CREDIT DOT

Mapping pinball trends for the casual enthusiast…


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FEATURED GAME(S): Gottlieb’s Target Alpha & Solar City

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Travel with me, if you will, to a far off place in time (and space) where ninety-degree angles do not exist. To a place where jaunty headgear (with optional eye protection) is all the rage. To a place where flying machines pull strings of targets to be shot at. With lasers. For sport. To a place where only men do the shooting, and women do the…um, pointing at the things being shot. If this idyllic future is too much for your senses, how about a trip to the future past? There’ll be castles. And bow n’ arrows. And loin cloths. There is target shooting here too, but this time, women ARE invited to participate.

Welcome, friends, to the wonderful world of Gottlieb’s Target Alpha and Solar City, two of the most popular, and most beautiful, multi-player games the company produced in the 1970s. If the layout looks familiar, it should. It was a popular one–filled with an impressive fifteen drop targets. So popular with pinball players, the layout was recycled many times under different names. I’ve narrowed this article to discuss Target Alpha and Solar City, the 4-player and 2-player version of the layout, however, no discussion would be complete without referencing their counterpart games with similar shot maps. Target Alpha and Solar City saw release just as the electromechanical era was petering out and giving way to solid state games, but the relative success of the two games may have influenced Gottlieb not to give up the goat, as it were, on electromechanical technology.

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I’ve discussed (at length) Gottlieb’s graceless belly flop into the solid state era in the article Stumbling Into Solid State and the feature on their first foray into computer-driven machines, Cleopatra. Gottlieb was clinging onto electromechanical technology for just over two years after it was completely abandoned in flipper games by competitors Williams and Bally. It may have been a selling hook for Gottlieb, though. Perhaps there were still a few operators who resisted the change from relays to PCB-mounted transistors–these may have been the operators Gottlieb wanted to cater to. However, such dedication to the almighty score reel may have put them behind the 8-Ball, literally. Bally’s success with Eight Ball (20,230 units), Evel Knievel (14,000 units) and Bobby Orr’s Power Play (13,750 units) in late-1977 proved that solid state technology in pinball machines wasn’t just a fad, it was a massive draw for players and was the inevitable future of pinball. It is no surprise that Gottlieb’s electromechanical production slowed to a crawl as these Bally games hit the market. However, take a look at how good things were just one year before the EM wall tumbled down. In 1976 and early-1977, Gottlieb did great business with their two- and four-player EM games–like Spirit of 76/Pioneer (13,925 units combined), Royal Flush/Card Whiz (15,500 units combined), Bronco/Mustang (11,385 units combined) and our focus here, Target Alpha/Solar City (9,810 units combined). The single-player wedgehead games were still being produced in this era, but not in the numbers they once were. Gottlieb’s highest production wedgeheads of 1976, Sure Shot and Buccaneer, were a drop in the hat compared to the giant numbers listed above. While not as popular with collectors today, it is pretty evident that the multi-player games were Gottlieb’s bread and butter in the late-EM era.

Making the historical link between wedgeheads and multi-player games comes full circle when discussing Target Alpha and Solar City, as Gottlieb presents the player with the same layout as a wedgehead game die-hards arcade goers would have been familiar with: El Dorado. The basic layout of the game remains the same: the iconic ten drop target bank across the top of the playfield, two off-set pop bumpers and the lower five bank of drop targets. Key differences arise in the rule-set, though. Missing from Target Alpha and Solar City is the “Moving Spot” on El Dorado. El Dorado offered a lit spot that moved from drop target to drop target with each hit of the lower stand-up target or middle rollover. The spot is important to El Dorado’s gameplay as it increases the value of each target from 500 points to 5000 points. Also, once all targets are completed on El Dorado, the targets reset, another important feature missing from the multi-player games with the same design.

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Gottlieb’s single player El Dorado (Image borrowed from J. Weiss at https://users.cs.fiu.edu)

The layout specific layout was reincarnated a whopping seven times. El Dorado, the single-player replay game led the way; followed by the add-a-ball Gold Strike and add-a-ball export version Lucky Strike later in 1975. Target Alpha and Solar City, the multi-players, rolled out in late 1976. Concurrent with the 1976 production, Gottlieb used the design again with new art to create Canada Dry, a four-player clone of Target Alpha, which was exported to promote Canada Dry soft drinks in Europe. The final incarnation was released in the solid state era as El Dorado: City of Gold in 1984 with a few new rule hooks and a slick sound package, but with an identical shot map.

I think Target Alpha and Solar City are the most interesting of the bunch, even if they are not the most sought after. I, like most EM enthusiasts, prefer the added strategy that El Dorado provides. However, the two multi-player games attempt to convey a sense of futurism and mysticism in the art package that simply isn’t there in the inner workings of the game—an attempt to cover up the fact that Gottlieb wasn’t actively pursuing solid state avenues for their machines. Instead of going toe-to-toe with Bally’s first solid state offerings in 1977, they recycled an earlier popular design and masked it with colourful futurist artwork and two ultramodern names to project the feeling that they had an eye on the future of pinball gaming. (Aside: another example of this which is infinitely more pitiful is the seven-segment numbers used on the score reels of Hit the Deck/Neptune, released in 1978). The hint of irony should not be lost: Gottlieb chose an old layout based on olde tyme gold rush cowboys to “modernize” with catchy new futuristic graphics, while still relying on olde tyme pinball technology. The flyers for the games are not shy about the art being one of the few “new” selling features of the game, and turn it into its major selling point to operators. Both the Target Alpha and Solar City flyers trumpet, in italicized capitals: “NEWER THAN TOMORROW PLAYBOARD AND ARTWORK THEME WILL CATCH EVERY EYE!” This feature is placed in larger font above all of the other actual gameplay features. With a historical eye, it looks to be smoke and mirrors, as if to say, “Yeah, it’s the same old game we sold you three years ago, AND no, it doesn’t have any of those fancy new computers inside it, but the game looks like it came from the future, doesn’t it?” The next two multi-player games, Jet Spin and Super Spin, subscribe to this same “blind them with science” mentality in the artwork (at least they went ahead and designed a completely new layout those games). No amount of flying machines or helmeted men shooting lasers can cover up the fact that Gottlieb was playing catch-up to Bally and Williams in the race to the future of pinball.

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Gottlieb Solar City flyer.  Check out that eye-catching “artwork theme”!

As the Target Alphas and Solar Citys were rolling out of the factory in early-1977, Bally was churning out their first solid state best-seller, the big-rig themed Night Rider, which meant that they had already perfected their solid state operating system for general release. It wasn’t until much later in the year that Gottlieb presented Cleopatra, their first solid state machine. There is some indication that Gottlieb was only beginning to test their solid state operating system in early-1977, as information points to a prototype Solar City that was created with solid state mechanics. Not much information exists about this test machine, or if its solid state internals would come to be Gottlieb’s (n)ever-popular System 1 operating system.

Moving onto the layout and rules of the two games, I’ve mentioned that the truncated features and rules work to hobble the game in comparison to its El Dorado cousin, but that doesn’t mean it isn’t a blast to play. I mean, who doesn’t love drop targets? It’s a sharpshooter’s dream. It gets a bronze medal for total number of drop targets with fifteen, behind only Gottlieb’s 2001/Dimension with twenty and Gottlieb’s High Hand/Capt. Card with sixteen. The five target bank that sit above the right flipper allow you to work the angles off of the left flipper, while the seemingly never-ending bank of ten targets that work their way across the top of the playfield challenge the player to long-range accuracy from both flippers. Barring long-range accuracy, the game provides two mini-flippers at the top of the playfield for the player to bash away at the targets. I own a Solar City, and I have my game at such a steep pitch, that I find myself using the bottom flippers to lob balls up to the top flippers for a better chance at knocking down targets. The top flippers encourage blindly flailing at any ball that comes near them as you cannot cradle the ball for an aimed shot. However, a timed drop-catch or quick flip can deaden an arcing ball for an aimed flip at a needed target. The last target in that upper bank row actually holds a record: it is the longest shot in all of pinball. Since the layout has no top arch, it allows the targets to run into the normally unused space occupied by the top metal arch. The distance from the left flipper to the target is an amazing 32.5 inches! The upper flippers are not very useful in collecting this target, thus the game encourages a timed shot from the lower left flipper (and it feels fantastic when you make it).

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Solar City’s ten-target bank.

One of Target Alpha and Solar City’s main features, as advertised on the flyer, is that the gameplay is “convertible” to add-a-ball play. This is just a fancy way of saying that the player can get an extra ball during play rather than a replay/special. With true add-a-ball games, you can keep collecting up to ten extra balls during gameplay, whereas these multi-player games give the player the chance to earn just one extra ball for every ball in play. Knocking down either bank of targets will light the extra ball: if the entire top bank is dropped, extra ball is lit at the right rollover, while dropping the right five-bank will light extra ball at the left rollover. This is a key feature for collectors looking to put the game in their home collection. Specials mean little when every game is free, and provides little to play for other than a satisfying knock. A good sharpshooter can play for hours earning extra ball after extra ball.

