used, and how the playfield graphics were printed? Michael answered that the graphic artist
used a Macintosh computer and scanned the images in, and then used Photoshop
and Adobe Illustrator software to work on the images.
When next asked if he was going to go to
the existing pinball companies to try and get them to produce his game, Michael
answered that he would like to work with the pinball companies - adding
"Chicago is the place were pinball was born, and still exists". When then asked if GO-GIRL had ever been
shown on TV, his answer was "no, but almost on German TV".
Michael was next asked what the price of a
GO-GIRL machine would be - he answering 8 to 10 thousand dollars. When someone asked if a production model
would use a "flat panel display" vice a TV monitor, Michael answered
"yes, which would be part of the game's high cost, unless a cheaper
substitute can be found." Michael then told about his young nephews
enjoying playing the game, even though they did not understand it's theme.
The next question asked was where did he
get the name "GO-GIRL", Michael responding that it was a common
phrase used by the "drag queen community". When then asked how the graphics were glued to the playfield,
Michael told of problems they had in that area, adding that mylar was
eventfully placed to cover the field graphics.
The last question asked was what the "time frame" was to
produce the game - Michael answering three to three-and-a-half years. That ended the seminar. When Rob Berk then shouted "Go
Girl!" it brought on a round of applause.
GOTTLIEB
EAST
Rob Berk next introduced the speaker for
the next seminar, Steve Young, whose presentation was titled "Gottlieb
East". Rob then exclaimed "talk about parts - he's got
'em". That drew a round of applause.
Steve began by welcoming everybody and
thanking us for attending the show. He
then said that he was going to tell us about moving parts, etc., from the
Premier Pinball plant (maker of Gottlieb pinballs since the 1980's) which had
gone out of business, to his "Pinball Resource" facility in New York
state. Steve then remarked that he had
some "interesting stories" - some funny and some sad because the
closing of Premier was "an end of an era", then adding that he is
trying to "keep it alive".
Steve then began a slide show.
The first slides Steve showed were taken
inside the Premier plant before the "move". The first slide showed the "switch assembly line" -
Steve remarking that he used that photo to help him set up his own switch
assembly line. A view of the line from
the opposite end was then shown. After
seeing some "stacking equipment", we saw the Premier "Parts
Department", including lots of playfields. We were next shown a photo of Donal Murphey in the corner of the
room after it had been emptied.
Steve next told us that the
"active parts" (those used on the more recent Gottlieb games) were
shipped to New Jersey to a company called Mondial who now owns the rights to
the Gottlieb name, and supplies parts to operators still operating those
games. He then said that his own outfit
acquired all the parts for older Gottlieb games. We were then told that Steve's outfit (Pinball Resource) bought a
lot of "tools and technology" from Premier, and that he especially
wanted the "switch assembly capability", but that he also bid on
other things from the plant that he wanted.
After remarking that "it all went
somewhere - either to New Jersey or to his place in New York", Steve began
showing shots taken inside his buildings.
We were first shown pictures of shelves being installed in his main
warehouse room to hold many of the parts that were coming. Steve next told us that the first truck from
Premier arrived on May 15, 1997, with the other one arriving a week later. He then told us that the two trucks contained
over 70,000 pounds of machinery and parts with which "they had to do
something".
The Premier people, Steve then told us,
had "good hearts" and their jobs had been "very important to
them". He then said they tried to
give him "what he needed", including such things as spare parts for
all the machinery he purchased. The
Premier people, Steve went on, were very good about answering his questions,
adding that many "email messages" were exchanged during the moving
process. He then told us that the trucks
contained 80 boxes, each weighing about 400 pounds - adding that when they
arrived he "couldn't wait to dig into them".
Steve next quipped that when the first
truck arrived packed with boxes he exclaimed "Oh goodie, it's Christmas
time!" He then showed pictures of
machinery, etc., including some tables.
The next slides showed an empty truck and then their full
buildings. Steve then told us that
during the process the Premier people would sometimes call him asking if he
wanted certain items from the plant, and that he would either say
"yes" or "no" - then telling of even getting such items as
floor mats and carpeting.
After remarking that they received
"acres of boxes", Steve said that after unpacking more than thirty of
them "they got tired of doing it".
He then said that they even got such small items as stickers and
decals. Steve next told us that most
items he now has stored on shelves, and that he will eventually have
information on where each item is located stored in his computer so he can tell
where to find them - adding that the Premier people were good "record
keepers" and put "part numbers" on every box!
After showing his Gottlieb storage bins,
Steve told us that he also acquired many small "tooling" items such
as drills, jigs, fixtures, etc.
He then
showed his new switch assembly line with switch parts stored in bins below the
tables, remarking that he acquired approximately 3 million components. We then saw another view of the assembly
line.
At that point Steve started telling how
they assemble switches, quipping "what do we do with all this
stuff?" He then told us that he
inherited both engineering prints and a card file containing step-by-step
instructions for assembling various types of pinball switches. After telling how each part to be added to
the assembly is obtained from a bin beneath the bench, he showed a picture of a
"contact nailing machine".
We were next told that he had received 1.7
Million parts in total, including 50,000 rivets. He then showed two riveting machines which were used to assemble
playfield targets. Steve next showed
some stacks of fiberglass tubs he had received. He then told us that he also received rolls of Gottlieb drawings
going back as far as the 1960's.
After showing pictures of more boxes of
parts that he had received, Steve continued explaining how switches were
assembled - commenting that this was "a very manual operation" - then
showing examples of several types of switches.
He then showed a special tool used to insert "roll pins" in
pinball plungers.
Steve next showed a picture of a
10,000-pound press used in the making of pinball "coil stops",
explaining how that process was done.
He then showed some more engineering prints he had received, remarking
that they got the drawing for Gottlieb "Part Number '2'" (from
January 1946), commenting that they could not find the drawing for "Number
'1'". Steve then remarked that the
drawings help a lot because they have a "Used On" block which tells
on which games the part is used. He
then told us that pinball flyers are not always reliable as to a game's actual
appearance, because they often used a "pre-production photo" when
making them.
We next saw pictures of more drawings they
received, followed by other components such as cabinets, doors, and
playfields. Steve then told us that
some of the drawings they received were in rolls (some weighing as much as 30
pounds each) and containing schematics, adding that they still don't know what
is in some of the rolls?
Steve then told us that they also
purchased Premier's "CAD" (Computer Aided Drafting) system, including
data from 1989 until the present time.
He next showed a picture of his Williams parts storage area. Steve concluded his presentation by telling
us that they also now own the sign from the outside of the Premier plant. He then asked if we had any questions?
The first question asked was what
"Part Number '2'" was, Steve answering that it was some sort of
"bracket". When someone then
asked Steve if he would sell any of the parts baskets he received, the answer
was that he would like to sell some of them, adding that he had also received
stools from the production line which he might also sell. At that point Steve thanked the many people
who helped him in this endeavor, including his employees, and also the Premier
and Mondial people who helped. He then
remarked that he wanted to produce more than just Gottlieb parts.
When somebody next asked Steve about his
personal pinball collection, he said that he owned approximately 325 machines -
mostly from the 1950's. When asked if
they received any artwork from the un-released game BROOKS & DUNNE, Steve
answered that they had received no artwork whatsoever. When then asked what the last
Premier/Gottlieb pingame produced was, the answer given was BARB WIRE.
The next question asked was regarding what
happened to the Premier building, Steve answering that it was sold in June, but
he didn't know who was in it now. When
someone then commented that "it was really great what you (meaning Steve)
did", it brought on a big round of applause for Steve.
Steve then remarked that he was beginning
to understand how costly it is to do things yourself - adding that it was
"nice to have Premier as a parts supplier" before they went out of
business, saying that he was grateful that the company was so generous to
him. He then commented that Premier
also gave him access to tools, molds, etc., that were at their vendors'
facilities.
