CREDIT DOT

Mapping pinball trends for the casual enthusiast…


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HARDWARE: The Elusive “Bally Side Rail”

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Quite a lot of Bally System 11 games have dented side rails.  It’s almost an epidemic.  Read any For Sale description of an Elvira and the Party Monsters, and more often than not, you’ll get a mention of damaged side rails from an errant backbox drop.  They seem be dented and left unfixed in high numbers due of the lack of new (or NOS) replacement rails available in the marketplace.  The rails are an oddball size and only appeared on a handful of games, so parts manufacturers have neglected making them.  Drop the backbox and dent the rails on your WPC machine and it’s a $50 mistake that is easily remedied with an order through Pinball Life.  Dent the rails on your Mousin’ Around? You’re pretty much screwed.  The dents will be a constant reminder of your stupidity.  Might as well get out the hammer and try to bang out the damage, because these rails are pretty hard to source.

The games bearing these rare rails are Truck Stop, Atlantis, Transporter: The Rescue, Elvira and the Party Monsters and Mousin’ Around, and the reference number for the elusive part is A-12359-1 (the parts catalogue mentions that Bally Game Show may also use these rails, however, I cannot find definitive photographic evidence of this–Game Show was the first Bally game to employ the external rounded hinge, which leads me to believe a different shorter rail was used.  If you have leads, or photos, please let me know.)  All of the above mentioned games were manufactured under the “Midway” banner (despite bearing the “Bally” name on the backbox) during a time when Williams had just absorbed the struggling Bally/Midway brand.  The rail length for these games, from end to end, for a System 11 Bally Rail runs 51.5 inches, making it nearly 5 inches longer than the identical looking in every other way WPC side rail (A-12359-3).

Blackwater 100, the first appearance of the thin "Bally Rail"

Blackwater 100, the first appearance of the thin “Bally Rail”

The reason for the extra length is that the backbox on these five Bally games sits on a built-up pedestal of sorts, and the side rails run underneath the backbox to the backside of the cabinet.  The hinges on the backboxes are not external, but rather contained within the backbox pedestal, allowing the rail to run undisturbed to the rear of the cabinet.  Bally games that followed Mousin’ Around had their backboxes sit flush with the cabinet and employ a set of external rounded hinges (similar to other late model Williams System 11 games), thus the side rails had to terminate at the backbox.  (It is interesting to note that Bally Midway’s  March ’88 release Blackwater 100, pre-Williams takeover, appears to be the first “modern game” with the thinner and longer 51.5 inch rail incorporated into the design, however, this version of the rail is affixed to the cabinet with a series of nails running its  length, whereas the later version of the rail we are speaking about here is affixed to the cabinet with double-sided tape, a Torx screw on the back end and a bolt on the front near the flipper button.)  To complicate matters more, rails on the games from the same era bearing the Williams logo, such as Fire!, Earthshaker, Jokerz! and Black Knight 2000 to name a few, were wider in height and incorporated the flipper button right into the rail itself.  You could almost cut two thin Bally rails out of the metal used on one of the Williams games.  Less metal meant cost savings: thus, it should come as no surprise that Williams adopted the thinner Bally-style rail when a standard design for all pinball machines was adopted for the WPC platform in the 1990s.

A quick search shows that Bay Area Amusements has the A-12359-1 rail advertised on their page for purchase; however, like many other desperately needed niche parts listed on their site, they are currently out of stock.  I have checked the page for the last five months, and I have never been lucky enough to find the item available for immediate purchase (if in stock, retail price would be $59.00USD+shipping).  The Ministry of Pinball, the Netherlands-based pin retailer, also lists the rails for purchase (retail price: 29.95 Euro), which remains an option for our Euro friends, but those stateside would pay dearly for shipping due to the awkward size of the parts (you’d have to add another 35.00 Euro for shipping to the US or Canada…it gets cost ineffective pretty quick).

In some rare instances, the rails do pop up for sale.  Not two months ago, a set was offered, and quickly purchased, on Pinside for $125USD (shipping included).  A search of the rec.games.pinball newsgroup shows that a few sets have sold over the years with the asking price ranging between $150USD-$200USD.  RGP also mentions the existence of a user named “Timathie” who manufactured the rails for the RGP community years ago.  As per a post from 2011, it appears that the user is no longer making them.

