Ask Uncle Willy #14: July 29, 1997Uncle Willy answers your questions about pinball machines. The questions should be of a general-interest nature, and will be answered via an article archived here. Asking questions of a proprietary nature ("How many of game X were produced?" "What games do you have in the works for next spring?" "What game is designer Y working on?") will not get you very far, as Uncle Willy is constrained from answering them. If you have questions about fixing, restoring, or purchasing an older game, Uncle Willy would like to refer you to Ask Uncle Willy #10.
Question: I'm interested in someday becoming involved in the design of games. What college major should I choose? What sorts of backgrounds do the people who work at Williams have? Answer: The obvious answer here is that you should enroll in a college or university that offers degrees in Game Design. Possibly consider specializing in Pinbalogy or Arcadeology. Uncle Willy is sure that you recognize the facetiousness of the above answer. As mentioned in Ask Uncle Willy #5, there is no "typical" background for a game designer. The best discussion of this topic that Uncle Willy has seen is from the "Dear Ken" column of the InterAction magazine by Sierra On-Line (Fall 1996). Uncle Willy will take the liberty of paraphrasing and embellishing Ken Williams' answer below. Aside from being born with the ability to create games, there is no clear-cut way to become a game designer. A game designer should have the following qualities: - Creativity: You should already know if you are a creative person. You may express your creativity in various ways, such as writing, painting, sculpting, story telling, or creating games. - "Game sense": This is the ability to dissect a game to determine what makes it good or great. Recognizing and evaluating individual elements of a game (not just pinball games!) in terms of whether they are enjoyable or frustrating is an important part of this. Quite often a game element just "feels good." Recognizing this is part of "game sense." - Innovation: Things that are new and novel have appeal. A game designer must look for new things to add variety and depth to a game. Even looking at old things in new ways is important. - An understanding of what is possible: Some sort of technical background or exposure to technology is important. It sure would be neat if it were possible to levitate pinballs, flip them into the air, and detect their positions in 3-space. If such a thing were even possible, it would be so prohibitively expensive that it would never make it into a pinball game. A game designer has to live within the physical realities of the world. An exercise you may want to try is to analyze why you like your favorite game. (Uncle Willy urges you not to limit this exercise to just pinball or video games. Think about board games or card games or sports.) What elements "feel good" or "rewarding?" What would you change? What would you add? Why do you keep choosing that game to play again? Get specific, but keep within the realm of possibility. Also remember that everyone is a critic. It is much easier to analyze than create, so don't get hung up on the criticism. While, the above exercise will start to get you into game designer mindset, it still won't get you a job as a game designer. That task is much more daunting. Game companies are besieged by would-be designers who are certain their games are the next big hits. Game development can a million dollars or more for design, manufacturing and marketing. Since most game companies have their own design teams on staff, they are not likely to take interest in ideas from outside designers - a game from an unknown designer is much riskier to develop than one produced by someone with a track record. Uncle Willy has no words of advice or encouragement for you would-be designers out there to get your ideas produced. (And the good Uncle is certainly not interested in seeing your ideas himself, so please don't send them to him.) Uncle Willy's best advice to the would-be game designers out there is to recognize the game-worthy skills within their possession and to work on developing them. Are you an artist, musician, programmer? Do you like to build things, solve logic puzzles, or play games? All of these attributes come into play in the game design process. Get a job at a game company using your special skill, become familiar with the game design process there, and then maybe someday you can pitch your own ideas. (That's how most the game designers that Uncle Willy know became designers.) Question: In an old issue of "Video Games" magazine, I saw a reference to a Williams game called Rat Race. Tell me more about it. Answer: Everyone knows Williams is far and away the most innovative company in the solar system (ahem), and Rat Race was just another one of those attempts at doing something radically different. Remember, this was the era of Joust pinball, Hyperball, and Varkon! Rat Race was housed in a cabinet similar to that of Joust pinball, but was not a head-to-head game like Joust. Instead, one or two players took turns working the controls of what could best be described as a giant Labyrinth game. Using joysticks that made the play surface tilt in the X- and Y- axes, the player tried to use gravity and momentum to maneuver the steel ball into and through various play areas. In addition to the physical elements of the maze sections, there were software-controlled lights used to create different goals for the sections as play progressed. As is evident from the flyer for the game (thoughtfully provided by Uncle Willy at http://www.wms.com/williams/ww/gallery) quite a bit of thought went into the design. Rat Race was designed by Barry Oursler, from an idea by Steve Kordek. The artwork was by Pam Erickson. All the clues Uncle Willy can find point to Dave Rzepka as the programmer, but he can't be 100% sure about that one. The prototype run of Rat Race consisted of 10 games, but it never entered production. Apparently the joystick-controlled motor system for tilting the playfield was extremely complicated and expensive, and didn't provide the kind of precise control necessary to play the game well. Uncle Willy has heard that some of those 10 prototype games do still exist in private