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Posted: December 3, 2004

A review of a Spy Hunter Champion Mark Little and George Gomez, Spy Hunter Developer George Gomez has developed many other Video Games like the Classic Tron Game.



Mark Little

Spy Hunter Articles




Spy Hunter Sit Down Driving Video Game (1983 Wide Release)

George Gomez Spy Hunter Developer, Biography


Some members of the Pinball 2000 design team with their first creation Left to right: Larry DeMar, Lyman F Sheats, George Gomez

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(George Gomez Seven Pinball Creations)   7 records   Units Produced  Link
 
1994-08 Corvette Midway SS                           5,001    4p  
1995-08 Johnny Mnemonic Williams SS                  2,756    4p 
1998-07 Monster Bash Williams SS                     3,361    4p 
1997-03 NBA Fastbreak Midway SS                      4,414    4p 
2002-01 Playboy Stern SS                             unlisted 4p 
1999-01 Revenge From Mars Midway SS                  6,878    4p 
2003-12 The Lord of the Rings Stern SS               4,017    4p 
 

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George Gomez 



Pinball Creations Johnny Mnemonic & NBA Fastbreak

George Gomez

Pinball Creation NBA Fastbreak NBA Fastbreak, notable because it's the first linked pinball machine.

George Gomez NBA Fastbreak Pinball Field Display High Score Content Originally From:





Link


Back to: Walter Day Conversations
Go to: Paul Dean Biography


Story Line: 1983 Classic Game Spy Hunter
Driver's License to Kill

Ah, 1983. Reaganomics. Junior high (for some of us). Theaters full of moviegoers 
unable to decide which was more shocking: the fact that Luke had been making goo-goo
eyes at Leia or the fact that the Ewoks won. 

Back then, few games at the local arcade were more addictive than Spy Hunter, a simple
top-down driving game that added something new to the still-young racing genre: guns! 
As the Spy Hunter, you shot your way through streets filled with enemies of the free
world, conveniently color-coded for identification. 

The original Spy Hunter, created by George Gomez, remains a legend-an innovative, 
addictive game that rose to the top during an era when anything and everything
was being tried in the arcades. Like many racing games before and since, the cabinet
featured a built-in steering wheel, gas, brake pedals, and a gearshift. The steering
wheel came with a few special features, however: buttons for offensive weapons, like
machine guns and missiles, and defensive tricks, like a rear-projecting oil slick.
The game also featured another innovation in its licensed soundtrack (the Theme 
from Peter Gunn), which remained wedged in your brain for hours.

Back in 1983, arcades would be jam-packed with kids who wanted to play the shoot
'em up racing game Spy Hunter. During this time, game companies released games
that were aimed at specific audiences to become popular and eventually (and hopefully)
become classics. Spy Hunter was one of these games. And as we all know, Spy Hunter 
sports the most popular theme song in history, Theme from Peter Gunn. And if you
didn't know the title of that song before hand, most people would just refer to 
it as the "Spy Hunter theme". 

Breaking News Archive Link
Way Back Machine Twin Galaxies Archive Link

8/19/2003 Phillyburbs.com reports on Spy hunter World Record
  
Thanks to his Spy Hunter skills, Mark Little appeared in last Sunday's edition
of the Doylestown Intelligencer, a daily suburban newspaper published near
Philadelphia, PA. As the Intelligencer points out, Little's accomplishment broke
a 18-year-old record and the feat is slated for world-record treatment in the
forthcoming edition of Twin Galaxies' Official Video Game & Pinball Book of World
Records. Doylestown Intelligencer, August 18, 2003  