KONICA MINOLTA DIGITAL CAMERAI bought an Elvira and the Party Monsters game late last summer, and wouldn’t you know it, it had dented side rails from an errant backbox drop.  It was disclosed to me in the original description and photos of the game, so I knew I would be (possibly) snookered if I ever wanted to replace them.  The ingenuity of the pinball collector took over.  I was able to locate a set of new, uninstalled Williams System 11 side rails within the community marketplace at a very reasonable price (the wide ones that incorporated the flipper buttons, which turned out to be a set of these: Pinball Life’s Williams Stainless Steel Side Rail Set – Circa 1989-90, pictured right).  I bought them hoping that they could be precision cut to fit my needs.  Unlike the other Williams System 11 wide rails, this 1989-90 version has no extra nail or screw holes that would be left behind once the excess was trimmed off, and they met the length requirements of 51.5 inches.  I contacted a nearby metal fabrication outfit (CIM Metals Inc. , of Burlington, Ontario, Canada) and for $45CDN they were able to cut both rails, using laser technology to replicate the look of a thin Bally rail for my game.  I pulled off an original dented rail for them to use as a template (they only needed one, each Bally rail is interchangeable with no characteristics or markings that require specific left or right side installation).  They were able to match the original tapering and square screw holes faithfully, which made installation a breeze.   For about $85CDN, all told, I had a new set of undented rails on my EATPM, which was a bit cheaper than finding a NOS set, and a bit less frustrating than waiting around for a North American company to stock them.  I had to jump through a few hoops to get it done, but I’m happy with the results.  I’m not one for total perfection on my games but when an opportunity presents itself, I can’t pass it up.  Here’s hoping someone takes the lead on this and starts producing the Bally rails for the community, in sustainable quantities, as they are sorely needed.  Until then, keep those backbox bolts nice and tight…

Further Reading:

Pinside – For Sale: 51-1/2″ side rails (EatPM, Atlantis, Mousin’) – SOLD
Pinside – WTB- set of Side Rails for Eatpm
Bay Area Amusements – Metal Side Rails (pair) – System 11, etc
Ministry of Pinball – Elvira and the Party Monster Side Rails
rec.games.pinball – EATPM side rails

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PEOPLE: Greg Freres on his Early Bally Backglass Prints

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Greg Freres’ career in pinball has spanned many companies and job titles, and has seen many ebbs and flows in the popularity of the game.  Yet throughout, he has been able to solidify his place within the very top echelon of pinball’s artistic operatives by adopting a widely varying artistic style while at the same time providing underlying base elements that tie the package together within Mr. Freres’ wider oeuvre of work. Mr. Freres currently works on the artistic team at Stern Pinball and is co-founder of Whizbang Pinball (with his perpetual collaborator, pinball designer Dennis Nordman), with the company’s first title, Whoa Nellie! Big Juicy Melons, recently being tapped by Stern for production and worldwide distribution. On top of these commitments, Mr. Freres has recently released a line of 12’x12′ high quality art prints through retailer Pinball Life, which highlight his early work on four non-licenced Bally pinball backglasses. Each piece sells for $79.95USD, comes pre-framed, is signed by the artist and arrives with a note from Mr. Freres himself about the subject matter.  There is definitely a lack of high-quality pinball-related wall accoutrement to display in your gameroom these days, and I think Mr. Freres’ prints fill this void nicely. I was fortunate enough to have Mr. Freres agree to an interview, and I limited my questions, for the most part, to the line of art prints and the games they feature. (A wider account of Mr. Freres’ oeuvre can be found in Pinball Magazine #2’s feature length interview with Mr. Nordman and Mr. Freres.)

Credit Dot: To begin, why did you choose to commemorate these four particular titles in your series of collectable prints?

Greg Freres: I chose Hotdoggin’, Fathom, Strange Science, and Black Pyramid because all of these pieces are unlicensed titles. I have an agreement with WMS that allows me to reproduce art prints from the unlicensed art from my past. I also chose them because they represent a group of games from earlier in my career at Bally. I now realize that the games from the early eighties are very collectable.

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Greg Freres and his wife Andi. Courtesy of Whizbang Pinball, whizbangpinball.blogspot.com

CD: Are the prints limited in number?

GF: No, these prints are not limited.

CD: Is the art depicted in the prints culled from the original backglass paintings?  Do you own the originals?

GF: Yes – the art is scanned at a high resolution from my original paintings.

CD: How did the partnership with Pinball Life come about?

GF: I met Terry [DeZwarte, proprietor of Pinball Life] while Dennis Nordman and I were working on Whoa Nellie! Big Juicy Melons. Terry came out to Dennis’ shop to see what we were working on. He started selling ancillary products for Whizbang Pinball including WNBJM t-shirts, backglasses, and other branded merchandise. Once I started the art prints, it seemed a natural fit to work with Terry again.

CD: How have sales been so far?

GF: Sales are good. I know the album cover size prints are small but I thought that was a great idea for places where a pinball enthusiast might want to see some backglass art without taking up to much wall space. I’ve talked to buyers who end up taking them to work to hang in their office.

CD: The prints are a product of a high quality “giclee” reproduction of the original work.  Can you speak a bit about the term for those not familiar with the giclee process?

