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TOPCast 56: Ward Pemberton

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Hello there, Pinheads! This is Triumph the Insult Dog, and you're listening to Norman

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Shaggy on the Topcast. A popular program among fat, 40-year-old men with no sex life.

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Kind of like Norman Shaggy. Oh, and don't forget to download episode 42, featuring my cousin

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by Than Angelou. Until next time, see you later Pin Losers!

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Celebrity Voice impersonated. You're listening to Topcast. This old pinballs online radio

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for more information, visit them anytime, www.marvin3m.com. Last Topcast!

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Welcome to another episode of Topcast, the pinball internet radio show.

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And tonight we have a designer that started work at Balli in 1981, and then later moved to

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Williams Balli, and then finally to Dadeys Slessega as a game designer.

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I like to welcome Ward Pemberton to Topcast Night. We're designed some really great games,

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including Balli Batham in 1981, BMX, Hardbody, Dungeons & Dragons, and then when Williams bought Balli

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in the late 80s, did some designs for the Williams team, including Mouse in Around, Riverboat

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Gambleer, Gilligan's Island, and then worked for Sega, Slash Data East, designing Golden Eye.

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Alright, so let's give Ward Pemberton a call right now on the phone and talk to him about his

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game designing career.

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Hey, Ward.

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How are you doing?

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Okay, how are you doing?

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I'm good. I'm good. So, you ready?

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I guess so.

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Alright, so tell me like how you your first memory is a pinball or how you got into pinball.

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I mean, you became a pinball designer. That's what a lot of people that are into pinball really

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want to be. How did you get there and where did you come from and how did it start?

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Okay, let me tell you, my dad worked for belly manufacturing for I think over 26 years.

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And out of high school or in high school, I ended up taking a drafting class.

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And out of high school, my dad was able to get me a job working for Norm Clark.

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Who was in charge of all the game designers over there at belly.

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And what happened was I was working with the other game designers as a lab tech building their designs.

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Put in their play field together. And then after a couple years, Norm Clark gave me a shot at

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designing a pinball machine and Fabin was my first game.

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So what year did you start working at belly?

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I believe it was right out of high school, which would be about 78,

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78, 79. So you were only two years worth of under underpinning work and then you're already

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giving you designer duties? Well, what I was doing is designing on my own time. If the game

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designers had something for me to do, I'd be working for them. And then I was able to do stuff when

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they were at some downtime. So was Fabin one of those ones you kind of designed on your owner

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or did they say do a game? Yeah, Fabin was actually what it does. Back in them times,

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you would almost design a play field and then you would put a theme to it.

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Okay, you'd work on your shots and your different target areas and you know, position your bumpers,

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your footers, all that stuff. And then at the game played well, you would then put the rules

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and regulations and your game theme together. And actually, Fabin, I designed a play field,

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but actually Fabin, I believe Greg Sparris came up with the Fabin theme.

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Right, he was your artist for that game, right?

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The artist, and I believe he came up with the theme. So he came up with the cartoon,

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Grocer and everything. Did you not really care what the theme was?

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You know what? No, not necessarily. He ran a past me and I said, well, that's kind of cool,

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you know? But that's one of the things you got to sell marketing department. And Greg was

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very instrumental with a lot of those game ideas. He was a pretty sharp guy and a great artist,

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you know? Now, did you have your choice of other artists like could have you had Dave,

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Christensen or Paul Ferris or any of those guys? You know what? At the time,

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if I had mistaken, I think Paul Ferris was in charge of the art department.

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And Greg was working for him at the time Fabin was done. And no, I really didn't have a choice.

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Actually, at that time, I was still considered an associate designer, like a junior designer.

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So now, how did you get, I mean, Fathoms, you know, it's got multiple, it's got speech, it's got,

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you know, the great graphics, it's like a total pinball package. I mean, how did you pull that

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off for your first game? You know what? Talking with the other game designers, which was Gary Gaton

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and Jim Patler, who else was over there. I think George Christian, Greg Cimic were over there at the time.

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And if I had mistaken, I don't know if Claude was over there yet, Claude Fernandez or not.

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But actually Gary Gaton and Jim Patler were always very instrumental to me and taught me how to

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design play fields. Were when you're actually designing a play field, your ball always, you're kind of,

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you know, anticipate the reflection of the targets. And if you're hitting a,

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are you there? Yeah, no, I'm listening. Yeah, if you're hitting a shot into a scoop,

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you want to try to always pick up a radius, you know, you don't want any flat spots because then

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you're going to get that big clank. What do you mean by flat spots? What's that? What do you mean by

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flat spots? Well, you always want to try, since the ball's got a nice round curvature to it, of

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course, you always want to try to hit a radius, you know, and that'll make that smooth flow

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transaction with the balls. So, and if you're hitting a target, you always know that if you got your

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target angle, then a certain, you know, angle that how it's going to deflect off of those targets.

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So you're saying that you don't want to like aim at our position of target so that it's directly

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parallel to the player? Right, because it's just going to come right back at you too quick too, you know.