Twin Galaxies in the News Link Way Back Machine: Twin Galaxies in the New - Phillyburbs.com Spy Hunter Article Link 8/18/2003 His passion? It's hunting down a record Doylestown Intelligencer, Doylestown, Pennsylvania His passion? It's hunting down a record By JESSE ABRAMS-MORLEY, The Intelligencer The new world champion doesn't live in a mansion. He doesn't wear a championship belt. And he's not likely to be spotted on a red carpet anytime soon. -------------------------------------------------------------------------------- Mark Little can be spotted - sometimes for several hours at a time - is in his basement, playing arcade games that haven't been popular since the 1980s. Now, Little has something to show for his hard work. The 25-year-old electronics technician from New Britain this summer broke a 19-year-old world record for the highest documented score in the arcade game "Spy Hunter." After totaling more than 800,000 points while playing the car-chase game in late June, Little sent a videotape of his performance to Twin Galaxies, the organization responsible for maintaining high-score records for video games. Twin Galaxies verified Little's score and will include him in its next book of world records, due out later this year. "It's kind of an exciting moment," Little says. It was a moment a long time in the works. Born and raised in Doylestown, Little says he started playing video games before he entered kindergarten. He liked Atari, the most popular game system at the time. But he always had more appreciation for arcade games, which he played every chance he got. "Every time we'd go to the store, I used to mooch quarters off my mom and grandma," Little says. He played classic titles, such as "Donkey Kong," "Pacman," "Ms. Pacman" and "Spy Hunter." It wasn't the plot or graphics, but the opportunity to compete directly against others that drew the youngster to the arcades. "Basically it was a chance ... to get out and pit your skills against everybody else in your local neighborhood and local arcade for the chance to get your name on top of the scoreboard," he says. "It was kind of a high when you would see that you knocked down everybody that was best in your neighborhood." The arcade became the place to go for many children of the 1980s looking to make a name for themselves and gain respect. "The age of video-game arcades was a seriously big phenomenon," says Walter Day, who edits Twin Galaxies' book of world records. "I'll bet a million people across the world was vying for the world record in 'Spy Hunter' and other games." Gamers formed their own subculture, trading secrets and codes that were helpful in beating games. Tricks and tips "would proliferate like osmosis," Day says. Even with all the competition and cooperation, the world record in "Spy Hunter" stalled at 794,495, a mark Brian McDowell, then of Harrell's, N.C., set in June 1984. Note: Brian McDowell Statistics: Spy Hunter 1984 High Score: Name: Brian McDowell High Score: 794,495 Brian McDowell Birth Date 03/01/68 Harrell's, NC Day says he doesn't keep in contact with McDowell and doesn't know where the former record holder lives. Most people gave up trying to beat his mark a long time ago. But not Little. He bought the game about three and a half years ago and started playing it in his basement. Around the beginning of April, he began a regimen of playing for at least an hour and a half each night, hoping to earn second place on the all-time high-score list. "I would basically just lock myself away from everybody, really try to focus on the game and really take a shot at it," Little says. After about a month and a half, the longtime video-game player captured second-place honors, but he decided to keep up his intensive playing. And almost 19 years to the day after McDowell set his seemingly unbreakable record, Little broke it. The big game started with Little dodging enemies and scoring more points early on than most "Spy Hunter" aficionados total in an entire game. Little cruised until he lost his second-to-last car at the 758,000-point mark. Less than 40,000 points shy of the world record, he drove onward, while computer-animated helicopters and cars tried to derail his moment of glory. "When you're that far ahead in the game, the game pretty much has no mercy on you," Little says. "The original designers of this game never wanted somebody to be able to play this game for over an hour and a half on one quarter." But Little defied their wishes and dodged just enough enemies to score 832,620 points and set a world record. "This is quite an accomplishment," says Robert Mruczek, who verified Little's score for Twin Galaxies. "He has mastered an extremely difficult game, and he currently has no viable competition." Except himself. Little says he eventually wants to score more than 1 million points, though he is going to take some time off from "Spy Hunter." He will still be playing video games, however. With 12 other titles in his basement, including pinball machines, Little has more than enough games to keep himself occupied. He started collecting games about seven years ago by purchasing a machine from a bowling alley. After buying the games, he restores them to their original form, sometimes spending as much as 100 hours in the rehabbing process. Little says the time is well spent and believes video games can have a therapeutic effect. "It's a great way to just escape from the daily stress," he says. Day agrees that the games have an upside, but he worries about their harmful effects as well. Too many children grow up playing too many hours of games with too much violence, he says. "It simply can't be good to be ingesting that many rays from a screen," Day says. "I don't believe that a person should just be playing video games." Little says he understands the games have to be viewed in the proper perspective. But that won't stop him from playing. "Where else for a quarter could you throw the winning touchdown in a football game?" he says. "Or play basketball with some of the NBA stars? Or drive down a road going 200 mph without having to worry about a ticket? "As with anything else, you do realize that once your game's over, you go back into reality. But it's nice to escape every once in a while." Jesse Abrams-Morley can be contacted via e-mail at jmorley@phillyburbs.com. ------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------- Spy Hunter - ANOTHER New World Record !! Link Twin Galaxies Forums Forum Index -> Coin-Op Video Games View previous topic :: View next topic Author Message RMRUCZEK TG Board of Directors Location: Brooklyn, NY Posted: Wed Jul 02, 2003 1:25 am Post subject: Spy Hunter - ANOTHER New World Record !! -------------------------------------------------------------------------------- Hello fellow gamers: A very determined Mark Little, who hails from Pennsylvania in the USA, has finally taken down a VERY tough score to beat...the 794,495 on "Spy Hunter" by Brian McDowell this past June 20th. Playing at home in his private arcade, an eclectic collection of his personal favorite pinball and arcade titles, Mark captured an incredible performance on video camera of 832,620 points, lasting almost 90 minutes and beating his previous verified personal best by almost 400K. "Spy Hunter" is a very memorable title from the 1980's largely due to the way-cool "Peter Gunn" theme song from the classic TV show of the 1950's which was also used as background music for some of the scenes in the movie "Blues Brothers" with Jim Belushi & Don Aykroyd. One of the little known facts about "Spy Hunter" is that it is rarity among arcade titles in that its sit-down equivalent has the controls in a totally different layout than the upright ("Star Trek" being one of the few other titles bearing this peculiarity) Okay, onto his score. As I viewed his performance, I started to notice that the game IS a pattern as far as the roads go, as far into the game as I was able to recall. Further, when I logged his performance in terms of how often he entered or exited from the water, there was a fair amount of consistency between each "set", with a few notable exceptions as detailed below. I am hoping that Mark and other interested players can comment on what I've noticed... it could be that since no one else has been documented achieving this high of a score that no one has thus far caught onto these observations. So, without further ado... **************************** THE PATH TO GREATNESS Opening Time Allotment - "Spy Hunter" starts you off with a timer that counts down, and during this period, you can crash as many times as possible without losing a life, though the goal is of course to stay alive. Under Twin Galaxies Tournament Settings (TGTS), it is possible to earn one or more extra lives during this period depending on your score by the time the timer expires. Mark finished the initial timer period with a hair over 18K thus earning the maximum amount of bonus cars (2). Now the real game begins !! 