Ask Uncle Willy #14: July 29, 1997



Uncle Willy answers your questions about pinball machines.  The questions
should be of a general-interest nature, and will be answered via an article
posted in rec.games.pinball, and subsequently archived at:

	http://www.wms.com/williams/willyworld.html

Asking questions of a proprietary nature ("How many of game X were produced?"
"What games do you have in the works for next spring?"  "What game is designer
Y working on?") will not get you very far, as Uncle Willy is constrained from
answering them.

If you have questions about fixing, restoring, or purchasing an older game,
Uncle Willy would like to refer you to:

        Ask Uncle Willy #10

Mail your questions for Uncle Willy to:

        uncle_willy@wms.com


Question:  I'm interested in someday becoming involved in the design of
           games.  What college major should I choose?  What sorts of 
           backgrounds do the people who work at Williams have?

Answer:    The obvious answer here is that you should enroll in a college or 
           university that offers degrees in Game Design.  Possibly consider 
           specializing in Pinbalogy or Arcadeology.
           
           Uncle Willy is sure that you recognize the facetiousness of the 
           above answer.  As mentioned in Ask Uncle Willy #5, there is no 
           "typical" background for a game designer.  The best discussion of 
           this topic that Uncle Willy has seen is from the "Dear Ken" 
           column of the InterAction magazine by Sierra On-Line (Fall 1996).  
           Uncle Willy will take the liberty of paraphrasing and 
           embellishing Ken Williams' answer below.
           
           Aside from being born with the ability to create games, there is 
           no clear-cut way to become a game designer.  A game designer 
           should have the following qualities:
           
           - Creativity:  You should already know if you are a creative 
             person.  You may express your creativity in various ways, such 
             as writing, painting, sculpting, story telling, or creating 
             games.
           - "Game sense":  This is the ability to dissect a game to 
             determine what makes it good or great.  Recognizing and 
             evaluating individual elements of a game (not just pinball 
             games!) in terms of whether they are enjoyable or frustrating 
             is an important part of this.  Quite often a game element just 
             "feels good."  Recognizing this is part of "game sense."
           - Innovation:  Things that are new and novel have appeal.  A 
             game designer must look for new things to add variety and 
             depth to a game.  Even looking at old things in new ways is 
             important.
           - An understanding of what is possible:  Some sort of technical 
             background or exposure to technology is important.  It sure 
             would be neat if it were possible to levitate pinballs, flip 
             them into the air, and detect their positions in 3-space.  If 
             such a thing were even possible, it would be so prohibitively 
             expensive that it would never make it into a pinball game.  A 
             game designer has to live within the physical realities of the 
             world.
           
           An exercise you may want to try is to analyze why you like 
           your favorite game.  (Uncle Willy urges you not to limit this 
           exercise to just pinball or video games.  Think about board games 
           or card games or sports.)  What elements "feel good" or 
           "rewarding?"  What would you change?  What would you add?  Why do 
           you keep choosing that game to play again?  Get specific, but 
           keep within the realm of possibility.  Also remember that 
           everyone is a critic.  It is much easier to analyze than create, 
           so don't get hung up on the criticism.
           
           While, the above exercise will start to get you into game 
           designer mindset, it still won't get you a job as a game 
           designer.  That task is much more daunting.  Game companies are 
           besieged by would-be designers who are certain their games are 
           the next big hits.  Game development can a million dollars or 
           more for design, manufacturing and marketing.  Since most game 
           companies have their own design teams on staff, they are not 
           likely to take interest in ideas from outside designers - a game 
           from an unknown designer is much riskier to develop than one 
           produced by someone with a track record.
           
           Uncle Willy has no words of advice or encouragement for you 
           would-be designers out there to get your ideas produced.  (And 
           the good Uncle is certainly not interested in seeing your ideas 
           himself, so please don't send them to him.)
           