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Yeah, definitely. And even if you noticed the, the return lanes on Fathom, how you got it,

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where it scoops in and you get a nice flow back to the flipper. Right. You know, some of the old games,

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you'd have it where it goes straight down, stop, and then kind of rolled at a flipper. I always like

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to have it where you could almost have like cough, coughed and flow, you know. And it was that something

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that like the, you know, the old timers like Norm Clark and that, or is this just something that you

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picked up on your own? Well, you know what, yeah, just from experience of playing it and liking the

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way, I always love the way certain play fields flowed. And a lot of people, I don't know, when

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all the games I've done, they said, yeah, it looks like one of your games work because, you know,

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the play field flows nice. It's got nice, I don't know, good flow. Yeah, good kinetics. Good kinetics.

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That's right. Well, now, when, how far back were you involved with Pinball? I mean,

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did you remember playing Pinball when you were a kid? Yeah, my dad years ago, like I said, he worked

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for Valley for over 26 years. I don't know exactly how many years, but we got lucky once in a

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while he was able to bring home a prototype game and we'd have it in the basement and we could flip

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around on it. Actually, one of my favorite games that he was able to bring home was, I think,

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was 4 million BC. Well, game, one of my favorites. Yeah, with the zipper flipers. It was a great game.

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So, did you ever go out to the arcade or anything, or is this always like dad brought home a game

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and you got to play it? Right. I never went to the arcade. I got lucky when I was a kid if my dad

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took me in on a Saturday over to Valley and I could go into the arcade that had a place where

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they'd show their new games and we could flip around while he was upstairs working.

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Now, did your dad retire from Valley? Yes, he did. He retired. I want to say back in 80,

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I want to say 86 maybe. Was he mostly involved with Pinball or everything? My mind was

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Beth Leo with cancer and he ended up leaving early so we could spend some time with her.

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I'm sorry about that. Yeah, it's hard to live. We had a good life.

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Now, was he mostly involved with Pinball or just everything? My dad was at one time he was in charge

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of the mechanical engineering department. Now, what did he think of the transition from like

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electric mechanical to solid state and what did you think about that? Well, I thought it was great

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because everything seemed to be more lights and whistles and the flipers were stronger and

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the displays were easier to look at. You didn't hear that clunk of clunk of clunk of clunk of

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I don't know, I guess because everything was easier to wire and you could actually start

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putting more money into the machine and it'd be more appealing to everybody. I mean,

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you know, I came on pretty much after the electrical mechanical stage.

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So, I thought it was a great transition.

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Now, was there any feature that you wanted in fathom that you couldn't justify for cost

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reasons that got costed out? You know what? I had to remember back in the days, but you see,

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I don't think so. I think that was pretty much, you know what I always tried to do?

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I always tried to get that zipper flip or feature and but I don't think I tried to get it in the

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fathom. I just I always thought that was a pretty cool feature. Yeah, yeah, very cool.

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Now, who, I mean the voice, the voice in that for the game, you know, was there any stories behind

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that? You know how that was developed or who did it or anything like that? You know what, I can,

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there was a female voice in there, wasn't it? Yeah. Yeah.

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Let's see, you know what, I don't even remember all these people who did the sound. I think,

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if I'm not mistaken, I think Neil Falconer was the programmer at the time for fathom.

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Neil was the programmer and I think somebody named Chris something was the

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sound guy and I can't even remember his last name. But, so you didn't have to have a bunch of

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interaction with them? Oh, yeah. Yeah, there's no doubt about it. There was interaction. Every pinball

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game that I did, okay, was based on me as the game designer, the artist, the mechanical engineer,

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the programmer and the sound guy. Was that five different guys that really had a lot of input in

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the games. You know, you talked a lot of other game designers and they like to take the credit for

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everything, but it really isn't that way. Right. You need a lot of help from a lot of different people.

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And then you need your sales and your marketing people to make it sell a lot, you know.

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Were they pretty happy and were you pretty happy with the sales on fathom? You know what?

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Again, at that time, like, you know, I want to think that it was about 3500.

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Right. Yep. Yep. Okay. At that time, that was a good sale, you know. There wasn't many games

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too much more at that time. We got, you got, I don't know, I want to say, it's pimped a little bit

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with the next game that I did, but it's all timing, you know. That pinball industry's got its

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ups and its downs. But yeah, I got great reviews from Fathom. My Roger Sharp, you know, gave me a great

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review and I don't know, was it Play Meager? Is that the magazine? Right. Yeah. So it was a exciting

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time in my life, you know. Now, you know, recently they've reproduced the Fathom Playfield in the

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back glass and the, in the flat plastic for the Playfield. Did they, did they contact you at all

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or did you even know about this? And I mean, do you have any feelings? Now, who would have reproduced it?

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Well, they, there's, Bali obviously still owns the rights to all that stuff and they licensed it out.

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And there was a, I think some guys in Canada, classic Playfield reproductions, I believe were the

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people that did that Playfield and they probably did the plastics in the back glass too.

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No. I mean, did you, did you keep a Fathom? Long ago they do that, you know.

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Maybe a two years ago. Wow, it'd be nice if you wanted those games.

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So you didn't, you didn't get to keep a Fathom after you designed one?

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No, at that time, it wasn't. See, I didn't have a contract at that time, I did Fathom.

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And after the contracts came into play and that was part of pretty much,

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and the game designers' contract, they'd always want at least one game for their home, you know.