Rob Berk then asked Steve what gave him the
impetus to acquire those things from Premier?
After first saying that he "didn't really know", Steve
remarked "unless you can buy something to fix something, you can't fix
something". He then said again
that he did it not only to produce Gottlieb parts, but to make parts for other
games as well.
When someone then asked if he had any
parts for games made by Alvin Gottlieb's ex-company, Steve answered "very
few - only coils", adding that Mike Pacak might have some. Steve was then asked what his "aim"
was for next year? He answered that
last year he had talked about producing "daisy caps", but that that
project was "moving slowly, but starting to 'move forward'".
The next question Steve was asked was if
he had received any "MPU's" (computer processing units) for Gottlieb
games? He answered "no",
saying that that type of item went to Mondial, and that he isn't very
interested in that sort of thing. The
final question was "is Mondial keeping parts for games available for 5
years after original release?"
Steve answered that it was "three years and shrinking" -
adding that he may take over when Mondial stops.
Steve ended the session by asking the
audience "what parts do you want?"
When someone then asked for "Gottlieb shooter guides", Steve
answered he was "working on that".
Steve then thanked us for attending his seminar, bringing on a round of
applause. That ended the seminar.
"PLEASURE
MACHINES - THE HISTORY OF PINBALL"
Rob Berk introduced the speaker for the
next seminar, Mark Heim, who had recently produced a TV show called
"Pleasure Machines - The History of Pinball", which was then
appearing on satellite TV "Pay Per View", and would soon be released
as a video for public sale. He told us
that Mark attended the Expo two years earlier when he interviewed people for
his show. Mark was then given a round
of applause.
Mark began by telling us that two years
ago he decided to do the project, but didn't realize at the time how long it
would take. He then remarked that he
"thought it's pretty good", then saying that it is now on Pay Per
View, will later be on regular TV, and that sales of the video would begin in
January 1998.
At that point about five minutes of the
show were shown, Mark then remarking that the entire tape would be shown at
midnight, that drawing a round of applause.
He next said that his video would not have been possible without the
help of several people at the Expo, naming Dick Bueschel, Dave Marston, and
Steve Kordek in particular.
Mark next told us that when he started he
didn't know much about pinball. After
commenting that the music on his video was "custom composed", he said
that his video has been sold to both European and American Pay Per View, and
that he hoped to do another one later which might go into pinball
collecting. After then remarking that
the European version only lasted 55 minutes (compared to the U.S. version's one
hour four minutes), Mark said he made one mistake in his history by saying that
the playfield puzzle on Rockola's 1933 classic WORLD'S FAIR JIGSAW illustrated
the San Francisco World's Fair vice Chicago.
He then asked for questions?
The first question asked of Mark was why
he decided to produce the video in the first place? He answered that he enjoyed playing pinball as a kid using money
earned from a paper route. He then said
he started playing when he was thirteen years old and that his dad complained
about it. Mark next told us that he was
so into it by the age of fourteen that he went to the game room at the college
his sister attended, adding that he even "loved the smell of new
pingames" when he was a kid.
When next asked if in the course of
producing the show he came across anyone who objected to being portrayed on a
pinball backglass, Mark answered "Tom Hanks" - adding that Tom was
not "anti-pinball", just didn't want to be pictured on a
backglass. Mark was then asked if his
Pay Per View sales had been successful?
He answered, "yes", adding that Direct TV has indicated
"many hits" for it, then commenting that the quality of the
"satellite reception" is not as good as the video itself.
Someone next asked in what
"outlets" his video would be sold?
Mark answered probably Blockbuster Video, adding that he will also have
an ad on the Internet and also magazine ads, both giving a toll-free order
number (1-800-PINTAPE). When then asked
if it would be for sale at the PAPA pinball tournament site he answered
"probably".
The last question asked of Mark was what
equipment he used to shoot his program?
He answered "High-speed Betacam", which he said was
"broadcast quality". Mark
then said that if it wasn't for the Expo (and the people behind it) there
"wouldn't have been any show".
He then remarked that some photos from personal family collections were
used in his show, ending by saying "it was the people that made it
work". Mark then drew a round of
applause.
THE
FLIPPER PINBALL FLYER BOOK
Rob Berk then introduced the speakers for
the next seminar, "The Flipper Pinball Flyer Book", Jim Schelberg
(publisher of Pingame Journal) and his Expo co-host Mike Pacak. That drew a
round of applause.
Mike began by telling us that producing
his book took "lots of hours", adding that he would like to hear from
us as to our opinions of the book. Jim
then commented that we might have some questions on how it was done, adding
that he himself had only been included in the project for the past several
months. They then threw it open for
questions from the audience.
The first question asked was "how are
the three volumes (of the set)
sequenced? Jim said that the brochures
are sequenced alphabetically by game, but that at the end of the last volume
there are two lists - one sorted by manufacturer, and the other
chronologically. He then told us that
they debated over which way to sort the brochures, but finally decided on
alphabetically.
Someone next asked what exactly was in the
book? The answer given was that it was
85 percent original manufacturer's brochures, but in a few cases they used
"press photos" when the brochures had poor views of the actual
game. And in the few cases where
neither of those was available, they said they used either copies of ads from
Billboard Magazine or photos supplied by collectors (including this author).
When next asked what the page format of
the book was, the answer given was "one side of a page per
game". They were next asked about
"copyright issues"? We were
told that the "Fair Use Law" allowed use in "hobby
publications" - adding that the use of black and white copies made it even
less complicated. Mike then remarked
that he had discussed it with Williams and "got their blessing".
In answer to the question of "are all
the games American made", they said "yes", but that they did use
the flyer for the European "conversion kit" called SEXY GIRL. It was next asked if they had included any
"weird games", Mike answering "as many as we could". Someone then asked if they might do another
book on foreign made games in the future?
Mike answered that "down the road" he might do a book on other
types of games, but something on foreign pins could possibly be done, but was
not planned.
When someone then asked which years were
covered by the book, they answered "1947 through CIRQUS
VOLTAIRE". It was next asked how they
justified the high price of the books of $150 per set? Jim began answering that by saying it was
"based on cost - including time spent", adding that they tried to do
it as inexpensively as possible. He
then commented that in his opinion it is a "real bargain".
After Mike commented that they did not do
a large print run, he said that due to the large number of pages (1400) they
did not do it in color. Jim then asked
Michael Brown (who had done the previous GO-GIRL seminar) if he could estimate
how much the book would have cost if done in color? Michael answered that if they had done that they would have had
to sell the books for around $500 per set, resulting in only a few being sold.
We were then told that the lists in the
last volume of the book contained much valuable information about the
games. An example of a specific game
was then given. Mike then said that
they tried to spell the names of the games correctly, including whether they
contained one or two words. As far as
"release dates" for the games were concerned, we were told that there
was some controversy, but in most cases the information came from the
manufacturers and were usually the dates when the games were first released -
Jim adding "we don't think the exact date is necessary, the order it
what's important".
After Mike told us that they would like to
be informed of any mistakes people find in the books (also saying they would
like photos, etc. of the few games not pictured), he asked if there were any
more questions? He was then asked how
many sets had been printed, Mike answering approximately 500. The final question was when would they be
available for sale, the answer being that they were currently for sale in
Mike's Exhibit Hall booth. That ended
the seminar, with Mike and Jim receiving a round of applause.
"THE
PAT LAWLOR SHOW"
The final event on the seminar agenda,
which has become an "Expo tradition" for the past several years, was
what is known as "The Pat Lawlor Show". Rob Berk introduced Williams' ace pinball designer, Pat Lawlor,
which drew a found of applause.
