Whoa Nellie! Big Juicy Melons
Transcription
Whoa Nellie! Big Juicy Melons
PINBALL M A G A Z I N E Special: Whoa Nellie! Big Juicy Melons Interviews with Greg Freres, Dennis Nordman and Dave Peterson + Texas roadtrip report 1 PINBALL Santiago Ciuffo • 208-pages • Hardcover coffee table photo book • Free 80-page supplement magazine included • Text in English, French and German • Additional language supplements available in Danish, Dutch, Finnish, Hungarian, Italian, Norwegian, Polish, Portuguese, Spanish and Swedish Some of the feedback: “This is flat out the best pinball photography I’ve ever seen published. Absolutely amazing sir!” - Charlie Emery (Spooky Pinball) “The book is really wonderful! Great pictures which remind me so much of James Hamilton’s work. It is truly a very impressive book with wonderful photos.” - Roger C. Sharpe “I think the book looks great! The picture quality is perfect. There is a nice selection of vintage games. Any pinball fan should own a copy.” - Barry Oursler “Loving the artwork! Santiago Ciuffo took some amazing pics! Great job!!! This book is a nice compliment to anyone who collects hardcover pinball books, and is a MUST for any fan of pinball art.” - Eric J. Available at various pinball parts shops and pinball-magazine.com Visit www.pinball-magazine.com for all info, reviews and feedback galery Update W ho’s working on what? is Pinball Magazine’s overview of what the various manufacturers, and other pinball related projects, currently are being worked on. Besides being featured in the printed Issues of Pinball Magazine, and PM Specials, a monthly updated version is also available on the Pinball Magazine website. Whenever possible there will be links to a detailed article or website. In some cases it may just be rumours… April 2015 Stern Pinball: Latest games are Wrestlemania, designed by John Trudeau, which debuted at CES in January 2015 and Whizbang’s Whoa Nellie! Big Juicy Melons. Also still being produced are Metallica, Star Trek, 50 years of Mustang and The Walking Dead. It has been confirmed that the AC/DC license expired at the end of 2014 and there will be no more games being produced. Stern is also assembling the remake of Medieval Madness for Planetary Pinball (see below). Unconfirmed rumors of upcoming titles: At the 2014 NW Pinball & Arcade Show pinball designer John Popadiuk confirmed he was unable to secure the KISS-license after displaying his KISS-prototype at the 2014 Midwest Gaming Classics show. He had been informed the license had been secured by Stern since then. Please note that Stern have not confirmed they secured this license. If true, KISS could be John Borg’s next game. Steve Ritchie is rumored to be working on Game of Thrones. Jersey Jack Pinball: Current games being manufactured are The Wizard Of Oz and the 75th Anniversary edition of that same game. The Hobbit should be avaialble later this year in various versions. JJP’s 3rd game will be designed by famed pinball designer Pat Lawlor with artwork by artist John Youssi. David Thiel has been announced as JJP’s new sound and music designer. Spooky Pinball: Sold out the limited run of 150 units of Ben Heck’s America’s Most Haunted. Their previously worked on Pinball Zombies from the Grave has temporarily been put on hold in order not to compete with The Walking Dead by Stern. Spooky Pinball will also be manufacturing Riot Pinball‘s Wrath of Olympus game, for which a minimum of 100 orders are required. The maximum number of games game will be limited to 250. Dutch Pinball: After upgrading The Machine: Bride of Pin-Bot with new rules and a full color dotmatix (LCD) display (with the best animations in pinball ever), they are now developing The Big Lebowski. A prototype of the game made quite an impact at various pinball shows and production is scheduled to start Q2 of 2015. Day One Pinball: A new company, already producing their first game, Scoregasm Master, a flipperless bagatelle game based on PAMCO’s 1934 Contact Master, which was originally designed by Harry Williams. Scoregasm Master has artwork by John Youssi. Production of 3 the game is limited to 30 units, although a second batch of 30 batch may be considered in case of enough demand.. incomplete prototype of the game was shown at Pinball Expo 2014. Zidware / John Popadiuk: Still working on Magic Girl and Retro Atomic Zombie Adventureland. Both games are limited editions and apparently sold out. There are rumors of John working on a new Alice in Wonderland game. Silver Castle Pinball: another new startup company, like Dutch Pinball based in The Netherlands, planning to build a physical version of Pro Pinball’s Timeshock! In 1997 this game was one of four PC pinball simulations developed by Pro Pinball. Planetary Pinball: Announced to remake Medieval Madness in a limited edition, as well as a standard version. The game is being manufactured at the Stern Pinball factory. Whizbang / Dennis Nordman: Their Whoa Nellie! Big Juicy Melons is being manufactured by Stern Pinball. Designer Dennis Nordman, one half of Whizbang, is currently also working on a new pinball design. He prefers to not announce anything until things are finished. Multimorphic: Developing Lexy Lightspeed – Galaxy Girl and Cosmic Cart Racing on their very innovative P3 platform. Lexy Lightspeed, a Dennis Nordman design, was displayed at Pinball Expo 2014 and looked very impressive. Heighway Pinball: Developing Full Throttle, a motorbike racing themed game, for spring 2015. The game can already be pre-ordered. During Pinball Expo 2014 Andrew Heighway announced the second game for Heighway Pinball: Alien, based on the 35 year old movie and originally to be designed by Dennis Nordman. However, Dennis only did the initial layout of the game and concepts for 4 toys and then left the company early December 2014. Two weeks later pinball designer Barry Oursler was announced to be added to the Heighway Pinball team. Alien was originally scheduled for April 2015, but is now to be revealed at the UK Pinball Party (held at Heighway Pinball’s factory in Wales) in August 2015. Homepin: Developing Thunderbirds for 2015. The company is currently setting up a factory in China where the games will be manufactured. Riot Pinball: Have been developing Wrath of Olympus for quite some time using the P-Roc system. Spooky Pinball have announced they will manufacture the game if there is demand for over 100 units. The Riot Pinball website also shows a sketch of an Alice in Wonderland playfield design as being a work in progress. If you think this is all, guess again. These are just projects / games that have been publicly announced (or rumored / leaked). There are several other projects being worked on below the radar, which will be added once they have been publicly announced. Still available: Pinball Magazine No. 2 More a book than a magazine PINBALL M A G A Z I N E 2 Special: Dennis Nordman & Greg Freres Special Force Party Animal