30,000 - Mark needed just 3:15 to reach the 1st extra car threshold 51,850 - enters the water for the 1st time At this point, since the scores are ever-accruing, I am ball-parking his scores to the nearest whole thousand, except when he loses a life, and of course the final score. 61K - enters 2nd land (meaning exits 1st water sequence) 106K - enters 2nd water (meaning 2nd water sequence) - approx 5:20 115K - enters 3rd land 136K - enters 3rd water - approx 13:00 145K - enters 4th land 163K - enters 4th water - approx 15:44 Oh no !! -------------------------------------------------------------------------------- Mark Little loses his 1st car at 164,600 points at approx 15:50 - Mark was squeezed between a roadside barrier and a copter bomb dropped on the ground, and accidentally ran over the bomb. Not bad, as this beats most gamer's entire game score...sometimes 5x over !! 172K - enters 5th land 190K - enters 5th water - approx 18:40 199K - enters 6th land 217K - enters 6th water - approx 21:29 Notice what I see thus far ? Approx every 2:45 a complete "sequence" occurs. Of course this is relative to Mark's overall speed and decision-making, but so far this is consistent. However, the major info I noticed comes later...read on... 225K - enters 7th land 244K - enters 7th water - approx 24:30 253K - enters 8th land 290K - enters 8th water - approx 29:47 However, at 274,790 points -------------------------------------------------------------------------------- Mark Lost his 2nd car. he was run off the road by "Switch Blade", one of the three major opponent cars, while dodging a copter attack. This loss really started at 270K when he narrowly missed a weapons van due to a copter bomb in front of it, and though he fought valiantly for several turns, quite a few actually, the next van didn't come quickly enough. 299K - enters 9th land 321K - enters 9th water - approx 32:40 330K - enters 10th land 370K - enters 10th water - approx 37:50 Uh oh...trouble happened in the 10th sequence. At 352,875 points Mark was on a winding icy road and grazed "Switch Blade" and crashed just as the stage turned from normal road to ice. That's the 3rd car lost. Disaster at 355,480 as he loses yet another car (the 4th), a very disheartening crash occurred. Right off the change from icy to regular road he was about to enter the weapons van when the car was hit...I'm not 100% sure but I think an "Enforcer" vehicle shot him, although it could have been a copter bomb right underneath the ramp going into the weapons van. Either way, Mark said "Oh MAN !!", obviously disappointed at the veritable unfairness of the situation. I was watching it and know what must have been going thru his mind. 377K - enters 11th land 398K - enters 11th water - approx 40:50 405K - enters 12th land 425K - enters 12th water - approx 43:48 434K - enters 13th land 488K - enters 13th water - approx 49:53 Aha !! My key observation starts now. The 13th "sequence" is more than twice the duration in between the previous sequences...unlucky 13, I suppose, but no one to date has mentioned or pointed this fact out. What it means, I have no clue...but keep reading as I've annotated where else these extended sequences take place. You never know how important (or not) this observation will be. At the very least it would be interesting to know if other "Spy Hunter" games played to this duration behave the same, sequence-by-sequence. 497K - enters 14th land 550K - enters 14th water - approx 55:59 Another "long sequence". And, sadly, another car was lost, the 5th, at 541,350 points. Mark carefully shot a "Switch Blade" car well in front of him, but accidentally ran into its wreck while avoiding a copter bomb. 556K - enters 15th land 577K - enters 15th water - approx 58:50 The duration between the sequences is back to what would be called "normal"...off that only after the 13th and 14th stages (thus far) the sequence duration was longer than all the others. 587,500 points - the timer passes the one hour mark !! 585K - enters 16th land 604K - enters 16th water - approx 1:01.45 I have to tell you that the 16th water sequence was THE TOUGHEST in the game for Mark. the copter was relentless in pursuing him, and he almost was bombed the instant he left the water and reached dry land. 614K - enters 17th land 636K - enters 17th water - approx 1:04.54 A cry of "Yikes...yikes...get over !!" is heard from Mark right before the 17th water sequence began. A very precarious situation unwound...the roads were icy, and he had to escape certain death by getting into a weapons van. Unfortunately, as it coasted towards the right, the break to the water section ("Bridge is Out") came up, and he was this close to not being able to get safely into the corridor leading to the water. I think he made it with less than an inch to spare !! 641K - enters 18th land 664K - enters 18th water - approx 1:07.57 671K - enters 19th land 717K - enters 19th water - approx 1:13.19) Another long duration between the sequences...so that's stages 13, 14 and 19 thus far. No discernible pattern yet, but an interesting fact. At the 697-700K thresholds, Mark was in a tight bind. he had three (3) "Bullet Proof Bomb" vehicles in front of him, a copter dropping bombs from above, and at least one very determined "Switch Blade" trying to get him from the bottom of the screen. This chase kept going for quite a nerve-wracking while, until 711K when the weapons van came and was probably the best sight that Mark had seen in a very long time !! 726K - enters 20th land 746K - enters 20th water - approx 1:16.16 Hey...the 20th sequence set !! Thus far only one (1) other individual on record reached this lofty mark...and I'm guessing he did because in "Spy Hunter", shooting certain opponents temporarily disables point scoring, and whether you travel from point "A" to "B" fast or slow, the same point value is awarded overall. So, I am reasonably certain that unless Mark's competitor was ultra aggressive with the point-based enemy vehicles and the copter, he probably also lived to tell up to this point. 755K - enters 21st land 773K - enters 21st water - approx 1:19.25 -------------------------------------------------------------------------------- Mark Loses his 6th car at 758K in another tough spot. Coming into ice, an "Enforcer" and "Switch Blade" vehicle are each right next to him on one side, and where the road is, his only viable escape route in these tight quarters, an "Enforcer" vehicle was on the side of the road. Mark didn't even have a chance on this one, folks, so he did the only possible alternative...brake, and see what happens. Well, that shook off the enemies on the road, but before he could react the "Enforcer" parked on the side let him have it with a bullet. Virtually no way out of this one...and so very close to a new world record. 782K - enters 22nd land 800,100 points exactly - enters 22nd water - approx 1:22.25 A few things to comment on here... At approx 795,300 points, a dirty little "Enforcer" car was parked on the side of the road as Mark zoomed ahead to avoid a copter, and just BARELY missed Mark's ca with a shot !! Now, Mark didn't say a word that I could hear, but if I was in his shoes, I would have though to myself "You dirty BUM !!", or at least something to that effect. But knowing myself the way I do, I am sure I'd have shared my thoughts audibly with anyone within earshot. As mark passed the 794K barrier, I should have mentioned, he was so pre-occupied with the action at hand that he didn't distract himself by calling out to anyone present that he has just broken the world record. But I lived through his climb, on tape at least, and know he must have felt quite proud at this point...and rightly so. At the 800K barrier, Mark just entered the 22nd water sequence and shouted out "800,000 !! WOW !! Hah !!" as he exulted in not just passing the world record less than a minute ago, but also the 800K barrier, which his now 2nd place competitor just missed years back. Mark was now in uncharted territory, both for himself and "Spy Hunter" in general. His next comments were understandably concerned as he blurted out "Hope that camera's recording !!". Trust me, Mark, it was. 807K - enters 23rd land 828K - enters 23rd water - approx 1:25.10 Mark is playing very quietly now, past the excitement phase and concentrating on his game play...knowing that every decision, and every second he lasts, means a higher score. He cruises through the next sequence with moderate enemy opposition, but comes thru unscathed. Just 16 seconds into the 23rd water sequence, he is trapped by a very aggressive sea vehicle that catches him with a missile...one of the banes of the previous 400K+ game that he submitted for verification several weeks ago. Time of game is 1:25.26 and final score...832,620 points, a new world record !! Mark takes the time for the game demo graphics to keep playing until the high score screen is eventually reached. "Almost...there you have it...832,620 !!" he proudly says. And fellow gamers, the best part here was seeing the legacy on this machine....every single score below this one was 500K and up, each and every one good enough for 2nd place before this breakaway attempt, the highest being