GF: Giclee art prints have become the standard for many fine artists. All fine art is scanned at high resolution from the originals and then printed on acid-free museum grade paper (various paper weights and finishes are available from the vendor.) It’s basically a digital process that creates the closest color reproduction to the original art. It’s a great process for the artist because you don’t need to commit to a “run” of lithographic produced pieces. You can run small numbers and not be affected by the pricing constraints of a run in the hundreds.

CD: Now that many of the best places to play pinball are in private gamerooms across the country, there seems to be an insatiable desire for pinball-related gameroom décor.  Was the decision to release these prints a response to that particular “need”?

GF: My wife has been planting this seed for a number of years after she witnessed the response from enthusiasts at various pinball collector shows around the world to my work. I always felt that most pinball people want to spend their money on pinball parts, after-market bling, and anything that will help keep their “investment” running and looking great. A piece of art to hang on the wall seemed like an expense that most collectors would not be interested in. I hope that the more I can get the word out, and actually get my website built and monetized, that I’ll be able to reach more people with the art that has been mostly seen in bars, arcades, bowling alleys, and basements.

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Hotdoggin’ (1980), photo courtesy of Pinball Life.

CD: The four prints serve as a good cross section of your work at Bally, and portray how you were called upon to create an art package in varying styles: from the morose, horror-like mood created by Fathom to the more lighthearted and flashy flair of Hotdoggin’.  How are you able to reconcile these wild shifts in style from game to game?

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Ed “Big Daddy” Roth model kit, circa 1963.

GF: My best and most honest answer to that is – I guess I’m still searching for my “style”. When I started working at Bally as a full-time illustrator for their art team, I was a kid: 23 years old with only 2 years of experience as an apprentice designer at a point-of-purchase advertising company. I have always been influenced by a wide variety of artists and illustrators. I guess I can be a chameleon when it comes to the subject matter I work on. I love the satire that Mad Magazine brought to my youth, I watched every monster movie that they showed on Creature Features, I built every Big Daddy Roth “Weirdo” model kit, and I played drums. So my interests have always been all over the map – I guess that helps tackle the variety of subjects.

CD: Speaking of Fathom, suggested titles for the game were Barracuda and Deep Threat, the latter being your suggestion (rejected by Bally I’m assuming because of connotations to the Linda Lovelace film Deep Throat?).  How integrated in the creation process were you in the early days at Bally?  Could an artist influence game design or other important elements such as game title?

GF: We always had a lot of creative freedom in the pinball business early on–actually for many years of my career. Game design was so much simpler when I started. Norm Clark would have a line-up of whitewoods in the test room and at some point he would tell marketing and sales which one was ready for production. Once it went to the art department the artists sometimes could make suggestions for themes, even adding lights to the playfield to spell a specific word. Bally was just bringing licenses to the table back then but for non-licensed games the art department could get really involved in theme selection and direction.

CD: How did you come about creating the female characters for Fathom? They seem to carry elements of fish, snake, mermaid and human.

GF: I’ve never been asked that – I guess they are mermaids with incredibly long tails. How else could they take down their prey? Paul Faris art directed me on this project in a big way – he kept pushing me to do better and better with a theme that was not easy to envision. I hope to someday do a prequel graphic novel that leads up to the moment on the backglass and playfield.

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Fathom (1981), photo courtesy of Pinball Life.

CD: There is a strong sense of helplessness in the Fathom backglass art, and I think that comes from the detail that the drowning man doesn’t look particularly panicked–as if he’s resigned himself to the fact that he’s going to die at the hands of the two sirens.  I often feel helpless myself when playing Fathom, because the game is deadly hard. Is this just a coincidence?

GF: It must be coincidence because we didn’t play it much before starting the theme and art. Fathom has garnered the most interest of any project I’ve been associated with and I believe it is because of the intensity required to do well. It’s a great playfield and can be pretty mean. The guy’s knife is floating downward; maybe the clue you caught in his resignation.

CD: The notion of the helpless male figure depicted in that Fathom backglass is a bit of a departure from the hyper-masculinized male figures normally depicted in pinball from this era.  Even examining your prior work for Bally, we see the larger-than-life shirtless image of Mick Jagger on the Rolling Stones and the uber-masculine bearded outdoorsman of Frontier (who is the furthest thing from helpless–he battles a bear with his bare hands).  Was this a consideration to add to the overall mood of the game?

GF: Not a conscious decision – we were experimenting with so many ideas and directions with the non-licensed themes. Heavy Metal Magazine was a major influence on all of us at that time and we followed that vibe of each story (and in our case each game) having a completely different visual direction and thematic choice.

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Doug Johnson’s “tubular” pop-art style on full display on the cover of Judas Priest’s 1984 album Defenders of the Faith.