Pat then introduced his cohorts who were
helping him: Licensing Director Roger Sharpe, artist John Youssi, Software
Manager Ted Estes, Director of Engineering Larry DeMar, and a young man named
Louis who was assisting him. He then
asked how many in the audience were "first timers", noting there were
quite a few and remarking "every year it grows".
After commenting that his show was
"live, and gets a little crazy", Pat added "it's just to have
fun", also saying it was "meant to be informative also". He then went over the "ground
rules" for his show. Pat told us
that he gets to point at people who then can ask the panel a question. After it is answered, he went on, the person
gets to choose a panelist and will get the prize that person has listed on a
card he is holding. He then told of a
"new twist" he was adding to the game this year - what he called the
"whistle game".
We were then told he would let the winner
choose between his prize and getting a whistle. The whistle holder then would have the option of trying to take
another winner's prize by blowing the whistle.
If he does, Pat continued, he
then gets to choose one of three cards.
If the card says "RIP-OFF" he gets the prize and keeps the
whistle. If it says "DRAIN", he surrenders the whistle to Pat, but
gets the prize. If it says
"ZONK", however, he gives up the whistle and the other person keeps
his prize.
After telling us there is only "one
chance to a customer", Pat said it was time to start with the first
question. Someone asked Pat what
"creative stuff" he has tried in his designs? Pat answered he did the game SAFECRACKER,
then remarking "designers just take their best shot" - adding
"everybody has different ideas for improvement". The questioner then chose Ted Estes' card, wining a backglass which he
decided to keep.
Someone next asked what type of automobile
was pictured on the backglass of their game GETAWAY, the answer given was a
Lamborghini Diablo. That person won a
plastic catapult from MEDIEVAL MADNESS, but he opted to take the whistle. After
remarking that it is difficult to hear the sounds of some pingames in an
arcade, a person asked about adding headphones to games? Larry De Mar answered that it had been
"experimented with", but there were fundamental problems -
particularly "junk" getting into the headphone jack - Larry also adding that when they once tested
the idea in public nobody used them.
Roger Sharpe's prize was then chosen which turned out to be a video of a
Williams presentation at the AMOA trade show.
When someone then asked what was seen in
the "hologram" of the game CREATURE FROM THE BLACK LAGOON, the answer
given was "the creature".
When the questioner tried to get his prize the whistle was blown, and an
envelope was drawn. The card in the envelope said
"RIP-OFF", so the whistle blower took the prize and got to retain his
whistle.
The next questioner said that he heard
that a proposed "moving target" had to be removed from the original
design of Williams' game STAR TREK - THE NEXT GENERATION due to economic
considerations, so he asked "if 'the sky was the limit', what would you
like to put on a game"? Pat
answered "anything that's allowed to be put on!" He then commented that "cost is a big
problem now" - adding that it takes over a One-Million Dollar investment
to produce a new game nowadays. When a
prize was chosen the whistle blew again - but this time the card said
"ZONK" so the whistle blower not only did not get the prize, but also
lost his whistle.
Someone then asked who's idea it was to
place the dot-matrix display on the playfield of Williams' current game CIRQUS
VOLTAIRE, and if they plan on doing that on future games? Larry DeMar answered that it was designer
John Popaduik's idea, and that they could give us no information on future
designs. The prize chosen was on Ted
Estes' card and turned out to be a set of "promo pictures" for
Williams games.
The next question asked was if Williams
was considering "simpler game designs" in the future, ala Capcom's
game BREAKSHOT which came out a few years ago?
Pat answered that they had experimented in the past with simpler designs
(such as JACKBOT), but found out that players seem to like complex games
better. The prize then chosen was on
the card held by artist John Youssi, which turned out to be a "Swiss Army
Knife".
When then asked what the "prototype
token" for their game SAFE CRACKER looked like, Pat answered that it said
"prototype" on it. When a prize
was drawn the whistle was blown, the card drawn said "RIP OFF",
therefore the whistle blower took the prize which was a bumper sticker, also
retaining the whistle.
Someone next asked what the purpose of the
"3rd magnet" on TWILIGHT ZONE was to be, and why it was taken
out? Pat answered that he wanted to add
it because he thought the game "needed more stuff" - then explaining
his idea for it in more detail. The
prize this time was two "boggie men" which was on Ted Estes' card.
Licensing Director Roger Sharpe was then
asked to "tell a hilarious licensing story"? He answered that when dealing with Elvira,
her husband (who was also her manager) once told him "yeah, they're
real" over the phone. The prize
chosen was on Roger's card and was a PINBOT poster.
Someone then asked if they had any ideas
concerning the problem of bad lighting in many arcades? Engineer Ted Estes answered that they
"could use some solutions" to that problem. After mentioning a "nun's habit device" which is used
in Germany to block the playfield from ambient light, Ted mentioned the
possibility of using a special coating on the backglass which would diminish
the light glare from the backglass on the playfield. He ended by saying that "other solutions to the problem are
very expensive". When a prize was
chosen the whistle was blown and the card drawn said "DRAIN". This whistle blower had to give up his
whistle and the questioner got to keep his prize.
When Pat was next asked if there was any
chance of a "sequel" to his previous game ROAD SHOW ("Red and
Ted's 'love child'" the questioner called it), Pat answered "no, I'm
done with 'heads' for now". The
prize chosen was on John Youssi's card and was a video describing their game
WHITEWATER. Roger Sharpe was then asked
if there ever was a license he couldn't get?
Roger answered "many", adding that on some occasions they even
"backed out" of a license.
When the questioner was asked if he wanted a prize or a whistle, he
opted for a whistle.
The next question asked was "in the
game JUNKYARD how does one become 'Junk Champ'"? Pat answered "the first person to collect all the 'pieces of
junk'". The prize chosen was from
John Youssi's card and was another catapult from MEDIEVAL MADNESS. When Pat was then asked how many patents he
held, he answered "16", adding "some things you can't see",
giving the example of a "backbox disassembly method". The prize chosen was on Ted Estes' card and
was an "Evil Castle" from MEDIEVAL MADNESS.
After a few more questions, answers, and
prizes, Pat asked how many pinball operators were in the audience? - about ten
people raising their hands. After
explaining to those who didn't know, what an "operator" was (a person
who buys games and puts them on location, splitting the "take" with
the location owner), Pat asked for a round of applause for them.
Pat was then asked if they had ever
considered doing "home games"?
He answered "no", saying that they would cost too much to
produce, unless they were really "stripped down". The questioner asked for the prize on Roger
Sharp's card which was three backglasses.
At that point Pat said it was about time to "wind it down".
Pat ended his presentation with a few
comments. He began by remarking that
each year he "tries to give us a good time" and also give us "an
insight into their business". He
then said they also try to talk to pinball operators and ask them to "keep
their games up". Finally Pat said
he "tries to consider the hobby in general" and "talk to others
about pins". Pat then thanked
everybody for coming. That brought on a
round of applause! Pat's presentation
and the Expo seminars were then over.
And that also ends "Part 1" of
my coverage of Pinball Expo '97. Next
time I'll conclude my Expo coverage with a little about the second
"Fireside Chat", tell about the game auction and Autograph Session,
describe the annual Expo banquet, and describe the Exhibit Hall (including a
list of the games that were there). So stay tuned!
PINBALL
EXPO '97
(PART
2)
by Russ
Jensen
Last
time I began my description of Pinball Expo ' 97 and described the first
"Fireside Chat", the "Internet Get-Together" and the Expo
seminars. This time I will finish
describing the show, including the second Fireside Chat, the Game Auction, the
Designers, Artists, and Authors Autograph Session, the annual Expo banquet
(including the guest speaker), and finally the Exhibit Hall (including a list
of all the pingames on display there).