Blackwater 100 Elvira And The Party Monsters Dr. Dude The Party Zone White Water Demolition Man Indianap0lis 500 Scared Stiff Pirates Of the Caribbean Wheel of Fortune Whoa Nellie! and more! Plus in-depth interviews on: Pinballnews.com FarSight Studios’ Pinball Arcade and: The Pinball Company Silverball Museum Pinball Expo Stern Pinball ColorDMD Quetzal: Are still working on Captain Nemo, with a limited production of 30 units. Circus Maximus Games: Have announced to be working on Python’s Pinball Circus, a rare and unique Python Anghelo design based on The Pinball Circus from 1994, which was never put into full production. An 4 ISBN 978-90-816266-2-0 1 www.pinball-magazine.com/shop Texas roadtrip report Report: Jonathan Joosten, Copy editor: Paul Rubens T he Texas Pinball Festival (TPF) 2015 line-up of guest speakers, and a collection of at least 300 games and very positive reports from previous editions, looked so interesting that I decided last year to visit the TPF show for the first time. Since I’m traveling from Europe I contacted Martin Ayub of Pinball News to see what his plans were. Together we looked at additional places to visit which turned our visit into a road trip. Please note that reports like the one below usually are not published in the printed version of Pinball Magazine. Occasionally they appear on the Pinball Magazine website. In this case an exception was made to include the report in this Pinball Magazine Special as it ties in with the main interview with Dennis Nordman and Greg Freres. Lone Star Pinball Association’s Dan Ferguson Below: one of the rare cocktail pinball games in LSPA Martin and I both flew in two days prior to TPF. The next morning we drove to Hockley where we arrived a little after noon. Dan Ferguson runs the Lone Star Pinball Association and he was already waiting for us outside. The LSPA turned out to be a very interesting location consisting of several rooms, each filled with pinball machines from different eras. The yard looks like many I’ve seen on the American Pickers TV show with various car parts, advertising signs and other stuff all over the place. Inside the LSPA it turned out that Dan has quite a few unique games in his collection, ranging from the earliest bagatelle pingames to modern dot matrix pinball machines. There were a few cocktail pinball machines 5 want to visit, just contact Dan Ferguson via the website (http://lspinball.com/) to make an appointment. Next stop on our trip was Pinballz Kingdom in Buda, TX, a 2-hour drive from Hockley. Originally I had planned to meet with John Greatwich of Great Pinball Ltd over there, but we didn’t finalize the details in the end so I didn’t expect John to be there. I had never seen before, all four Bally Fireball pinball machines and a variety of pool themed pinball machines. Even in the shed in the yard games were waiting for restoration, with some unique games among them. There was a beautiful stereo bagatelle game, which has two mirrored playfield and two shooter lanes. I have never seen anything like that. I also found the circular bagatelle game very interesting. It seems since there was so much competition in those days designers were really thinking out of the box to come up with new ideas. Dan showed us around each room and helped when I was taking photos of certain games. To describe what’s there is almost impossible. You just have to see it with your own eyes. It may probably help that Martin took photos as well and his report should be up soon on his Pinball News website. It was great to meet Dan and I appreciate him taking the time to show us around. The Lone Star Pinball Association does not have regular opening hours. If you 6 I was happily surprised to see John and his brother Stephen just finishing up dinner when we walked into the arcade. Despite what the name may suggest there is a lot more to Pinballz Kingdom than just pinball. Basically anything you can think of that should be in an arcade is there. Over forty pinball machines, skeeballs, redemption games - it’s all there. The place consists of a large arcade area with a bar serving drinks and food. We played several pinball machines and they seemed to be in good condition. There are mainly solid-state pinball machines there with several classics from the ‘80s and ‘90s. Black Knight, High Speed, Indiana Jones, Jurassic Park come to mind, but there was also a mint Star Trek LE. The left flipper on Indiana Jones seemed to be getting weaker at some point. Interestingly one of the supervisors walked up to us and asked us to report any issues with the games so they can take care of that. After briefly explaining the left flipper problem on Indiana Jones the credits of the already played games were made up for on another game of our choice. Very nice service! The next morning we continued our trip after some shopping. There were a few stops along the route causing us to arrive after 3 PM at the Embassy Suites in Frisco, the location of Texas Pinball Festival. The show would open at 5:00 PM so we were just in time. John Greatwich had offered to share his Great Pinball booth in which he was displaying a brand new Stargazer playfield and a Q-Bert’s quest sample backglass (awaiting approval). While I was bringing in the books and posters that I brought to the show to the booth I ran into several familiar faces. After some hellos and catching up I took a quick tour. Or at least I tried as the place was huge. More than four hundred pinball machines in a huge conference room with still plenty of space to move around: impressive. There were plenty of vendors, including Nicolas and Timothee, the French Pinsound brothers. Opposite to our booth were XPin, Pinball Parts Australia and Spooky Pinball. It was great to see them all again. I had not expected to see Nicolas and his brother. It turned out this was their first time ever in the United States and they are probably spoiled from now on with this being the biggest show around. Any other show after this will seem small. One of the interesting concepts of this hotel is the happy hour for those with a room. From 5:30 to 7:30 PM all drinks, including alcoholic beverages, are on the house. It should not be a surprise that it was pretty crowded in the bar area, even though the show just had opened. So I took a drink (and one for Martin) and then went back to the showfloor. good and the view as well. Unfortunately the kitchen had already closed. So we ended up in an Irish pub nearby, with a less entertaining view. The fish and chips was still very good for bar food. Saturday morning had a very early start as there was the free breakfast at 7:00. I’ve been to other shows where I stayed with other attendeees in the same hotel, making the breakfast an interesting place to catch up with people, but TPF blew it all. Everybody was there! I found that a lot of fun and hard to pick a table to join. The breakfast itself had a wide variety of food