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Stern Words

Pinball News Website·article·held·Apr 11, 2002
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Analysis

claude-haiku-4-5-20251001 · $0.021

TL;DR

Gary Stern discusses pinball strategy; visits Playboy Mansion to present machine to Hefner (2002)

Summary

Gary Stern contributes an article to UK gaming magazine Intergame (April 2002) discussing pinball's role in the amusement industry and Stern Pinball strategic approach to game design, reliability, and licensing. The article emphasizes gameplay over hi-tech presentation, mechanical action over digital feedback, and the importance of accessibility for casual players. Stern also visits Hugh Hefner at the Playboy Mansion to present a Playboy pinball machine, which Hefner prefers over earlier Bally and Data Playboy editions.

Key Claims

  • Stern Pinball has enhanced game design by balancing challenge for experienced players while maintaining accessibility for casual players

    high confidence · Gary Stern in Intergame article, April 2002

  • Mechanical action (drop targets, ramps, toys) is more intuitive and satisfying for casual players than digital feedback (stand-up targets with lights)

    high confidence · Gary Stern in Intergame article, April 2002

  • Pat Lawlor designed Stern's Monopoly pinball machine

    high confidence · Gary Stern in Intergame article, April 2002

  • George Gomez designed Playboy pinball machine

    high confidence · Gary Stern in Intergame article, April 2002

  • Hugh Hefner owns three Playboy pinball machines and prefers it to earlier Bally and Data Playboy versions

    high confidence · Stern Pinball Inc press statement, April 2002

  • There is a shortage of good used pinball games in the market, particularly in America, resulting in high resale value

    high confidence · Gary Stern in Intergame article, April 2002

  • Games that are too difficult to play alienate new players and reduce the player base when the experienced player base ages

    high confidence · Gary Stern in Intergame article, April 2002

Notable Quotes

  • “The purpose of games is entertainment (fun), whether by hi- or low technology. Game play comes before presentation.”

    Gary Stern @ April 2002 — Core design philosophy statement; prioritizes gameplay mechanics over technical presentation

  • “The casual player understands mechanical parts changing when hit by the ball... The casual player feels satisfaction of accomplishment; he has taught himself what to do (self-educating); he wants to do it again (Pavlovian pinball).”

    Gary Stern @ April 2002 — Explains the psychology of casual player engagement through mechanical feedback and learning loops

  • “What goes around comes around.”

    Gary Stern @ April 2002 — Articulates cyclical nature of entertainment trends and potential for pinball resurgence

  • “We utilise licenses for our game themes, selecting licenses with longevity. Playboy and Monopoly are well-known successful licences on pinball machines or other coin-op products.”

    Gary Stern @ April 2002 — Reveals licensing strategy focused on enduring IP properties

  • “Hef said to Gary that Playboy is his favourite of the three PLAYBOY pinball machines (Playboy; Data Playboy: 35rd Anniversary), all of which he had in his gamehouse.”

    Stern Pinball Inc. @ April 2002 — Third-party validation from high-profile pinball enthusiast; positions Stern's Playboy favorably against competitors

  • “Monopoly was designed by Pat Lawlor, known for his The The Addams Family, Fun House, Twilight Zone and many others.”

    Gary Stern @ April 2002 — Credits legendary designer Pat Lawlor's involvement; establishes pedigree of design talent

Entities

Gary SternpersonStern Pinball InccompanyHugh HefnerpersonPat LawlorpersonGeorge GomezpersonIntergamecompanyPlayboygameMonopolygame

Signals

  • ?

    design_philosophy: Gary Stern articulates core design principle that gameplay/fun takes precedence over hi-tech presentation; mechanical action feedback is prioritized for casual player engagement

    high · "Game play comes before presentation" and detailed explanation of mechanical action vs. digital feedback (drop targets vs. stand-up targets)