a 587K he opted not to submit as he kept refining his game. He told me that he was getting better, but I had no idea as to what extent, until now. Mark continued to record as he pulled up the admin settings screen and showed difficulty setting of three (3), which is TGTS for the title. the bonus vehicle thresholds were also displayed here, but then again they come up in the demo screen at some point. Mark spent the last few minutes of the tape proudly showing me his private collection of his favorite classic titles....some pinball ("No Fear, "Black Knight 2000" and his holy grail, as he calls it, "Haunted House", an interesting 3-tiered game with eight flippers !! His arcade collection included "Spy Hunter" (of course), "Street Fighter 2 CE", "Sega Outrun", "Dig Dug", a recent "Galaga/Ms Pacman" anniversary combo machine (which he says has a hidden "Pacman" game inside), and hidden in the garage is a rare title, "720 Degrees". Hmmm...wonder if he knows the trick to cause a game crash by jumping your skater off the playfield ? Saw that one at NYC's "Station Break" arcade many years back. But I digress... He finished the "tour" with his private game room area that was a work in progress... lots of outlets just awaiting proper usage. Definitely something he can look forward The video camera now indicated 6:45pm and the tour was over. Mark said "Goodnight !!" and the taping ended there. **************************** FINAL COMMENTARY Congratulations to Mark Little on behalf of Walter Day, myself, and all of my fellow Twin Galaxies staff members, for an incredible achievement on a prestigious title like "Spy Hunter". When I think about it, the most popular "driving-based" titles rarely last longer than 10-15 minutes, at most, and technically this is a driving based title. Except for the modern title "Crazy Taxi", I cannot think of any other title off the top of my head in which someone kept the game going for so long, assuming the game allowed infinite play. I'm sure I might have forgotten a title or two that allows for this, but regardless, this is an impressive achievement indeed. Well done !! Robert _________________ Robert T Mruczek Twin Galaxies - Editor and Chief referee Star Wars classic arcade marathon champion rmruczek(at)doremus. (work E-MAIL) ****************************** -------------------------------------------------------------------------------- Twin Galaxies in the News Link 8/18/2003 His passion? It's hunting down a record Doylestown Intelligencer, Doylestown, Pennsylvania His passion? It's hunting down a record By JESSE ABRAMS-MORLEY, The Intelligencer The new world champion doesn't live in a mansion. He doesn't wear a championship belt. And he's not likely to be spotted on a red carpet anytime soon. Where Mark Little can be spotted - sometimes for several hours at a time - is in his basement, playing arcade games that haven't been popular since the 1980s. Now, Little has something to show for his hard work. The 25-year-old electronics technician from New Britain this summer broke a 19-year-old world record for the highest documented score in the arcade game "Spy Hunter." After totaling more than 800,000 points while playing the car-chase game in late June, Little sent a videotape of his performance to Twin Galaxies, the organization responsible for maintaining high-score records for video games. Twin Galaxies verified Little's score and will include him in its next book of world records, due out later this year. "It's kind of an exciting moment," Little says. It was a moment a long time in the works. Born and raised in Doylestown, Little says he started playing video games before he entered kindergarten. He liked Atari, the most popular game system at the time. But he always had more appreciation for arcade games, which he played every chance he got. "Every time we'd go to the store, I used to mooch quarters off my mom and grandma," Little says. He played classic titles, such as "Donkey Kong," "Pacman," "Ms. Pacman" and "Spy Hunter." It wasn't the plot or graphics, but the opportunity to compete directly against others that drew the youngster to the arcades. "Basically it was a chance ... to get out and pit your skills against everybody else in your local neighborhood and local arcade for the chance to get your name on top of the scoreboard," he says. "It was kind of a high when you would see that you knocked down everybody that was best in your neighborhood." The arcade became the place to go for many children of the 1980s looking to make a name for themselves and gain respect. "The age of video-game arcades was a seriously big phenomenon," says Walter Day, who edits Twin Galaxies' book of world records. "I'll bet a million people across the world were vying for the world record in 'Spy Hunter' and other games." Gamers formed their own subculture, trading secrets and codes that were helpful in beating games. Tricks and tips "would proliferate like osmosis," Day says. Even with all the competition and cooperation, the world record in "Spy Hunter" stalled at 794,495, a mark Brian McDowell, then of Harrell's, N.C., set in June 1984. Day says he doesn't keep in contact with McDowell and doesn't know where the former record holder lives. Most people gave up trying to beat his mark a long time ago. But not Little. He bought the game about three and a half years ago and started playing it in his basement. Around the beginning of April, he began a regimen of playing for at least an hour and a half each night, hoping to earn second place on the all-time high-score list. "I would basically just lock myself away from everybody, really try to focus on the game and really take a shot at it," Little says. After about a month and a half, the longtime video-game player captured second-place honors, but he decided to keep up his intensive playing. And almost 19 years to the day after McDowell set his seemingly unbreakable record, Little broke it. The big game started with Little dodging enemies and scoring more points early on than most "Spy Hunter" aficionados total in an entire game. Little cruised until he lost his second-to-last car at the 758,000-point mark. Less than 40,000 points shy of the world record, he drove onward, while computer-animated helicopters and cars tried to derail his moment of glory. "When you're that far ahead in the game, the game pretty much has no mercy on you," Little says. "The original designers of this game never wanted somebody to be able to play this game for over an hour and a half on one quarter." But Little defied their wishes and dodged just enough enemies to score 832,620 points and set a world record. "This is quite an accomplishment," says Robert Mruczek, who verified Little's score for Twin Galaxies. "He has mastered an extremely difficult game, and he currently has no viable competition." Except himself. Little says he eventually wants to score more than 1 million points, though he is going to take some time off from "Spy Hunter." He will still be playing video games, however. With 12 other titles in his basement, including pinball machines, Little has more than enough games to keep himself occupied. He started collecting games about seven years ago by purchasing a machine from a bowling alley. After buying the games, he restores them to their original form, sometimes spending as much as 100 hours in the rehabbing process. Little says the time is well spent and believes video games can have a therapeutic effect. "It's a great way to just escape from the daily stress," he says. Day agrees that the games have an upside, but he worries about their harmful effects as well. Too many children grow up playing too many hours of games with too much violence, "It simply can't be good to be ingesting that many rays from a screen," Day says. "I don't believe that a person should just be playing video games." Little says he understands the games have to be viewed in the proper perspective. But that won't stop him from playing. "Where else for a quarter could you throw the winning touchdown in a football game?" he says. "Or play basketball with some of the NBA stars? Or drive down a road going 200 mph without having to worry about a ticket? "As with anything else, you do realize that once your game's over, you go back into reality. But it's nice to escape every once in a while." Jesse Abrams-Morley can be contacted via e-mail at jmorley@phillyburbs.com. -------------------------------------------------------------------------------- permafrostrick Referee Location: Baltimore, MD Posted: Wed Jul 02, 2003 3:05 am Post subject: -------------------------------------------------------------------------------- Yes, I remember the typical "loop" taking about 3 minutes.... 