CD: Is there a name for the particular bubble/balloon style of art used on Hotdoggin’?

GF: I had just seen the Art of Playboy exhibition in Chicago that year and some of my favorite illustrators of the day were in that show. Plus one of my favorite board games as a kid was Candyland. When I saw Doug Johnson’s work at that show I felt his bright color schemes and tubular architecture felt right for this ski theme.

CD: There seems to be a lot of actual hot dog imagery in the Hotdoggin’ art in both shape and colour.  Am I just seeing things?

GF: Well, I guess Chicago is known for its Hot Dogs! Influence can come in many forms.

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Greg Hildebrandt’s “Little Mermaid”

CD: Black Pyramid is some of the first pinball art you created under the Bally-Midway banner.  Was there any change in direction for the company after the merge, or was it business as usual?

GF: Pinball had waned a great deal at this point since video games took the front seat at Midway. I was doing more managerial work at this point so it was good to be back on the board. I wanted to attempt a color scheme more like the Hildebrandt brothers- cool shadows playing against ultra-warm and bright highlight areas. I like to joke that the state of the business for pinball was in such dire straits that the skeletal warriors represent the cost-cutting and blood-letting that was happening via layoffs and cost reduced games.

CD: While not as blatant as some of the Gottlieb games from the same era (Hollywood Heat and Deadly Weapon for example), Black Pyramid appears to harness the success of the Indiana Jones films without having an Indiana Jones licence.  Is it an art form in itself trying to hit all the genre elements without infringing on official copyrights?

GF: I’m not sure it’s an art form but it was definitely fun to try and touch the essence of the theme without infringing.

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Black Pyramid (1984), photo courtesy of Pinball Life.

CD: By the time Strange Science hit arcades, the displays had moved to the bottom of the backglass.  Did this make life easier for the artist, not having to design around score displays within the art piece itself?

GF: Absolutely! No doubt! Those 5 displays broke any continuity in an otherwise great layout because when you walked in a gameroom all you saw was a portion of the art because we used an opaque layer to make sure heavy shadows from the displays wouldn’t cut off any cool visual.

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Strange Science (1986), photo courtesy of Pinball Life.

CD: Strange Science has an overt comic book style with the backglass being the cover of the “comic” and the playfield being the inner pages, complete with boxed text.  We saw a comic influence before in the Fathom flyer, and we’d see it again, in spades, with Dr. Dude and his Excellent Ray.  How did your fascination with the comic style begin?

GF: This was me trying to be the Mad Magazine guy in pinball. I always loved their parodies on current movies and TV shows so I wanted to try and capture that spirit in my work.

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MAD Magazine art circa 1968. Mort Drucker was the artist on this MAD send-up of 2001: A Space Odyssey entitled “201 Mins. Of A Space Idiocy.

CD: The Strange Science era games were released in generic “Bally/Midway” cabinets devoid of game specific art.  Was this a cost-cutting measure?  Did this help or hinder the overall artistic presentation of the game?

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Strange Science in the generic Bally/Midway cabinet. Photo courtesy of Clay Harrell, http://www.pinrepair.com

GF: Cost cutting all the way. Pinball was hanging on for dear life at that point so the product suffered accordingly. To stay competitive someone thought the cabinet art should be the first to go since most games get lined up in rows. It did, however, allow the artist more time to focus on the backglass and playfield.

CD: With some lesser enjoyed games like Strange Science and Black Pyramid, is it satisfying to hear players and collectors attest that your art packages were often times much more memorable than the gameplay of the games they graced?

GF: Yes – quite a bit of my art has been on games that didn’t sell as well as the bigger games. Of course I would have liked to have been on the more successful games (in terms of sales and game play) but I’m fine with being the underdog of the group. Maybe as I got closer to game design in my career I was still influenced by that underground mindset.

CD: The four prints represent some of your earliest work in pinball, and you are coming up on forty years in the industry.  Besides the actual process of creating the art, how has the job changed for the artist from your time with Bally to your work today with Stern?

GF: The easiest difference to point out is the computer. When I started in the business it was all hand-drawn – a term that collectors have been clamoring for the return to since computer graphics have made everything so much more efficient, and somewhat generic. We did both line art and spot colors for playfields; inked line art and the colors all hand-cut from rubylith (a unique graphic arts film that could be cut into and peeled away to create a masking effect, then contact exposed onto litho film to create the film positives needed for silk-screen printing.) Our backglasses were paintings that got reproduced on glass via silk-screen, and then later we switched to translite technology (plastic instead of glass) for better resolution and consistency, and to save money as well.

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More of Mr. Freres’ beautiful “hand drawn” art on the Fathom playfield.