and a kitchen cooking eggs upon request. No complaints here. At this point the first seminar had finished and Gary Stern was about to start his seminar. I listened to it for a bit, but then went back to the showfloor to manage the Greatwich Pinball / Pinball Magazine booth. As it turned out John and his brother didn’t mind looking after it, allowing me to take photos of certain games that are likely to appear in future Issues of Pinball Magazine. Needless to say that Friday night flew by like it was minutes. I took almost all the photos I needed. Around 10:30 Martin, John, Stephen and I walked up to the Wild Pitch sports bar across the street for some food. This bar was recommended to us. The food was supposed to be 7 At 8:00 AM a swap meet started in the parking lot outside. As I had never attended such a swap meet I didn’t want to miss it. I didn’t expect to buy much as it would be difficult for me to bring large items home on a plane. Still, it was interesting to see what was being offered. I actually found one seller offering a bunch of PinGame Journal magazines. These are great for research so I bought them all: thirty five of the earlier issues, filling out my collection a bit more (although I’m still missing some issues). How to fit them in my luggage was another problem to figure out later. Once back inside I pretty much spent the whole day in the booth, offering books. I had planned on taking some more pictures, but the battery of my camera needed to be charged. That’s when I discovered I must have left the charger at home. Not very smart as I planned on taking some photos with designers for the upcoming Pinball Magazine No. 3. Thankfully Martin Ayub was able to help out with some of those. For lunch a new visit to Wild Pitch was attempted, this time with more luck: the kitchen was open :) Very decent bar food and the view was nothing to complain about. There was an auction of games in the afternoon. I was interested to see how that went so I walked by the seminar room where the auction was being held. The auction team seemed to handle the auction professionally. Personally I found the auctioneer quite entertaining, almost like a country singer. The way he was calling the bids that is. I watched two auctions and then went back to the booth. Dinner meant another visit to the Wild Pitch bar and their ribs were pretty tender. Early Sunday morning I found out the show would stop at 2:30 PM, which seemed rather early to me. Still I can understand the reasoning behind it as everybody needs to get their game(s) out and head back home. After finishing my breakfast I joined Greg Freres and Dennis Nordman for their breakfast. Afterwards we continued an interview I started with Greg prior to the show. Since their Whoa Nellie! Big Juicy Melons game was displayed at the show I was curious how the response had been so far from those who actually played it. The complete interview is published on the next pages of this special Issue. 8 Once the show had ended and I had emptied the booth I found a Whoa Nellie! Big Juicy Melons game that was still powered on. Not only did this allow me to play the game and actually hear some of the voice calls and music in the game. It also allowed me (and Martin) to take some photos of the game with the glass removed. I also took some photos of the inside of the cabinet and backbox. While the software is still being developed I think I got a pretty good idea of how the game plays and its objectives. The main goals seems to be to light all four pop bumpers by making all four rollover lanes at the top left. Once that is done the goal is to shoot for the kickout saucer, preferably when it is lit for 200 points. Now this may seem simple, but it was not that easy to complete all rollover lanes on one ball, as they reset on each ball. So there’s a bit of a challenge and it kept me trying to achieve it game after game. That’s a good thing. I can see how this game may be a very well earning game on location. After taking pictures of the game I ended up in a discussion with a woman about whether or not Whoa Nellie! is a ‘sexist game’ or not. She had her opinion, I have mine and it was interesting to see how the discussion respectfully resulted in getting me to know her better. I don’t think she saw that coming. I don’t think she was completely convinced of my reasoning that the game actually discriminates men as it seduces them to play it, exploiting their weakness for a cute farm girl character and some double entendres. Clearly the men are the weaker sex here. Still, it was fun discussing the matter with her. The way she looked slightly disgusted at the Wrestlemania sideart was priceless :) Not long after that Martin and I said goodbye to organizer Ed and we left for the airport. While Martin was flying back home I picked up a rental car to do some visits of my own. Looking back I can only say that the Texas Pinball Festival is a top-notch show and I can recommend it to anyone to attend. I sure hope to be back next year. For more info, please visit: www.texaspinball.com. Martin also wrote a (far more detailed) report on TPF, which you can read on his Pinball News website. Photo credit: Martin Ayub, Pinball News Pinball designer Dennis Nordman (left) and artist Greg Freres posing with their Whoa Nellie! Big Juicy Melons prototype Interview with Greg Freres and Dennis Nordman Interview: Jonathan Joosten, Copy editor: Paul Rubens M arch 20th 2015 Stern Pinball officially announced the manufacturing and pricing for Whoa Nellie! Big Juicy Melons. The game started out about five years ago as a redesigned Continental Café (Gottlieb, 1957) with new artwork. Pinball designer Dennis Nordman created a completely new playfield layout as well as a unique crate-themed cabinet and Greg Freres created a stunning art package for the game. Dennis and Greg, working together as Whizbang Pinball, built four games in total, which were sold to private collectors. The game was also showcased at various pinball shows. In Pinball Magazine No. 2 Dennis Nordman’s career in pinball is covered with Greg chiming in on the games they did together. The origins of Whoa Nellie! Big Juicy Melons are also discussed in the magazine and illustrated with plenty of images. Pinball Magazine spoke with Greg when the game was announced and did a follow-up interview with both Dennis and Greg at the Texas pinball Festival, where the game debuted a week later. PM: Greg, Stern is finally producing Whoa Nellie! Big Juicy Melons. Congratulations! Any comments? Greg Freres: Dennis and I are very happy that we’ve got to this point. It’s an exciting day for both Whizbang and Stern, because this is a new venture teaming up with an outside design group like Whizbang. We’re glad to be part of the new direction that Stern is going to try. 9 We’re very happy that they chose Whoa Nellie as a kind of stepping off point, providing a unique product with a unique vision to the