THE
SECOND "FIRESIDE CHAT"
The second "Fireside Chat" was a
little different format than the first chat (and all of the chats at previous
Expos). Instead of being held in show
producer Rob Berk's room, it was held in the same room where the seminars had
been held earlier in the day. One
reason for this was that there was going to be a special "raffle" of
pinball memorabilia included.
The main guest of honor for the chat was
Joe Kaminkow, an executive of the Sega Pinball organization who was to talk
about how things were going at their company.
Joe had a team of his people to answer questions from the audience,
including one of their latest Sega employees, ex-Premier pinball designer (and
a personal friend of mine) Jon Norris.
Joe's two children, a boy and a girl, were also there to help him with
the raffle.
Joe told us that the raffle was being
conducted to help the family of the brother of one of their employees who was a
Chicago fireman and had recently been killed in the line of duty. The items raffled off were all obtained by
Joe from the factory, and were pieces of artwork, etc. from past Sega and Data
East games.
Before the session began people were
allowed to purchase tickets at one-dollar each. Most people purchased one or two tickets, but there were also a
few "big spenders", like Expo
co-producer Mike Pacak, who bought a large number of tickets.
Joe
then began his chat session with people from the audience asking questions of
he and his panel regarding Sega Pinball and the games they have produced. But as I have said in the past, details of
these "Fireside Chat" sessions are beyond the scope of these
articles.
After
the question and answer session ended it was time for the raffle. Joe's kids would take turns drawing tickets,
announcing the number, and handing out the prizes to the winners. After awhile the kids noticed that Mr. Pacak
was winning a large number of the prizes and began referring to him as
"the man with all the tickets!". This was kind of funny, but after
awhile Joe told the kids to stop saying that.
When they ran out of raffle items there
was a last item put up for auction.
This brought a good amount of money to end the charity raffle on a high
note. That ended the Fireside Chat, and
also ended the Friday Expo activities, except of course for the Exhibit Hall
which was open all night - but more about the hall later.
THE
GAME AUCTION
An Expo happening which has been occurring
for the past several years is the Game Auction. A professional auction outfit (U.S. Amusement Auctions) which
specializes in auctioning off amusement devices conducts the auction beginning
at around 10 AM Saturday morning and continuing until all the games, etc. are
sold - usually in mid-afternoon. The
majority of the items offered for sale are pinball machines, but there is also
a smattering of slot machines, video games, etc., plus other related items such
as backglasses.
On the evening before the auction, and
also in the morning before the sale starts, there is a chance for people to
inspect the machines (or take pictures of some like I like to do), but the rows
of games are pretty close together often making it difficult to get to some of
the machines. This year while perusing
and photographing the games, I encountered several somewhat different pinball
machines - one that was especially strange because it's backglass did not seem
to fit the theme of the game.
One
interesting pingame was called STADIUM.
It was a flipperless pingame from the early 1950's with a football
theme. Another interesting thing about
the game was the manufacturer's name shown on it. The name shown was "Como manufacturing" which I was
told was sort of a subsidiary to Bally, making some coin machines for them
during that period. The playfield had
ten holes, each labeled with the name of a football "bowl" - a ball
dropping into a hole going directly beneath the playfield. Each hole when a ball landed in it would
light a pennant on the backglass with the name of that "bowl" on it. Lighting a pennant also scored 1-Million
points, and replays were awarded based on how many pennants (and hence how many
millions) were scored. The game at the
auction was in excellent condition.
The other "oddball" game at the
auction was quite a bit stranger. The
backglass said BUG-A-BOO and had three columns of slot machine symbols
(Cherries, Bells, etc.) on it - identical to the gambling type
"flasher" games which were put out by several outfits in the 1950's.
The playfield appeared to have no
connection to this backglass, apparently having scoring objectives of lighting
a "number sequence" and scoring points. The manufacturer's name on the playfield was J.H. Keeney (who did
make "flashers", by the way).
The playfield artwork featured many young ladies and the term
"Royal Belles" was shown on a placard held by one of the ladies. When I saw the machine I had no idea what it
was, but an interesting thing happened later which gave me a clue.
After obtaining copies of Mike Pacak's new
3-volume set of pinball flyer books, I decided to look at the game list sorted
by manufacturer to try and locate that Keeney game. I soon discovered that they had produced a pingame called ELEVEN
BELLES in 1950. When I saw that I
thought that that name seemed to match the playfield of the "mystery
game" at the auction - except for the weird backglass.
Months after the Expo I managed to get a
copy of the advertising brochure for ELEVEN BELLES from my good friend (and
fellow pinball historian) Rob Hawkins.
Sure enough the playfield was the same as that on the "mystery game"
at the Expo auction (except for some of the bumper caps), but the backglass was
entirely different! The only thing I
can figure is that the backglass for the game at the auction had once been
broken and someone substituted the "flasher" glass, but who knows?
The following is a list of most of the
older pingames auctioned off and the prices they sold for:
GAME MANUFACTURER YEAR PRICE
CHICO EXHIBIT 1948 195
TROPICANA UNITED 1948 150
BUG-A-BOO/ELEVEN
BELLES KEENEY 1950? 85
SUNSHINE
PARK (1-BALL) Bally 1952 170
STADIUM Bally (COMO) 1952? 315
SLICK
CHICK GOTTLIEB 1963 420
BANK-A-BALL GOTTLIEB 1965 260
BUCKAROO GOTTLIEB 1965 625,650
PARADISE GOTTLIEB 1965 450
APOLLO WILIAMS 1967 385
ROYAL
GUARD GOTTLIEB 1968 320
FOUR
SEASONS GOTTLIEB 1969 190
4-MILLION
B.C Bally 1970 425
ODDS
AND EVENS Bally 1971 220
KING
KOOL GOTTLIEB 1972 225
KNOCKOUT Bally 1974 260
LITTLE
CHEIF WILLIAMS 1975 225
SATIN
DOLL WILLIAMS 1975 225
JUNGLE
QUEEN GOTTLIEB 1977 435
THE
"DESIGNERS, ARTISTS, AND AUTHORS AUTOGRAPH SESSION"
On Saturday afternoon the (for the last
several years) annual "Designers, Artists, and Authors Autograph
Session" was held. And again yours
truly was privileged to participate, showing my book Pinball Troubleshooting
Guide. Behind the autograph table sat
pinball designers and artists, as well as several of us who have written books
concerning pinball. Expo visitors could
then walk in front of the tables and obtain autographs on various items
(Pinball flyers, books, etc. - or on paper such as their Expo souvenir booklet)
from the various "celebrities" seated behind the tables.
This year I sat next to Expo Exhibit Hall
Chairman Mike Pacak who was displaying his new 3-volume set of books,
"Pinball Flyer Reference Book", which I described in Part 1 of this
article. I did sell one of my books
during the session and got to talk with several nice people who came by to
chat. The autograph session this year
was well attended, with the game designers and artists being kept busy
autographing many items for Expo visitors.
After the session came to an end, Expo
producer Rob Berk asked all of us who participated to group together for a
group photo taken by Expo "Official, Unofficial Photographer" Jim
Schelberg. After that Rob presented all
of us with a special gift like he has done in past years. This year the gift we received was
especially nice - a copy of the video tape of the great pinball TV documentary
"The Pleasure Machines - The History Of Pinball", produced by Expo
seminar guest Mark Heim, whose seminar describing his project I reported on in
Part 1 of my Expo coverage. A truly
wonderful gift!
THE
SATURDAY NIGHT BANQUET
Saturday evening, as usual, was the time
set aside for the annual Expo banquet. And, as has been the custom for the past several years, the
banquet festivities began with a special "charity auction", the
proceeds going to benefit "The Make-A-Wish Foundation". The volunteer auctioneer for the event was
the same one who conducted the game auction I previously described. Before the auction action began a
representative of the Make-A-Wish Foundation told a little about their
organization. When he told us of a boy whose wish was to meet the Pope and it
was granted, that brought on a round of applause. The auction then began.