           Uncle Willy's best advice to the would-be game designers out 
           there is to recognize the game-worthy skills within their 
           possession and to work on developing them.  Are you an artist, 
           musician, programmer?  Do you like to build things, solve logic 
           puzzles, or play games?  All of these attributes come into play 
           in the game design process.  Get a job at a game company using
	   your special skill, become familiar with the game design process
	   there, and then maybe someday you can pitch your own ideas.
	   (That's how most the game designers that Uncle Willy know became
	   designers.)
           
           
Question:  In an old issue of "Video Games" magazine, I saw a reference to a 
           Williams game called Rat Race.  Tell me more about it.
           
Answer:    Everyone knows Williams is far and away the most innovative 
           company in the solar system (ahem), and Rat Race was just another 
           one of those attempts at doing something radically different.  
           Remember, this was the era of Joust pinball, Hyperball, and 
           Varkon!  Rat Race was housed in a cabinet similar to that of 
           Joust pinball, but was not a head-to-head game like Joust.  
           Instead, one or two players took turns working the controls of 
           what could best be described as a giant Labyrinth game.
           
           Using joysticks that made the play surface tilt in the X- and Y-
           axes, the player tried to use gravity and momentum to maneuver 
           the steel ball into and through various play areas.  In addition 
           to the physical elements of the maze sections, there were 
           software-controlled lights used to create different goals for the 
           sections as play progressed.  As is evident from the flyer for the 
           game (thoughtfully provided by Uncle Willy at
           http://www.wms.com/williams/ww/gallery) quite a bit of thought
           went into the design.
           
           Rat Race was designed by Barry Oursler, from an idea by Steve 
           Kordek.  The artwork was by Pam Erickson.  All the clues Uncle 
           Willy can find point to Dave Rzepka as the programmer, but he 
           can't be 100% sure about that one.  The prototype run of Rat
           Race consisted of 10 games, but it never entered production.  
           Apparently the joystick-controlled motor system for tilting the 
           playfield was extremely complicated and expensive, and didn't 
           provide the kind of precise control necessary to play the game 
           well.  Uncle Willy has heard that some of those 10 prototype 
           games do still exist in private hands, but there isn't one 
           lurking around Williams anywhere.  Which leads us to:
           
           
Question:  Does Williams have one of every game they've ever made?  I saw on 
           the Discovery Channel where Williams has this great pinball 
           museum.
           
Answer:    Trust Uncle Willy, he would love nothing better after a hard 
           day's work than to wander over to the 23-acre environmentally-
           controlled facility that would be required to house all those 
           games.  He would manually plunge a few balls on woodrails like 
           Gusher and Jigsaw, send the ball flying around the relatively 
           open playfields of Dealer's Choice and Strato-Flite, challenge 
           the Black Knight again, make Rudy very upset on Funhouse, and 
           finally shoot a few 3-pointers on NBA Fastbreak.  The next night 
           would be a whole new lineup, and he wouldn't have to play the 
           same game twice for months.
           
           Alas, that is just fantasy.  Williams has made a whole bunch of 
           games over the last 50-some-odd years, and there has never been 
           enough room to try to save one of each of them.  That's why Uncle 
           Willy admires the efforts of all of the pin collectors out there, 
           each of them preserving this history a few games at a time.  In 
           this way, people can continue to enjoy all those fine Williams 
           games, even if Uncle Willy can't personally play them after work.
           
           From time to time, there have been small areas set aside at 
           Williams for pinball machines to be displayed.  When the 
           Discovery Channel visited a couple of years ago, there was such a 
           room with a few of the most recent games, and a few older games 
           from Steve Kordek's personal collection.  As other space needs 
           took priority, even that small assortment of games was eventually 
           disbanded.
           
           
Question:  Why is 6.5 degree the preferred playfield angle?  Did it used to 
           be 3 degrees?
           
Answer:    Up to a certain point, a steeper playfield slope makes for more 
           exciting ball action.  In the early days of pinball, however, the 
           mechanical devices on the playfield were not up to the task of 
           fighting that much gravity.  A slope of about 3 degrees struck a 
           good balance.  Once pins started including more powerful and 
           robust mechanical assemblies, the playfield slope could be 
           increased for better ball action, while still allowing the 
           flippers, bumpers, and so on to send the ball back up the 
           playfield.
           