ever-growing market of pinball. We’re excited to be on the production line and that people can actually order the machine. PM: Originally you and Dennis built four prototypes of this game. How does the Stern version differ from these prototypes? Greg Freres: The biggest differences are to alleviate the confusion of what was the gobble hole. After watching people play our four games at many different shows, we 10 noticed that people were a bit confused by the nature of the gobble hole. [Note: a gobble hole is a hole on a pinball playfield where the player instantly loses his ball in play – PM] Even the players that have played woodrails with gobble holes from the 1950s and 1960s were surprised that the game had a gobble hole. Players that had never experienced a gobble hole just thought the game was broken. They were like, “Hey I lost my ball and it didn’t come back.” 11 We had to explain too often to too many people how it works and why. So instead we put in an eject hole that kicks the ball back into play, into the pop bumper area. We’re building in some strategy into that as well in the game rules. There’s a little bit more depth there, related to that shot compared to just losing the ball. There was also strategy when it was just a gobble hole and you lost your ball. – If you shot all three balls on a three ball game into the gobble hole there was a silent extra ball that would happen – In this case we’re not looking at an extra ball, but we’re looking at other scoring features that will go into that. We’re balancing that now. We’re very happy with the results and we’re happy we made the decision to modernize the game from that standpoint. PM: You did the original art for the game and at Stern you’ve been art directing this game as well. The artwork of the game has some minor changes compared to the original prototypes. For example the melons Melony is holding changed. (pictured on the right is the original drawing of Melony) Greg Freres: Yes, there are some minor changes. We gave it a look and Melony is holding watermelons now. I feel their color works better for the game. It adds a nice vibrant touch. It kind of frames her. There’s a watermelon on the ground and she’s holding two, so there’s a nice little trio of color there that frame her nicely. On the backglass we added a ‘High score to date’ light. Like in the old days, where it’s in the hidden copy. It lights up to show you the high score to date on the reels. During attract-mode we will cycle the game once in a while to display the highest score to date because this game is about scoring. With four reels to work with the other careful balancing act was to make sure that we’ve got everything dialed in, so a really, really skilled player can’t just roll this game whenever they want to. 12 That’s another facet of this game. With modern pinball, people are used to score thresholds of millions and billions. Here you can roll the game after 9,999 points. It’s a bit different in the structure and philosophy of how you play the game and approach the game from a rules standpoint too. We’ve enhanced some of the rules and brought it up to some more modern standards (besides the eject hole versus the gobble hole.) But for the most part it plays exactly the same way as our prototypes. It’s snappy. We’ve seen concern that people feel it’s just a re-themed, re-arted electromechanical game, but it’s more than that. It’s a fresh layout by Dennis Nordman. It’s got modern features that run the game, and it’s running on Stern’s Spike system. It’s got a lot going on. There are sound effects that we didn’t have in the first four games. We had some sound effects, but not very many. We have speech that we didn’t have in the first games that we built. As for the speech: Dennis and I are kind of known for doing strange and knucklehead kind of humor games and this one lives up to that. We’ve got a great sound effects package coming and we found a great voice-over talent for the Melony character. Very inviting, very wholesome and it’s all coming together great. The other cool thing is that we’ve got lots of room for all of this speech and sound effects. What we’re trying to do is make it entertaining for as long as possible, so a player isn’t inundated with similar speech calls every three games. We’re trying to build enough depth to the sound effects and speech that the game stays fresh for a very long time. In the sound package we’ve played with several versions of bells. We’re working on that right now to find the best solution, so that it has the vibe, look and feel and sound quality of the retro game that it represents. Ball times are completely different than modern games because there’s more randomness to this. It’s not an EM game, it’s an EM-styled game. There are return that you do in the game, but Papa Leroy is going to get on your case because you’re getting a little too close to his daughters, so to speak. The inside of the backbox, showing the Spike system, reels and additional lighting lanes, which many EM games didn’t have. So you can control the ball back to the top of the playfield. The same rules apply. You want to hit the rollover lanes to light the bumpers to maximize your scoring and all that good stuff. A lot of people are going to be shocked and surprised by the entertainment value of the game. We’re looking forward to seeing the first reactions of people when we get it out at the Texas Pinball Festival next week. PM: You mentioned that you guys recorded a lot of speech for the game with various characters. Can you elaborate on those characters? Greg Freres: Sure, of course there’s Melony and she’s the focal point of the game. She’s the one in charge, she’s the one with all the power, but she’s sweet. We found a perfect voice over, Jessica Rowe did the voice-over work for her- she just fits the character you see on the backglass. Our sound package was done by Jerry Thompson from Seattle, who has worked with us before on the Mustang project. He plays several roles in the game. He’s Papa Leroy, Melony’s father. He’s the antagonist of the game, a cranky old coot he’s the one that’s giving you grief when he thinks you’re not playing up to snuff. Melony will congratulate you for most of the good stuff There’s a farm hand on the backglass who’s eating a watermelon and his eyes are bugging out because that watermelon is probably so good and he turned into our “crazy guy” character. He’s over the top. He does extreme shout outs and adds a lot of manic-style speech to the game. He and Melony have a little bit of a rapport with each other. The goal of the speech in the game was to make it deep enough so that you won’t hear the same thing over and over, like on many pinball machines from the past. We don’t have to worry about dot matrix animations on this game, so there is extra room in the game to put as much speech as possible into it. So when you play the game there’s a wide variety. Even