The first item sold was a playfield for
the Capcom (a company which had recently gone out of business) game PINBALL
MAGIC which sold for $40. Next up were
some "reprints" of pinball backglasses and a poster which brought the
same amount. A prototype of the
playfield for Bally's LOST WORLD game then brought $50, with a playfield for
Data East's 1994 pingame TOMMY then being bid up to $70.
The next item sold was a prototype of the
3-dimentional "translite" backglass for Sega's STAR WARS TRILOGY
pinball which brought a whopping bid of $200!
After that two other "translites" were each sold for the same
amount - one for Bally's ATTACK FROM MARS, and the other for Williams' MEDEVIL
MADNESS. Following that, uncut "plastics
sheets" for the same two games brought $105 and $140 respectively. An assortment of pinball coils was then sold
for $70.
Next to go on the block was a figurine
donated by an Expo guest from Holland which went for $125. Then a two-registration package for the
upcoming Pinball Fantasy '98 show in Las Vegas was sold at a price of
$160. After an ATTACK FROM MARS jacket
was sold for a whopping $215, the 3-volume set of Mike Pacak's new Pinball
Flyer Reference Book was sold for $145.
At that point two copies of Dick
Bueschel's new book, Encyclopedia of Pinball - Volume 2, were put up for
auction, both copies selling for $80.
After selling a signed "stand-up set" for Williams' 1994 game
ROAD SHOW for $35, four signed press photos of games, plus a Capcom PINBALL
MAGIC flyer, brought $55. A
radio/cassette player in the form of a jukebox reproduction then brought $100.
The next item auctioned was a blown-up
photo of Bally artist Dave Christensen's Bally art collection the price of
which I missed. Then a framed photo of
Elvira with the Bally SCARED STIFF pinball which had her likeness on it brought
a good price of $200. After an
admission package to next year's Expo sold for $130, a
"new-old-stock" playfield for Gottlieb's 1961 add-a-ball game FLIPPER
FAIR brought $185
At that point a custom-made miniature
pinball game advertising Coca-Cola and manufactured especially as a
"collectable" sold for the highest price of the evening, a whopping
$650!. This game, incidentally, had been advertised for sale in TV Guide
magazine a few months earlier. Next to
be offered for sale was a booth at Pinball Expo '98 which brought $185.
The final items sold were a signed copy of
the playfield graphics for the latest Williams game, CIRQUS VOLTAIRE, which
sold for $60, followed by the backglass for the same game bringing $200. The last item auctioned was a complete
pingame, a 1972 Gottlieb KING KOOL, which brought $300. That ended the charity auction.
After the auction it was time to eat! The food, as in past years, was very
good! When I was almost finished eating
the gentleman from Russia, Andy Novikov, who I was helping with his project of
programming computer simulations of "classic" pingames, came over to
my table bearing gifts! He presented me
with what he called an item of "Russian art" - a ceramic egg painted
with a Russian scene on a pedestal, and a copy of the computer software they
had previously done for Microsoft - a "puzzle collection". This was very nice, because as I said in
Part 1 of my Expo coverage last time, I had not seen the Russians since I met
them on my arrival at the show on Thursday evening.
It was then time for the annual banquet
guest speaker. Pinball designer and
champion player Lyman Sheets was called up to introduce the guest speaker. It was ex-Atari pinball designer, and more
recently Williams designer, Steve Ritchie.
That brought on a round of applause!
Steve began by remarking that he was going
to tell us about "my life in the business". He then told how his life started (he was born) in San Francisco,
and that he began playing pinball when he was six or seven years old - adding
that at the time you could play a five ball game for ten cents! Steve then said he graduated High School in
1967, and in the yearbook it was prophesied that he would become "a mad
scientist in a toy factory".
After graduating, he went on, he joined
the Coast Guard to avoid going to Vietnam, but ended up going there
anyway! Steve then said that after he
got out of the Coast Guard he became an Electronics Technician and sort of
wandered around. He then said he was
also a musician and played guitar in a Rock and Roll band - also writing some
songs. We were then told that Steve met
his wife in July 1972 and got married.
Steve next told us that in 1973 he went to
work at Atari Games - saying when he first started there he was impressed by
all the good-looking girls that worked there, and the Rock and Roll music
played in the plant. He said he started
working on the assembly line at $4.25 an hour for two years. Steve then told of company founder Nolan
Bushnell being "the father of the coin-operated video game" - adding
that Nolan was really a "card", and also a "good guy".
We were then told by Steve that they had
him working on "test fixtures" for video games, but that's not really
what he wanted to do, so he asked to be transferred to the newly formed Pinball
Division. He said the new division
consisted of 75 people housed in one building, and that it was a "happy
environment" to work in. He then
added that some of his friends still work for the company after twenty years!
Steve then told us that he started in the
"prototype lab" working with a man named Bob Jonesi who had come to
the company from Chicago. (AUTHOR'S NOTE:
I once interviewed Mr. Jonesi - a very nice fellow - back in the early
1980's. Bob had worked in the pinball
industry since at least the 1940's and had had some interesting stories to tell
me). Steve said that Bob taught him how
to lay out a pinball machine, including the wiring. He then remarked that Mr.
Jonesi kept telling him "Atari will never make a pinball game".
Next Steve said that Bob Jonesi ordered a
Bally CAPT. FANTASTIC and a Williams SPACE MISSION so they could use them to
help understand pingames. He said they
started playing these games, adding that they "really go addicted to
them". Steve then commented that
the upper right-hand flipper on CAPT. FANTASTIC really had an influence on him
in his future designs.
After telling us that he eventually
learned how to design pingames, Steve said he did his early designs on paper,
adding that he often took them home with him.
He then told of doing his first design. When he asked his supervisor if
he could build it, Steve went on, he was told "no", being also told
that he had to have a "degree in design" before he could do
that. "So", Steve contented,
"I showed my design to company President Nolan Bushnell, and he liked it
and said 'OK'".
Steve then told us that he got help with
the project from a fellow named Eugene Jarvis who had a Master's degree in
Computer Science. After commenting that
Atari pinball playfields were 27 by 45 inches in those days, Steve told how he
designed his playfield to fit these dimensions. He then said that he "made
it work" and 1500 of the game were produced.
The name of this game Steve then told us
was AIRBORNE AVENGER, then telling of a review of it in the trade magazine
Playmeter, written by none other than
Williams current Licensing Director Roger Sharpe. At that point Steve described the
characteristics of the game and gave credits to the other members of his design
team.
Steve next told of his next project for
Atari which he also did with Eugene Jarvis - SUPERMAN for which Atari had
acquired the rights. He then said that
during the design of this game he made five or six "whitewood"
prototypes - and that the game was even tested using a whitewood. He then remarked that some features on that
game he took from AIRBORNE AVENGER.
After commenting that he left Atari before
SUPERMAN was produced, he told of the sound effects for the game created by
Eugene Jarvis. Steve said there were
some "good ideas" he wanted to use on it that the company wouldn't
let him use. He then started telling
how he got associated with Williams.
Steve told us that at that time Williams
had just acquired a "new leader", a fellow named Gene Stroll. He said that Mr. Stroll came to California
accompanied by the legendary pinball designer Steve Kordek who was renown for
his design of Williams SPACE MISSION.
Steve told us that that visit resulted in him leaving Atari and
accepting a job from Williams. He then
commented that the weather in Chicago was quite different from that in his
native California.
"I left home", Steve then told
us, "and instantly got into my new job" - commenting that the
atmosphere at Williams was much different than at Atari, saying that at
Williams there were many "old-timers" from whom he said he learned a
lot. Steve then remarked that there
were no "job manuals" in the coin-op business like there were in
other industries, adding that there were a lot of things for him to learn.