Even though we were traditional artists we needed to make the transition to digital art to continue to work. Once Stern started with a heavy percentage of licensed themes, it made sense to provide a more photo-composed package for easier approvals and efficiency in the production side of the art. Now that Stern is offering a tiered product structure with the Pro, Premium and Limited versions of each game, it’s tough for one artist to complete an entire games worth of art. Since starting at Stern two years we’ve been tag-teaming the design of the art packages while trying to keep a consistent look throughout all three tiers.

My goal as AD at Stern is to eventually return to some degree of a hand-drawn look to the games we produce. Pinball has a rich history of great art and I want to make sure we can recapture that spirit in future games.

CD: Citing a few specific examples from the series of four prints, can you give us some insight as to your artistic process when designing a backglass?

GF: With any illustration, the process begins with research, especially for games that are non-licensed. Before even thinking about the structure of the layout you have to familiarize yourself with the subject. So for Fathom, I borrowed a stack of scuba magazines from a college friend. With Hotdoggin’, ski magazines showed up from another friend upon request. Keep in mind this was way before computers and Google. So most research was done at book stores, libraries, comic book shops, and of course, my own photography once the rough layout was established and I started to refine character poses.

All of this research leads to idea generation. Certain pictures or other art can act as a spark for further ideas of your own, and then like any other design, build upon those ideas and see what might work, and learn what definitely doesn’t work. Small thumbnail sketches are key to getting ideas down quickly without wasting too much time.

Those thumbnails often, at least for me, are so doodley, that only I can see or understand what I’ve drawn. Sometimes, I leave written notes on sketches because the scrawling can be so frenetic and scribbley, that later when I go back to the sketch only the words can explain what is there.

Once I have a feel for what could be a good composition, I can then begin to spend some real time on getting the pieces in place, including character poses background and foreground elements, and other details to help complete the story or add to the theme.

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Legendary pinball artist and long-time Bally artistic director Paul Faris signs an Evel Knievel playfield at the Texas Pinball Festival.

For Fathom, there was a lot of time spent on creating the “dance” of the three characters. My art director Paul Faris was instrumental in helping achieve this composition and keeping the illuminated art focused in the center without having bad shadows from the display panel areas negatively affecting the overall visual quality.

On Strange Science my goal was to get away from the overtly detailed backglass style that I had learned from my mentors, and I wanted to try something different that had a more “in your face” attitude that could be viewed from a distance (across the arcade or bar) to help grab the first quarter, then the rest of the story could be told on the playfield.

On Hotdoggin’, it was more about the design feel and less about the characters. That was a mistake that I realized after I had invested too much time in all of the hotdoggy architecture, when I should have been focused on making the female lead character a better focal point. I still like the final outcome for the pure colorful and playful vibe that it evokes.

Once the preliminary skeleton is built, a tight pencil is created, then transferred to illustration board. I usually do a color sketch, either very rough, or very tight, depending on my confidence going into the final painting. I prefer to work out all of the color issues in the color sketch phase so once I start committing to paint, I have less to figure out since painting can be stressful as printing deadlines approach. The painting phase may be the only time I can enjoy listening to music since most all the problems are figured out and it’s all about doing the best I can with a brush or an airbrush.

The final detail phase is critical to pushing the piece to the best it can be. This is where I review the entire piece and sweat the small stuff. Small highlights on edges can create the illusion of reality and correct lighting. And adding glows or reflective edge or fill lighting can help create the drama needed to pop characters off the background.

Many things have changed since then but just like any kind of structure, be it a building, or a vehicle, or a sculpture, it’s all about the internal structure, or the skeleton. In illustration, the accuracy of the final drawing before adding the “flesh” (or paint) onto that skeletal structure is key: no amount of color or flair can help a bad layout.

CD: In recent years, a dichotomy has appeared: pitting pinball as low culture amusement against pinball as high culture pop art.  Does having your commercial art being reproduced as a museum quality print also serve to bring your commercial art into a new artistic light?

GF: I have always hoped that pinball art, in all of its lowbrow glory, could someday get recognized by a larger community of art collectors or aficionados. Our small fraternity of artists that have had the pleasure of making a living from the silverball have not only enjoyed the creative freedom and storytelling that pinball has allowed, but it has become our passion to create a unique artform that can provide entertainment as well.

CD: Are there any other titles you worked on that will be available in this art print series in the future?

GF: At some point in the near future I hope to introduce Frontier, Dr. Dude, Party Zone and a few others. CD: The prints appear to be a Pinball Life exclusive.

CD: Do you have any final thoughts or comments for fans of your work?

GF: I appreciate the legions of pinball fans worldwide and am humbled to know that my name has become synonymous with pinball art. Thanks to all who have ever played, purchased, or refurbished a pinball machine in the hopes that they could be mildly entertained by this unique piece of American history. Pinball has always had a certain “cool factor” and I hope that I can continue to help support a small part of that “cool”.