if you own the game and have it for several years, we hope that – based on percentages of how we set it up for these speech calls to come through – you’ll hear something fresh even much later into ownership of the game. PM: We’re you involved in the script for these voice calls as well? Greg Freres: Oh yes, we wrote the script. Dennis and I both had a hand in writing the call outs and stuff. Dennis Nordman: That was fun. That’s always a fun part for us. Greg Freres: They’re not all pure funny. A lot of them are pure corny. Somebody mentioned that this game is 13 more like “Hee-Haw” (a country oriented variety TV show from the 1970’s) with a few more colorful things thrown into it. Our double entendre work is always just that. We try not to push the envelope too much, or get too racy or ridiculous. We want the player to have fun with them feeling, “Wow, that was over the top.” We’re not going to have an adult setting or anything like that. We also have a DJ. The background music is from the radio station broadcasting at the melon farm. The DJ, also Jerry Thompson, is doing special call outs to several people. Right now there’s a few call outs welcoming you to the Texas Pinball Festival. So the DJ is there, we have commercials, station identifications and different things the announcer talks about. PM: From what I’ve seen so far, gameplay time is a lot shorter on this game than on other modern pinball machines. Are ball times long enough for people to hear the DJ switch to another song? Dennis Nordman: At times, but then just play it again. Greg Freres: In a home environment, because of the depth of the game, you’re going to discover new audio bits throughout the course of several games. Dennis Nordman: When you start a new game it may start with a new song, randomly. PM: There are no modes assigned to certain pieces of music? Dennis Nordman: No, no. Dennis Nordman: The DJ introduces the background songs. There are ten different songs and we’ve given wacky names to every song. Like, “Here’s one called Trailer Park by The Tornados.” Greg Freres: The only assigned music is a 20-second goodbye song that we use after your last ball, with the DJ or Melony voicing over that saying something like, “Hey nice job, come back next time.” PM: These songs, are they existing songs? Greg Freres: These songs were licensed from an entity that Jerry works with. It’s a nice wide variety of generic instrumental country music. Dennis Nordman: We have a lot of funny stuff related to the outlanes, the tilt warnings and such. When you drain Papa Leroy will say something like, “Just go wait in the truck.” PM: The original three solid-state prototype games also has some background music. Greg Freres: Yes, that was like a placeholder. We did try to license that music, but we couldn’t get the performance rights to it. So we had to abandon that and we ended up with what I believe is a great variety of songs that really fit the theme. So we’re very happy with that. Greg Freres: We’re putting in other discoverable pieces of score threshold stuff that people will discover, and we’ll probably allude to it either on our Facebook page, or maybe on the Stern website. Once the game is out there and people are playing it – and they don’t discover certain little hidden things – then we’ll PINBALL - Santiago Ciuffo Pinball News: “PINBALL is an impressive collection of photographs taken by Santiago in 2013. Like any good coffee table book, you can dive in at almost any point and find an interesting and thought-provoking picture to ponder and explore further, discovering details which may never have caught your eye before. It’s also the kind of book someone with no prior interest in pinball can happily leaf through, enjoying the iconic pinball compositions without feeling uninformed or intimidated.” 14 give them hints and stuff like that. We’re trying to make it fresh and inviting for people to discover things too. Also the threshold of rolling the game, going beyond 9,999 will be something special. Our goal is to make it so that people don’t roll the game too easily. We don’t want rolling it to become so easy that a skilled player will become bored with it too quickly. Dennis Nordman: The way it is set right now I think 5,000 is a great score. PM: The factory installed replay score on the games at Texas Pinball Festival is 3,000, which is already quite hard to achieve. Rolling it is obviously going to be a lot harder. Greg Freres: Last night I saw that somebody posted a score of over 7,000. It’s getting a lot of play too. I didn’t see anybody roll it at the show. Dennis Nordman: We’re going to make sure that it’s tweaked, so that it’s very difficult to roll it. We may also change the replay level. Greg Freres: We’re still discussing whether we’re going to make the replay level operator adjustable. But rolling the game will be a big event. Audio, lightshow, everything. We do want to pay the player back with a huge moment, depending on where the ball is at the time. It’s not just going to be another ding on the bell system. It will be huge! PM: The game has scoring reels, but are these the same type of clicking scoring reels we know from EM games, or did you use some modern variant? Greg Freres: Our mechanical guy has worked in the slot machine business and he knew a lot about modern versions of the reel systems. We’ve incorporated stepper motors to keep the reliability factor there. We looked at a mechanical solution at first, but in this day and age it’s just too expensive and we want the game to be reliable. We want operators to entertain the idea of using this game as a location piece. The other interesting thing is that we’ve added a multiplayer feature. Even though there’s just one set of score reels, we reuse those for a multiplayer scenario where the hidden match lights at the top of the backglass will be blinking when player 1 is up, versus player 2, 3 and 4. So the reels will reset for each player. We also have a very small display screen on the bottom arch to display the replay level. So when you walk up to the game you’ll be able to look at the scorecard and see a display under the scorecard that will tell you what the replay level is at. That display will also be able to display the current player’s score along with the score reels. An operator, or owner, can also use it as a diagnostics tool. We have the same diagnostic button system that we have on every Stern game and instead of looking on a dot matrix display you’ll be able to see your diagnostics info on this display. We’ve tested it and it looks great. PM: You also came up with some new merchandise. Greg Freres: Yes, this is new stuff. Besides the game we have an agreement with Stern to add themed merchandising. We’re starting with T-shirts, pint glasses and coffee mugs. We went back to the coffee mug because they were pretty popular when we sold them through Whizbang early on. These three products are available