Steve then reflected back on his trip to
Chicago to join the new company, remarking that at the time he was both
"inspired" and "scared".
When he arrived in Chicago, Steve went on, it made him feel great!. He then commented that at the time he
thought that he was "the only guy in the world who knew what solid-state
could do for pinball".
His first design Steve then told us was
FLASH, which had a lot of flashing lights and good sound. After commenting on some of the things he
did in that game which were different from what Williams was doing at that
time, he said that FLASH was his best selling game. Steve then gave the names of the others in the design team for
that game.
His next game Steve then said was a
"widebody", namely STELLAR WARS.
He said that his first try at that design was not very good, so he had
to "throw it away and start over".
After telling us that around 5000 of the game were produced, Steve then
commented that by that time "his head was starting to grow" because
his games did so well.
Steve then told us that his next design
was "a fulfillment of a dream" - a solid-state multi-ball game! He said by that time his old Atari buddy
Eugene Jarvis had taken a job at Williams and was responsible for "lots of
innovations" in their games. The
game Steve said was FIREPOWER. He then
told of innovations used in that game (in addition to it being the first
solid-state multi-ball game) including higher power flippers, good speech
(which used Steve's own voice), and the first "animated
display". After commenting that it
was a "fun game", Steve said there were over 18,000 made and then
gave the names of it's design team.
Steve then told us that after FIREPOWER
was developed Mr. Stroll hired a young software guy named Larry DeMar who he
said was sort of a
"wisenheimer" and "an outspoken critic of pins". He then remarked that Larry "seemed
like a teenager" and knew how to cheat the games - adding that he was
great at finding "chinks" in game software. Steve then called Larry "the most powerful programmer in
pinball".
After telling us that after that Eugene
Jarvis went off to work on video games, Steve said that he started working on a
"very revolutionary game", a "multi-level" pingame -
remarking that that idea had "been on the lips of many pinball people;
people like Harry Williams, Steve Kordek, and Sam Stern." This game he said was BLACK KNIGHT, and he
and Larry DeMar used many new ideas on the game - things such as "Magna
Save" and a "multi-ball accumulator". After commenting that Larry created some great "rules"
for the game (including a "bonus ball"), Steve said the game also used
"timed drop targets". He then told us that 12,000 of the games were
produced, and then named it's design team.
After that, Steve told us, pinball took a
"nose dive". He then said
that he wanted to do a video game but his bosses at the time wouldn't let
him. So Steve said he did a "crazy
thing" - he designed HYPERBALL, a game with 3 1/2 inch balls. The game, he went on, had a Plexiglas
playfield and an "alphanumeric display" which enabled the initials of
a high scorer to be displayed. Steve
then said that about 5,000 were built, then quipping "we only sold four at
$1.98 each".
Steve next told us that after that he
talked Mr. Stroll into setting up a company in California to build video games
where he worked on a game using the new Motorola 6800 microprocessor which he
called DEVISTATOR. But, he
continued, business "fell to the
floor", and many game companies started going out of business. Steve then said that he went back to
Chicago.
At that point Steve told us a long complex
story about him getting a speeding ticket when he was in California for going
146 MPH in his sports car on the Interstate.
When he got back to Williams, Steve then commented, that incident led
him to design a new pingame which was called HIGH SPEED!
Steve next told about Larry DeMar wanting
to use a "dot-matrix display" on the game and the General Manager of
the company saying it was too expensive.
He said that when Larry was told that he tipped a game over onto the
floor - Steve adding that later the company agreed to the idea. He then told us that many features are put
on a game as "insurance" for fear that the game might not be good
enough. After telling of some of the "firsts"
which appeared on HIGH SPEED, Steve said that he wrote some of the music used
on it, then telling us that 18,000 were produced, and giving the names of the
design team.
The next game he designed, Steve then told
us, was F-14 TOMCAT, which he commented "blinded the player with
flashlamps". After describing some
of the game's features, and saying it was an "interesting game", he
told of a "young intern" who just started with the company helping
with it. Steve then said that 14,500 were produced, then naming the rest of
it's design team.
Steve next told us that after F-14 TOMCAT
was produced, pinball went into a "dip:" again. He then said at that time he wanted to do a
"sequel" and decided to do BLACK KNIGHT 2000. That game, Steve went on, was innovative and
had good music, sound and speech. After
crediting it's design team, he said he was not sure how many were produced,
guessing 10 or 12 thousand.
We were then told by Steve that after that
Roger Sharpe secured a license for ROLLERGAMES. He said that he didn't remember much about the game, but that it
was "an OK game". After
saying that around 5,000 were produced, he gave the credits for it's design
team.
At that point Steve told us how he admired
Williams' Licensing Director Roger Sharpe, first remarking that growing up in
New York Roger was only really familiar with Add-A-Ball games before he came
into the industry. After then remarking
that Steve Epstein's Broadway Arcade was the only place in New York where new
games were tested, Steve commented that Roger "will find a good thing
about any game".
Next we were told how Roger secured the
license for the Arnold Schwarzenegger
movie TERMINATOR 2 - JUDGEMENT DAY.
Steve said that working with the license owner for this property was
"one of the best working environments he had ever worked in". Steve then told of working for a deadline to
produce the game by July 4, 1991. He
then gave the design team credits, followed by a few more details about the
game.
After briefly mentioning HIGH SPEED 2 -
THE GETAWAY (giving team credits and a few details about the game), Steve said
his next game was "a very special game", and was designed by a
"new team". This game, Steve
then told us, was STAR TREK - THE NEXT GENERATION, a license he commented
"he wanted to get".
Steve then remarked that that game
"had to be a success", then saying it took them 15 months to do. He then told us that the great pinball
artist Greg Faris directed the artwork, then describing how the design was
developed. After calling the game
"a pinnacle piece for everyone on the team", and saying that 12,000
were sold, he gave the names of the others on the design team.
The last Williams game Steve did he said
was NO FEAR, commenting that at that time "pins were hurting again".
But, he then remarked, "Williams people always have the ability to pull
everything together and get things done".
After telling us that the project took seven months and that 4,500 were
produced, Steve gave the credits for the game's design team. He then began a short "slide
show".
Steve's show primarily consisted of pictures
taken at the Atari Pinball plant. He
began his presentation by remarking that Atari was "a beautiful place to
work - no snow". The first slide
was of the main entrance to the plant, followed by a picture of the company
President. We next saw their volleyball
court, followed by the reception desk.
After pictures of some games, he showed a shot of the company cafeteria.
We were then shown a photo of a laboratory
followed by their "motion capture studio". True to form, Steve then showed some motorcycles, saying that was
"his thing". After a photo of
a "tech lab", Steve showed another picture of the company President -
quipping "he's sober during the day". We next saw a picture of Steve's office, followed by the hallway
outside.
The next group of photos Steve showed were
of various company executives, including a "marketing guy", a
programmer who Steve said has been with the company for twenty years, a Vice
President, and a game designer named Ed Roth.
After showing another motorcycle, Steve showed shots of several
designers, etc..
We next saw a picture of Steve's current
design team, who worked on a driving game called CALIFORNIA SPEED. Steve then ended the slide show (and his
presentation) by telling us he was currently working on a "2.5 million
dollar project" which he said would take about 19 months to complete. He was then given a good round of applause!
After Steve had finished his talk, Rob
Berk came up and thanked him, then presenting Steve with a plaque as a
memento. Rob then introduced the people
seated at the front table, including his co-producer Mike Pacak and his lady
friend, and Rob's mother. He then told
us that his wife Brigit was about to have a baby, that drawing a round of applause!
