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Pinball Heroes: Greg Kmiec

The Pinball Blog·article·analyzed·May 30, 2009
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claude-haiku-4-5-20251001 · $0.030

TL;DR

Greg Kmiec interview: 30 Bally games, design philosophy, Xenon innovation, and pinball's EM-to-SS transition.

Summary

Comprehensive interview with legendary pinball designer Greg Kmiec covering his 30+ game career at Bally spanning three decades. Kmiec discusses iconic designs like Xenon (Bally's first multi-level game), Wizard! (collaboration with artist Dave Christensen), and various licensed titles, revealing design philosophy, creative compromises, and industry anecdotes from the golden age of pinball (1975-1985).

Key Claims

  • Xenon was Bally's first multi-level game with the pinball going under part of the playfield (the tube)

    high confidence · Greg Kmiec, designer of Xenon, in direct interview about his most proud work

  • Xenon was originally designed as a single ball game and converted to multiball at the last minute due to competitor announcements

    high confidence · Greg Kmiec explaining the conversion process and Alan Riezman's role in the multiball concept

  • Dave Christensen was the first pinball artist to put the name of artist and designer on a Bally pinball game (Wizard!)

    high confidence · Greg Kmiec crediting Dave Christensen's practice on Wizard!

  • Wizard! originally had a medieval Merlin-type wizard theme before Dave Christensen created the Tommy movie artwork

    high confidence · Greg Kmiec describing original Wizard! concept with W-shaped bonus lights

  • Red Line Fever featured handlebars mounted on the cabinet to actuate flippers, a unique motorcycle-themed design concept

    high confidence · Greg Kmiec describing the Capcom-era Red Line Fever design during Capcom's exit from pinball

  • Spy Hunter was originally designed with an Elvis theme using jukebox-themed bonus lights before Bally secured the Spy Hunter video game license

    high confidence · Greg Kmiec recounting the 24-hour redesign from Elvis to Spy Hunter theme

  • City Slicker featured a remote-controlled flipper on the playfield via a 6-foot steel cable gun handle to enable opponent interference

    high confidence · Greg Kmiec describing the interactive gun-fighting mechanic concept

  • Kmiec placed a single red playfield post on every game he designed as a secret signature, sourced from Bally's bingo production line which used red posts

    high confidence · Greg Kmiec explaining the red post tradition as hidden designer identification before explicit crediting was allowed

Notable Quotes

  • “Historically speaking, the game that I am most proud of is Xenon. I designed Xenon as Bally's first multi-level game with the pinball going under a part of the playfield (the tube.)”

    Greg Kmiec — Defines Kmiec's signature innovation and most career-defining accomplishment

  • “Without question, the person that I worked with who was a highlight in my career was pinball artist Dave Christensen. Wizard! was just the 4th game I ever designed and the attention Dave's artwork generated on that game was unbelievable.”

    Greg Kmiec — Establishes Dave Christensen's crucial role in Wizard!'s success and Kmiec's valued collaboration

  • “I was fortunate to experience the industry during the change over from electro-mechanical to solid state control and the introduction of promotional themed games in what I consider the Golden Age of Pinball 1975-1985.”

    Greg Kmiec — Kmiec's summary statement positioning his career during pinball's transformative era

  • “A motorcyclist tracked me down and told me it was just like riding a motorcycle. That comment made me feel good.”

    Greg Kmiec — Validates the design concept of Red Line Fever's handlebar control mechanic through authentic rider feedback

  • “My boss gave me 24 hours to change the whitewood from an Elvis theme to a Spy Hunter theme. I disassembled the entire top of the playfield and ran a belt sander across the entire playfield eliminating the juke box instructions.”

    Greg Kmiec — Demonstrates extreme designer flexibility and rapid adaptation under licensing constraints

  • “Norm and Frank were both interviewed about the conversion of Bow & Arrow from electro-mechanical control to solid state control. Someone, somewhere, somehow in some article credited Norm with Bow & Arrow's software conversion.”