18k sounds right after the timer expires as well. I remember driving like a bat out of hell those first 90 seconds. he he I also vaguely remember that after so many loops you do get thrown for a loop(hehe ) where there were odd/unexpected loops. Given I had only done that a couple games and wasn't recording it I never got to objectively watch it to see those kinds of details like #loops before you get the odd ones and how often they occurred etc. oh man, he has a Haunted House pinball!!!!! I am envious. I loved that pinball game...although it was rare to find one where all targets and flippers etc. were all in working order. ...and he is near Philly?!? I just might have to pay him a visit.... Robert, all Galaga machines have a "hidden pacman" inside. You do a certain control sequence(can't remember the sequence offhand..was something like up-down-up-down-right -left-right-left player-1-player-2 etc. but I can't remember it so I'm sure that example is not correct.) and it resets to pacman. Didn't you know that? It's interesting to hear the 20th anniv galaga/mspac also still has it. -------------------------------------------------------------------------------- artz Location: Spring, TX USA Posted: Wed Jul 02, 2003 6:01 am Post subject: -------------------------------------------------------------------------------- permafrostrick wrote: Robert, all Galaga machines have a "hidden pacman" inside. You do a certain control sequence(can't remember the sequence offhand..was something like up-down-up-down- right-left- right-left player-1-player-2 etc. but I can't remember it so I'm sure that example is not correct.) and it resets to pacman. Didn't you know that? It's interesting to hear the 20th anniv galaga/mspac also still has it. Rick, I was under the impression that only the 20th anniversary game has Pac-Man, not the original classic from the early 80's. I could be wrong, but I don't think so. -------------------------------------------------------------------------------- JoeyL21988 Posted: Wed Jul 02, 2003 8:15 am Post subject: -------------------------------------------------------------------------------- Yea, I believe it is only the 20th Anniversary machines. The original Galaga machines didn't allow movement for up and down. ^_^ -------------------------------------------------------------------------------- mandm785@juno.com Location: Doylestown, PA Posted: Wed Jul 02, 2003 11:57 am Post subject: --------------------------------------------------------------------------- Robert, Thanks for the awesome write up on my game! You truly write an amazing report of the game play you view! I guess my next goal, will be to break a million! I plan on looking further into the "patterns" that exist for this game. The road is predictable, but the enemies are not. (At least not for me) The 13th area is you observed, is kind of bizarre, and I will see if I can find further insight or information on it. As far as Pac-Man in the 20th Anniversary, it's hidden at the game select screen. UP UP DOWN DOWN LEFT RIGHT LEFT RIGHT unlocks it. You hear hear a noise, and then if you choose Ms. Pac Man, you'll be playing Pac-Man! -------------------------------------------------------------------------------- Mark Little PS- Did you guys know they have Spy Hunter motion picture movie, in the works as we speak? -------------------------------------------------------------------------------- permafrostrick Referee Location: Baltimore, MD Posted: Wed Jul 02, 2003 12:19 pm Post subject: -------------------------------------------------------------------------------- oh well...I stand corrected. For some reason I thought I was told about that years ago...before the 20th anniversary game was out...but perhaps it was only a couple years ago right when it first came out. You can also find the correct sequence by a simple Google search for galaga easter egg. -------------------------------------------------------------------------------- bondo Location: weare,nh Posted: Wed Jul 02, 2003 3:23 pm Post subject: -------------------------------------------------------------------------------- NICE JOB MARK!!! Shawn and Jason cram congratulate you also, a very long played game indeed. Hopefully we will be able to see you play at one of the tournaments sometime. Are you going to CGE in august? Anyway GREAT JOB! -------------------------------------------------------------------------------- mandm785@juno.com Location: Doylestown, PA Posted: Wed Jul 02, 2003 3:42 pm Post subject: -------------------------------------------------------------------------------- Thanks for the compliments, but unfortunately, I cannot go to the CGE. I am going to try to attend next years TG Funspot tournament next year. I have never been to Funspot, and I really want to make a trip up there! My jaw nearly hit the ground when I saw the list of games, they have posted on their website. -------------------------------------------------------------------------------- Mark Little -------------------------------------------------------------------------------- RMRUCZEK TG Board of Directors Location: Brooklyn, NY Posted: Wed Jul 02, 2003 6:12 pm Post subject: Always 2004...or Later in '03 -------------------------------------------------------------------------------- Mark: So you know, the annual event at Funspot will most likely be next May 2004. However, at some point between Sep-Dec of this year, I will be at Funspot along with Mark Longridge, so maybe we can see you then ? And there is a stand-up "Spy Hunter" there as well !! Robert _________________ Robert T Mruczek Twin Galaxies - Editor and Chief referee Star Wars classic arcade marathon champion rmruczek@doremus.com (work E-MAIL) ****************************** -------------------------------------------------------------------------------- mandm785@juno.com Location: Doylestown, PA Posted: Thu Jul 31, 2003 9:22 pm Post subject: -------------------------------------------------------------------------------- A quick update on this thread- Not to toot my own my horn, but--- I just received an email from George Gomez- the original designer of Spy Hunter! He said that he just read the story of my Spy Hunter new world record, and offered his congratulations. He simply stated it as "Awesome". I found it truly an honor, to receive recognition, on a game, by the designer himself!! This was the best recognition, I could ask for!! George has helped create many others classics, such as Tron, and Satan's Hollow. He was also the man behind many of Williams best pinball machines. _________________ -------------------------------------------------------------------------------- Mark Little Spy Hunter arcade world record -------------------------------------------------------------------------------- bondo Location: weare,nh Posted: Fri Aug 01, 2003 3:31 pm Post subject: -------------------------------------------------------------------------------- Mark, that's great!! maybe you can get him to sign something for you(or sign your game?) and if he does attach it to your spy hunter game. There may be an opportunity for you. -------------------------------------------------------------------------------- RMRUCZEK TG Board of Directors Location: Brooklyn, NY Posted: Fri Aug 01, 2003 6:51 pm Post subject: Contact -------------------------------------------------------------------------------- Hello Greg: Mr. Gomez contacted me as well...asked for information as follows... "As the designer of Spy hunter I read your article with great interest, but something perplexes me...controls, they were the same, what do you mean different?" I'll re-read my article later to figure out what he meant and then will reply with the info. Robert _________________ Robert T Mruczek Twin Galaxies - Editor and Chief referee Star Wars classic arcade marathon champion rmruczek@doremus.com (work E-MAIL) ****************************** -------------------------------------------------------------------------------- arcadenut TG Board of Directors Location: Glendale, AZ Posted: Fri Aug 01, 2003 8:08 pm Post subject: Re: Contact -------------------------------------------------------------------------------- RMRUCZEK wrote: Hello Greg: Mr. Gomez contacted me as well...asked for information as follows... "As the designer of Spy hunter I read your article with great interest, but something perplexes me...controls, they were the same, what do you mean different?" I'll re-read my article later to figure out what he meant and then will reply with the info. Robert Robert, I believe that Mr. Gomez was commenting on your statement that the control layout between the standup and the sit down version were different. Looking at the manual (found at the bottom of this page): http://www.klov.com/game_detail.php?letter=S&game_id=9742 It appears that the controls ARE different, but in the same layout. What is odd, is that the Sit-down only appears to have a single button on it. However, the manual may be incorrect as I seem to recall that you needed two buttons, one for firing and one for your special weapons. I believe this is where the confusion comes in. _________________ Brien King spammehere@arcaderestoration.com http://www.arcaderestoration.com Home of Cart Commander, The Ultimate Cartridge Collecting Utility! -------------------------------------------------------------------------------- permafrostrick - Rick Carter Referee Location: Baltimore, MD Posted: Fri Aug 01, 2003 9:10 pm Post subject: -------------------------------------------------------------------------------- bondo wrote: Mark, that's great!! maybe you can get him to sign something for you(or sign your game?) and if he does attach it to your spy hunter game. There may be an opportunity for you. I agree here. I'm sure he still has many flyers/posters for this game. Perhaps he can send you an autographed copy saying congratulations on the record... and have the score and date too. That would be a cool thing to have and put in a nice frame and put on the wall in your personal arcade. -------------------------------------------------------------------------------- MKM TG Advisor Posted: Fri Aug 01, 2003 9:36 pm Post subject: -------------------------------------------------------------------------------- I used to play this game all the time in a 7-11. Never got scores like that though. Great score! _________________ Please send me a Private Message to get my email for TG/game questions. -------------------------------------------------------------------------------- Spy Hunter - ANOTHER New World Record !! Link Twin Galaxies Forums Forum Index -> Coin-Op Video Games View previous topic :: View next topic Author Message Krayd Location: Surrey, BC Posted: Fri Aug 01, 2003 9:53 pm Post subject: -------------------------------------------------------------------------------- Great work Mark! That is a difficult game. I've played the shockwave version. My highest score was 20,005 points (which just beats the score of the default #1 high score of 20,000). Is there a score you are working to get to? Like a million points. Is there a score that you would retire from the game after getting? _________________ GTA: Vice City WR Completion Time - 3 hours 59 min 3 sec ( 03:59:03 ). Fastest GTA III Completion Time - 1 hour 51 min 48 sec ( 01:51:48 ). Currently working on: BOUNTIES!GTA III -------------------------------------------------------------------------------- RMRUCZEK TG Board of Directors Location: Brooklyn, NY Posted: Fri Aug 01, 2003 10:15 pm Post subject: Info from the Designer !! -------------------------------------------------------------------------------- Hello fellow gamers: Enjoy...George Gomez sent me some cool info. Robert ****************************** FIRST E-MAIL The games may have been modified but my original design for both upright and sit-down were identical. And they were produced that way if only because of the economies of manufacturing. Which means: why make different parts, since it will cost less to make more of one design. Spy hunter 2 which I had nothing to do with was different. On my game both left and right grips should each have a trigger and a thumb button, in addition to the center button (call weapons van). The shifter was a 2 position device, low and high. Of course there was the gas pedal and a series of dashboard weapons lights for machine guns, missiles, oil slick and smoke. After the first few thousand games the grips were retooled in plastic and they went on to be used in hundreds of different games. They were licensed to Happ controls in the late 80's and they have been on almost every manufacturer's games at one point or another. The original sand cast aluminum grips(painted black) were actually molded directly from patterns that I carved and they had softer contours and were more comfortable but they were also very expensive. So to cost reduce them the company took the grips and retooled them to be injection molded plastic. However the patterns for the plastic grips were made off the engineering drawings and the drawings of that era were not as representative of the actual parts I carved, since they were made after my patterns instead of before. I have the original wood patterns along with some other stuff from development of the game in a box somewhere. When I have time I'll dig it out and send you photos. The guys working on the current game were asking for that stuff also. GG SECOND E-MAIL Oh I see what you are referring to , I just looked at the manual schematics. That drawing is incorrect. It is merely representative. Actually the control grip assembly that is illustrated is from a game made prior to SH. The name escapes memory but it was a black and white game that had a knock off of the Death Star trench scene with Tie Fighters coming at you. It was designed by a guy named Dave Needles and miraculously the company never got sued by Lucas. The grips that are drawn were merely bicycle hand grips with a Radio Shack thumb pushbutton switch. No Spy hunters were ever produced with those grips. _________________ Robert T Mruczek Twin Galaxies - Editor and Chief referee Star Wars classic arcade marathon champion rmruczek@doremus.com (work E-MAIL) ****************************** -------------------------------------------------------------------------------- MRX Location: Ny Tx CA Posted: Tue Sep 23, 2003 2:43 am Post subject: yes -------------------------------------------------------------------------------- I know _________________ It was a joy to play In the 10 year span From 75 to 84 When I was still a young man -------------------------------------------------------------------------------- squarefishx2 Location: Phoenix, AZ Posted: Sun May 23, 2004 9:01 pm Post subject: Re: Spy Hunter - ANOTHER New World Record !! -------------------------------------------------------------------------------- RMRUCZEK wrote: Hello fellow gamers: -------------------------------------------------------------------------------- A very determined Mark Little, who hails from Pennsylvania in the USA, has finally taken down a VERY tough score to beat...the 794,495 on "Spy Hunter" by Brian McDowell this past June 20th. Playing at home in his private arcade, an eclectic collection of his personal favorite pinball and arcade titles, Mark captured an incredible performance on video camera of 832,620 points, lasting almost 90 minutes and beating his previous verified personal best by almost 400K. Robert ---------------------------------------------------------------------------------- -------------------------------------------------------------------------------- Mark Little's Second Place World Record Results by Robert Mruczek: Link ---------------------------------------------------------------------------------- Spy Hunter - 2nd Highest Score Verified !! Twin Galaxies Forums Forum Index -> Coin-Op Video Games View previous topic :: View next topic Author Message RMRUCZEK TG Board of Directors Location: Brooklyn, NY Posted: Mon May 05, 2003 11:02 pm Post subject: Spy Hunter - 2nd Highest Score Verified !! -------------------------------------------------------------------------------- Hello fellow gamers: I just finished verifying the 2nd highest score in the world on arcade "Spy Hunter" achieved April 20th, 2003 by Mark Little of Pennsylvania in the USA. -------------------------------------------------------------------------------- Mark reached a score of 435,465 points playing at TG settings in this most exciting classic arcade title. Game fans well appreciate the "Peter Gunn music chosen for the game and it often makes the list of gamers' top ten favorite titles of all time to play. The score took roughly 44 minutes to accomplish as Mark averaged 100K per 10-10.50 minutes of game play, and we believe that this is the first arcade submission captured on videotape for this title. Mark started off with a bang...he didn't even die until 109,500 or so, and that was on an icy road, one of the tougher aspects of the game to negotiate. He mentally regrouped and hung onto the second life until 237,095 points when a sudden appearance of a helicopter's bomb on the main road caught him off guard. He kept going again until he reached a little over 311K and encountered a devastating combination of a helicopter on an icy road with "Enforcer" cars right by the weapons van during a turn...the copter bomb got him again. Mark sounded surprised when he died not more than a few seconds later at 311,805 points...while trying to start his next vehicle he ran right into an "Enforcer" car's wheels and skidded right off the road into a crash. At the 329,850 mark encountered a very unexpected missile attack that was launched from behind. Being that this was the first time I witnessed a score so high, I was surprised myself !! This happened of course in the water. He continued up to 380,100 or in a most non-non, non-non heinous way (guess who saw "Bill and Ted" like 75+ times ?)