hands, but there isn't one lurking around Williams anywhere. Which leads us to: Question: Does Williams have one of every game they've ever made? I saw on the Discovery Channel where Williams has this great pinball museum. Answer: Trust Uncle Willy, he would love nothing better after a hard day's work than to wander over to the 23-acre environmentally- controlled facility that would be required to house all those games. He would manually plunge a few balls on woodrails like Gusher and Jigsaw, send the ball flying around the relatively open playfields of Dealer's Choice and Strato-Flite, challenge the Black Knight again, make Rudy very upset on Funhouse, and finally shoot a few 3-pointers on NBA Fastbreak. The next night would be a whole new lineup, and he wouldn't have to play the same game twice for months. Alas, that is just fantasy. Williams has made a whole bunch of games over the last 50-some-odd years, and there has never been enough room to try to save one of each of them. That's why Uncle Willy admires the efforts of all of the pin collectors out there, each of them preserving this history a few games at a time. In this way, people can continue to enjoy all those fine Williams games, even if Uncle Willy can't personally play them after work. From time to time, there have been small areas set aside at Williams for pinball machines to be displayed. When the Discovery Channel visited a couple of years ago, there was such a room with a few of the most recent games, and a few older games from Steve Kordek's personal collection. As other space needs took priority, even that small assortment of games was eventually disbanded. Question: Why is 6.5 degree the preferred playfield angle? Did it used to be 3 degrees? Answer: Up to a certain point, a steeper playfield slope makes for more exciting ball action. In the early days of pinball, however, the mechanical devices on the playfield were not up to the task of fighting that much gravity. A slope of about 3 degrees struck a good balance. Once pins started including more powerful and robust mechanical assemblies, the playfield slope could be increased for better ball action, while still allowing the flippers, bumpers, and so on to send the ball back up the playfield. The precise angle of 6.5 was determined after months of grueling clinical trials and focus groups, with biofeedback and eye- tracking equipment feeding the real-time human factors data into banks of Cray supercomputers, while GPS and NIST data were simultaneously factored in to remove any skewing due to time or place. Or maybe that was just the empirically determined angle of one machine once that "sure felt like it played well." Uncle Willy is not sure which story to believe. Question: What is DiamondPlate? Does it really make for a longer lasting playfield? Answer: Throughout the history of pinball, manufacturers have tried to make playfields that could withstand the rigors of location play. Anyone who has seen a frequently played older machine can attest to the fact that a steel ball can do a lot of damage to painted wood. Uncle Willy thinks that the playfields in newer Williams games are far superior in terms of resisting paint wear, but will not go into more specifics due to the competitive nature of the pinball business. The best thing you can do for any pinball playfield is to keep it clean, and to replace the ball(s) at the slightest hint of pitting, rust, or other surface imperfections on the ball. That's cheap insurance! Question: I noticed a small plug in the playfield between the flippers on a No Fear. Did there used to be a metal post there? Answer: Early in the design of No Fear, a post was considered as a way to alter ball times if they were too short. Therefore the playfield was manufactured with the hole for the post already drilled, but with the hole plugged. Uncle Willy believes the earliest sample games even shipped with the post as part of the supplied spare parts, in case the decision was made to install it after more real-world play data was gathered. That decision was not made, and No Fear went into production with a plug instead of a post. Question: In the last Ask Uncle Willy (July 2, 1997), you weaseled out of actually answering any questions about hidden things in games. We want information! Answer: Uncle Willy wonders if you read mystery books by starting with the last chapter. Isn't part of the thrill in the hunt? But maybe you don't know what you're hunting for, so Uncle Willy will agree to write down a few things that he knows to look for in games new and old. Discuss amongst yourselves. -- Cows -- The Red Button -- Skull and crossbones -- The artist and/or family members and/or friends -- 3 -- "SM" (not "S&M"; get your mind out of the gutter!) -- "Eat at Joe's" -- Bob -- Champagne glasses Question: Is Eugene Jarvis still at Williams? I loved his game Defender, and I also noticed his name on an F-14 Tomcat pin. Answer: Uncle Willy has spotted "Dr. J" across the street at Midway Games (formerly division of WMS Industries). If you've seen those blockbuster driving games "Cruisin' USA" and "Cruisin' World" then you've seen the latest efforts of Eugene Jarvis. I think you'll agree he has been putting his skills to good use! Question: In Roadshow, is there any relevance to the sign on Bob's Bunker saying "Secret Video Mode: BRRRLLRRL?" Answer: Yes. Question: I have a pinball game that has a revision of software that is older than the one available on the WMS Web site. The site does not list any of the changes from my version to the newer version. Could you tell me what changed? Answer: Uncle Willy is sorry that he can not help you with this question. If the revision information were available, it would have been included on the Web site. Unfortunately, this information has been lost for many of the older games. Question: Uncle Willy is sorry that he is running out of time and space this week to answer all of your questions. In the interest of addressing as many of your questions as possible, here are some quick answers. Uncle Willy hopes that you will recognize the answer to your question below. Answers: Left, seven, yes, no, .060" #303 cold-worked stainless steel, good idea -- we're working on it right now. All text and images © 1997 WMS Electronics Games, Inc. |