    Greg Kmiec — Corrects historical record on Bow & Arrow attribution, clarifying Frank Bracha's actual role

  • “Within hours, Xenon was transformed into a multi-ball game. Credit is due where credit is due, to Alan.”

    Greg Kmiec — Credits Alan Riezman's spontaneous multiball concept during lunch playtesting as transformative for Xenon

Entities

Greg KmiecpersonDave ChristensenpersonXenongameWizard!gameSpy HuntergameRed Line Fevergame

Signals

  • ?

    business_signal: Norm Clark's cost-control review process created design incentive structure where expensive features were deliberately included knowing they would be cut, revealing tension between creative ambition and production economics

    high · Kmiec explains strategy: 'To get around that, I always put in two new features in every game, one that was extremely costly that I knew Norm would take out'

  • ?

    community_signal: Dave Christensen's 1970s practice of crediting artist and designer names on Bally games established attribution norm that became industry standard, crediting Christensen as pioneer in designer visibility

    high · Kmiec states 'Dave Christensen was the first pinball artist to put the name of the artist and designer on a Bally pinball game' on Wizard!

  • ?

    design_philosophy: Multiple licensed games required radical theme pivots due to licensing unavailability (Spy Hunter Elvis→Spy Hunter, Breakshot Cloud 9 Gods→Pool balls), indicating licensing constraints were significant design bottlenecks

    high · Kmiec redesigned Spy Hunter in 24 hours without Elvis license, Breakshot's adult artwork rejected for family center compatibility, original Star Ship theme abandoned for Supersonic

  • ?

    design_philosophy: Kmiec maintained hidden red playfield post signature on every design as designer identification workaround before explicit crediting was permitted

    high · Kmiec explains 'I kept that secret for quite awhile. Then it became a Kmiec game tradition' sourced from Bally bingo line red posts

  • ?

    design_philosophy: Kmiec's strategy of including two new features per game (one expensive decoy for cost review, one desired feature) reveals sophisticated understanding of production constraints and organizational dynamics at Bally

Topics

Game design philosophy and innovationprimaryDesigner-artist collaboration and creative processprimaryBally's transition from EM to solid state technologyprimaryLicensed games and IP constraintsprimaryMechanical innovation and feature designprimaryPinball industry history and golden age (1975-1985)secondaryCost management and production economicssecondaryDesigner attribution and industry practicessecondary

Sentiment

positive(0.82)— Kmiec reflects fondly on his career, collaborators, and industry experiences; expresses pride in innovations and maintains long friendships (35 years with Dave Christensen); celebrates golden age of pinball; corrects historical inaccuracies without defensiveness; acknowledges learnings from mentors like Norm Clark