Sadly, a good sharpshooter may get bored with the game: once all fifteen drop targets are collected and the bonus is maxed out, there really isn’t that much more to shoot for to build up your point total. The real strategy of the game is to knock down all the available targets, collect the extra ball, let the current ball drain thus resetting the targets, and then starting the process all over again.

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All of the points in the game lie in the drop targets. Target values vary depending on whether the game is set on three-ball or five-ball operation, and a selectable score adjustment for the bottom bank of targets. For example, my Solar City is set on three-ball, thus the top bank of targets have the inflated value of 2,000 points each, while each bottom bank target scores 500 points each (this value can be adjusted to 1,000 points each each via a Jones plug under the playfield if the owner wishes). Five-ball play would decrease the top bank value to 1,000 points for each target. Replacing El Dorado’s “Moving Spot” bonus, is the multi-players’ end-of-ball bonus. The player is awarded an extra 1,000 points for each downed target. It’s pretty satisfying to feel the bonus stepper chunking away under the playfield and the 1,000 point chime ringing out when all fifteen targets are downed. To add an extra dimension to the bonus countdown, Target Alpha and Solar City will award double bonus on the last ball (be it ball three or five, depending on operator settings), giving you 2,000 points for each target at the end-of-ball. Obtaining an extra ball during on your last ball is lucrative, as it gives you another chance at the double bonus scoring. During the last ball, I like to work on the lower bank of five targets first in an attempt to light and collect the extra ball quickly before working on the upper targets.

If Target Alpha and Solar City bring up the rear to El Dorado in the gameplay race, they surge ahead in terms of the art package. Like nearly every other game of the 1970s, Gordon Morison took care of artistic duties. Target Alpha’s backglass makes great use of its space, especially with the male target shooter in the foreground shooting “behind” the first player’s score reels to hit his target in the top corner of the game. Like many of Mr. Morison’s backglasses, perceived depth is executed wonderfully. He presents us with a futuristic game of target shooting, complete with spectator areas, layered on top of a purple and pink background. The same colour scheme is used on the playfield, and works to tie the whole package together. The chaotic flow of the playfield art fills up the empty space nicely. Where Target Alpha has a sci-fi lean, Solar City takes the fantasy route. The word “Solar” certainly conveys a futuristic feel—it has also been used in Gottlieb’s Solar 00-alpcity12Ride and Williams’ Solar Fire to lend sci-fi flavour to the mechanized themes. Target Alpha’s lasers have been replaced here with the bow and arrow, the flying machines with winged humanoids, and the futuristic jumpsuits with an interesting selection of tribal wear. The pink and purple hues that dominate Target Alpha are abandoned in favour of reds and blues. I’m particularly troubled by the bearded, sleepy old man in the bottom corner of the backglass. Why is he there? Why is he so weary? It just seems out of place. A tribal figure is doubled on the playfield, which more or less reproduces the designs laid out on the Target Alpha package.

Mr. Morison created two very different visions in the art for these games. However, in a curious move, Gottlieb decided to only run one package of artwork for the plastics. The Target Alpha plastics, featuring characters that look to belong to the Target Alpha world, are used on Solar City as well–the only difference is that the Solar City plastics adopt a blue hue, instead of purple, in an attempt to make them blend in with the game’s overall colour scheme. Without seeing the games side-by-side, I guess it does not pose that big of a problem, but it is a bit of a gripe for Solar City owners may feel a bit cheated. It is an issue that doesn’t arise in any of the other two- and four-player sister games because the art packages tend to be identical save for the number of score reel windows on the backglass. Using the same art on both sets of plastics was probably a cost-cutting measure, but in the grand scheme of things, they really could have cut costs by adopting a single vision and colour scheme for both games, just as they had in the past.

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Target Alpha plastics with purple accents, bottom, reproduced for Solar City with blue accents, top.  Character art remains unchanged.

As an aside, I guess it could be asked why Gottlieb made two-player versions and four-player versions of the same game in the first place. In every case, the four-player game outsold the two-player game (and nearly always, outsold it by a large margin). In every case except Target Alpha and Solar City, the same playfield and backglass artwork was used to keep production costs low. The real difference came in the internal hardware: the four-player game had twice the number of score reels, extra switch stacks and extra relays that the two-player version wouldn’t need to operate. I asked pinball maven Clay Harrell why he thought two- and four-player versions were made:

“It was cost savings and maybe regional preference, but it was mostly about money. It costs less to make a two-player. Not a ton less, but from a manufacturing point of view, two-players used eight less score reels, no coin stepper unit and a number of other relays were not needed. It’s actually pretty dramatic how much more ‘stuff’ is needed to make a 4-player versus a 2-player. This was reflected in the cost of the game. The extent of the differences can be seen in the backbox sizes. Four-player backboxes are about four inches taller to accommodate all the additional stuff.”

If Mr. Harrell’s well-reasoned analysis is to be believed, Gottlieb produced the less popular two-player games to appease cost-conscious operators–those who wanted to operate games, but wanted to be penny-wise with their initial investment. In a time when all other companies were producing nothing but four-player games, Gottlieb had again cornered the market on skinflint operators that wanted to save a few bucks or knew exactly what their clients wanted. (As a curious aside, Stern Electronics’ early solid state games, Stingray and Stars, offered operators the chance to buy two-player versions of their games, as well. They were shipped with a special backglass with only two score windows, included two less digital score displays and were switched to two-player operation via MPU dip switches. There was obviously a niche market, or regional markets, for two player games in the late-70s.)

Despite El Dorado being the more coveted game, Target Alpha and Solar City still have fans in the collector market. It is a game that has a proven layout and some unique artwork. The games’ price on the secondary market also has something to do with it, I’d imagine. Currently, you can pick up a Target Alpha or Solar City for about half the price of an El Dorado. Restoring the game has been made possible as many unique materials are available to make the games look pretty. Classic Playfield Reproductions, whose products normally skew to solid state projects, reproduced both backglasses for collectors some years back with the art expertly reproduced by CPR team artists Matt Farmer (Solar City) and Ray Lockhart (Target Alpha). Both glasses remain in stock at time of writing. There is a promise from Pinball Rescue Australia that reproduction plastics for Solar City will be available in late-2016, while the Target Alpha plastics are readily available from Steve Young at Pinball Resource (part number GTB-C15565B: because you know Steve Young is going to want it when you place your order). Jeff Miller, of Pinball Pimp Stencil Kits, is currently working on a licencing agreement for Gottlieb cabinet stencil production, and it’s almost a given that Target Alpha will be one of the first in the series to be produced.

The main complaint with the games, as discussed above, is that once all targets are down, there is nothing left to shoot for. The same problem exists in another popular drop target

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French collector kangourou’s Royal Flush bottom board with an added relay for drop target reset.

multi-player game, the four-player Royal Flush and the two-player Card Whiz. One resourceful collector from France, who goes by the Pinside handle kangourou, took it upon himself to wire a work-around so that once all targets had been knocked down in his Royal Flush, they would reset again, opening up a whole new dimension to gameplay and scoring. The process involves adding a relay of switches to the bottom board, an extra switch to the target bank and a whole mess of new wires.  The walk-thru, in French, can be found here, and a discussion about the modification, in English, can be found on Pinside, here. Those resourceful enough to attempt such a modification to their game would need to translate the French instructions to English, and the Royal Flush schematic references to Target Alpha or Solar City. The process does look complex, however I’m surprised more people have not pursued this modification to add a new dimension to their game.

 

Before wrapping up, I’d like to share a tech tip unique to Target Alpha and Solar City that was added to the Pinball Ninja repair database by Clay Harrell, and involves the correct adjustment of the scan unit to properly count end-of-ball bonus scoring. My Solar City was incorrectly adjusted when it arrived for restoration, so I’m assuming it is a very common problem. (The video below is taken from the Pinball Ninja Webzine, which is a pay-per-view site and is used with permission. To get access to the entire catalogue of over 800 Pinball Ninja repair tips, please email cfh@provide.net)

I think the Solar City in my collection has a permanent home. The game needed lots of love. The playfield was touched up and cleared, as it had areas of paint worn right to the wood, and the ever-popular oversized screws that a previous owner had popped through the top of the playfield from beneath. I ended up cutting my own stencils and repainting the cabinet as there were large areas exposed wood. I invested in a reproduction backglass from Classic Playfield Reproductions, too, which was probably overkill, but it completed the package. It is, currently, the most played game in my modest electromechanical lineup. I much prefer the art on Target Alpha, but you take what you can get, and Solar City was available. Having less moving internal parts to troubleshoot and clean was a blessing in the long run, compared to the extra internals included on the four-player Target Alpha.

As I try to sum up my feelings about Target Alpha and Solar City, I keep thinking of that old man that appears in the bottom right corner of the Solar City backglass. The more I think about it, the more that man comes to represent D. Gottlieb & Co., the company itself. The old man was obviously a once dominant warrior, given his headdress that resembles those of his younger counterparts in the background. Time has now passed him by, and he stands, idle, as the younger, more virile warriors out-perform him on the same hallowed grounds where he once reigned supreme. He is part of a bygone generation: old, weary, tired, worn-out, out-dated and obsolete. He is an electromechanical warrior battling on a solid state battlefield.