Rob next did what has become an "Expo
tradition". He asked how many
"first timers" there were at the show, asking them to stand up. That brought a round of applause. He then asked everyone who had attended all
thirteen Expos to stand up. I, along
with all of us "thirteen timers", then stood up, drawing another
round of applause.
At that point Rob asked Williams Marketing
Director Roger Sharpe to come up front, presenting him with a plaque for the
company in appreciation for their hosting of this year's plant tour, as well as
supplying their new CIRQUS VOLTAIRE games for the Expo tournament. Roger thanked Rob, then saying that he
really enjoyed the show, and that brought on a round of applause.
Rob then asked pinball designer Greg Kmiek
to come up. Greg said he was there to
announce this year's inductees into the Expo originated Pinball Hall of
Fame. After commenting that the idea
for the "hall" originated at the Expo seven or eight years ago, Greg
began reading the list of past Hall of Fame inductees.
In 1991, Greg said, the first inductees
were David Gottlieb, Ray Moloney, Harry Williams, and Sam Stern. The following year, he went on, we had
Harvey Heiss and Harry Mabs (the inventor of the flipper). For 1993 he said the people chosen were
Steve Kordek and artist George Molentin.
In 1994 Greg said it was Wayne Neyens, with 1995 adding Norm Clark and
Wendall McAdams, and 1996 adding artist Dave Christensen.
It was then time to announce the 1997
inductees to the Hall of Fame. For this
Rob asked Steve Kordek to come up on stage.
When Steve asked the audience how they liked this year's tour of the new
Williams pinball plant, that drew a round of applause. Steve then announced that the first inductee
for 1997 was the "most deserving" Dick Bueschel. That brought on a standing ovation for
Dick! Dick missed that, however,
because due to his ill health he had already left the banquet.
At that point Steve took the name of the
year's second inductee out of the envelope.
It turned out to be none other than the banquet guest speaker Steve
Ritchie. That brought on another round
of applause. Next Japanese pinball fan
Masaya Horiguchi came up to make the presentation to Steve. Masaya thanked Steve for all the games he
had designed over the years, remarking that he really liked Steve's designs,
then telling of when he first played Steve's game HIGH SPEED. When Rob then asked all the Japanese pinball
players in the audience to stand that brought a round of applause. When they finally thanked Steve Ritchie for
his designers, another round of applause was heard.
Next Exhibit Hall Chairman Mike Pacak
presented the award for Best Exhibitor at the Expo. When Mike announced that this year's award went to Steve Young's
Pinball Resource booth, it brought on a round of applause. The runner-up for the award was announced to
be Jim Schelberg's Pingame Journal booth.
Then came the awards for the Pinball Art Contest. The award for "best original
backglass" went to Rod Kleinholter from Kentucky for his backglass
celebrating the 50th Anniversary of the flipper (1947-1997). Rod was given a round of applause.
Next Rob Berk presented his annual award
for the "Official/Unofficial Expo Photographer" to Pingame Journal
publisher Jim Schelberg. After that Rob
presented an award to Michael Brown for his GO-GIRL! presentation, and for
bringing his interesting machine to the show for people to see and play. Michael and his unique game were then given
a round of applause.
Rob next asked Richard Shapero from
Kentucky to come up. Richard thanked
the "instructors" for his "Learn to Play Pinball" session
which occurred on Thursday afternoon, presenting them with gifts. A round of applause was then given to these
people. Rob then thanked everybody who
had participated in Friday's Expo seminars, including the guests of the two
"Fireside Chats".
At that point Rob asked Herb Silvers to
come up and tell about his next Pinball Fantasy show. Herb said it would be held at the Rivera Hotel in Las Vegas,
beginning July 24, 1998. He then told
us that Williams and Sega would be providing new games for the pinball
tournament, and that three pinball machines would be given away as prizes. He also said there will be some small
lectures at the show, and that approximately 300 pingames would be on display.
Next Brian Heim from Pennsylvania came up
to tell about his pinball show held in the spring in Allentown. Brian said his show was "a family
oriented event". He was then given
a round of applause.
At that point Pingame Journal publisher
Jim Schelberg came up on stage. After
remarking that the Expo was certainly a "long running show", he said
that this 13th year of the show was the Expo's "Bar Mitzvah year". After then commenting that Rob was Jewish,
he said that Mike Pacak was "an honorary Jew". Jim then presented Rob and Mike with a
"traditional Bar Mitzvah gift", a pen and pencil set. That brought on a standing ovation for Rob,
Mike, and the show. Rob then thanked
the people in the audience for their support of Pinball Expo.
The annual banquet raffle was conducted
next, the prize being Stern's 1977 game PINBALL. The winner of the raffle was from Hawaii and said he could not
take the machine, so Rob said it would be auctioned off. The auctioneer who had previously conducted
the Charity Auction (as well as the game auction earlier in the day) conducted
this auction. The game was then sold
for a winning bid of $400.
Finally, Rob Berk announced the dates for
Pinball Expo '98, October 22 through 25.
That ended the banquet festivities.
THE
EXHIBIT HALL
As I have said many times in past Expo
articles, the Expo Exhibit Hall is really the "heart of the
show". It is the place where a lot
of activity takes place. It's where most of the game playing is done (and this
is the reason some people come to the Expo).
It is also the place where most of the buying/selling of games, parts,
and literature goes on. And, it is
where a great deal of the "chatting" among pinball fans occurs. And finally, it's the place where the competition playing is done for the
qualifying rounds of the annual pinball tournament (another important thing to
many Expo attendees.).
This year, as in the past several years,
the Exhibit Hall actually consisted of two adjoining rooms. Both rooms were fairly well filled with
booths full of games, parts, literature, etc.
And, like the past year or two, the hall was open all night on Friday
and Saturday nights - although it was closed during the time the banquet was held
on Saturday evening.
Most of the dealers who had booths in the
Exhibit Hall were "Expo regulars", but there is always a few
"newcomers" at each show as well.
As you entered the hall, directly to your right was Exhibit Hall Chairman
Mike Pacak's usual booth were he offers for sale a ton of pinball advertising
flyers, as well as many pinball and coin-op books. And along the right-hand wall near the back of the main room was
Steve Young's Pinball Resource booth with his usual fine selection of pinball
parts and literature, including the just released Encyclopedia of Pinball -
Volume 2 by Dick Bueschel for which Steve was the publisher. Other "regulars" in the hall
included Steve Engle's Mayfair Amusement booth, Jim Tolbert's For Amusement Only
booth, and Herb Silver's Fabulous Fantasies booth - the latter two being in the
second room.
As far as pinball machines in the hall
were concerned, the following is a run-down of the number of games for each
decade which were shown. There were
only four games from the 1930's (possibly an all-time low), and 12 from the
1940's. Very surprisingly there were
only 10 games from the 1950's (certainly an all-time low for that important
decade), and 24 from the 1960's. From the
decade of the 1970's there were 33 electro-mechanical and 15 solid-state pins. There were 29 games from the 1980's, and 34
from the current decade.