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No, never got one.

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So, I mean, was that, would it have been a big deal to get one?

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You know what, at that time, the industry was at a low. So I guess every game that they made,

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they really wanted to try to sell, you know. I mean, it would have been a big thing for them to give

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it to me, I guess, because they didn't. Now, didn't you, so your dad was working there,

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you were working there, and I heard that you had like a sister that worked at Balley too.

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You know what, I did. I had a sister, I had a brother. My sister did work there before me,

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and I don't know what she actually did. I think she might have worked, let me think.

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I don't know who she worked for, but she was more in the office area, you know.

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Right. Right. So was that kind of weird having the whole family there?

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No, it was pretty nice. It was pretty nice, we met my wife at Balley.

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I mean, I married somebody from Balley too, then, you know.

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It's a good time for you, then.

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Oh yeah, not a good memory. Balley was a very good company to work for.

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Okay, so now, after Fathom, the next game you designed was what, BMX? Tell me about that one.

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BMX, I was really excited about, you know. And again, this was a play field that I

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designed, and then I put the new outlines in them. They were a unique style where you have the extra

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flipper button on the side with a piece of spring steel that when you press the button, it would close

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and the ball would return right to the flipper. So there was only one lane on each side,

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and it was either, and it was always an outline, unless you pressed this button that would bring it

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right back to the flipper. So theoretically, if you were very good with your fingers,

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the only way to lose the ball would be down the middle between the flippers.

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Right. Right. Now, were you a BMX fan?

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No, and actually, that was another great Ferris idea. The artist again, great Ferris.

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Did you have the exact same team as Fathom or work on BMX?

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You know what? I don't remember. I don't remember. I know great to the artwork I believe.

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Yep, great did it. Yep.

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I don't know who else did any of the other activities.

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Yeah. It could be very likely that it could have been the same guy that did the programming,

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but I don't know for sure. Now, at this time, were you considered an official designer?

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No, no, but I was still a, still was an under contract. So I was still a junior or associate designer.

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Were you happy with how BMX came out?

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Yes, I was very happy with it.

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But it didn't sell all that well.

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Two level, you know, two level play field.

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Right. Right. So that was my first two level play field. I thought it looked great.

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Well, but it just didn't sell for some reason.

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It's again, that was the time. I think we only did 350 at home.

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Yeah, I got 400, but yeah, right in there.

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Yeah, but that was it. And actually, at the time, right when I got laid off before

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even went to production with that, it was just a very, very down time at Valley.

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And I wasn't under contract, so we weren't losing anything getting rid of me.

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And like I said, they didn't make too many games.

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But I had a couple guys here that felt really bad that I was laid off,

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Jim Pettler, one of them. So what, what year was that? Let's see.

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In the 82.

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Yeah, BMX was in 82. So I got laid off shortly after that.

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And what did I do? You know what I did?

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I worked out for a while and I got to try it with the White Sucks in 83.

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What? You played for the White Sucks?

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It was a White Sucks.

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You played for the White Sucks?

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Well, they signed me up and I went down to spring training, Sarah Soder there.

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And got released, never officially made the roster.

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I think it was going down there for about three weeks.

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But it was another exciting time of my life.

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You know, I hit a shot. I hit a shot at the White Sucks.

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Now, how did you slide into that?

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Well, you know what? I played baseball pretty much all my life.

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And then right out of high school, I kind of quit baseball.

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So I quit for, it must have been almost four years.

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And then I was pretty big. I had six with four, two on ten pounds.

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And I was always a pitcher, so I had some pretty good velocity.

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I was being clocked about 90 miles an hour back at that time.

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And at the after being off the baseball for three and a half four years.

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So my dad actually wrote letters to all the baseball organizations.

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And we got a response from pretty much actually quite a few of them.

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But the White Sucks actually set up a personal trial for me down at the the amphitheater

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that year and went down there and I ended up throwing with Dennis Lamp and Steve Trout.

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And the scout, you know, he told me he says,

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well, he says, you're, you're our strength is great.

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Your mechanics need some work. He says,

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if you want to come out, you know, the next couple weeks.

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And let me work with you. He says, I'll make a decision if we can sign you

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and send you down to spring training. So that's what I did.

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So we worked with him for a couple of weeks and after that, he signed me and sent me down to spring training.

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That's all that I hired out.

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Well, now you got back into Bali a few years later. How did that happen?

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I sure did. Jim Pellick gave me a call back in 86, I think. And now he says,

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word, he says, I'm a charge of the designers, the game designers. He says, what do you think about

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coming back and working for me? You know, he says, I really like the way BMX turned out.

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We didn't make too many of them. I like you to come back and, you know, see what you could do for me.

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And when I came back, he says, he wanted me to redo BMX, change a little bit.

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That's what I did. And that's when I actually, I think it was our marketing department and

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Greg Ferris again, okay. And I think Greg Ferris was in charge of the art department at that time.

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No. And came up with hard body with, since Bali was in their health and fitness now.

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And Rachel McGlyce signed with the fitness department that they wanted to do a pinball machine for that.

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And sure enough, that's what we did. We changed our body a little bit and made, I mean, we changed to

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BMX a little bit and made it our body. And now that's all pretty decent about 2000 units.