Further Reading:

Pinball Life – Greg Freres Classic Bally Framed Artwork
Wizbang Pinball – Official Blog
Whizbang Pinball – Official Facebook Page
Stern Pinball – Greg Freres Joins Stern Pinball
Internet Pinball Database – List of games on which Greg Freres was a contributor


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FEATURE: Stumbling into Solid State! Gottlieb System 1

Who among us has a deep appreciation for Gottlieb System 1 games? I mean, a real appreciation. A basement full of appreciation. Countless are the collectors who have a wide assortment of early Stern games, and I can name a few people in my circle of collectors who pride themselves on having multiple examples of Gottlieb wedgehead EMs amongst their prized pinball possessions. But where are all the Gottleib System 1s? The same could be asked about System 1’s big brother, the Gottlieb System 80, but with a strong representation from Black Hole and Haunted House in that operating system, their numbers are more robust and examples easier to find. The System 1 was trouble from its inception, and the Gottlieb Co. did itself no favours along the way to alleviate it. Once a mighty giant of the industry, the System 1 experiment was the first move in a convoluted series of events that knocked Gottlieb from its throne, and ultimately began its long, slow demise. History has not been kind to the System 1 platform, and those difficulties only quantified as time marched forward, and pinball machines marched from the confines of the arcade to the privacy of our homes.


With competition being fierce in the silver (maybe bronze?) age of pinball of the late 1970s, it is almost unfathomable that Gottlieb wholly fumbled the ball the way it did. History tells us that Gottlieb had issues in-house creating their own Solid State operating system, whereas the transition was much more seamless for competitors Bally and Stern, who, to make matters worse, “teamed up” to use common technology and parts. Gottlieb eventually contracted out the Solid State platform creation to an outside firm, which would completely handcuff Gottlieb–certainly more so than if the system was created by one of their own inside the friendly confines of the Chicago factory. It added more steps to the overall creation process and would inevitably cost the company more in the long run. Not to mention you would have to work on someone else’s schedule instead of being able to tighten the screws on your own in-house crew.

The System 1 boardset was designed in such a way that there were a finite number of board driven devices that were able to be included in the game. Thus, Gottlieb games from this era seem somewhat lacking in unique features and designers had a hefty challenge on their hands to work within in the limitations of the computer’s controlling ability. Transistors had to be mounted to the underside of the playfield to control any extra features that could not be controlled by the drivers.

Another downfall, not tech related, would be the lack of licencing. Bally had the likes of Ann Margaret, Elton John, Bobby Orr, Evel Kinevel and the Six Million Dollar Man as a part of their pinball stable before Gottlieb even began to venture into viable licences. Their early System 1 games harken back to popular wedgehead themes that were recycled ad nauseam—generic sports, historical time periods, card games, and sci-fi absurdity. Moving forward into the 1980s, Bally kept it current and cool with the Harlem Globetrotters and the Rolling Stones, while Gottlieb used limited licencing, choosing to continue the EM tradition.  Thus, we were met with futuristic bucking broncos and girls with big hips in joker costumes.

To complicate issues, Gottlieb’s foray into Solid State coincided with their buy-out by the Columbia Pictures corporation. I’m sure the merger with the massive entertainment corporation based on opposite ends of the country (New York and LA–Chicago left in no-man’s land in the middle) only furthered Gottlieb’s lack of direction and corner cutting approach to building machines. It speaks volumes that the once iconic Gottlieb logo was slowly swallowed up by the image of the Columbia “rising torch”. It boggles my mind that Columbia, rich in potential music, television and film licences, waited as long as they did to push crossover licences onto Gottlieb pinball machines.  When they eventually did, it was nowhere the pace set by Bally. The bottom line here is that Gottlieb now had to march in line with a coastal, multi-faceted, entertainment-driven corporate agenda, rather than a corporate family philosophy that had been previously driven by one thing: making a profit by building great pinball machines.

Back on the tech side of things, Bally was able to go tits out and do a complete switch to a computerized operating system, whereas Gottlieb System 1s were a motley mix of both new Solid State technology and antiquated Electromechanical mechanisms (the best example of this would be the non-computer controlled, EM-style, switch-driven pop bumpers). Heck, Gottlieb was still towing the EM line a few games into SS production by making EM versions of the first five solid state games–Cleopatra, Sinbad, Joker Poker, Close Encounters of the Third Kind and Dragon–albeit in limited numbers.  Perhaps this was done to burn off old stock, but more likely it was done to appease stubborn operators who refused to accept the half-assed System 1 OS. This should be another hint that Gottlieb was not fully confident in their Solid State operating system, even though the above mentioned games did sell well (9,000 games on average for that run of five).