Transcript

web_scrape · $0.000

Pinball Heroes: Greg Kmiec The Pinball Blog: So you're Greg Kmiec. You designed 30+ games including EM, solid state and dot matrix in a career spanning 3 decades. Is there a particular machine you are most proud of and why? Greg Kmiec: Historically speaking, the game that I am most proud of is Xenon. I designed Xenon as Bally’s first multi-level game with the pinball going under a part of the playfield (the tube.) (All of the contemporary games were single level.) The artist for the game, Paul Faris, saw the clear tube and he said it reminded him of a neon sign. He wanted a futuristic name for the game. He came up with the name Xenon (an inert gas like neon.) Paul did a terrific job with the futuristic artwork. (There's more about Xenon later in the interview) TPB: Who that you worked with was a highlight and who are you still friends with today? GK: Without question, the person that I worked with who was a highlight in my career was pinball artist Dave Christensen. Wizard! was just the 4th game I ever designed and the attention Dave’s artwork generated on that game was unbelievable. The artwork was so different from contemporary games. It really put that game over the top. Bally Marketing VP Tom Nieman should be credited for his brilliance in securing the Wizard! naming and artwork rights. When I designed the pinball game Wizard!, I had a different theme in mind. I designed the bonus lights in a W as the first letter in Wizard. I had envisioned a medieval-themed Merlin-type wizard as the main character in the game, flipping over the Flip-Flags with magic spells. The Wizard playfield was given to Dave for artwork. Dave had quite a reputation as an eccentric artist. Everything you’ve heard about Dave’s eccentricity is true. But, isn’t that the case with every great artist? 35 years later, I am still good friends with Dave. We communicate regularly. TPB: There was break of several years between Transporter the Rescue and Breakshot. What was your brief with Capcom for the machine and how far did you get with other pinball designs that never made production before Capcom pulled out of pinball? GK: I designed a game called Red Line Fever just as Capcom was going out of business. It was a beautifully designed motorcycle themed game with actual handlebars mounted on the front of the cabinet to actuate the flippers, movable ramps and directionally timed speed-measuring features along with several severe playfield mechanical animations. I brought the game to a Pinball Expo one year and a motorcyclist tracked me down and told me it was just like riding a motorcycle. That comment made me feel good. The concept of using handlebars to control flippers on a pinball game was quite unique and years ahead of current thinking in pinball game design. TPB: Stan Fukuoka created some alternative art for Breakshot, which I'm guessing had a more adult edge. Was the art simply not suitable for the machine and have their been other instances in your career where the artwork was a way off what you had envisaged? GK: I was brought into Capcom to design an economy game. Breakshot was designed as a single level playfield with an economy board set to distinguish it from 1995 contemporary games. Capcom wanted to offer a game to the operator at a lower price. The original artwork by Stan was indeed adult rated. The original name of the game was Cloud 9. The artwork had the ancient Gods looking down on the 9 planets of our solar system (Pluto was still a planet at the time.) As can be expected with Stan’s creative license and extreme talent, the female Gods were very scantily clad (if at all.) The president of the company saw the artwork and although he personally liked it, he thought it would be hard to sell it to family recreation centers. So the 9 planets became 9 pool balls and Breakshot was born, with the pool games 9-Ball, Strikes and Spares and rotation. I have already mentioned that the artwork on Wizard! changed from my original concept (thank goodness.) Also changed was the artwork on Supersonic. Originally the name of the game was Star Ship. I designed the bonus lights to be the 2 S’s in Star Ship (a Star Trek themed gamed.) At that time, I had several promotional themed games in a row and Bally had just hired a new game designer. I gave up the Star Ship name and artwork to the new designer. His game used newly licensed artwork and eventually was named Star Trek. My game was already designed and in order to utilize the 2 S’s already on the playfield, the back glass name was changed to Supersonic and the playfield artwork was changed to SST. (The Super Sonic Transport plane was also called SST.) (That is the reason that only the S’s are used in the bonus lights and not the T.) Artwork also changed on Spy Hunter. Originally, I designed the game with an Elvis theme. The bonus lights represented the push buttons on the front of a juke box. Each button pair represented a different Elvis song. Aligning 2 bonus lights played the indicated song. The only problem with that was that at the time, Bally had not secured the Elvis license. I was a little ahead of the curve. At the time, Bally had a video game called Spy Hunter and wanted to cross promote it with a pinball game. The Elvis game was a completely finished whitewood with hand drawn lettering indicating scoring features. My boss (ED: Norm Clark) gave me 24 hours to change the whitewood from an Elvis theme to a Spy Hunter theme. I disassembled the entire top of the playfield and ran a belt sander across the entire playfield eliminating the juke box instructions. It took most of an overnight effort to re-letter the instructions