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You know what I think that's what it did do. I think that's what it did do. It was okay for a

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Bali run. No. No, was this Bali midway, right? This is, well, yes, Bali midway, correct?

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But not Williams. No, this was still Bali. Williams didn't buy it yet.

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Okay, was there anything on hard body that, you know, you'd got costed out of that, you know,

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any kind of features or anything that you wanted in?

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Man, it's hard to remember, because it was, that was you right. They were always looking at the cost

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to see what they could do, because how many they had to sell in order to make the profit.

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I don't think so. I don't think so. I know they're always worried about the inline drop target

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cost and so much money.

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And drop target. You know what? Yeah, that is true. I mean, if you look at hard body, you'll see

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all the stand-up targets. I know the four bank was probably a drop target unit.

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See, I always love drop targets. I thought drop targets were better than just stand-up targets.

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Oh, yeah. That did visual effect. Yeah, yeah. Yeah, now that you mentioned it, I'm sure that there was

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some drop target units taken out of there. Now, was there, was the design principles or concepts

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or way that you did things any different when you came back in, you know, 86, 87 compared to when

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you were doing it in 91, 92? No, not really. Not really. It was, like I said, with hard body, it was

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kind of easy because we were kind of redoing BMX. Let's see, the game after that,

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you want to talk about that one or you want to stand on hard body? No, let's go to that. That's

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the Dungeons and Dragons, right? The Dungeons and Dragons, correct. Okay. Now, you know the guy that

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invented that game, he just died. Yeah. Yeah. Yeah. He already just passed away on the

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news. That was surprised to hear that, you know? No, did you have to get a license for that or

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did you guys just use the name? No, that was Valley. Valley did get a license for that. There was

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some kind of contractual agreement between the, the owner of the Dungeons and Dragons rights.

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And did you ever have to talk to the guy or anything? Not me personally, I'm sure that was our

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marketing department or, we'll listen to it with the contracts there. Okay. Yeah, tell me some

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more about that game. That's another one that you still have more drop targets, but had to be taken

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out cost effectiveness. Well, let's see. I think the, I think there was a bell tower in that

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thing. And I think we still drop targets up on the ramp that had to come out.

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You know what? I don't even remember most of the rules for that. There's no that there was a big

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flame in the center and that was how you were generating bonus by building up the flame.

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So how long did it take you to design, Dungeons and Dragons? You know, just about every game takes

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about a year, it took about a year for me. And were they okay with management okay with that?

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Oh yeah, that's what he had all these different game designers. That's what he had always given.

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And even in the contract, it was pretty much state that you had one year to do a game.

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I mean, sometimes you were able to, you know, push it quicker, sometimes it take longer.

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But, uh, a year is a pretty reasonable bum on a time.

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Now, instead of a great fairest for your art, it looks like you had Pat and Pac-McMcNanerson or McMcPain?

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You know what? Now that you mentioned it, yeah, you're right. I mean, you're refreshing my memory

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on a lot of things there. So how was it like working with him? Oh, Pat's a good guy. All these guys,

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I tell you what, everybody I worked with at Valley was good to work with.

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It really was. So you didn't have any particular favorites?

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Um, not really, not really. I mean, you know what, when you're working with somebody,

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you grow closer with them because you know that, uh, for a successful project, you really

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got to work well together, you know? You want them to do their best for you and you're going to

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do the best for them, you know? And, uh, when they would give you suggestions, you'd actually

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listen to them and sometimes you'd use them, you know? Right, right. Smart thing to do.

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Now, who was, do you remember who the programmer was? Dungeons and Dragons.

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I'm not sure. I want to say, I want to say Neil. I want to say Neil Falconer, but

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I'm not sure. Now, do you keep in touch with any of these people anymore? No.

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Nope. No. No. I mean, if I see somebody, we'll say hello and everybody, but yeah, no, we're not real.

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Everybody's seen to go on their own separate way when they left Pinball. Right. Right.

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Now, about this time, Valley was getting acquired by Williams. I mean, tell me about that

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transition because you slid over to the Valley Williams teams. Yeah, I slid over, but they didn't take me

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on right away as a game designer. They took me on as a tech. They took me on as a technician to

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help the game designers again, do all the prototypes. And so now, how did you transition from that to a

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designer? Yeah, if there was over there, I met with Ken Fidesma and told her I wasn't very happy,

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because I really wanted an opportunity to continue to design games. And it's when he let me go

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ahead and do mouse and around. And how did that go? I mean, now you've got a different environment

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with, I imagine, different team, right? Oh, yeah. Yeah. It was definitely a, I don't know,

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I don't want to say difficult, but it was a transaction that wasn't looking forward to, you know,

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because it's like starting a new company and you already feel like you're imposing on a lot of

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these designers territory that have already been established over there. You know, they don't

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want you to be successful, but they really don't. You know, you're going over there. So you could

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feel a little bit of tension between the different designers from Williams and Valley. And you know,

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what? I think there always was even when we weren't working underneath the same roof.

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We never wanted to see each other do well. I'm sure, you know, there was our competition.