There is certainly a leftover wedgehead “vibe” to these early System 1 games and for that reason you’d think they would be more popular with collectors as Gottlieb wedgeheads are top of the heap when it comes to Electromechanical style and substance. However, collectors and techs alike seem to steer away from this era of Solid State game due to various technical and mechanical issues that include, but are not limited to: 1) a hellish CPU mounted, fixed battery, that if not removed will obviously corrode and deteriorate the board and connections, 2) edge connectors, that are probably the only connection style more unreliable than the Williams IDC that everyone gripes about, 3) the nearly non-existent and difficult to navigate self test procedures, 4) grounding issues that were present right out of the factory, 5) availability of parts, and 6) cost of replacement parts.

I mention those last two as general umbrella “issues”. These machines, when restored, really have to be done for a love of the game, not for profit. Repair difficulty and tracking down pricy replacement parts make restoring a System 1 machine for resale (or a “I’ll get my money back if/when I sell it” scenario) absolutely cost prohibitive. If you are relying on the services of a pinball technician, this is one case where you should believe the tech when he says “The repairs are going to cost more than the machine is worth”. These games were released to the public in large numbers, by today’s standards, however you have to assume most found their way into the dumpster or scrap parts bin given the issues the system had.

I say “large numbers” above, but it is all relative…Gottlieb System 1 production numbers could be dismissed as minuscule compared to the massive production runs of Williams games from the same era. Gorgar, Flash, Black Knight and Firepower all eclipsed the 14,000 unit mark individually. Gottlieb released an impressive number of different titles per year (five in 1978, six in 1979) with respectable production runs, whereas Willaims seemed to craft one big hit (more often than not it was Steve Ritchie doing the crafting) and built it in prolific numbers…on a more reliable operating system at that. You can kind of follow the numbers here, and see how Williams carried pinball into the 1980s and 1990s while Gottlieb limped to their eventual demise. There seems to be an endless supply of Flash and Firepower units on Craigslist…the same cannot be said about Count-Down or Solar Ride. Operators perhaps didn’t have the patience or parts to prepare the Gottlieb games for the home market when their days of earning were through.

Now, however, there are options if you do wish to bring one of these games back to life. Steve Young at Pinball Resource will be a collector’s best friend if a complete restoration is what you wish to achieve, as he stocks unique signature items and other Gottlieb parts you will almost certainly need and won’t find anywhere else. However, Mr. Young’s antiquated octo-step payment system is a pain in the rear to traverse. New customers may be overwhelmed by the old school business practices, and would perhaps benefit by tagging their items onto orders of repeat customers. It is certainly not a click checkout/pay with PayPal scenario.

The entire System 1 boardset is readily available from aftermarket manufacturers like Rottendog and Ni-Wumpf, so you are covered if any backbox component is damaged beyond repair (at the applicable price, of course). A saviour for the entire System 1 OS has been around for a few years now, and his name is Pascal Janin. He has engineered his own version of System 1 replacement boards (and also System 80/80a/80b boards) that are more robust and reliable than the originals. They are affectionately known as “Pascal Boards”, after their creator, and are available directly from Janin’s FLIPPP! organization. The site claims that FLIPPP! makes no profit (!) from the sale of these boards, and that, quote, “Our only pleasure is to see games working back [sic] instead of being trashed because of no suitable boards”. Any one of Pascal’s System 1 boards will serve the complete line of System 1 games, as all information from the series of pinballs has been encapsulated into one board and is accessible through DIP switch settings. Janin also offers an all-in-one board option that replaces ALL backbox components (a combined CPU/Power Supply/Driver Board/Sound Board…fewer edge connectors! Pictured left.) However, it will set you back 235 Euro (that’s approximately $320USD at the time of writing) plus shipping from the EU. Individual boards are also available. To take the project a step further, Janin and Co. have programmed new rules for most of the games, including skill shots and general fixes for game exploits, giving these sometimes one dimensional games a breath of fresh air. All of these new rules can be toggled on and off with the flick of a DIP switch.

Just as Janin has designed not-for-profit boards for the troubled operating system in the interest of saving games, our friend Clay Harrell also seems bent on providing as much assistance as he can to collectors in order to save System 1 games from the scrap heap. As most will be aware, the majority of Clay’s repair guides for the more popular operating systems are not officially available from Clay himself and those that have been mirrored on the web are sorely incomplete. However, the System 1 repair guide is one of the last remaining complete guides available directly from Clay in an official capacity, and he has also posted a handful of YouTube videos showing oddities and helpful tips when working on the system. The main takeaway from the videos is that the games, while being generally shoddy in construction, are not any more difficult to fix than other Solid State games of the era…given the proper instruction.