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FEATURE: “Only Give A Defect On Display, Any Stupidity”

I have a secret to reveal: I arranged to adopt a family from overseas. I offered to let them live with me. My wife wasn’t too happy when I told her. We’d have a lot less room in the house. She was even more upset when I told her how much it cost me to bring them here. I thought it was a good deal, actually. To have them at my service, year round? It was a no brainer. I brokered the deal through a man one province over, in Quebec, who had brought in multiple families in the past. He said the family would be arriving by boat, and would travel in a shipping container. I found this mode of transportation odd, but didn’t question the man’s motives–he claimed the deal was completely legal. I trusted him. I got word of the family’s safe arrival in the Montreal harbour, and arranged pickup through a good friend in the Ontario pinball community. Forty-eight hours later, the family arrived at my home for the first time. The Addams Family now lives in my basement, and I don’t ever want them to leave.

The above paragraph outlines my acquisition of an Addams Family pinball machine through the re-import process: it arrived by boat from Bari, Italy on the Adriatic Sea, across the Atlantic Ocean, down the historic St. Lawrence Seaway into the port of Montreal and finally by land down Highway 401 to my home in the Greater Toronto Area. I rolled the dice on this machine, buying sight unseen through pictures only, and, in my opinion, won. The game arrived as described and has worked 100% since its arrival. Others have not been so lucky with these so-called “re-imports” (also known as “container pins” in these parts) sent over in massive shipping containers from across the ocean. They arrive mainly from Europe, Northern Africa and, in some rare instances, South America. It is an approach to collecting machines that made sense at one time for North American collectors, however due to the recent climate of the pinball market in the U.S. and Canada, it has been less attractive, both financially and logistically.

A line of Stern games in an Italian warehouse, waiting for buyers.

Besides the incredible hassle of brokering a multi-national deal for the purposes of obtaining an amusement machine, there seems to be, in Canada anyhow, an incredible stigma associated with games that are re-imported to North America from overseas. The games are almost always treated as second class units. Many of the For Sale threads on our local forums will state explicitly “North American machine, not a re-import”, to add credibility. If it is not mentioned, given the number of re-imports on Canadian soil, Canuck collectors have been trained to ask the provenance of the machine or at very least perform a visual inspection of the machine to look for any sign of the letter “I” in the serial number, coin slot configuration, 220V stickers or country names that would explicitly mark it as a re-import. Collectors paint all foreign pinball operators as untrained hacks that “fix” machines with improper tools and parts. There is also the line of thinking that says the overseas machines are subjected to much more abuse than their North American counterparts. With many of the European machines being operated in bars and coffee shops throughout their life, there is the thought that they would be subjected to longer time spent on route, massive amounts of play upon them, little maintenance upkeep and a greater risk of beverages being spilt upon them. European operators have the reputation of trying to squeeze every cent they can out of their investment, riding the machines hard, and, given the beverages spilt upon them, putting them away wet. Some developing countries have been known to operate their machines out-of-doors, so there is a fear of finding those turn up in a container as well.

In reality though, a routed game is a routed game, no matter if it comes off of a route in Buffalo, New York or Hamburg, Germany. North America has its fair share of hack operators that substitute a wad of tinfoil for a 4 amp fuse, too, not just the ones working overseas. For some reason, collectors are under the impression that just because a game has been brought back through a European wholesaler, it is automatically a basket case that has been played within an inch of its life, complete with hidden issues and unfathomable hacks. Granted, many do arrive on North American soil in pretty awful shape, however, I would argue games in similar condition existed in North America at one time as well, but due to the incredible demand for pinball machines here it has driven these basket cases to be completely restored by capable collectors or pieced out as donor machines. In my opinion, a game should be evaluated on the way it plays and its overall appearance rather than the addition of a letter or two in its serial number, or 110 extra volts.

I actively follow the restorations performed by Chris Hutchins of High End Pins on his website. He provides clients and enthusiasts alike with before, during and after photographs of the games he works on, showing the meticulous care he takes in bringing the shine back to a machine. For nearly every game he brings back to showroom quality, Mr. Hutchins reprints the serial number decals as part of the restoration process. On one Addams Family restoration in particular, which I was able to peg from the outset as re-import game, Mr. Hutchins, at what I would assume was his client’s request, erased all markings of the game being a re-import. The coin door was changed to the North American two-slot standard, the European stickers that reference 220V were removed, and, when reprinting the serial number stickers, the “I”, which would have categorically marked the Addams as an original overseas export, was completely eliminated from all of the reproduction stickers. Thus, the stigma of the “re-import” ran so deep that this particular collector wanted the machine to look as if it never left the confines of North America. Did that “I” act as a scarlet letter for the collector? Did he not want his high end Addams Family restoration to bear the markings of a re-import game? This isn’t a common practice for Mr. Hutchins: the majority of the games he restores will transcribe the official serial number onto new stickers–digit-for-digit and letter-for-letter. This was obviously a special case. In the end, who cares, really? It’s the collector’s game. He’s paying for the high end restore; he can do as he wishes with it…even if it involves monkeying with a historical document such as a serial number. I think this just proves that the community devalues games that have spent time on foreign soil.

A FEW WAYS TO SPOT A RE-IMPORT…

So why import these machines in the first place if people approach them with so much trepidation? It boils down to a ravenous desire for a particular title (sometimes any title at all) at the right price. I only considered buying my Addams Family from overseas after about a year of not being able to find one in reasonable condition at a reasonable price here in Canada. [Ed. Note: Seriously…12,000 production games, and I couldn’t find a single damn one for sale here!] The lure of a deal will bring any collector to his/her knees. To be completely transparent with the bottom line on my container game, after all was said and done, I have $3900CAD into my Addams Family. The desire to get my hands on one drove me to this avenue, and it could have turned out much, much worse than it did. However, that is the risk you run buying a machine you have not played before purchasing and viewed only through a handful of pictures halfway across the world. In looking at the price lists available from the Italian wholesaler we worked with, “deals” on re-imports are few and far between, and if they are there, they will only be available on “A-List” titles that have rocketed in value on this side of the continent: Twilight Zone, Cirqus Voltare, The Addams Family, Tales of the Arabian Nights, and so forth. One must also think about landing a container in North America and the charges associated, which will also wreak havoc on your bottom line. After the numbers have been crunched and you find you can save a thousand or so dollars on a desirable machine, you still have to get past the idea of taking on a considerable amount of risk.

An Italian Monster Bash, with a pretty bashed cabinet.

A lot of the risk comes from the possibility that the game is misrepresented in pictures or the description. And the possibility that the machine was in fact operated just as horribly as the community assumes they were operated. It is almost impossible to capture the essence of a machine by looking at five general pictures of it, and that is really all you’ll get from many overseas wholesalers. We collectors can be faulted a bit too, expecting perfection from a machine that had a bargain basement price tag. Descriptions of the games are often vague and include lingo that is completely lost in translation. One popular term the Italians liked to use in the lists we received was “invisible wear on playfield”. What does this even mean? Do they mean “visible” wear? Do they mean wear that can hardly be seen? Games have been known to show up utterly filthy, reeking of stale smoke, water damaged, corroded, or missing parts/boards. There is a fabled story in the Canadian pinball community, which I cannot confirm or deny, that a certain Canadian retailer is known to import pinball machines from Algeria, a North African country on the Mediterranean, which are sold to collectors who end up finding that the machines are still filled with sand from the country’s vast desert landscape. Finding a reliable overseas contact is key when setting up a container deal. Just as we have saints and scumbags who sell machines here in North America, so it goes with wholesalers overseas.

A shipping container’s worth of Italian pinball machines destined for Canada, packed and ready to load.

I asked a fellow collector from the Toronto pinball community, Adriano Jorge (also known as Drano on Pinside), to offer his thoughts on the idea of buying container games. He’s one of the more seasoned experts, having bought a handful of games from our Italian source.

“From the moment I started collecting pinball machines, “container” or re-imported games were always something to be wary of. As I got more comfortable repairing and restoring machines, they started becoming a tempting source of inexpensive projects, especially in our relatively small Canadian market. But, who among us had tens of thousands of dollars to speculate on a container full of machines?

When a local collector started organizing group funded shipments, I had to look again. And, when that same source started offering titles such as Cactus Canyon, I was hooked. Cactus Canyon was/is my holy grail of restoration projects. So, I sold my restored Twilight Zone and ran, cash in hand, to try my luck. With shipping costs and taxes covered in the price of the machine, all I had to do was get it transported to my door.

I was expecting pure horror. My expectations were fairly low after hearing some experience a others had with their “gaucho games”. In the end, I was lucky. The Cactus Canyon arrived filthy with a terrible cabinet…but otherwise working with minimal playfield damage. It was a perfect restoration candidate.

Each month a new list was available… some with rarely seen titles like a Zaccaria Farfalla… which ended up being my next container purchase. After building a small rapport with this Canadian importer, I started getting an early peek at incoming games. Many were wrecks, but a few real gems were mixed in. I finally decided to try a bulk buy and committed to three more games (Fish Tales, Tales of the Arabian Nights, High Speed), while also coordinating transport for other local buyers and their games [Ed. note: I was one of these local buyers, and the TAF came over in this shipment].