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We didn't want Valley to, our Williams to be successful when we were Valley. And I'm sure Williams

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didn't want Valley to be successful, you know. So looking back on it, do you think it was a bad

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decision for Williams to take all the Valley guys over? Not at all, because I think what they were

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doing is I think, in my opinion, I think William was technically buying the Valley name,

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figured they could get a bigger, uh, distribute, you know, patient out there. Right. They could

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distribute more games and quantity. And they probably accomplished it for a while, but then people

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realized that guess what? The Valley game is the same as Williams game now. So let's just buy

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the best one, because they were always releasing games against each other, you know, even though they

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own both, because I think when I did mouse and around, what was I up against on the Williams side?

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Oh, Elvira and the party monsters or something? Okay, if that's the date, well, that was a

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Dennis Nordmogame. He was a Valley designer, but that's what they were trying to do now. They were

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trying to mix up the name saying, well, this is going to be a Williams game. This is going to be a

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Valley game. So I don't know what they're thinking was behind that. Let's see. So they were doing like,

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you know, almost like you guys were almost like each team was in competition with the other team

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at the same company. Yes, you're right. If we're, if our games were released at the same time,

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which they were, you know, like within a month or two of each other, I think, uh, what was it? I

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did over there. I think I did River Bull Campbell, or I think it went up against the Richie's

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Terminator or what did he do over there? It might have been his Terminator. And everybody was pretty

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excited about, you know, the River Bull Campbell thing. But then with Steve Richie's name and

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reputation, you got everybody out there, you know, trying to buy that, you don't want to buy

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them both at the same time, you know, with his reputation and his good great games that are out

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there. I think River Bull suffered a little bit just because of that.

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Hmm. So what I mean did say, were they actually like, you know, I interviewed another designer

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and he was saying that it was like almost like, it was almost like street gangs that the teams were

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like, you know, really, really that much in competition against each other.

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Well, we did compete. There's no thought about it. I mean, there was some favorite, uh,

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um, what do you say it? Some favorite mechanical guys that you'd rather have working on your game,

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or, um, you know, certain artists like you said would do, you think sometimes would do a better

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package. But, uh, I tell you what, everybody that worked for me did a good job.

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They're not in bad to say about them. Yeah, it looks like you were up against bad cats, was behind

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and whirlwind was in front of you right around, mouse and around. Okay.

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The world one was a great game, but that lawyer, um, that, uh, what was the cat? You said,

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bad cats. What do you mean you didn't care too much for bad cats, but, uh, yeah, it was, uh,

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you know who designed it. Um, Mark Richie, right? Well, it was also, um, yeah, python.

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Python, right? Python. Yeah.

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What did you think of Python? So you're right. He had some good stuff, but he was a little eccentric.

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Yeah. Yeah. That's a good way to put it. A little eccentric. Yeah. Yeah. Yeah. He sure was. I mean,

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uh, did you ever have to work with him? Oh, yeah. Yeah. Did you actually did the yetwork for one of my,

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uh, redemption pieces when I went to a game star? He did the yetwork for goofy hoops.

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And was he good to work with? He was all right. He had to listen to him, you know. He was, um, he was out there,

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but what are you gonna do? Yeah. Him and Mark Richie were tight. Right. Right. Yeah. Him and Mark Richie were tight.

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Okay. We're gonna take a little break of talking with Ward Pemberton, and we'll be back right after

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this message. That's right folks. It's Doc Pinball. Just reminding you about the Rochester Game

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gonna be coming there. The new makers of that brand new King of Diamonds. We also have Marko's

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machines. Check out our website at RochesterGameroomShow.com for more details. It's gonna be huge.

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well ground breaking and something that's very, very pinball, but something that's really,

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back glasses, plastic sets. On the web at classicplayfields.com. All right. We're back with Ward

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Pemberton game designer. So now when you were doing a river bowl gambler, you had fun house behind

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and what bugs bunny's birthday ball in front of you. Were those competing with you?

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I don't think so. The bugs bunny one. I don't think that was a threaded out. What was the one behind me?

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Fun house. Fun house. Fun house was a good game. Fun house did well for Williams, right?

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Oh yeah. That was pet luller, right? Yeah, but your river bowl gambler sold

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over like 3200 units. Fun house sold like 10,000, but I mean 3200 is still a pretty good strong sales.

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No, you know what at that time was probably an average run. Most of all my games were average runs.

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I think the biggest run I had was probably maybe Gilgons Island. Was that 4,000? Yeah, exactly.

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Okay, that was probably my biggest run. And I don't know. Let me know when you want to talk about Gilgons.

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Well, wait, before we get to Gilgons, let's talk about the river bowl. Now who came up with the river bowl gambler theme?

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I want to say great first, but nah, I don't know. It might have been Greg. Yeah, I don't have the

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honest witch. I can't remember. I can't remember. And was that dictated to you or did you get to pick?

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Did you get to pick that theme? We did it as a group. The rules, the rules, the right and the place with this

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play field. It was great. I want to think, you know what? I think Pat did the artwork, but I think Greg

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Ferris came up with a nice thing with it again. And then we just made the rules fit.

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Now that I know I came up with the buttons on the bottom arch there or on the molding.

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Right. And through that wheel, we took from one of the Williams games because that was a feature,

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but we put the through that color on it and played with it.