I would not mind taking a crack at restoring one of these games myself, however their reputation of being bottomless money pits, accompanied by countless stories of collectors chasing ghosts in their machines, have me a bit worried, much like the majority of the collecting community. One overall saving grace is that the art on these games is superb. They are absolutely stunning to behold, as I stated when I reviewed a System 1 game, Cleopatra, earlier in the month. I think Totem holds claim to having one of the greatest art packages of this period, and even though Gottlieb was quite late to the party in the licencing arena, licences don’t get much better, for me, than Charlie’s Angles (even without Farrah). Sure Williams was doing volume during this era, but their art could not match that of Gottlieb workhorse Gordon Morison.  I was able to pick up a pair of “heavily enjoyed” System 1 playfields in Allentown, the aforementioned Totem and Charlie’s Angels…maybe I’ll just stick with cleaning those up and hanging them on my wall, rather than committing to the restoration of a machine that may be more trouble than its worth.

At the 2014 Allentown show, there were quite a few System 1 games on the free-play floor–Cleopatra, Pinball Pool avec Pascal Board, Buck Rogers,etc.  However, there were countless more outside in the flea market area in various states of disrepair, begging to be restored. Finding someone with the knowhow, patience and deep pockets to take on these games is a different story. Bless those that have tried to make the System 1 games more easy to work with through aftermarket parts production and detailed repair information, and let us not forget those that have rescued these games from the scrapheap–it is truly a labour of love for a series of Gottlieb pinballs that seemed to be doomed for failure from the very beginning.

Gottlieb System 1 Games (Year, Units Produced): Cleopatra (1977, 7,300), Sinbad (1978, 12,950), Joker Poker (1978, 9,280), Close Encounters of the Third Kind (1978, 9,950), Dragon (1978, 6,550), Charlie’s Angles (1978,7.950), Solar Ride (1979, 8,800), Count-Down (1979, 9,899), Pinball Pool (1979, 7,200), The Incredible Hulk (1979, 6,150), Totem (1979, 6,643), Genie (1979, 6,800), Buck Rogers (1980, 7,410), Roller Disco (1980, 2,400), Torch (1980, 3,880), Asteroid Annie and the Aliens (1980, 211).

Further Reading:

FLIPPP! – Pascal Board homepage
Pinrepair.com – Gottlieb System 1 Pinball Repair
Pinball Repair on YouTube – System 1 Oddities
Pinball Repair on YouTube – System 1 First Time Power-on Procedure
Rottendog – Product Homepage
Ni-Wumph – Homepage
Pinside – Home for the Gottlieb SYS1-SYS80B guys, Yep it’s a club

 


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FEATURED GAME: Bally SPECTRUM

If you ever wanted the excitement of the code-breaking board game Mastermind in a pinball cabinet, and who hasn’t, Spectrum is the game for you.

This classic Bally from August 1982 has striking art from Margaret Hudson, whose work I really don’t much care for overall, but she does a magnificent job here. Besides the art, it’s what the machine lacks that stands out the most–it doesn’t have a shooter lane or outlanes. The ball launches via the right flipper, a modification so confusing that the Squak & Talk voice in the game instructs you how to launch your ball (using valuable speech memory). Failing that, the game just gets tired of waiting and auto launches the ball after a set period of inactivity. Oh, and there are no slingshot kickers either. Designer Claude Fernandez really tried to break the mould with this one.

The game is difficult. Really difficult. Not only do you have to accustom yourself with the drastic changes in the machine, you’re aim has to be dead on–game progression and scoring is determined by hitting saucers followed by knocking down complete banks of targets and completely avoiding the other banks. Kind of like a more confusing Volley EM. The rules are so confusing, in fact, let’s just let Todd Tuckey of TNT Amusements describe them…

I’m really drawn to the way that locking a ball immediately kicks a different ball out of a saucer to the flipper. As Tuckey explains, the inside of the game is packed with boards and extra relays to control nearly 80 playfield insert lamps (!) as well as flashing GI and backbox lamps.

Estimates have less than 1,000 of these games made, and nearly half of them when straight to the junkyard. I think a game like this was too radically different to catch on with casual players. Imagine a cowboy in a shitkicker bar who honed his skills playing the more straight forward and understandably themed Eight Ball Deluxe trying to figure out how to play a Spectrum. I see it as one of those early-80s pinball games that tried too hard to harness the complexity of a video game, which were dominating at the arcades at the time. It would be a great game to have in a large collection…as it would be difficult to master, and it would definitely stand out as a unique oddity. On top of that, it would be pretty to look at. But with a very small number surviving, you’ll need a little luck and great timing to find one.

Further Reading:

Spectrum Rulesheet – Pinball.org
Bally Spectrum – IPDB
Mastermind (board game) – Wikipedia