to a Spy Hunter theme, reassemble the top of the playfield and trouble shoot the result. Let me tell you that sawdust does not mix well with playfield switches. TPB: I'm led to believe City Slicker was planned to include a remote flipper button to enable an opponent to interfere with the game. Can you tell us more? GK: City Slicker did indeed have a remote controlled flipper on the playfield. I designed City Slicker as a gun-fighting themed game. The Roaring 20’s styled artwork reinforced the gun battle theme. There was a gun handle attached to the pinball cabinet by a 6 foot steel cable (just like the gun handles used in video games to shoot at the screen.) The concept was to have your opponent stand alongside of the cabinet and give him control of one of the flippers on the playfield. The flipper was positioned mid-playfield to shoot the pinball into the out hole on an exact shot. The pinball player could battle against the opponent’s shot and save the pinball. It was my attempt to make pinball more interactive instead of taking turns and watching others play their turn. The feature was years ahead of its time. TPB: Gary Flower sometimes wears the most ghastly 'pinball' jacket I've ever seen. It's based on the Wizard! playfield and he blames you for the purchase, but I believe the story behind it's existence is a little strange, can you tell us more? GK: Actually, that Wizard jacket was all the rage back in the day. You can blame Rob Berk, the founder of Pinball Expo, for Gary’s jacket. Rob had arrived in Chicago, the location for Pinball Expo, several days ahead of the show. As is our tradition, Rob, Gary, Jim Schelberg (editor of Pin Game Journal) and I met to discuss the nominees for that year’s Pin Ball Expo Hall Of Fame induction ceremony. Rob then wanted to go shopping in downtown Chicago at Water Tower Place on Chicago’s Magnificent Mile. World traveler that he is, Rob wanted to acquire something that had the Chicago look. All of us went to a clothing store in Water Tower Place. I think Gary was the first one to spot an entire rack of Wizard jackets. No one in the industry had even heard about the jackets. The jackets were made with a pinball theme and the word Wizard across the back in Dave Christensen’s style of artwork. Needless to say, we all bought jackets and informed the rest of the industry of our find. So, I believe that Gary was the first to spot the jackets and unleash that fashion statement on the industry. TPB: Your surname is spelled on the Spy Hunter targets and the computer on Vector . Your nickname Gypsy appears on Wizard. Where did the nickname come from and was there any resistance to designers putting their names in games? Any more subtle ones we may not have noticed? GK: Dave Christensen was the first pinball artist to put the name of the artist and designer on a Bally pinball game. The artist and designer had to communicate quite regularly about the different aspects of game features and scoring to be represented on the artwork. And Wizard! was quite a break from contemporary pinball artwork. At the time of the development of Wizard!, I was moving residences. As anyone can tell you, moving residences before the internet was invented involved a lot of legwork and waiting for utilities to be disconnected at one place and reconnected at another. And as anyone in the industry can tell you, there were deadlines that had to be met (in Wizard!’s case, the artwork had to be approved by the stars on the back glass and also by the movie company.) Dave could not get in contact with me as I explained to him later that I was in between residences. That is when, in his infinite creativity, he labeled me as a gypsy running around without a home. That nickname never really meant anything to me or anyone else and it never really stuck with me. Of course, industry insiders know that I always included a single red playfield post on every game I designed. Here is the story behind that: When I was first starting out in design, it was industry Ryan Policky that a designer could not put his name on a game. That was to prevent another company from finding out who designed what game and hiring them away from their current company. That was archaic thinking. In fact, literally within hours of a new game being placed at a test location, everyone in the design industry knew who designed what game and what features were on it. Anyway, under this company-imposed anonymous design decree, I decided to set apart the games I designed. Bally was running two production lines at the time, a pinball line that used white playfield posts and a bingo line that used red playfield posts. I just installed one red post on my pinball games, usually in an inconspicuous spot on the playfield. I kept that secret for quite awhile. Then it became a Kmiec game tradition. TPB: Bow and Arrow was predominantly made as an EM but it was also Bally's first attempt at a solid state machine. I was quite surprised to see Norm Clark credited with the software for the solid state game. How did that come about and what was it like working with Norm? GK: That’s an urban legend. Norm Clark never had anything to do with the software on Bow & Arrow. At the time at Bally, Norm was head of the design department and Frank Bracha was head of the software department. Obviously, Norm’s name was well known in the pinball industry, Frank’s was not. Norm and Frank were both interviewed about the conversion of Bow & Arrow from electro-mechanical control to solid state control. Someone, somewhere, somehow in some article credited Norm with Bow & Arrow’s software conversion. I guess it was a more interesting story talking