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Shoot. I don't know. I want to say, I want to say Greg Ferris again, but

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but wasn't Linda deal the artist this time? You know what? Linda deal does ring a bell.

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But for some reason, Pat McMan, you know what? She might have did the play field.

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Does that make sense? Yeah, yeah, could be. Oh, I know, I know Pat McMan.

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I want to say Pat McMan did the back glass.

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Hmm. Was that okay to have two artists do it like that?

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I think it worked out pretty good. I think it was a real nice look and package.

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Yeah, it was. You know what? I'm not sure if Linda deal did the play field.

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I really am. I'm not sure. I don't have her names from Miller.

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Now what about, did you work with Dan Fordon, Pat?

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Dan who?

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Fordon.

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Dan Fordon. Doesn't ring a bell. There was Dan Langloy,

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but he was another game designer. Okay.

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Dan Fordon. He was like a mechanical engineer or something.

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You know what? The name rings a bell. I can't play some. I'm getting old.

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I'm getting old.

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Alright, so then you got the big theme. You got the Gilligan Island theme. Tell me about that one.

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Alright, well let me tell you this. When I was with Williams, they bought a play field from a guy named Dan Langloy.

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Okay. Dan Langloy sold them a design of a play field. And at that time, you know that island that rotates.

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Right. Okay. He had it as a brain. It was supposed to look like a brain.

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And I think the name of the game that he was going to call it was the brain.

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So, at the time, Williams was looking for somebody to take over this design that they bought from

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Langloy because I guess he was a bad way. He was sick. And I volunteered to step up and take the

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play field and do something with it. And we came up with, again, I keep mentioning this guy's name Greg Ferris.

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He came up with the theme of Gilligan's Island. He says, what if we do the old TV series Gilligan's Island?

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And I said, alright, well what we can do with it. We threw some rules to the pinball machine and

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we changed a couple of shots and put the volcano in there and a couple other things there.

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And we put the package together as Gilligan's Island. With that nice story behind it with the

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lava seltzer and the ingredients and the professor's formula line, Gilligan's jet pack to take the

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the lava up to the volcano before he ruptured. Now, how did you get the license for that? Was that easy?

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You know what? All these licenses are done usually by the marketing department. I think maybe at that time Roger Sharp was in there with the marketing.

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And they would go up there and wheel and deal for the rights and how much they get them per game, stuff like that. I don't know how much so.

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And I think it would have been a Warner Brothers. Is that too?

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No, no.

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Yeah, I don't know if it was a Warner Brothers. We were on the right to Gilligan's Island.

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They had two they had in the go-shade with and then they called Bob Denver and talk with him.

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Because he actually came out and shot the brochure for us with us.

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Did he do the voice for you too?

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You know what? He did do some voiceovers. He did. Yes, he did.

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Did any of the other people get involved?

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Um, the other people meaning?

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You know, like the, you know, Marianne and whatever her name was.

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No. Um, they didn't act. I guess not that I'm aware of. I think actually they were trying to...

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Ginger, that's her name. Ginger.

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Yeah, Ginger, they didn't cheat. Didn't want none to do what I was told.

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She wanted to forget all about Gilligan's Island at the time. But

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you know, people have different thoughts in their head.

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And I think she finally got to realize it was a good thing for her after all.

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You know, right?

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Right, so I mean you didn't get the only voice you got was Bob Denver as little buddy and

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basically everybody else you just did, you know, got from like old TV shows or something?

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I think so. I'm pretty sure that's what they did.

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But don't quote me at all this because when them were in what it used to be.

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Now the artist that looks like for Gilligan was Johnny Aussie, is that right?

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Yeah, Aussie, right.

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Now how was he to work with?

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Actually, I like, he's got a good style. I like this style a lot.

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You know, it was pretty much Greg Ferris on the art department and pretty much coordinating a lot

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of the stuff with him. So yeah, it was, you know, I didn't have too much

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too much input with it. But I know that with the back glass, when they had Mary Ann on a little

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Mary Ann on her little exercise bicycle or whatever she was on, they had to do a couple of different

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versions of it because Mary Ann's her chest was too big and one of the pictures had to reduce it

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a little bit. Really? Yeah. Usually you think it'd be the other way around. Yeah, well, I don't know if

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he took offense to it or he just didn't want it, I guess, so they had to reduce him a little bit.

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I think it was her call. I don't think it was the marketing department. But yeah, you're right.

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A lot of things are usually enhanced. Right. Right. Right. No.

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When we did the River Boca, I'm going back to that one. When actually I think that back glass was

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done by Pat McMan. And he had one of the girls in the back with her silhouette. We almost see

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two redress. Actually, I think it shows pretty good on the brochure. But I think with the

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the back glass, they had to tone it down a little bit. And who dictated that kind of stuff?

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Who did what? Who dictated that kind of stuff where you had to tone it down? Overall marketing

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department sales department that said, oh, we got a tone of down a little bit.

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Now, what on Killock and Zyland, were you pretty happy with how that game sold and how it was received?

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Yes, I really was. I thought it was a very nice package again. It's probably the best package I've

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done up till that point. So my goal was always to my next game to do better than the previous one.