now. We also needed beer cans (these are used to ‘level’ the game when placed on the bottom crate – PM). I just PM: A stepper motor does not have that EM score reel clicking sound. In order to stay authentic are you considering to add clicking sounds of score reels? Greg Freres: We may. It’s a little bit of a team debate. We’re fine-tuning that right now. We’re trying to find the best solution before debuting the game next week. 15 the game and we’re going to include a whole one, not smashed, in the coin box as well. You can buy more from the Stern Shop later. We are looking into making our own beer, so you’ll be able to buy beer in those cans. PM: That would be nice. Dennis Nordman: Yeah. PM: Is there going to be a flyer / brochure for the game? Greg Freres: Yes there will be a flyer. We’ll have those available at the Texas show as well. We’re using the Texas Pinball Festival as a kick off debut for the game, so everything is kind of corresponding with that. PM: Did you do new artwork for the flyer, or did you use existing artwork? Greg Freres: It’s pretty much the elements from the game, but it’s a nice looking flyer. PM: The game comes with a set of metal legs as well as the bottom crate. This bottom crate: does it come as a crate, or do you have to assemble it yourself like furniture from a well-known Swedish furniture chain? Greg Freres: You nailed it. It was engineered to be put together like that type of furniture, with the same type of posted to the Whizbang Facebook-page that since we needed beer cans, we decided to make our own beer cans. We have now switched to Whoa Nellie Big Juicy Melons Summer Blond Ale. Does the beer exist? Not yet, but we’re hopeful. The cans exist, so we just have to fill them now. PM: But if you want to use the cans to level the game Greg Freres: You’ve got to crush them. PM: Who wants to do that? Greg Freres: (Laughing) You’re going to get the game with the cans already crushed. We want to make sure the people see them intact too, so we have a plan for that as well. We realize they have a value uncrushed so we have a plan for that. PM: What’s the plan? Dennis Nordman: Well, these will be accessories. Like Greg said there will be some smashed ones included with 16 screwing and bolting system. It’s very robust once it’s put together and it’s engineered to support the weight of the cabinet and the backbox. It looks great. I took that as a compliment. Not only on the art but also the way it was printed. I’m very, very happy with the results. We made the decision quite a while ago that we were going to produce the game as ‘This is it and this is what you get with it’. In order to do so and still be able to ship it in one box, the base crate then had to become an engineered piece. That way we could put that in a separate smaller box and pack it in the same Stern boxes that we normally ship in. PM: Speaking of lighting: does the playfield have LED lighting or traditional lightbulbs? Greg Freres: We’re using the Spike system so we’re using LEDs. It lights up the playfield beautifully. PM: Does the game have a backglass or a translite? Greg Freres: It is a backglass, printed on glass and I have to say it is beautiful. With the Spike system lightning we have much brighter light going on. To work with that we had to make some changes because the light is so much brighter than the insert panels that we used in the first four games we built. So we got away from the insert panel and engineered the backbox so that we could use the Spike system. They’re printed on glass and they’re incredible. I mean there’s just so much vibrancy. One of our newer employees looked at it the other day and he said, “It looks like a box of candy. It’s so colorful and vibrant.” The colors on the playfield are vibrant. We stayed with the spot color printing method that we used on the first four games that we built. For the upcoming shows we’ve got digitally printed playfields so there will be a little difference in the first games that we’re building for show purposes, but the final playfields are just vibrant and beautiful. I’m very excited on how all the printing on this game turned out. PM: The press release gave me the impression the games are ready to be shipped, but I get the feeling they still need to be built. Greg Freres: They’re on the production line. We’re ramping up production. We’re out there. We’ve got the parts in-house and things are getting screwed together. PM: So the game will be at the Texas show. Greg Freres: Yes. It will also be at the AMOA show the same week in Las Vegas. We’ll have one game there, so everybody can get their hands on it and see what it’s all about. We hope operators will think about it and want to add it to their repertoire too, because it’s really a unique piece to see and play. PM: Operators may also be interested in how it fares on location, but you don’t know that yet. Greg Freres: No not yet. PM: What are the expectations of the game? 17 happy with the gameplay, which is paramount. Sure you can buy a piece of art, but we want that piece of art to be a fun game. That was our goal from the beginning. The original concept of Whoa Nellie was to build a custom game that was fun to play. Since we are game designers from the start then it made sense to make a fun game and not just a rehash or re-skinning of a former game. With Dennis’ design skills and my art skills it made sense to try this as an experiment. Greg Freres: We hope it will be a great success. Like I said, it’s a unique vision and it’s unique that Stern has picked up on it, and wanted to help us out and see our vision through further development. My hope is that it’s such a positive success that we have more to come in that kind of typical knucklehead humor / retro style that Dennis and I can produce for games. Note: After the initial interview some time went by and the game has been show at a few shows since then. At the Texas Pinball Festival Dennis and Greg were interviewed again, which explains why the response by people could be discussed. PM: Dennis, the WNBJM game just debuted on the Texas Pinball Festival and has seen a lot of play over the past two days. How has the response been so far? Dennis Nordman: From what I hear people love it. They think it’s beautiful, they think it’s fun to play and that it’s a work of art. Greg Freres: Going into the show our goal was to hear people say, “Wow, this isn’t what I expected.” Dennis Nordman: Right. Greg Freres: And for the most part that’s the response that we’re getting. We couldn’t be happier with that response, because – again – that was our goal. They didn’t realize the cabinet was made out of real distressed wood, even though the flyer says so, but not everybody got to see the flyer before the show. The fit and finish of everything, including the printing of the backglass and the styling of the cabinet itself, we couldn’t be happier. The players are happy to hear that it comes