           The precise angle of 6.5 was determined after months of grueling 
           clinical trials and focus groups, with biofeedback and eye-
           tracking equipment feeding the real-time human factors data into 
           banks of Cray supercomputers, while GPS and NIST data were 
           simultaneously factored in to remove any skewing due to time or 
           place.  Or maybe that was just the empirically determined angle 
           of one machine once that "sure felt like it played well."  Uncle 
           Willy is not sure which story to believe. 
           
           
Question:  What is DiamondPlate?  Does it really make for a longer lasting 
           playfield?
           
Answer:    Throughout the history of pinball, manufacturers have tried to 
           make playfields that could withstand the rigors of location play.  
           Anyone who has seen a frequently played older machine can attest 
           to the fact that a steel ball can do a lot of damage to painted 
           wood.  Uncle Willy thinks that the playfields in newer Williams 
           games are far superior in terms of resisting paint wear, but will 
           not go into more specifics due to the competitive nature of the 
           pinball business.  The best thing you can do for any pinball 
           playfield is to keep it clean, and to replace the ball(s) at the 
           slightest hint of pitting, rust, or other surface imperfections 
           on the ball.  That's cheap insurance!
           
          
Question:  I noticed a small plug in the playfield between the flippers on a
           No Fear.  Did there used to be a metal post there?
           
Answer:    Early in the design of No Fear, a post was considered as a way to 
           alter ball times if they were too short.  Therefore the playfield 
           was manufactured with the hole for the post already drilled, but 
           with the hole plugged.  Uncle Willy believes the earliest sample 
           games even shipped with the post as part of the supplied spare 
           parts, in case the decision was made to install it after more 
           real-world play data was gathered.  That decision was not made, 
           and No Fear went into production with a plug instead of a post.
           
           
Question:  In the last Ask Uncle Willy (July 2, 1997), you weaseled out of 
           actually answering any questions about hidden things in games.  
           We want information!
           
Answer:    Uncle Willy wonders if you read mystery books by starting with 
           the last chapter.  Isn't part of the thrill in the hunt?  But 
           maybe you don't know what you're hunting for, so Uncle Willy will 
           agree to write down a few things that he knows to look for in 
           games new and old.  Discuss amongst yourselves.
           
           -- Cows
           -- The Red Button
           -- Skull and crossbones
           -- The artist and/or family members and/or friends
           -- 3
           -- "SM" (not "S&M"; get your mind out of the gutter!)
           -- "Eat at Joe's"
           -- Bob
           -- Champagne glasses
           
           
Question:  Is Eugene Jarvis still at Williams?  I loved his game Defender, 
           and I also noticed his name on an F-14 Tomcat pin.
           
Answer:    Uncle Willy has spotted "Dr. J" across the street at Midway Games
	   (formerly division of WMS Industries).  If you've seen those 
           blockbuster driving games "Cruisin' USA" and "Cruisin' World" 
           then you've seen the latest efforts of Eugene Jarvis.  I think 
           you'll agree he has been putting his skills to good use! 
           
           
Question:  In Roadshow, is there any relevance to the sign on Bob's Bunker 
           saying "Secret Video Mode:  BRRRLLRRL?"
           
Answer:    Yes.
           
           
Question:  I have a pinball game that has a revision of software that is 
           older than the one available on the WMS Web site.  The site does 
           not list any of the changes from my version to the newer version.  
           Could you tell me what changed?
           
Answer:    Uncle Willy is sorry that he can not help you with this question.  
           If the revision information were available, it would have been 
           included on the Web site.  Unfortunately, this information has 
           been lost for many of the older games.
           
           
Question:  Uncle Willy is sorry that he is running out of time and space this
	   week to answer all of your questions.  In the interest of
	   addressing as many of your questions as possible, here are some
	   quick answers.  Uncle Willy hopes that you will recognize the
	   answer to your question below.
           
Answers:   Left, seven, yes, no, .060" #303 cold-worked stainless steel, good
           idea -- we're working on it right now.

All text and images (C) 1997 Williams Electronics Games, Inc.

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