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Most of the time that's what happened. Were you happy with the sales?

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Yeah, I think that was right off 4,000. At that time, it was good. You're always hoping to do more.

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In 18,000, 20,000 run. Never happened for me. Some were time I always seemed to be a slow time of the year.

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And a lot of times it's in my games head. So.

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Now, did you, did you stay with Valley Williams? Well, you know what happened? Let's see, back in,

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let's see, I think Killock and was my last game there. And then in 91, I got called for the Chicago

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Fire Department. For a test, I took back in 85 and came to Chicago Firemen.

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And I went up to Ken Fidesz and I want to tell him I said I wanted to do both because of the

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great schedule of Chicago Fire Department. As you work one day and you're off too. So theoretically,

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you're just working two days a week as a fireman. And I was actually at that time, I was working on a

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new pinball game, which was pretty unique as far as I was concerned. I wanted to see with the

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white bodies out there at that time. Off and on. I never liked the way the white bodies play. It was

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just too much side to side motion too far. So my ferry was, I was going to do a horse race game

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with a pretty much a standard sized play field in a white body cabinet with a horse race track

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going around the outside, which made it a white body. It was being hit in the different features

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on a pinball machine to advance your horse. Great idea, how come I didn't get made?

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Well, there was a couple of reasons. One was because of the fact that actually Williams told me that

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they weren't going to let me do both. I had to make a decision either design pinball machines

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or become a fireman. And they had a very good reason. Their reason was the job of the game designer

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is to get this game ready so they could keep the production lines running downstairs. They

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keep the factory open. And it's something happened where I did get hurt at a fire. I wasn't able to

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work. It would be a time where they might have to shut down the factory. That made sense. I never

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thought about it that way. Being a fireman can be a pretty dangerous job at times.

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What they let me do is go through the academy at the fire department,

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and they would still keep me on. I had a team of people that I was working with, my mechanical

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engineer, my artist, my sound guy programmer. What happened is they said that they would actually

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come in in the evenings with me at work at night while I was still going through the academy.

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And so I thought that was really nice that I'm guys, you know, to do that. But they did that so

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Williams kept me on as long as I was in the academy. But once I graduated from the academy,

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they said that they weren't going to do that any longer, which was understandable.

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Well, were you working on the horse race game at that time?

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Yes, I was. I had a great task that is my mechanical engineer. He was working pretty good with the

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racetrack. But at that time again, the industry was a little weak. It looked like this game was

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going to be too expensive to produce with the racetrack and horse race mechanism. So it pretty much

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got cobbased. And it really, I didn't get far enough along with it to convince them to keep going

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with it. Did it get anywhere where it was playable? You know what, the race track was in a

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molding stage where it was like a handmade track. And it worked somewhat, but you know,

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we weren't really thrilled with it yet. We weren't thrilled with it. So yes, we were able to shoot

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it around a little bit, but nothing where you could have wanted the production with it.

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And who was helping you with the software? Let me think.

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Trying to think who the programmer was for over there. Dwight Sullivan was a programmer.

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Maybe Boone? Boone. Yeah, Boone was at that time. He was pretty much Steve Richie's only

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guy. John Hay was John Hay there? John Hay was there. Was he a sound guy or was he programmer?

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I don't know. I think he was sound. I think he was a sound guy. Because I think he did some

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of the sounds I'm mouse in for me. I think he was my sound guy I'm mouse in. Then there was another guy

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I think that was Jim's proposer. You know what? I can't read none. There's nothing.

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I guess we are looking at 17 years ago.

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So now you stayed with the fire department and did you ever come back to do any more pinball?

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Well you know what? I'm still with the fire department and back in 93. I got a call from

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I think his name was Mark Coldabella and he was working for a company in GameStar now.

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And he was asking me if I was interested in designing again. And I said sure. I said as long

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as you realize I'm a fireman too. You know, I'm not going to get up in a Chicago fireman to just

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design games. This is all no. We got no problem with that. So worked out great for a while. So from

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I want to say 93 to 93, 94, a couple years, I was over at GameStar and I designed a redemption

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piece called Goofy Hoops and we did a redemption piece. It was actually my, they hired me as a

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pinball game design. I didn't want to do pinball but since this company was still trying to get

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its foot in the door, they took my back box feature. It was going to be a back box feature

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in a pinball game. We decided around with it just as a redemption piece. What do you mean back box

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feature? Well, this was a, a Pachinko style back box with a picture like a ball the size of a

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foosball plastic ball. And it would launch a ball up on the top and it would go down these little

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Pachinko tile pins and you'd have a basketball net that slid side to side in the back box and you

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try to catch that basketball that came down. So we ended up going with that as a redemption piece

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so we could make some money for the company. Did it work out okay? Yeah, actually it was very

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exciting at the show and everybody really liked this game. My objective for that game was though

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since we decided to go with a redemption piece, I kind of wanted it to go as a, a fire piece

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so you could put this in all the local bar establishments and then you got your guys you know

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and her girls at the bar and you could go up to the machine and pretty much say okay come on let's

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go let's play. Next loser buys the next round you know but they didn't put them in the bars

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they ended up putting them just in these little you know ticket redemption places the trucky

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cheeses and stuff like that or little prizes and toys. They did fairly well. I think the company

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made some good money. I don't know how many games it made dealt probably just probably just a

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little over a thousand maybe twelve hundred fifteen hundred games. Was that good for redemption?