The following is a chronological listing
of most of the pingames to be found in the Exhibit Hall:
CHRONOLOGICAL
LIST OF THE PINGAMES IN THE EXHIBIT HALL
GAME MANUFACTURER YEAR PRICE
JIGGERS Genco 1932
PUT 'N
TAKE Western Products 1934
400
FLYING
HIGH Western Products 1936
CLIPPER Stoner 1939
METRO Genco 1940 650
TRIUMPH Bally 1940
SEA
HAWK Gottlieb 1941 200
GOLD
BALL Chicago Coin 1947 599
NUDGY Bally 1947 300
CARIBBEAN United 1948 125
EL
PASO (AS IS) Williams 1948 200
PARADISE United 1948 300
RONDEEVOO United 1948 100
GOLDEN
GLOVES Chicago Coin 1949
300
STAR
SERIES (PITCH & BAT) Williams 1949
925
TUSCON Williams 1949
KNOCKOUT Gottlieb 1950 1800
QUARTET Gottlieb 1952 650
SLUG
FEST Williams 1952 1095
MARBLE
QUEEN Gottlieb 1953 DISPLAY
CONTINENTAL
CAFE Gottlieb 1957 300
STEEPLE
CHASE Williams 1957 750
WORLD
CHAMP Gottlieb 1957 SOLD
CLUB
HOUSE Williams 1958 750
HIGH
DIVER Gottlieb 1959 1250
LIGHTNING
BALL Gottlieb 1959 1800
JUNGLE Williams 1960 895
WORLD
BEAUTIES Gottlieb 1960 SOLD
BIG
CASINO Gottlieb 1961 600
CORRAL Gottlieb 1961 600
SKILL
BALL Williams 1961 400
MARDI
GRAS Williams 1962 450
SWEETHEARTS Gottlieb 1963 525
WING
DING Williams 1964 795
WORLD
FAIR Gottlieb 1964 425
BIG
STRIKE Williams 1965
FUN
CRUISE Bally 1965 DISPLAY
HI
DOLLY Gottlieb 1965 475
ICE
REVIEW Gottlieb 1965 325
SKI
CLUB Williams 1965
CASANOVA Williams 1966 595
CROSS
TOWN Gottlieb 1966 450
HURDY
GURDY Gottlieb 1966 400, 700
APOLLO Williams 1967 450
ROCKMAKERS Bally 1967
JOKER Bally 1968 400
LADY
LUCK Williams 1968 425
KING OF
DIAMONDS Gottlieb 1969
SPIN-A-CARD Gottlieb 1969 1795
4-MILLION
B.C Bally 1970 450
BALI HI Bally 1970 DISPLAY
STOCK
CAR Gottlieb 1970 DISPLAY
SUSPENSE Williams 1970 500
BRISTOL
HILLS Gottlieb 1971 425
DIMENTION Gottlieb 1971
FIREBALL Bally 1971 NFS
KLONDIKE Williams 1971 400
KING
KOOL Gottlieb 1972 495
OUTER
SPACE Gottlieb 1972 300
TIME
ZONE Bally 1972 400
WILD
LIFE Gottlieb 1972 550
HEE HAW Chicago Coin 1973 595
HOT
SHOT Gottlieb 1973 450
JUNGLE
KING Gottlieb 1973
SPANISH
EYES Williams 1973
DUOTRON Gottlieb 1974 395
MAGNOTRON Gottlieb 1974 350
TWIN
WIN Bally 1974 500
ATLANTIS Gottlieb 1975 NFS
BLUE
MAX Chicago Coin 1975 595
JACK IN
THE BOX Gottlieb 1975 175
OLD
CHICAGO Bally 1975 500
QUICK
DRAW Gottlieb 1975 495
SATIN
DOLL Williams 1975 300, 495
SOCCER Gottlieb 1975 600
TOP
SCORE Gottlieb 1975 595
JUKE
BOX Chicago Coin 1976 695
NIGHT
RIDER (SS) Bally 1976 350
PLAYBOY Bally 1976 1499
SOUND
STAGE Chicago Coin 1976
SUPERSONIC Bally 1976 550
SURE
SHOT Gottlieb 1976 495
TOLEDO Williams 1976 400
JET
SPIN Gottlieb 1977 595
LIBERTY
BELL Williams 1977
PINBALL Stern 1977 RAFFLE
CLOSE
ENCOUNTERS Gottlieb 1978
250
KISS Bally 1978 350
SILVERBALL
MANIA Bally 1978 695
STARS Stern 1978 750
BUCK
ROGERS Gottlieb 1979 250
FLASH Williams 1979 595
FUTURE
SPA Bally 1979 650
ROLLING
STONES Bally 1979 950
STAR
TRIP Game Plan 1979
STELLAR
WARS Williams 1979 495
TRIDENT Stern 1979 150
BLACK
KNIGHT Williams 1980
BLACKOUT Williams 1980 595
FLASH
GORDON Bally 1980
CAVEMAN Gottlieb 1981
CENTAUR Bally 1981 NFS
HYPERBALL Williams 1981 695
MEDUSA Bally 1981 649
VECTOR Bally 1981 499
BABY
PAC-MAN Bally 1982 795
ELECTRA Bally 1982 650
HAUNTED
HOUSE Gottlieb 1982 1100
FOUR BY
FOUR Atari 1983 DISPLAY
SPY
HUNTER Bally 1984 375
GAMATRON Pinstar 1985 695
PINK
PANTHER Gottlieb 1985
595
HOLLYWOOD
HEAT Gottlieb 1986 699
PINBOT Williams 1986 775, 950
ROAD
KINGS Williams 1986 795
BIG
GUNS Williams 1987 950
DUNGEONS
AND DRAGONS Bally 1987
799
F-14
TOMCAT Williams 1987
FIRE! Williams 1987
BANZIA
RUN Williams 1988
CYCLONE Williams 1988 1195
SPACE
STATION Williams 1988
995
TAXI Williams 1988 995
TIME
MACHINE Data East 1988
BLACK
KNIGHT 2000 Williams 1989
JOKERZ! Williams 1989
DINER Williams 1990
FUN
HOUSE Williams 1990 1800
NIGHT
MOVES Int'l Concepts 1990
HOOK Data East 1991 875
HURRICANE Williams 1991
TEENAGE
MUTANT NINJA TURTLES Data East 1991
750
THE
MACHINE - BRIDE OF PINBOT Williams 1991 SOLD
CUE
BALL WIZARD Gottlieb 1992 1599
GETAWAY Williams 1992 1095
LETHAL
WEAPON 3 Williams 1992 950
ROCKY
AND BULLWINKLE Data East 1992 1395
STAR
WARS Data East 1992 1495
INDIANA
JONES Williams 1993 1695
JUDGE
DREED Williams 1993 1195
TWILIGHT
ZONE Bally 1993 1695
DEMOLITION
MAN Williams 1994 1395
DIRTY
HARRY Williams 1994 1450
FLINTSTONES Williams 1994
FREDDY
(THE NIGHTMARE) Gottlieb 1994 1499
TOMMY Data East 1994
BAYWATCH Sega 1995
BIG
HURT Gottlieb 1995 1599
STARGATE Gottlieb 1995 1500
STRIKES
& SPARES (BOWLER) Gottlieb 1995
895
KING
PIN Capcom 1996
NO
FEAR (PROTOTYPE) Williams 1996 DISPLAY
BIG
BANG BAR Capcom 1997
CIRQUS
VOLTAIRE Williams 1997
GO
GIRL! CUSTOM MADE 1997 DISPLAY
MEDEVIL
MADNESS Williams 1997 DISPLAY
NBA
FASTBREAK Bally 1997 DISPLAY
NO GOOD
GOPHERS Williams 1997 DISPLAY
STARSHIP
TROUPERS (WHITEWOOD) Sega 1997 DISPLAY
X-FILES Sega 1997 NFS
As I said earlier, in addition to all the
pingames available for playing and for sale in the Exhibit Hall, it was also
the site for the qualifying rounds of the annual "Flip-Out" pinball
tournament. For that Williams had
graciously provided a whole row of their latest game, CIRQUS VOLTAIRE. The area where those games were located was
always busy with entrants vying to qualify for the final tournament playoffs to
be held on Sunday. The prize for the
tournament was a pinball machine as well
as a large trophy
Well, there you have it, a complete
rundown (in two parts) of the happenings at the 13th edition of Pinball
Expo. Next year the Expo will be held
October 22 through 25, 1998. If all
goes well with my finances, I hope to attend for the fourteenth year!