It was here that I got to see the diversity of container pin buyers. Some were like me, capable of cleaning up a game or performing simple repairs, ready to deal with issues. Others, were wide-eyed new enthusiasts trying to get into this increasingly expensive hobby and praying for the best.

Eventually the economics got in the way…and maybe a little greed, too. As the Canadian dollar sank and the Euro rose, container deals just stopped making sense for us. The last frontier of the used pinball market was quickly disappearing into the sunset. Maybe it was for the best. With so many new manufacturers and reproduction WPC machines vying for our dollars, the decision to gamble on a container game doesn’t have the same appeal as it once did. I’m just happy I was able to stash away a few reasonable projects for the future.”

Container buys as I know them in Canada, and as Mr. Jorge has outlined above, are done on a group basis. A member of the pinball community in Quebec receives a list of games available from his contact in Italy which he distributes to anyone interested through our Canadian forums. He acts as organizer and middle-man. Pictures of the games are normally included, and can either be a detailed set including close-ups, or simply a shot of the machine lying on the floor with no legs. Our organizer crunches the numbers and attaches a bottom line price, in Canadian dollars, for each game which includes freight, import taxes and probably a cut for himself. The organizer has certain requirements he has to fill-—he can’t just load up a container full of Addams Families and Twilight Zones. He has to buy some of the lower echelon titles as well. Percentages, I assume, are set by the Italian seller. I’m sure they don’t want to be stuck with a warehouse full of Diamond Ladys and Cactus Jacks; they want to spread their A-Listers out to help move the undesirable trash. If the quotas are met, full payment is sent to our organizer and the wait begins for the boat to arrive on Canadian soil and clear customs. A link is sent out to the participants so the freighter can be tracked via satellite as it travels across the ocean. Once the game arrives, transport from the organizer’s facility outside of Montreal is the responsibility of the buyer.

There have been disappointments for individual collectors within our community from these group buys. One instance saw a collector lift the playfield of his re-import Doctor Who to find each and every mechanism, bracket and stand-off rusted beyond repair, which would indicate that the game was on location, or in storage, at or near a seaside town where the salt water would accelerate the oxidization process. Thankfully, this collector was able to exchange the “Doctor Rust” machine for a different title on a future shipment. Another collector saw a Cirqus Voltare arrive incomplete, with unique playfield parts and mechanisms completely missing from the game. It was sold at a loss by this collector, as he didn’t have the time or patience for such a project and, further, was completely crest-fallen with his failed “re-import” score and wished to wash his hands of it. These two cases I have mentioned are extreme, and are probably a result from lack of information and proper photos by the wholesaler. They are tales that should give buyers pause, and depict just how risky buying from overseas can be. For every gem, there are an equal number of turds.

Whovian Rust, Part 1

Whovian Rust, Part 2

I’d like to talk a little about my personal experience that I touched on at the outset of the article. Our Italian wholesaler had five-plus Addams Family machines on their list. Nearly all had burns in the magnet area, a couple were missing the topper, and some had completely trashed cabinets. The price difference between all of the machines varied by only $1000CDN. Not willing to take a chance on a bucket of bolts, I figured the most expensive one was probably the one in the best condition. Another positive indicator was that this highest priced machine had over twenty pictures available for viewing: both sides of the cabinet, areas with slight wear, under the playfield, behind the backglass, in the Thing Box and everywhere in between. Also, the machine was turned on in the pictures, and the DMD looked nice and bright with no missing dots or segments. It did, however, have a credit dot. Further, the machine had legs on it, and looked to be in a different part of the warehouse than the rest of the games. Most of the pins available from the Italian source had only one or two general pictures of the game’s condition, and most had their legs removed and were sitting on the ground in a veritable rouges gallery of pinballs. This Addams seemed like a special case: perhaps a game that was fully setup in the warehouse for potential customers or employees to play as a “showcase” piece. From these twenty pictures of the TAF, I saw a pretty decent cabinet, a bright DMD, an acceptable playfield with minor issues and very little magnet burn of any sort. I sent payment, and waited a month for its arrival.

One of the twenty original sales photos provided by our Italian wholesaler for this particular Addams Family.

I was nothing short of amazed at the condition the game was in when it finally arrived. It was plug and play (after jumping the game to 110V) has been solid ever since. The credit dot I saw in the pictures was due to a couple of switches that had not been activated for a long period of time. One good play blew the cobwebs out and it was good to go. I came to find that the playfield was waxed at some point recently; however the underside of the game and playfield nooks and crannies had their fair share of black carbon and grime. No rust to speak of on any of the mechanical parts. I did have to rebuild the flippers to add some extra snap and a new set of rubbers were thrown on to replace the ancient ones it arrived with. Another surprise was that a remote battery pack was already installed. My greatest surprise, though, was that there was no funky “container pin smell” of cigarettes and urine in the cab, as many of these games are known to have. If this machine wasn’t in a private collection overseas, it was well maintained by a god-sent operator in some location other than a smoky bar or coffee house. Language was default German, but coined for Italian Lire. My coin door still has three slots, and the serial number sticker still proudly sports its letter “I”. As stated above, I paid $3900CAD for the machine, shipped to my doorstep, which to me, was a good price. I was a successful experience. But would I do it again? Probably not. The chance of disappointment is too great for me to shoulder.

This sort of disappointment would probably be lessened if a single buyer (or company) was importing an entire shipping container on their own and could spread out the financing needed to fix up one or two basket cases over the entire load which may contain a few gems. Kind of like a shell game: a hundred dollars of parts on one is covered by a few hundred dollars of profit on another. But the days of retailers being able to bring these machines over in any sort of quantity is behind us, for the most part. The profit just isn’t there anymore. Our European connections can simply check the most times inflated prices of eBay and Boston Pinball and adjust their prices accordingly. The days of getting a Popeye Saves the Earth in a container for $250USD are long, long gone. I have a feeling the European sellers have now tried to target the collectors directly rather than selling to North American distributors. A distributor wouldn’t pay what amounts to $1500USD for a Roadshow with major issues–there just isn’t enough profit to be made after fixing it up. However, a private collector who wants to take on a restoration project might. Finding this collector, or group of collectors, that want a bulk load of thirty-five to seventy machines, with 25% of those being C and D list titles, is tough. Below is a list of prices for Bally/Williams games from an overseas seller, received in April 2014, just to give you an idea of how much a European wholesaler wants for their games now. The ever-hilarious “invisible wear” description makes a few appearances, as does the title of this article in reference to a Star Trek: The Next Generation, the absolutely eloquent: “Only give a defect on display, any stupidity”.

000-cont01

Anyone tempted by the €6000 sight-unseen Medieval Madness with a repainted playfield? Yeah, the one where the paint job is described as “not very professional work”? I didn’t think so. The series of Twilight Zone machines seem reasonable, and look to have enough meat left on the bone to account for near catastrophic damage or a few missing parts. However, the €700 Millionaire and €600 Fire! that is missing a flipper and won’t start definitely shows that Italians have no idea the value of D-list System 11 machines. And really, who does anymore?

In order to examine just how much times have changed in the last fifteen years, I went right to the source, and contacted pinball repair guru and current operator of the Pinball Ninja webzine Clay Harrell to ask him if he’d care to chronicle his experience importing container loads of machines in a very different pinball climate. Mr. Harrell is a veteran of over one dozen private container imports onto American soil, so he is obviously one of the experts in this field. Anyone who has watched Mr. Harrell’s pin repair DVD series “This Old Pinball” will remember that he included footage of his container spoils in episodes TOP3 and TOP4. Mr. Harrell writes:

Mr. Harrell, as Shaggy, with an unopened container. This Old Pinball, Volume 3

“Back ten to twenty years ago, I visited the rec.games.pinball newsgroup a lot. It was a different time: the group was smaller, friendlier, and much more polite than, say, Pinside. I forget how it happened, but through RGP got hooked up with a guy from Belgium named Bart. He was just getting into selling container loads of pinballs to guys in the U.S.

Now remember, back around 2000 or so the market was completely different. In Europe, few people wanted games, mostly because space was an issue and they had more local pubs and coffee shops where operators placed games. There really wasn’t a need to have a home pinball and house sizes are generally much smaller in Europe too, so it’s less practical to have games there.

Bart was driving around Belgium buying games, and assembling them at a storage place. When he got 72 games (the number that fits–shoe horns really–into a container), he would email me the list and ask if I wanted them. The answer was always “YES!”. The price for a 72 game container was generally about $15,000 to $20,000USD. Shipping was about $3500 (with about $50 per game added for shipping).

At the time, I didn’t have a place to land a full container. That, and you were only given two hours to unload the container, or you got charged heavily. So a loading dock or a fork lift was needed to unload (plus several guys). For this reason my friend Marty was the one that actually bought the container. My “tip” for setting up the deals was that I got ONE FREE GAME and I got to pick the game first right off the container, any game I wanted.

Prices for games was cheap. System11 games were generally $100 to $200. WPC games were $200 to $500. The only exception was the Addams Family and Twilight Zone and some other WPC95 games: those were usually $600 to $800.