  • $

    market_signal: Stern identifies shortage of good used pinball machines in market (particularly America) as driver of high resale value; indicates limited production in recent years

    high · "With rational levels of pinball machine production in recent years, there is a shortage of good used games... The result is a high resale value worldwide for pinball"

  • ?

    product_strategy: Stern deliberately selects licenses with proven longevity (Playboy, Monopoly, Austin Powers) to provide design framework and market appeal

    high · "We utilise licenses for our game themes, selecting licenses with longevity. Playboy and Monopoly are well-known successful licences"

  • ?

    personnel_signal: Stern has recruited legendary pinball designers Pat Lawlor and George Gomez as industry contracted or employed talent to enhance design quality

    high · "We have enhanced our design teams as the industry shrank to include other successful designers. Monopoly was designed by Pat Lawlor... Playboy was designed by George Gomez"

  • ?

    operational_signal: Stern emphasizes improved reliability and serviceability as competitive advantage; recognizes operator resistance to pinball due to service demands

Transcript

raw_text · $0.000

Story dated 11th April 2002. This month's copy of Intergame includes an article not just about, but written by Gary Stern. In the article Gary describes pinball's role in the amusement industry and the steps Stern Pinball Inc has taken to keep up with the changing demands of the players. InterGame is a specialist magazine covering games and gaming published by Intergame Ltd in the UK. Some people think that hi-tech is the answer to creating success. It can be a part of the answer, but the purpose of games is entertainment (fun), whether by hi- or low technology. Game play comes before presentation. Pinball is a small part of our game industry, but manufacturers and operators should strive to preserve every genre of game. Touchscreen games and charging AWPs may have the largest market share. However, if we lose dart games, videos, pinball, pool tables, etc., then the operator will no longer have available alternate and additional forms of entertainment to provide locations and players. What is popular today may wane over the years, because of both new entertainments and rejuvenation of older forms. Witness today the renewed popularity of Pacman/Galaga, especially in America. All style and entertainment follows this cycle. "What goes around comes around." Outside of our industry the popularity of retro products like the new VW Beetle and the Chrysler PT Cruiser is evident. I distinguish between nostalgia (driving old Beetle) and retro (modern Beetle, fun to drive). Similarly, remakes of older movies are very popular but made with today's special-fx. Proper style of game play broadens the player base for all games - hi-tech, low-tech, retro. Many games became too hard to play. Games were made harder to play as players got better. The experienced player base aged, not frequenting our locations as much; the new patrons are not good enough players to enjoy the games. Our industry's products are played by too few of the patrons in a location. Games should be fun for all players. Stern Pinball has enhanced its pinball in a number of ways. We have changed design concepts, continuing to challenge the great player so as not to lose our established base, but also making the game fun for the casual player. More important, we make mechanical action pinball. The casual player understands mechanical parts changing when hit by the ball. The simplest example is stand up targets vs. drop targets. Casual players do not see the light turn on in front of a stand up target when hit. They do see a drop target fall when hit. The casual player feels satisfaction of accomplishment; he has taught himself what to do (self-educating); he wants to do it again (Pavlovian pinball). We have added more "toys" to our mechanical action pinball, making retro pinball, not nostalgic. Players have fun with ramps. Playboy centrefolds and tease screens, Monopoly water works and banks, and more. We utilise licenses for our game themes, selecting licenses with longevity. Playboy and Monopoly are well-known successful licences on pinball machines or other coin-op products. Austin Powers has a multi-movie history and a new movie coming out this summer. A licensed title gives the designers ideas and a framework within which to design. We have enhanced our design teams as the industry shrank to include other successful designers. Monopoly was designed by Pat Lawlor, known for his Addams Family, Fun House, Twilight Zone and many others. Playboy was designed by George Gomez, best known for Monster Bash. These designers make games that are fun. We have improved reliability and serviceability. Some operators do not want to operate pinball because of service. Similarly, some don't want to operate video games because the games must be moved around locations. In America many locations bought their own easy to operate pool tables and took over the inexpensive service. This trend continues with other products. If operators choose only the easy games to operate, where is the value added by the operator? Not only will the operators lose the potential of various genres of games, but without adding value the can become dispensable. Finally, with all the above and more, we have improved pinball's ROI (return on investment). Games are better designed and attract more players, earning more because they are fun. The games are more service free. And the games have a great resale value. With rational levels of pinball machine production in recent years, there is a shortage of good used games, for sales to operators and for sales to homeowners, particularly in America. The result is a high resale value worldwide for pinball. This may be unique to pinball. Elsewhere, Gary has taken time away from Chicago to visit Hugh Hefner and present him with a Playboy pinball game. Over the Easter weekend the Stern family visited the Playboy Mansion and naturally played a few games of pinball with his host. Here's what Stern Pinball Inc had to say: Last weekend Gary Stern and his family made a visit to the Playboy Mansion where Gary presented a Stern PLAYBOY pinball machine to Hugh Hefner. Hef is a self-proclaimed fan of pinball, and has been ever since he got his Bally PLAYBOY pinball machine twenty-five years ago. Hef said to Gary that Stern's PLAYBOY is his favourite of the three PLAYBOY pinball machines (Bally's PLAYBOY; Data East's PLAYBOY: 35rd Anniversary), all of which he had in his gamehouse. Hef is enjoying the Stern PLAYBOY pinball machine so much that he's already bought three of them. After playing a few games of pinball with Hef, Gary and his family took a tour of the Playboy Mansion. "We had a great time!" exclaims Gary. "He was such a gracious host to me and my family. And the fact that he loved our new pinball machine made it all the better." Not only does Stern's PLAYBOY pinball machine play great, but it is sure to be a collectible like the other two PLAYBOY pinball machines and many other Playboy products. Back to the news index Back to the front page © Pinball News 2002
Bally
company
Data Eastcompany
Austin Powersgame
The Addams Familygame
Fun Housegame
Twilight Zonegame
Monster Bashgame