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That's kind of yeah because it was a lot more inexpensive to make.

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Now how long did you stay with Game Star? Let's see that was what Game Star told I want to say

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two years or almost two years in 93 to 94 and in 94.

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And now why did you why did you get out of Game Star? You know what I actually got I got fired

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over there. I get fired at Game Star or let go whichever way whatever sounds better. Yeah well

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why why what happened? Well I had to run in with Python Angel O. Python Angel and Mark Ritchie was

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actually in charge of the how do you say you was probably in charge of the game designing area.

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Well because Game Star became Capcom pinball. Right right and actually the goofy hoops was sold

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underneath the ramp star name because that was their distributor I guess. Right yeah right but yeah I

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mean Python had a run in and and then Mark Ritchie and Python like I said they were like a team

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so I got let go. Now what was the issue with Python? Well Python was one of these guys that always

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wanted to take credit for everything even though credit wasn't due to him and if you didn't think

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along his lines we were thinking the long way so we kind of could banged heads. One of those things.

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Now were you sorry that that happened or was it no big deal because you had the fire department

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game. I read it that I got let go from there because I wanted to really do another pinball

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machine there and I was actually in their cat track there and you know I just it was one of those

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things where you you've had high hoops and I've seen nothing but dollars signs of potential over there

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so yeah I was very sad to be like go over there. Well at the time were they were they working on

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the start of the pinball company. Yeah yeah and that's what Ritchie and Python were basically doing

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right. Yeah well we were all doing I mean at that time that I was let go I was working on a pinball

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machine also. Oh yeah. Now what was the game you were working on? You know what we were trying to

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get different licenses we were trying to get actually I think at the time we were trying to get

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the mission of possible license. Did you get very far with that? Yeah.

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To me it isn't far unless you got an up-and-workin model you know and so I'd have to say no

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I didn't get too far with that a lot of stuff on drawings but we didn't get much farther.

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Python doesn't really think Python wanted to keep changing the things so

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we wanted to do some kind of circus things. He began circus things and I just wasn't

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they'd want to go around that line. Well yeah he did that circus game you know at Williams that

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they spent you know millions of dollars to develop and you know right when he was leaving Williams

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and coming over to Capcom you know they spent at pinball circus they spent a ton of money on him

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and it never really got going. Yeah and you know what there's a lot of tension between this company

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and the Williams all of a sudden they were afraid to do things because Mark Richie had a clause

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in his contract and he couldn't do any pinball for a certain amount of time once he left and

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it was just a little hectic over there when it came to you know getting some of the Williams

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guys over by us got a little nerve wrecking. So after you got out of you know Game Star,

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Ramstar Capcom whatever you want to call it that you haven't been involved in pinball since then.

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Oh no after I left I should say after after I got fired from over there shortly later

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a few months later I got a call from Joe Kamikaw over at Sagapinball at the time.

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Oh and he was all excited and he wanted to hire me as a game designer for them

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so I went over there. And how did that work out? It worked out great for a short period of time.

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Again it was that pinball industry you know they spent a lot of money and I didn't have a

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contract over there and after I think it after I did hold the knife. Yeah.

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Yeah and after that game it was time for more layoffs at that company and I was one of the

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guys who got laid off. No I like Golden Eye I thought that was a pretty well done game.

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Yeah I like it too thanks. Yeah you know that one shot where you hit that satellite dish and

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you know it kind of seems goofy but the way it catches it and then feeds the ball but I just

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thought it was really neat. Thanks. Yeah was that your idea? You know what I don't know trying

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to think here actually you know what we did we designed a play field again and we had to try to do

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these certain features. I know Kamikaw hit something put on the game of course.

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Yeah what was it like working for him? Joe's a good guy very smart man very smart man he's the one

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that brought a lot of licenses in the pinball you know. Right yeah Hollywood Joe he that I think

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that was the party like the most. There you go. There you go. Yeah. Now did you get to meet any of the 007 people?

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No I did not. I know he went to a special showing somewhere Joe and he met all of them and

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he actually brought me back I think a scorecard signed by Pierce and they were really good to

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me over there. He even hit a special pinball machine made for me and you've got a little metal plaque

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you know that for the game stand this Golden I 007 Sega pinball machine made especially for award

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Poverty. I know. I said he was it was very very good guy. It took good care of me. It's

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kind of like kind of a classy guy to work for. Yeah he was he was. Now were you ever going to

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you know try and get back into the industry after that? You know what there's not that industry window

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was very very small right now. Yeah it's very very small. I mean who's just making a

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noise just start right? Right yeah. Yeah so the thing that it doesn't seem too feasible right now.

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Now was there anything at Golden I that you know you tried to put in that got costed out of that game?

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Oh yeah it was I'm just trying to figure out what it was.

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And that was Paul Ferris on the artwork there. Paul Ferris did the artwork right that was one of those

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new type of play fields. Was it like a photo or something? Yeah you mean like the the four color

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process? Yeah. Yeah Paul was kind of like pushing that pushing that technology. Yeah well he was