...he was this close to the weapons van when an "Enforcer" vehicle parked on the side of the road shot him, just like that, perhaps a half inch from entering the van. That was SO bogus !! The final death occurred once again in the water, actually the 12th time he entered the water. He was a few seconds from reaching the end of that sequence when yet another missile snuck up from behind, as equally unexpected as the first occurrence. So there you have it...and Mark is now trying to score even higher before the 2nd Book is released. According to Mark, he has already reached a slightly higher score, just 7K more, but is trying for even higher before sending me another official submission. Congratulations, Mark, for a most excellent performance on one of the best games ever made in the 1980's !! (Well, in my opinion, at least) Robert _________________ Robert T Mruczek Twin Galaxies - Editor and Chief referee Star Wars classic arcade marathon champion rmruczek@doremus.com (work E-MAIL) ****************************** -------------------------------------------------------------------------------- bondo Location: weare,nh Posted: Tue May 06, 2003 5:09 pm Post subject: -------------------------------------------------------------------------------- Mark, are you planning on attending the funspot classic at the end of may (may 29-june 1) I'm sure many people would enjoy watching a game of that kind of score. That's an AWESOME GAME, fun to watch NICE JOB KEEP PRACTICING. -------------------------------------------------------------------------------- RMRUCZEK TG Board of Directors Location: Brooklyn, NY Posted: Tue May 06, 2003 6:39 pm Post subject: Let's See -------------------------------------------------------------------------------- Hello Greg: I'll ask Mark if he can attend...I believe he is an east-coast player...oh yeah, dummy, I mentioned Pennsylvania in my article !! Anyway, I'll ask him. Robert _________________ Robert T Mruczek Twin Galaxies - Editor and Chief referee Star Wars classic arcade marathon champion rmruczek@doremus.com (work E-MAIL) ****************************** -------------------------------------------------------------------------------- permafrostrick - Rick Carter Referee Location: Baltimore, MD Posted: Tue May 06, 2003 10:43 pm Post subject: -------------------------------------------------------------------------------- Not sure how factory settings compare to TG settings, but I had turned over Spy Hunter back in the 80s. It was so easy to do I never bothered to even submit it thinking odds were many had accomplished it. Unfortunately in mame the game doesn't play all that well....but I do need to play with the analog controls more...but still doesn't have anywhere near the control the arcade game has. I haven't seen one of the arcade ones since the 80s. -------------------------------------------------------------------------------- RMRUCZEK TG Board of Directors Location: Brooklyn, NY Posted: Tue May 06, 2003 11:10 pm Post subject: Factory -------------------------------------------------------------------------------- Hello Rick: Not exactly sure what "factory" settings are...does MacMAME allow you to reset to defaults ? Worse comes to worse, ask an owner on the www.vaps.org site what the defaults are. Robert _________________ Robert T Mruczek Twin Galaxies - Editor and Chief referee Star Wars classic arcade marathon champion rmruczek@doremus.com (work E-MAIL) ****************************** -------------------------------------------------------------------------------- mandm785 Guest: Mark Little Posted: Wed May 07, 2003 7:42 am Post subject: Spy Hunter Scores -------------------------------------------------------------------------------- Hello, Unfortunately I will not be able to attend the Funspot tournament this year. I REALLY hope to make it up there, as I have never been there. I've heard and read so much about the place, it's got to be worth the trip!! -------------------------------------------------------------------------------- RMRUCZEK TG Board of Directors Location: Brooklyn, NY Posted: Wed May 07, 2003 2:05 pm Post subject: One More Possibility -------------------------------------------------------------------------------- Hello Mandm785 Mark Little: There are two (2) more possibilities to play at a live TG event. The first is the upcoming "Mall of America" festival in Minnesota, but you need to check with Walter Day first to ensure that the title is available. A second event is in the works down the road. No specifics yet, but when we know all the facts, we'll post the details here. This one's awhile off so for now this is a heads-up well in advance. Robert _________________ Robert T Mruczek Twin Galaxies - Editor and Chief referee Star Wars classic arcade marathon champion rmruczek@doremus.com (work E-MAIL) ****************************** -------------------------------------------------------------------------------- ---------------------------------------------------------------------------------- http://www.cubeman.org/dru/?q=node/view/3 Paul Dean's Spy Hunter Record: Link Submitted by cubex on Thu, 05/20/2004 - 01:14. In Classic Arcade news Paul Dean's 1985 World Record on the game Spy Hunter has once again become a hot topic for discussion. Paul reports that the game took 11.5 hours. Check out all the details at Paul's Web Site http://www.spyhunter007.com/ I just read here about Paul Dean's Spy Hunter Record set in 1986 of 9,512,590 -- And checked the Twin Galaxy scoreboard which confirms the high score. So which is correct? (and I would love to see Mark play Spy Hunter at some point.) _________________ "Photography with a Vision" www.cooganphoto.com www.cooganphoto.com/gravitar - dedicated to the 1982 Atari classic video arcade game Gravitar. Hints and playing tips with screen captures, etc. included... Gravitar 3,652,700 ------------------------------------------------------------------------------------- December 9, 2004 BELOW ARTICLE FROM: PINBALL NEWS Link www.pinballnews.com Reports and comments from the U.K. PINBALL EXPO 2004 We've reached the third part of our Pinball Expo - the fireside chats and the final seminar. The name of the fireside chat reveals its origin - a cozy, intimate discussion between the guest and the audience held in Expo organizer Rob Berk's hotel suite. Over the years these chats have become increasingly popular, which resulted in a crowded hotel room with some people unable to see or hear the guest, like in this chat with Larry DeMar last year. Below are the results of the George Gomez Chat. ------------------------------------------------------------------------------------ GEORGE GOMEZ BIOGRAPHY BELOW: Link ------------------------------------------------------------------------------------- George Gomez George Gomez (born June 1, 1955) is a video game, toy, and pinball machine designer. He was educated as an industrial designer at the University of Illinois in Chicago. The name of the spy hunteer car, the G-6155, C.I.A. Prototype Interceptor is a clever tribute to designer George Gomez as the the numbers on of the car stand for his birthdate. Additionally, the car in the game was modeled after a 1983 Z28, which is featured in the brochure for the game. George has a special place in the heart of Pinball Expo attendees. It was he who spoke at a seminar in 1999 about Pinball 2000 and told the audience how he feared the platform would never get the chance it deserved to fully develop. He was very downbeat about Williams pinball division's future - a sentiment borne out a few days later when its closure was announced. So, we can trust George to tell it like it is. George Gomez - Pinball Expo 2004 i.e. Fireside Chat The audience had been primed by Steve Ritchie and Ray Tanzer to fire rubber bands at George as he began to speak. In retaliation, George showed this cartoon by Pat McMahon of Steve as a slot machine designer. When he left college George got a job working for Midway, originally in the mechanical engineering department making control interfaces and cabinets and later working on video game design. He worked on the Spy Hunter video game developing software and designing controls. At night, he used to head over to the pinball division and play their Firepower 2. He spent seven years in the video game department but wanted to make something more tangible and real, so he left to become a toy designer. George played a slideshow of some of the toys he designed including Crash & Bash (trucks that would crash into each other with various parts flying off) and Wearable Warriors (a range of hi-tech watches and other jewelry with built-in gimmicks and characters). He said this work was fun and paved the way for this later work designing pinball as he could understand how mechanisms worked and put things together. How George's toy design skills complemented his pinball design 329KB MP3 Link Later, Incredible Technologies hired George as an independent contractor to design Battle Tech centers - arcades where you could play games against fellow players - for a client of theirs. George Gomez Developed Battle Tech Player Pods He came up with this concept for the player pod which was installed in their locations for six months until the client company's constant late or non-payments caused George to leave. He then designed a number of novelty games for Bromley, one of which was noticed by Pat Lawlor and Larry DeMar at an AMOA trade show. That recognition was to prove valuable a couple of years later when a position opened up at Williams for a novelty game designer. Also while making novelty games for Bromley, George was at an arcade when they brought in a Terminator 2 pinball on test. He was getting frustrated with the restricted number of features