I must of brought in at least eight containers for Marty. And I got eight free games. Good stuff too, like Tales of the Arabian Nights, Champion Pub, Shadow, and other stuff like that. But after eight containers, Bart couldn’t find any more games in Belgium! He said we bought them all. It’s not a big country. Overall the quality of games from Belgium was outstanding. These games were NICE.

I then started buying containers from Phil of Pinball Heaven in the U.K. These were usually “half containers” of 36 games, but sometimes full containers, too. But, now I was the one buying them. I still landed the games at Marty’s shop, but then had friends come over to help unload. And they would each haul the games they wanted straight home. I would put the rest in my driveway and sell them quickly (and hope for no rain!) at $100USD over cost. I would keep the titles I wanted and essentially get them for free. The longest it ever took me to sell a container of games was eleven days.

The good thing about Phil at Pinball Heaven that was he spoke English and he was a blast to deal with. Also he was VERY picky about his games. If there were any cosmetic problems, he would sell them to me. He wanted low hanging fruit for HIS business, and I got the “junk.” For example, a bunch of Star Trek: The Next Generations for $240 each that had broken ramps. Now remember, Phil is in a different part of the world where parts are harder to find. Pinball Inc wasn’t in business at the time. So any “problem” games with hard to source parts he sold to me. For me, in the US, the STTNG ramps were not a problem source at the time.

I also got a Medieval Madness from Phil for $750USD. It had some minor flipper wear. And got a Safecracker for $400USD in the original box! (Not brand new, but very lightly used.) He
actually had a NIB Safecracker I could have had for $800USD, but I passed. Duh! I did probably
five or six containers with Phil, and then he ran out of games for me also. Overall the quality of games from the U.K. was not as nice as Belgium…

Then we switched to buying containers from South America. I only did a couple loads from Argentina because now the game quality was starting to get very poor. South America had no parts, so everything was hacked and modified. It was still worth it, but only marginally so. Also, now it was the mid-2000s, and prices were starting to rise. And this is before prices here in the U.S. were very high. I did a couple containers from South America and then stopped. Also, the South American guys weren’t easy to understand and were a lot less fun to deal with than Bart or Phil.

At this point, I think it was about 2006. I was done with containers. Games were crappy and too expensive. I see some people now doing it again with European guys. I just got a list of a half container of 36 games. The guy wanted 50,000 euros for it! Yikes!! That’s crazy. Unfortunately, the time has passed on containers…at least for me.”

The spoils of Mr. Harrell’s container, in his garage, This Old Pinball, Volume 4

Up until now, I’ve really only touched on the North American experience with container pinball machines. Looking to the other side of the globe, Australians, too, have a ravenous desire to build their collections, but the availability of games on the island is finite. Generally speaking, there is still a reliance upon container imports down under, and it probably has as much to do with game availability as it does finding a deal. I contacted the most famous Australian pinball enthusiast I knew, Rod Cuddihy who co-hosts the Pinheadz Pinball Podcast, to have him weigh in on container imports from an Aussie perspective:

“Australia is the biggest island on the planet, so unless it is produced locally it’s got to come into the country by air or sea. When it comes to pinball machines it’s pretty clear which option is the most economic alternative. However, after your freight costs, Customs agent fees, port handling charges, goods & services tax, trucking expenses and the potential of further fees from the Australian Quarantine Inspection Service you can add anywhere from $1000-$2000AUD to the cost of your game.

It is at this point that the appeal of importing an entire container begins to look a lot more attractive to the Aussie Pinhead. The per unit cost of bringing pins into the country decreases significantly, however, the initial capital required to import an entire container combined with significant logistic challenges means most of us ultimately put the idea into the “Too Hard” basket. So generally, dealers are the ones importing the majority of containers.

A restoration professional who imports a container into the country annually once told me that at any given time, there is always a container of pinball machines on the water coming to Australia. Nearly all those containers are coming from Europe and house games from both the Electromechanical and Solid State eras. Obviously, this doesn’t include the new Stern games that are coming in from the US.

While my collection has a number of “Australian Delivered” games, I also have games that were initially sent to Italy, France, Germany and New Zealand. The New Zealand game, a Fish Tales, is odd, as I’ve never heard of anyone importing a container from New Zealand, but it’s made it’s way over here somehow. The biggest bone of contention within the Australian pinball collecting community is “container pin condition”. In a nutshell, opinions are generally formed from personal experience–some say they’ll never buy “trashed beaters” brought in by the container load. But generally Aussie pinheadz know that pins can get equally trashed wherever you are in the world, so if it’s in nice condition – who cares where it comes from. In my experience, the condition of imported games is generally very good. I’ve bought a collector quality Family Guy and Sopranos virtually straight out of a container. But, maybe I’ve just been lucky. Don’t get me wrong I’ve witnessed some disasters where unwitting first time importers have been taken advantage of by an unscrupulous overseas wholesaler who’s dumped a load of “project pins” on them. But the stories of sharks are rare.

The overseas containers being brought into the country are the lifeblood of the pinball resurgence in Australia. In a number of cases we’re seeing games that were never released in Australia or initially brought out here in very low numbers.”

While the containers that came to North America in the last fifteen years contained mainly Bally-Williams and Data East DMD games as their prize bounties, the Australian’s receive a steady diet of pinball machines from all ages, including Electromechanical and early Solid State titles. That may be a sign of the interests of the Aussies, or perhaps that the collectors down under are hungry for whatever they can get their hands on. For a sampling of the types of machines imported into Australia, an idea of their general condition and their asking prices (in Australian dollars), please check out the blog maintained by Pinball Machines Australia, a retailer outside of Melbourne that regularly posts photos of their container imports. It appears that they clean and refurbish what they can to sell in their showroom and shuffle off the basket cases that require a significant amount of time and work as “AS IS” projects. More insight into what arrives into Australia via container can be gleaned from the Pinheadz Pinball Podcast Episode Three, wherein Mr. Cuddihy tags along with Pinball Memories, another Melbourne-area retailer based in Caroline Springs, as they open a newly-landed container and organize its contents.

A container arrives at Pinball Machine Australia, Melbourne.

With the worldwide resurgence of pinball, I’m sure overseas wholesalers are having a tough time prying loose merchandise from former operators and collectors to send across the ocean. As Mr. Harrell noted, some countries were completely tapped back in the mid-2000s, so there is bound to be little left. The significant price increase paired with the lower quality “dregs” still available to the wholesaler makes this market almost dead to North Americans. For the Aussies, it obviously remains a viable avenue. Does this have something to do with the Aussies being more adept at “making do”? Anyhow, I’m glad I participated when I did, and added a game to my collection that will probably never leave. I’m happy with it and in the end that’s all that really matters. My refugee re-import Addams Family stands as a container success story among tales of misrepresentation, foul smells, water damage, corrosion, missing parts and a few handfuls of sand.

I would like to thank Clay Harrell, Rod Cuddihy, and Adriano Jorge for their contribution to this article. Special thanks to Don Walton, Jr. Extra special thanks to the Credit Dot readership for their patience in what seemed to be a long break between posts.

Further Reading:

Pinball Revolution – Container Pinballs *list received*
High End Pins – Gallery
Pinball Revolution – Dr@no’s Fun-Filled (and often long winded) Restorations
Pinball Revolution – Converting Pinball Voltage From European to North American
PinRepair.com – This Old Pinball DVDs
Pinheadz Pinball Podcast – Homepage
Pinball Machines Australia – Container Day Pics
Facebook – Pinball Memories Australia


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NEWS: Vintage Flipper World Showcase In Review

Vintage Flipper World is situated inside of an unassuming white panelled building, along a country dirt road on the outskirts of Brighton, Michigan. If you are not looking for it, you’ll miss it. If you didn’t have prior knowledge of what the building looked like, you’ll probably drive right past it. Therein lies the charm of the VFW, brainchild of Clay Harrell and his merry band of pinheads. The location makes sense–serene, unobtrusive, subdued–given that Mr. Harrell has a long and arduous history with disparagers, detractors and backbiters in the pinball community at large. The VFW literally puts space between those people and Mr. Harrell’s dream of a pinball oasis–acres and acres worth of space.

Inside the hall is much less serene, as you’d expect an old Veterans-hall-cum-arcade filled with around 200 pinball machines to sound like. Not to mention the ever present sound of classic rock emitting from the hall’s public jukebox. I walked the aisles and let the sounds of the different decades wash over me. From the soft clamour of Electromechanical chimes, to the electronic squawk of early Solid State technology, to unforgettable call-outs you’d recognize anywhere (“Move your car!”, “The Ma-Mush-Ka!”, “Ooh, nice organ!”). This is an arcade on steroids, with no stand-up video games in sight. In short, it is what many of us picture the afterlife to look like.

I attended the Saturday of the three day event. I had a ticket pre-purchased and with good reason–a crudely written sign hung above the door: “Sold Out”. Selling a limited amount of tickets in advance gets the thumbs up from this reviewer. It kept crowds extremely manageable. I had to wait to play a game once (Big Bang Bar). All other games I wanted to play were free at one point or another during the seven hours I spent there and in every case, I had the option of having a couple games in a row on any given machine (there was never anyone standing by waiting for their turn). Free posters were given away so everyone could leave with a small souvenir to pin up in their gameroom. Other, more traditional concert style posters, were sold for $3USD each.