to Norm about pinball than talking to Frank about bits and bytes. Frank really headed up Bally’s solid state conversion effort. As to working for Norm, he really taught me about the business end of pinball. Up to then, I designed games that I thought were fun to play. Norm introduced me to the profit and loss of pinball. The entire industry was becoming cost conscious. Norm said that a designer couldn’t put every feature into every game. There had to be a reasonable cost to the game. I always introduced one new feature in every game I designed. There is a progressive thread of one new feature in all of my games. Of course, the way I got to that point is an interesting story: Norm was the head of the design department at the time. He was charged with keeping the cost of the pinball product within certain price points as well as keeping the games interesting and desirable. He pretty much left the designers alone until the final review of a game. Then he would invariably take out a feature he deemed too expensive. To get around that, I always put in two new features in every game, one that was extremely costly that I knew Norm would take out and another less costly one that I really wanted in the game. That way, when Norm took out the costly feature and left in the other one I really wanted, everyone was happy. TPB: Word on the street is Xenon was changed to be a multiball game at the last minute to compete with other manufacturers taking this step. Did you need to make wholesale changes to your design to accommodate multiball? GK: Xenon was originally designed as a single ball game. The playfield had a ramp and a tube shot. It had great artwork and an infinity backbox. This total package was complete. Bally’s marketing department had heard of a competitor’s talking game. That’s when the decision was made to include speech. The decision was made to one-up the competition by utilizing a female’s voice, as dictated by the artwork. Bally’s marketing genius Tom Nieman secured the popular, technically astute, new-age recording artist Suzzane Ciani to supply the sounds and voices in Xenon. Ciani is known by some in the industry as the Goddess of Pinball. So now Bally had a game with a multi-level playfield, great artwork and great sounds. Then, Bally’s marketing department heard that a multiball game was planned for release by a competitor. Well, Bally couldn’t be beaten at their own game of one-upmanship. Bally wanted to sell a multiball game also. Alan Riezman was an electrical engineer at Bally. He was part of the software department. One day, he was helping to percentage Xenon. During lunch, he threw two balls on the playfield, just to see how it would feel. He liked the action. He showed me his idea and I liked it. I told him to take his idea to the marketing department. Within hours, Xenon was transformed into a multiball game. Credit is due where credit is due, to Alan. Once I determined where to capture a ball on the playfield, the only change I had to make was to add a safety switch in the lane above the MOTA saucer. This was to prevent two balls from being captured in the MOTA saucer lane. (MOTA was just ATOM spelled backwards.) TPB: Who would YOU like to see featured as one of our Pinball Heroes and why? GK: From strictly an insider’s technical point of view, I’d recommend Doug MacDonald. Doug is an electrical engineer who was intimately involved in Bally’s conversion from electro-mechanical games to solid state. An interesting story can finally be told now that all of the principles are out of the industry. When Atari first wanted to enter into the pinball industry, a representative of Atari contacted me at Bally and offered me a job. I was having some success at Bally at the time so I refused his generous offer. It seems that Atari then promoted an unknown technician working for them at the time named Steve Ritchie to a pinball design position. Many years later, when my supervisor left Bally to work at Williams as head of pinball design, he asked me if I wanted to leave Bally and work at Williams, as they had a position open. Again, I was having some success at Bally and refused his generous offer. It seems that Williams then consequentially hired an out-of-towner named Steve Ritchie. The rest is history. TPB: Finally, we always ask our Pinball Heroes to sum up their involvement in pinball in one word or sentence. GK: I was fortunate to experience the industry during the change over from electro-mechanical to solid state control and the introduction of promotional themed games in what I consider the Golden Age of Pinball 1975-1985. Many thanks to Greg Kmiec for his great answers and we have more Pinball Heroes coming soon. Cheers Nick The Pinball Blog Games designed by Greg Kmiec 1) AMIGO - Spanish theme 2) ROGO – Fantasy Historical 3) KNOCKOUT - Boxing 4) WIZARD - Promotional game - the movie “Tommy” 5) BOW & ARROW - Indian theme 6) HOKUS POKUS - Magic 7) OLD CHICAGO - Historical 8) CAPT. FANTASTIC - Promotional game - the movie “Tommy” 9) ALADDIN’S CASTLE - Fantasy 10) NIGHT RIDER - Transportation Realism 11) POWER PLAY - Promotional game - Bobby Orr 12) SIX MILLION DOLLAR MAN - Promotional game - Lee Majors 13) SUPERSONIC - Flight 14) PARAGON - Fantasy 15) HARLEM GLOBETROTTERS - Promotional game 16) XENON – Sci-Fi Fantasy 17) VECTOR - Fantasy 18) GRAND SLAM - Baseball 19) CYBERNAUT – Sci-Fi Fantasy 20) KINGS OF STEEL - Cards 21) SPY HUNTER - Video game cross-promotion 22) MOTORDOME - Fantasy 23) CITY SLICKER – Retro Historical 24) TRANSPORTER – Sci-Fi Fantasy 25) BREAKSHOT Photos & Pictures PinGame Journal Gary Flower Jeff-z.com / Red Post Page Internet Pinball Database