with both the base crate and the metal legs. They’re very 18 Now we’ve taken this experiment a step further with Stern and we hope that people appreciate it for what it is. It’s a hybrid between a modern pinball and old school gameplay from the past. Dennis Nordman: It’s very difficult to comprehend what that might be like, because you can’t imagine that in your head by reading stuff on the internet. You have to actually play the game to understand the fusion of the old and the new. To add to the fun we’re going to have three different rulesets. It’s not just a one ruleset kind of game. If you think you’ve mastered the first, easy ruleset, then you can just go into the diagnostics and pick the harder ruleset. There are three rulesets: simple, sassy and stern. My goal for the game was to make something that new players are not going to be intimidated by when they walk up to it. I think on a lot of modern games new players don’t know what to do and they are intimidated by that. I’m thinking that the game is really going to earn well on location, because you can put it in a bar setting and players of all skill levels can play equally on this game. And it’s easy to understand. PM: I didn’t read the scorecard until I played more than ten games or so. From what I understood the main goal is to light all four pop bumpers by making all four rollover lanes at the top left of the playfield. That turned out to be pretty hard, even on this setting, with the lanes resetting with each new ball. Dennis Nordman: It is difficult. And more than just lighting the pop bumpers and the rollovers are those cool bulls-eye targets with the little centers. That’s the way to get 200 points, when it’s lit. The lit target rotates amongst those three areas. Those are pretty cool targets and it takes a really skilled shot to get that. So that’s a challenge too for players. Especially with the smaller flippers, which play differently. Also the posts and the lane in between the flippers makes it play differently. I love the way that it plays because sometimes it feels like you can suck the ball right out of a drain. You play differently with those two posts there. It’s fun. PM: Anything you would like to add about turning this game from a prototype into the production model, or working at Stern again? Dennis Nordman: I just would like to say that Stern engineer Tom Kopera did a fantastic job drawing, refining and getting this game ready to be built in a production environment. As for the cabinet, I’m very happy with the knock down base crate that Tom came up with. When you buy the game you get both the base crate and the legs and it all fits into a standard Stern box. The crate has to be assembled. We’re going to put a video online, on YouTube, to show you how to assemble the crate. But it’s really simple, like a piece of furniture. shown your face at Stern some more, is there a chance for you to become a game designer for them again? Dennis Nordman: Well, it might be a possibility. Gary mentioned in his speech that they may do other studio games, as he calls them. So who knows? I do have another game that’s almost ready to go, so we’ll see what happens with that. PM: And what about becoming an employed game designer again? Say they have this great license and would like you to design that game? Dennis Nordman: I’m open to anything, so who knows? More Dennis and Greg? Read Pinball Magazine No. 2 188 full color glossy pages! PINBALL M Our cabinet company did a really great job. We found a place that distressed the wood for us. Our cabinet company stained the wood with all of this stain and it has clear coat on it and I’m very happy with it. It looks almost identical to the four original cabinets that I built. PM: Since you mention doing a YouTube video: with all the characters on the game being original, you might as well do a video with animated characters from the game promoting the game. Dennis Nordman: That would be up to Greg. It would be nice to promote the game like that, and I’m sure it would be unique for pinball as well, but it sounds expensive to me. PM: Once Stern decided to do this game, how much time did you put into it? Dennis Nordman: I spent about a week at Churchill, our cabinet company, and a week at Stern once they finally got everything together. I oversaw the building of the first cabinets at the cabinet company. I still expect to go back to Stern for software refinement. PM: You and Greg designed Whoa Nellie! in your garage and Stern picked up on that. Since you’ve A G A Z I N E 2 Special: Dennis Nordman & Greg Freres Special Force Party Animal Blackwater 100 Elvira And The Party Monsters Dr. Dude The Party Zone White Water Demolition Man Indianap0lis 500 Scared Stiff Pirates Of the Caribbean Wheel of Fortune Whoa Nellie! and more! Plus in-depth interviews on: Pinballnews.com FarSight Studios’ Pinball Arcade and: The Pinball Company Silverball Museum Pinball Expo Stern Pinball ColorDMD ISBN 978-90-816266-2-0 1 See for all info: www.pinball-magazine.com/shop 19 Dave Peterson posing with Santiago Ciuffo’s PINBALL book in front of Stern’s The Walking Dead Interview with Dave Peterson Interview: Jonathan Joosten, Copy editor: Paul Rubens D ave Peterson is an investor and board member of Stern Pinball. He serves as Chairman and CEO of Sphere Point Enterprises, Inc., the holding company that owns Stern Pinball. As such he’s involved with a lot of the daily ongoing business at Stern. Dave was earlier featured in Pinball Magazine No. 2 and a follow-up interview and is always happy to do new interviews regarding current affairs. The current affairs discussed below are Stern’s upcoming move to a larger facility in Elk Grove Village, IL and Whoa Nellie! Big Juicy Melons. PM: Dave, thanks for taking the time to talk to Pinball Magazine. How are things going? 20 Dave Peterson: Good. We’re very busy with the move. We’ve actually started it. It will take a couple of weeks to get it done. All of our stockrooms have been moved already to the new area. If you go out in the factory it’s starting to look naked over here. For the people their last day here will be in two weeks. So basically the last day of production in this location will also be two weeks from today. The following Monday the people will report to the new facility and the hope is that we only lose one day of production. Basically what we’re intending to do is to move one production line – we still have two production lines moving here at the moment – next week or the week after that. So one line will be set up over there. We will that owns Stern Pinball, you’re the moneyman, so to speak. The announcement of Whoa Nellie! Big Juicy Melons got quite some response on the pricing of the game. Would you be willing to address that? Dave Peterson: Yeah sure. Whoa Nellie is a specialty game. It’s a relatively small run compared to our “cornerstone” titles. We don’t expect it to be a big run, because it is a