The area immediately to the left and right of the entrance is filled with woodrail pinball games, and to be honest, I didn’t spend much time there. I played a few games on a woodrail called Niagara, but that was it. The rest of the facility held too many other treasures that kept my attention for the entire day. The main hall has games lining each wall and three rows of games lined up back to back, creating four aisle ways that run the length of the building–thus games flank you on either side when walking down a desired row. The game selection is organized very well, for example all of the Bally Solid State games and Williams DMD games are grouped together in the same aisle. The Williams DMD aisle was rocking the entire time I was there, and with players shoulder to shoulder playing (sometimes two-player) games, it got very crowded, so much so that it was hard for someone to walk the length of the aisle without elbowing someone. If you have a wide leaning stance while playing, like me, be prepared to be nudged, bumped into, and stepped on in this area. The other aisles were much more airy and easy to navigate. There is also a back room of games, containing more high-profile WPCs (Twilight Zone, Monster Bash) and other oddities (Safecracker, Joust), as well as the aforementioned Big Bang Bar. The playfield “art” that lines the hallway to this back room, I’d like to add, are probably in better condition than some of the playfields in my games currently. This is only one aspect of decor. Everywhere you look in the entire facility there is neon…it’s a stark contrast to the vintage dark-stained exposed wood beams and plaster of the aging hall, but it helps create the arcade mood.

Game selection was overwhelming. The line of ealry-Solid State Stern games is unbelievable, and probably the most complete on display in the entire world. The row of Electromechanical Gottlieb games ran the length of the building, in nearly chronological order and ran from early offerings like Slick Chick and the “Flipper” series all the way through later wedgeheads like Neptune and Golden Arrow. The classic Bally solid state games were an impressive sight to behold lined up next to one another. The obvious draw was the Williams WPC area, as I stated above, and I would be hard pressed to name a game that was glaring from its exclusion (they didn’t have a Popeye, but I don’t think anyone was hollering for a refund because of its exclusion).

All games were exceptionally clean and fully functioning. Outlanes opened to the max, pitch set high, and playfields waxed to a high gloss…all making for very fast, very punishing games. The games included looked to be choice examples from their respective runs: no lifting mylar, no broken ramps, and every bulb shining bright. There may have been one feature that wasn’t working on one game that I played, but that was on a Strange Science, and I’m not at all familiar with the rules of the game, so it could have been my ignorance, not a mechanical glitch. Techs wandered about and had playfields lifted amongst the players flipping away, themselves fixing on the fly. One minute a Whirlwind is out of order with two VFW staff pulling the glass off…ten minutes later, I’m playing the game, fully operational. I actually witnessed staff pulling a Demolition Man out of the lineup on a pin dolly, and brought back to the workshop for further diagnosis and repair, as the problem looked to be much more severe than a lame flipper or disconnected wire. No “Out of Order” sign needed here.

The staff was friendly, courteous and altogether welcoming. You could see the club members beaming with pride to have a world class facility like this and witnessing so many visitors enjoying themselves within the confines of their stomping grounds. I swear, at one point over the course of the day, there looked to be more staff members in their orange shirts than there were paying patrons at the facility. It must have been an “all hands on deck scenario”, knowing a full week in advance that the VFW would be at prescribed capacity. I saw Mr. Harrell briefly out in the furthest reaches of the parking area, but never again over the course of my visit. However, as much as I wanted to shake his hand and say thanks, I was having a banner day playing some games I had not played, or had played only once or twice before.

Just as I did in Allentown this year, I spent a minuscule amount of time with DMD era games, as most of them can be found in private collections close to home. I ventured down the aisle with classic Bally and Stern games first, and I couldn’t pull myself away, spending nearly half the day awash in Solid State bliss. I have very little experience with older solid-state Sterns, and was able to get schooled in a clinic of what the company was doing back then with an almost complete oeuvre to choose from. Iron Maiden was absolutely punishing as was Viper, I laughed off Split Second on first glance, but it ended up being the Stern machine I played most. I had my first go at Orbitor 1, and I’ll echo the sentiment that it’s the pinball equivalent of the morning after a wedding with an open bar. I had some pretty decent scores on Harlem Globetrotters On Tour, Centaur and Nitro Groundshaker, and I now want to own them all. A game that I had not played all that much, Vector, also stood out as a deep, well designed game with a seemingly endless amount of shots and gimmicks. I played EM games Neptune and Lucky Hand for an insane amount of time, as they are add-a-ball Gottleib classics and the “Wow’s” just kept on ringing up. I didn’t fare so well on the System 11 games I love so much. I drained my pants off on Fire! and Elvira and the Party Monsters, which didn’t give me too much hope as I currently own one that I am restoring and the other is at the top of my want list. I’ll have to chalk it up to the games being setup on “extra unforgiving”. I’d be remiss if I didn’t mention that I got to play the super-rare, super-wide Williams Algar, but as I expected, it played much like all the other Williams games of the era. I had a go at my childhood “sweetheart” that is no longer in my collection, Solar Fire, and followed it up by playing its other three siblings in the Williams dual-level game series (Jungle Lord, Pharaoh and Black Knight). Jesus, these are all basically the same game. No wonder pinball was in such trouble back then!

Not having the velvet rope of “THE TOURNAMENT” at the facility was a nice change of pace. All games were accessible to all paying customers. Two games–Bally Strikes and Spares and Williams Fun Fest–were the “tournament” options. Drop a quarter in the coin slot, and if you beat the previous score posted on a sticky-note on the backglass and have it stand all day, you win the money in the cash box. Honour system applied, and the games were on free-play, so if you just wanted to play and didn’t want to “enter” the tournament with a quarter, you didn’t have to. Scores, early in the day, were quite modest, and I forgot to return to check their status before I departed. Mr. Harrell’s insistence that the focus be on playing games and having fun rather than competing rubbed some from the “It’s More Fun To Compete” community the wrong way, but I don’t think that was the type of crowd he was looking for anyhow. This was a showcase for collectors and folks who wanted to pay a small amount of money with nothing to take away except the fun and excitement of playing amongst a well-kept collection of vintage machines. Egos and holier-than-thou attitudes were checked at the door. I say this being a world-class flop at playing pinball. Maybe if I were a ranked player, I’d have my panties in a bunch, too. But it didn’t look like the club needed the support of the tournament players. Everyone had a smile on their face, and there were WOMEN! GLORIOUS WOMEN! More women than I’ve ever seen before at a pinball event! If they key to getting women to come out to these events is to axe the tournament characters, I say it is a path we should follow to pinball equality!

In all, it was well worth the 7-hour, round trip drive. It is nice to have a facility such as this within driving distance, however, the frequency of the facility being open to the public remains unknown. The VFW collection rivals that of the Pinball Hall of Fame in Las Vegas. Yet, the VFW collection wins hands down in the category of organization, atmosphere, and general game maintenance. The tech area the club has organized looked to be world class, and stocked every pinball part imaginable. The club members donating their time to making the show run in a smooth fashion, from those parking the cars to those soldering loose wires, should be proud to have a hand in such a project. After years of floundering in pinball flux for a viable location to house his immense collection, Clay Harrell now has the VFW. He has shared it with the community for one weekend, and hopefully he chooses to do so on a regular basis. It felt like being at a town hall meeting in small town America, and pinball machines forever held the floor. If you didn’t experience it for yourself, I guarantee you would have been in awe of the passion and excitement that exuded from this unassuming pinball Mecca on the outskirts of Brighton.


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PEOPLE: Nate Shivers of Coast 2 Coast Pinball

In roughly one year, Nate Shivers become a very public figure at the forefront of this growing niche hobby. Host of the prolific Coast 2 Coast Pinball podcast, Mr. Shivers ignored the “One A Month, And Only If We Feel Like It” schedule of most pinball podcasts, and decided to record when news broke and when his schedule allowed…which turned out to be quite frequently. At his peak, he records three 45-minute shows per week. At publishing, Shivers is just sixteen episodes shy of an even hundred, and has done so in just about 52 weeks. You do the math. Based in San Diego, California, Shivers is a travelling guitar salesman (sounds like a job your grandpa should’ve had) and uses his frequent travel to hit pinball hot spots across the country, like Modern Pinball in NYC and the Silver Ball Museum in Asbury Park, and attend high status pinball shows, like the Midwest Gaming Classic and the Texas Pinball Festival. He has scored interviews with nearly every boutique manufacturer in the industry and even Gary Stern himself, but the heart of his show lies in the one-man opinion/commentary format the show usually follows. No matter, you can expect Mr. Shivers to consistently deliver a show with interesting content and high production values, whether he is recording from the comfort of his San Diego home or from a hotel in Syracuse, NY. He has a lot to say about pinball, and it seems we, the community, are eager to listen. I was lucky enough to be able to exchange e-mail correspondence with Nate earlier in the week, and conduct a brief interview with him. Credit Dot: Coast 2 Coast Pinball isn’t your first foray into the podcast arena. You have alluded to it on past episodes, but what is your history with the medium?