Norm Clark (not Frank Bracha) did not design the software for Bow & Arrow's solid state conversion; this is an urban legend

high confidence · Greg Kmiec correcting the record on Bow & Arrow software attribution, crediting Frank Bracha as head of software

  • Kmiec strategically included two new features per game—one expensive feature to be cut by Norm Clark and one desired feature to survive the cost review

    high confidence · Greg Kmiec describing his cost-control strategy under Norm Clark's final review process

  • “That was archaic thinking. In fact, literally within hours of a new game being placed at a test location, everyone in the design industry knew who designed what game and what features were on it.”

    Greg Kmiec — Explains the rationale for the red post signature system and critiques Bally's anonymous designer policy

  • City Slicker
    game
    Breakshotgame
    Bow & Arrowgame
    Ballycompany
    Norm Clarkperson
    Alan Riezmanperson
    Frank Brachaperson
    Tom Niemanperson
    Suzanne Cianiperson
    Stan Fukuokaperson
    Paul Farisperson
    Doug MacDonaldperson
    Steve Ritchieperson
    Rob Berkperson
    Gary Flowerperson
    Jim Schelbergperson
    Pinball Expoevent
    The Pinball Blogorganization

    high · Kmiec explicitly describes putting in costly feature 'I knew Norm would take out and another less costly one that I really wanted in the game' to ensure desired feature survival

  • ?

    historical_signal: Urban legend attributing Bow & Arrow solid state software to Norm Clark is factually incorrect; Frank Bracha as software department head actually led the conversion effort

    high · Kmiec states 'That's an urban legend. Norm Clark never had anything to do with the software on Bow & Arrow' and credits Frank Bracha as 'head of the software department' who 'really headed up Bally's solid state conversion effort'

  • ?

    personnel_signal: Kmiec was actively recruited by both Atari (early offer) and Williams (supervisor's later offer), indicating his design reputation attracted competing manufacturers, but he remained at Bally through success

    high · Kmiec recounts 'a representative of Atari contacted me at Bally and offered me a job' and later Williams supervisor asked him to leave, but 'I was having some success at Bally and refused'

  • ?

    technology_signal: Red Line Fever's handlebar flipper control system and City Slicker's remote-controlled opponent flipper represent pre-digital-era interactive design concepts decades ahead of contemporary thinking

    high · Kmiec describes handlebars 'years ahead of current thinking' and City Slicker concept as 'attempt to make pinball more interactive instead of taking turns'

  • ?

    technology_signal: Xenon's conversion from single-ball to multiball was rapid response to competitive intelligence about competitor multiball announcements, demonstrating market-driven design pivots

    high · Kmiec states 'Bally's marketing department heard that a multi-ball game was planned for release by a competitor. Well, Bally couldn't be beaten' and Alan Riezman's lunch playtesting concept enabled overnight conversion