high · "We have improved reliability and serviceability... Some operators do not want to operate pinball because of service"

  • $

    market_signal: Industry context shows shrinking pinball manufacturing base, with fewer active designers/resources; Stern consolidating talent in response

    high · "We have enhanced our design teams as the industry shrank to include other successful designers"

  • ?

    gameplay_signal: Stern addressing industry-wide problem where games became too difficult as player skill increased; newer casual players alienated; design now balances challenge with accessibility

    high · "Many games became too hard to play... The experienced player base aged, not frequenting our locations as much; the new patrons are not good enough players to enjoy the games"

  • ?

    product_strategy: Stern positioning 'retro' mechanical action pinball (ramps, toys, drop targets) as core value proposition distinct from digital/hi-tech competitors; emphasizes visible, tangible feedback

    high · "More important, we make mechanical action pinball... The casual player understands mechanical parts changing when hit by the ball" and mentions 'toys' like ramps, Playboy screens, Monopoly water works

  • ?

    content_signal: Gary Stern contributes authored article to UK gaming magazine Intergame; indicates manufacturer engagement with trade/industry media

    high · "This month's copy of Intergame includes an article not just about, but written by Gary Stern"

  • ?

    historical_signal: Article references earlier Playboy machines by Bally and Data East as historical context; Stern positioning newer version as superior alternative

    high · Hugh Hefner owns three Playboy machines (Bally, Data East, Stern) and prefers Stern version

  • ?

    collector_signal: Stern Playboy explicitly positioned as future collectible, building on Playboy product prestige and historical precedent of earlier Playboy pinball editions

    high · "Not only does Stern's PLAYBOY pinball machine play great, but it is sure to be a collectible like the other two PLAYBOY pinball machines and many other Playboy products"

  • $

    market_signal: Stern emphasizes ROI improvement (better design, more players, higher earnings, less service, strong resale) as differentiation vs. competitors

    high · "Finally, with all the above and more, we have improved pinball's ROI (return on investment). Games are better designed and attract more players, earning more because they are fun"