Nate Shivers: I had a podcast in the early to mid 2000’s called ‘The Tin Can’ with a friend of mine. I was living in the Baltimore area, and he was in Texas. It was just a general topic/comedy type show that we started out of boredom. We did a weekly episode on and off for a couple years. I also did college radio at Arizona State, so I have always been drawn to the radio/podcast world.

CD: I’m assuming Clay Harrell’s TOPcast was a big influence?

NS: I have listened to every TOP episode. I love hearing the history of the hobby from the designers. The early shows are not as compelling to me, as they really go down the rabbit hole of tech/repair which is not my forte, but I love that they were doing the show LIVE, and taking calls. You have to have an amazing amount of knowledge to field tech questions on the fly and actually be able to answer them right away. Clay is amazing like that.

CD: Are there any other figures inside or outside of the hobby that influenced what you were trying to do with Coast2Coast?

NS: The show is called “Coast 2 Coast Pinball” as a tip of the hat to Coast 2 Coast AM which was hosted for years by Art Bell and now by Greg Noory. It is a syndicated radio show that I grew up listening to late at night on AM radio when my family would go on road trips or I would travel with my dad. The show focuses on the paranormal, extraterrestrial life, and other “strange” topics, and I just love it. Art Bell was my favorite, and I loved his rapport with his listeners.

CD: I’m not an expert in this area by any means, but what is your hardware/software setup like for recording?

NS: More basic than most think… I use Reaper as the software, and either a nice condenser mic or a headset type mic when I am travelling. A little post editing with compression, eq, and reverb… That’s about it.

CD: I have chosen to “write”, while you have chosen to “record”. What are the similarities/ differences advantages/disadvantages between the two opinion mediums?

NS: I can just run my mouth for hours on end… It flows very easy. When I write, I tend to go back and edit over and over, which slows me down. I love podcasts as I can multitask with them… I can drive and listen, work on a pinball machine and listen, etc. I don’t have tons of time to just sit and read right now. I think writing may stand the test of time a bit better. When you do a podcast, you can easily date yourself.

CD: In the show, you refer to your “notes”. Are these pen and paper notes in a notebook? What are the advantages to using this medium to shape your thoughts?

NS: I have this college ruled composition notebook that acts as my “notes” for C2C. The first 40-50 episodes each have two full pages of notes… tons of writing, mostly hard to even read… but I wanted to be super prepared. As the show has started to cover more news, and my travels, I have leaned on the notebook a lot less. I still write the episode number on top of a new page every time, but some pages are totally blank, as I don’t need notes to talk about things as they are happening. Some episodes, especially when I go deep into a production year or a specific game are just wall to wall ink… as I need all the info right there.

CD: Start to finish, how long does it take you to produce one 45-minute episode?

NS: Notes can pile up for a day or a week… just random thoughts or bullet points I want to remember to touch on. Then I can bang out and episode from my first mic check to the upload of the podcast in about 2 hours. Sometimes I will spend longer on some dumb comedy attempt for the end of a show than it took to record the whole show. I thought it was very important from the start that the recording/editing process be as turn-key as possible, that way I could do shows really whenever I had something to cover.

CD: You introduced your podcast into an already crowded field, with shows like the Pinball Podcast and Spooky Pinball dominating the landscape. Were the formats of existing podcasts influential in the approach you took? What sets Coast2Coast apart from the rest?

NS: All I knew for sure when I started episode 1, was that I wanted a show that was shorter than what was out there, and that could be done multiple times a week. I personally don’t mind the long formats that others use on a monthly basis, but I knew I couldn’t do a 2+ hour show more than a few times a month, and it wouldn’t be as likely that someone would listen to a complete show if it was really long. I also wanted to cover news, happenings, and events as they happened, and not a monthly overview, which also just felt better in a 45 minute show. Some weeks I have done 3 shows, sometimes one show in 10 days. Not having a co-host or anyone else adding content has made that possible. I also worry sometimes that people will just get sick of one dude talking and talking and talking about the same stuff all the time… but so far, so good.

CD: There seems to be a real camaraderie between pinball podcasters. Is there a competitive spirit between you guys or is it all hugs and rainbows as it appears?

NS: I think everyone wants a bigger, more exciting pinball universe. So in that regard, I think it behooves all of us doing a podcast or a website or a blog to support each other and help our listeners find the other people adding content to the pinball hobby. I am sure there is a bit of a competitive vibe here and there… Anyone who keeps a show going for more than a few months, must want to be good, and do better work each time out, so you naturally listen to others and compare a bit. Luckily, it’s only pinball, and we are all just doing this for the fun of it, and nobody’s livelihood depends on their podcast.

CD: How much of a fanboy were you when you got to talk to industry heavyweights Gary Stern and John Popadiuk?

NS: Hmm. I respect these guys a ton. I appreciate their work immensely, but having worked in the guitar business for all these years, and meeting some of my childhood heroes in a work setting has really mellowed me out on the “fanboy” front. Gary Stern reminds me of Hartley Peavey the owner of Peavey Electronics… very similar in personality and demeanor. He is a businessman. The designers are much more like artists or musicians, and when you meet a guy who ends up being a really NICE guy, or seems to still be excited about the whole thing, like a Popaduik, or a Steve Ritchie, it really makes you feel good about pinball in general.

Nate with some legendary pinball designers at this year’s MGC.

CD: With such high volume output, trying not to burn out or get sour on the hobby must be a real challenge. How do you combat that?

NS: It is such a source of joy and fun for me. I am a huge music/guitar guy at heart, but I have worked in that industry for the past 17 years! I wouldn’t say I have burnt out or soured on guitars, but I certainly don’t go visit music stores when on vacation! Pinball is still mysterious and exciting. I meet guys who are selling their collections off because they bought everything they wanted and it just doesn’t have the “shine” like it used to. I am in no danger of that. When I travel and see a machine lit up waiting to be played I still get into it. There are always games to try and buy.. games to fix up, and thankfully new games being designed and released! This hobby is filled with 99% good people, and that makes it very easy to stay motivated to contribute.

CD: What are the challenges in balancing work and home life with your high output podcast?

NS: Sometimes I just have to tell Theresa, “Doing a show tonight”… She gets it. She knows it is a creative outlet for me. I have played in bands since I was 12, and don’t now… So I need this show! Work is the tough one. We have times in the year when I am just slammed all day long, stay late in the office and getting ready for a road trip, and just don’t have the energy to record… But I get out on that road trip, and the quiet, sometimes lonely hotel room provides a fantastic place to get a new episode going.

CD: Your wife Theresa makes frequent appearances on the show, and is met with tons of positive feedback. Why is Theresa such a popular component of the show?

NS: Obviously this is a male heavy hobby. Many of us have tried with varying degrees of success to get the women in our lives into pinball. Theresa loves it… and she is a total performer and knows how to play a great role on the show. She is funny, smart, and gorgeous… so that all helps. I have had more than one email about how jealous a guy is that I have a girl in my life like Theresa who embraces pinball and enjoys it too.

CD: I had the idea a to do a “Pinball Wives” interview series. Perhaps we could glean more information about ourselves and our “collecting disease” if we talked to hobby outsiders that have to put up with it every day of their lives. What do you think?

NS: Maybe… I am so lucky in that regard. I am scared to hear what other women might say about us grown men and out big expensive toys…

CD: On the heels of a rather nasty, and completely unwarranted, post on Pinside by a classless troll looking to incite a war of words with you, can you share a few thoughts or feelings about being a public figure in this niche hobby, and the challenges/opportunities that it brings? I guess you have become one of those “pinball celebrities” I was asking about earlier?

NS: Loved it. For anyone to spend that much energy and effort to try and bring me down… I must have struck a nerve somehow. Likely it is jealousy, or insecurity on someone’s part that they themselves aren’t happy with where their life is right now, which is pretty sad, but I would rather incite a troll here or there than be totally ignored. Now, if someone ever said that to my face, you know, not behind the great protective curtain of Internet anonymity… we would have a situation. It has been a bit of a trip to have people just walk up to me at shows or arcades and know so much about me, but that is part of the experience of a long term listener to any thing like a podcast or a radio show… You get to know the person behind the mic. I feel the same way with certain authors, fellow podcasters, etc… I think people quickly realize how boring I am, and we just play some pinball.

CD: Speaking of Pinside, how active are you on the forum? It is an extremely helpful tool to connect the community but can also be a frustrating experience due to a handful of unsavoury characters. What are your thoughts?

NS: Yeah, the Internet is full of people looking for attention… I don’t take much notice. A guy like Lloyd the Great does more good in one day than any troll can do in a month, so it all works out. Donate to Pinside!

CD: Your “catalogue” of recordings may seem daunting to someone who has never listened before. Other than picking the newest episode and working back, can you share a few episodes that would serve as a good “jumping off” point for new listeners?