specialty game. But it’s not a limited edition, so if there is a lot of interest in the game we’ll continue to produce it. Small runs of specialty parts are expensive. A map showing the new Stern Pinball location still have one line here. That way we can keep everything rolling once we move to the new facility. PM: It sounds very ambitious. Dave Peterson: It does. I’m sure we’ll all be pleasantly surprised if it all works out that way. PM: You’re not expecting any hiccups, or any delays? Dave Peterson: Well, this is the plan and we’ll see how it goes. Ray Tanzer, our VP of Manufacturing, has done a fantastic job of managing the build-out of the new facility and the move. PM: With your stockroom already moved to the new facility, how can you keep the lines running. The stock is at another location. Dave Peterson: We’ve got both lines fully stocked over here. PM: So what games are currently on the line? Dave Peterson: We’re running a bunch of different games all the time. Some of the games we are running these days are Whoa Nellie, we’re running Wrestlemania. We’re running Medieval Madness on the second line. And we’re also doing remakes of other games, like Star Trek and Mustang. PM: Metallica? Dave Peterson: Actually we’re not running Metallica between now and the time we move, but once we’ve moved we’ll probably run Metallica again. PM: Since you’re the head of the investment group Also, recreating some of those older technologies is very expensive. Doing the reels is not a cheap thing to do and there are a lot of aspects of the game that are custom. A lot of the woodwork, including the crate, that’s expensive to do as well. So with all of those things taken together they all add up. We would have loved to price it closer to a Pro, but that’s not how the economics turned out. PM: But can you understand a lot of people didn’t see this price level coming? I mean on a regular modern Pro game there are dot matrix animations that need to be programmed, you need programmers to do that, the rule sets are much deeper with those games as well. So while people may understand you’re looking at some game specific expenses, you’re also spending less money in other areas. Dave Peterson: Yes, but again, this isn’t a traditional game. Because of the specialty nature of the game it’s just more expensive to produce. That’s just the way it is. We would have loved to sell Whoa Nellie just for $ 1.00, but that doesn’t make any economic sense for us. Again, it’s a special game. Not just to us. There are a lot of things in that game that are special. Creating that specialness is expensive to do. PM: With Whoa Nellie being a specialty game, does that mean you’re only expecting to sell a few hundred units? Dave Peterson: We’ll see how the market responds. It’s one of those games that can be a tremendous success. We’re really curious to see how it does in a commercial environment. We’ve got a number of operators that have expressed interest in the game, because of its nature. It’s a much, much simpler game obviously that today’s modern 21 pinball. So a lot of operators and locations are interested in trying it out to see how it does on location and on the street. So we’ll see. It’s hard to say right now. PM: Reason for me asking is that you obviously did some math not on only the bill of materials, but also the number of games you need to make in order to recoup the development costs. So you may expect to sell a few hundred games at a certain price level to recoup those costs. But if the price level was lower, isn’t it likely that more games will be sold, which will then still recoup those costs - but on a larger production run? Dave Peterson: Sure absolutely. But it’s not just the development costs that you’re talking about. There’s also the direct costs associated with producing each unit. It’s just higher. PM: While we’re on the subject of the pricing of the games: Currently the US dollar is very strong, making Stern games a lot more expensive for European buyers / importers. Since a large part of your production used to go overseas, is this affecting your business? Dave Peterson: We’re having a lot of discussion with our export distributors. Not only in Europe, but in other parts of the world too. All of whom are being impacted by the strong dollar. But we’ve encouraged all of them to take steps to hedge the currency risk. So far business continues to be good, but it is something that we are paying attention to. Like the crash in oil prices, a lot of people were caught off-guard by the quick strengthening of the dollar. PM: So even with the strong dollar you’re exporting games all over the world and people should be able to find them with their distributors? Dave Peterson: Yes. PM: For Whoa Nellie a number of new technologies have been implemented, such as the reels. Is there any chance such technologies will be used in future game designs? Dave Peterson: Sure, absolutely. It is sure that that will happen? No, I can’t say that. That’s really up to the design teams. We’re committed to this studio model where we partner with game designers when they want bring something to the market which we feel is something cool, different, special, the way the Whoa Nellie game is. We expect to continue that in the future. So, it is possible that some of the elements that were designed and created for Whoa Nellie end up in a future game, but it’s not for sure. PM: Gary expressed interest in doing more externally-designed studio games. Yet designers working on such games on their own may feel like Whoa Nellie only happened because Greg Freres is working at Stern. So how seriously are you interested in games from outside designers? Dave Peterson: Oh we are. We’re already talking to a number of people about studio games and we’ll continue to do that. When we find something that we think makes sense for us and also makes sense for the studio, we’ll continue to partner and bring those games to the market. PINBALL - Santiago Ciuffo Pavlov Pinball: “If you appreciate pinball artwork then you’ll love this new book by Argentinian photographer Santiago Ciuffo. Highly recommended for any fan of pinball and fine photography.” Credit Dot Pinball: “A project like this cannot be successful if done on the cheap. The book is museum quality, and the quality of the contents cannot be beat.” More info, reviews and feedback on pinball-magazine.com 22 23 PINBALL M A G A Z I N E G Z I N E M A G Z I N E 3 sue 3, cover su Special: m l-magazine.co sue 1 on pinbal bject to change ROGER SHARPE r a reprint of Is out. Sign up fo 1 A up cover for Is A M A This is a mock- Currently sold L L L L A A B B N N PI PI 6 5 page interview his history his books signs his pinball de ng si licen s pinball league e how to mak money ll as a pinba r operato nside.com Plus: IFPA - Pi l Museum al Pacific Pinb and more... 16266-0-6 ISBN 978-90-8 This is not a magazine. 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