NS: I am the guy who goes back and starts at the beginning of podcasts when they are monthly or even weekly, but 80+ episodes is a ton! So I guess it depends on what you want… I think you can check out the BLOG on coast2coastpinball.com and look for tidbits that are interesting. The interviews will be sort of “evergreen”… So: Episode 38 “An Evening With Brendan Bailey or Attack of Junkyard Cats” Episode 40 “An Evening with Scott Gullicks or To the Top of Olympus” Episode 46 “Evening with Ben Heck or America’s Coast Haunted” Episode 56 “An Evening with Josh Sharpe” Episode 83 “An Evening with Clay Harrell”

CD: What are your favourite episodes that you have recorded thus far?

NS: I like the Texas Pinball Festival, the Midwest Gaming Classic, and then probably the Twilight Zone special of Episode 50 and the stuff on the Medieval Madness remake. I have never gone back and listened to an entire show myself, but those were the episodes I liked doing the most.

CD: Can you share some listener stats? How many average downloads per day do you get? What was your most downloaded episode?

NS: It’s a funny thing… The show has 3 main avenues for listeners… Direct from my podcast host, which I can track, Stitcher Radio, which I can track, and then the big unknown factor is Itunes… More people tell me that they listen on Itunes than the other two platforms… and I can’t track podcast plays/downloads on Itunes… so the total listener-ship is likely bigger than I realize. The Josh Sharpe interview was the most downloaded until the Midwest Gaming Classic shows. Looks like the interview with Clay Harrell will be the most downloaded if it isn’t already.

CD: What are your thoughts on the future of the hobby? Where will we be in five or ten years?

NS: I see it continuing to grow. A lot of people who grew up loving pinball, like myself are now settling down, buying houses, making better money and remembering their love of the game. Prices on older games seem to be normalizing a bit, and the new games coming out of late are excellent. Better local clubs and groups are going to help drive the location aspect, and obviously the “Barcade” scene is hot now. I don’t see pinball getting back to the levels of the two or three golden ages we have seen, but as more games move to the home buyer, I think that is okay.

CD: It is well documented that Twilight Zone is your desert island game, so I can’t ask the typical “favourite game” question. In that case, maybe you could share a few games you have never played that really interest you.

NS: I have played just about all the A and B list games, and I always seem to have one or two haunting my thoughts. Champion Pub is a game I want to own. I have a deeper love for Circus Voltaire now than ever before… As far as games I have actually never played…. Congo and Pinball Magic are the only two games in the Pinside top 100 that I cannot remember playing. So, that would be cool to do. Also, Big Bang Bar is sort of a thorn in my side, but I have a chance to play one coming up this summer!

CD: To close out the questions, are there any future plans you can share about the direction of Coast2Coast Pinball?

NS: More video. I would like to do a monthly Video show… sort of what PAPA is doing with their Road Show, but with my pace and vibe. I have other ideas for live shows, call in shows, etc… but time is always the problem. I would expect to be near 150 shows by the end of 2014… There are some interviews I have loosely lined up, and will probably get too this year. I hope to get to more and more pinball shows and expos. Hopefully I can keep getting better at the podcast, maybe expand the videos, and get a little bit more interesting website going. I have always wanted Coast 2 Coast Pinball to be my commentary on the hobby for the guys who love the game and spend their money owning/playing pinball.

Catch Mr. Shivers doing his podcast thing over at Coast 2 Coast Pinball  and be on the lookout for him at pinball venues and conventions across the continent!


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NEWS: Coming Up…Vintage Flipper World Showcase, May 16-18, 2014

With Allentown just behind us, and all my money spent on the treasures there, I didn’t think that I would be able to get another pass from the family to head out to Clay Harrell’s grand opening showcase weekend of the Vintage Flipper World outside of Ann Arbor, MI. I was able to float the idea past my wife guised as a relaxing weekend away–-a weekend where our son would stay with his grandpa. To my surprise, she agreed! Probably because she saw the excursion as an excuse to shop while I spent the day playing pinball. Regardless, I’m planning to attend the Saturday event!

I’ve referenced Clay Harrell’s VFW project on this site a couple of times already so I won’t rehash the rich history. Just know that Harrell has filled an old Veterans of Foreign Wars (VFW) hall with 190 pinball games from every era and re-named the place the Vintage Flipper World (still VFW…I see what you did there).

The details: The showcase runs Friday May 16 5pm-10pm, Saturday May 17 10am-9pm and Sunday May 18 10am-4pm. Tickets are offered on a first come, first serve basis and are available here. Payment can be made through Paypal, and a printed Paypal receipt is required for admission. Friday and Sunday entrance fee is $20, while Saturday runs you $25. With Saturday’s ticket comes an entry into a draw for a Bally Odds and Evens pinball machine. You need not be there in person to win. Clay limited the number of patrons in the venue to not only control crowds, but to keep the lines short on the more popular games. The Saturday ticket is a hot commodity, so buy it fast if you plan on attending!

The games: This list is here. It is extensive. There are going to be complaints from almost everyone that their favorite game of a particular era isn’t present. That said, I’m going to complain in the most positive way possible! I’m surprised that Centigrade 37 and Volley do not make the cut in the 1970s category…then again, those are pretty popular games you’d be able to find at a friend’s place or on a league night (I know of three collections within 45 minutes of my house that have a C37, so there you go). The Bally solid-state lineup is impeccable. The System 11 collection hits all the high spots, however notable from their exclusions are Earthshaker and Dr. Dude. Since I’m a fan of this era, I wish more games that are unique for their rarity were present (Transporter: The Rescue, Radical!)…because using the above EM scenario, I can play a High Speed or F14 Tomcat nearly anywhere, but my chances of finding a Radical! is very limited. The DMD era games make up the bulk of the collection and its a pretty complete smattering of favourites and rarities (including a Safecracker and a Cactus Canyon).

The tournament (if you can call it that): Clay is de-emphasizing tournaments at the VFW. No world rankings, no whopper points, no hefty buy-ins. Certain games will be declared tournament games and if you drop a quarter in, you have entered the tournament. Highest score at the end of the day gets all the money in the coin box. Clay & Co. have the right to disqualify anyone they deem a “pro” or “ringer”. This is a very bold move. In essence, this show is for collectors, casual players and pinball connoisseurs, not for “pros” who spend hundreds of dollars to qualify to win a pot of $250.

The swap meet: The VFW site has plenty of room for folks to come and show off their wares. Vendors are encouraged. Parts guys from Pinball Life and Pin Restore will also be there.

The venue: As a Kickstarter backer, I got to see pictures and videos of this venue throughout its various stages of construction, and it looks to be the perfect place for a pinball showcase such as this. The venue is over 6000sq/ft and includes a pinball workshop on site. Surrounded by acres of land, there is plenty of room to barbecue or camp for the showcase weekend. The venue is located on the outskirts of Brighton, MI–at 8891 Spicer Rd, Brighton MI, 48116. Lodging available in nearby Brighton for those coming from out of town.

From Clay’s comments to Nate Shivers the other day on Coast2Coast Pinball, I fear this may be the only chance, or one of very few chances, we get to explore the wonders of the venue and its treasures within. It is cleared to open four times a year, yet Clay pretty much came out and said they would only be open once this calendar year, and left a big question mark if it would even maintain a yearly schedule. One can only hope this the opening weekend is a success. For me, the three-and-a-half hour drive is a drop in the hat to play some rare games, and some favourites too. For pinball starved aficionados in Michigan, Southern Ontario and Northern Ohio, excitement should be high for this type of event.

Further Reading:
Vintage Flipper World (VFW) – Home Page


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PODCAST: Coast2Coast Episode #83 – An Evening with Clay Harrell

Coast2Coast Episode #83 – An Evening with Clay Harrell

“The waves are big, and heavy, and really salty”. “I’d taken all the low hanging fruit, the ladder wasn’t tall enough”. Those are just two of many fantastic quotes taken from Nate Shivers’ interview with the unsinkable Clay Harrell. Nate covers all the bases in his interview with the pinball folk hero–the current Vintage Flipper World project, the failed Tilt Town venue, the TopCast interviews, and the Pinball Ninja webzine. This almost makes the article I wrote about Mr. Harrell a few weeks back seem moot…Nate got it all from the horse’s mouth!

A few observations:
— I find it very interesting that Clay had to bribe guests in the pinball community (the extent of which is not really discussed) in order for them to be interviewed on TOPcast. I wonder if Nate, in turn, had to bribe Clay?
— I love Clay’s stance on tournament players at pinball shows. He’s a COLLECTOR in every sense of the term. Ah, the age old dichotomy in this hobby…player vs. collector! He doesn’t dismiss tournaments completely, he’s just very matter-of-fact about how torpid they (and their participants) have become.
— Clay’s Vintage Flipper World is cleared by the township for four events per year. Clay’s language made it sound like there would only be one. If you read between the lines, there may only be one EVER. Hopefully the event is a success, and bitching is kept to a minimum so Clay and his gang have incentive to open the doors as often as possible.

I had a bit of insider information that this interview was coming…and I thank Nate for going out of his way to secure some time with Clay. Nate was a bit of a bystander for much of the episode, but he did have all the right questions that got Clay’s wheels turning. It didn’t take much…it’s almost as if Clay was waiting for an opportunity like this to open up about his place in the world of pinball. Clay is such a prolific character that I’m sure he has countless hours of interesting pinball stories left in him that could fill future episodes. Set up another interview, Nate!

Listen here!