he could put in his games so when this new pinball showed up he tried it and realized he could design these games too. How George started making pinball games 447KB MP3 Link One of George's early design ideas was a 3D version of Steve Ritchie's Hyperball game, where small plastic balls could be shot through the air at a series of targets, either as a single player or head-to-head game. When designing, whether it is a single part or an entire game, George likes to sketch his plans as a way of trying out concepts. He said he doesn't always know where he's going with an idea but sketching it usually helps clarify matters. As an example, he showed this preliminary sketch of Lord Of The Rings. There are some obvious differences to the final game with the ring in the centre of the playfield and no Paths Of The Dead upper level but the sword lock and falling tower were included. There was also no Balrog guarding the centre ramp. His part is taken by a cave troll hiding behind some rocks. George talks about his early Lord Of The Rings design 409KB MP3 Link Before he started designing Lord Of The Rings, George wasn't a fan of the books but was working with several people who were exceptionally familiar with the theme. George read the books and watched the movies to familiarize himself with the subject of his game. The trouble working with Lord Of The Rings fanatics 409KB MP3 Link Turning to internet reviews of his games, George said that despite not wanting to be influenced by the online comments, he usually found it impossible not to read what people are saying about his games when they go out on test. Sometimes, he said, those comments are right on the money but other times he has to just roll his eyes. One comment that particularly infuriated him was a suggestion that Monster Bash - his personal favorite - was a rip-off of Attack From Mars. Saying that he had been waiting since 1999 to do this, he showed the AutoCAD drawings of the two games side by side to illustrate the lack of similarity. Monster Bash vs. Attack From Mars Looking at the Pinball 2000 platform, George said he didn't know how it could have developed because there were many ways for it to move forward. As one of the originators of Pinball 2000, he said they completely redesigned everything in a pinball game except the flippers in just nine months and he thought it could have gone way beyond what the first two games did. Interestingly, he said that he didn't intend Pinball 2000 to replace the traditional style of pinball but to run alongside it, giving Williams two product lines. Describing the product launch at ATEI in London in 1999, George admitted that the team wasn't ready and there were still a large number of bugs in the game which caused it to crash on the show floor despite spending days and nights working on the system in the days running up to the show. He said the operating system was completely new and many of the programmers were not used to thinking in the certain way the system demanded. The company sold a large number of Revenge From Mars games and George mused if they had sold more Star Wars Episode One games the company may have taken a different view and not shut down the division. Turning to Monster Bash, George said it was one of those situations - and you can't plan it - where you have the right team, the right energy and everything just comes together. The team decided early on not to try to make the monsters scary because they just weren't anymore, so they would make them funny instead and put them in a situation to tie in with the music in the game. Hence, they put them in a rock band and sent them on tour. George loved the way he could play with the characters, despite them already being established, and give them personality traits to fit in with the game. George talks about the Monster Bash design process 369KB MP3 Link Playing with the characters in this way required a cooperative licensor, and George described Universal Studios as very forgiving. Roger Sharpe (in charge of licensing at Williams) spoke from the audience and explained how Universal were in the process of re-launching the monsters and wanted to keep them pure to the original concepts when along came Williams wanting to put them in a rock band. There was a division of opinion at Universal, some wanting to stay true to their origins while others wanted to go with the rock band idea as a way to re-energize the brand. After seeing the games and getting approval from other licensees, they gave their permission. George described the amount of engineering time spent trying to get the best from the phantom flip feature. This was one of Lyman Sheat's pet projects and he had George try numerous different inlane switch combinations to get the most reliable results. He estimated a third of the engineering time was spent on this one feature. Moving to more recent events, George said he was approached by Stern and asked if he would do a game for them. He agreed if it was on his terms, meaning he couldn't work at Stern full time because he already has a full-time job leading a video game design team for Midway, so would have less involvement in the overall project. They agreed and Playboy was the result, followed by Lord Of The Rings. It means that George delivers the playfield sketch and other information about the layout and three weeks later Stern guys call him and invite him back to look at the result. He says he misses the team spirit, the hanging out and the practical jokes because he's not there very often. It's almost like a hobby for him now although it remains fun. Finally, there was a gathering of all the people in the audience who had worked with George at Midway, Williams or Stern. George Gomez, in Middle with Midway, Williams and Stern Employees So that concludes our report from the two fireside chats. It's clear that they have outgrown the confines of Rob's hotel room but in moving to the Grand Ballroom they have also lost much of the intimacy and become more like seminars which is a shame because part of the attraction of the format was the informality, most of which has been lost. But that said, this year's guests provided some excellent entertainment and some interesting insights into the design processes and methodology from some of pinball's greatest designers of recent years. But that wasn't the end of the talks because squeezed into the schedule on Saturday afternoon was a late seminar by another great pinball artist. -------------------------------------------------------------------------------------- lead designer George Gomez talk about their iced out one-on-one basketball game. NBA Ballers: George Gomez Interview Link March 10th, 2004 George Gomez, Lead Designer, of Midway spoke to us about NBA Ballers and gave us an inside look at the game so we could bring those details directly to you. "The thing I am most proud of is that it this game is not like any of the other basketball games," said Gomez. "This is the most developed version of an NBA athlete in a virtual format on the shelf today. I want you to pick this game up...It's way more than attributes that's determining whether Shaquille takes a three or not." Link Although a lot of people are trying to relax and catch their breath, there is clearly a lot of tension in and around Midway's Chicago office. Lead designer George Gomez just got back from a week of skiing in Aspen and wasn't in the office for five minutes before phone calls began pouring in from the NBA, asking us to change or fix issues that they had with the strategy guide we've been editing for our buddies over at Brady Games. Link The NBA Fastbreak design team Mechanical Designer Tom Kopera, Software Engineer Tom Uban, and Game Designer George Gomez tip off at the ASI '97 show in Las Vegas. Link George Gomez, Lead Designer, of Midway spoke to us about NBA Ballers and gave us an inside look at the game so we could bring those details directly to you. Postal Mail: WMS Industries: Link 3401 N California Avenue Chicago, IL 60618 WMS via telephone at 773-961-1000. Links to other Manufacturers: Link For the readers who are unaware of your many contributions to the video game industry, please provide a little background information on some of your more notable work before NBA Ballers. tron George Gomez: I worked on TRON and the original Spy hunter back in the '80s. I designed toys for 5 years and I designed Pinball machines for 6 years. NBA Ballers plays like much more than a one-on-one basketball game. Describe the elements which make Ballers as much about the lifestyle as it is about the on-court action. George Gomez: Well what we wanted to do was to create a level of character distinction similar to a fighting game. Where there was much more than just attributes to differentiate players. We did this with the Specials and the move sets. The lifestyle elements were a natural component. The lifestyle elements made it easy for us to distinguish our game from all of the other basketball games out there. We have the rides, the cribs, the crews, the ice, tats, kicks, and fashion to really set your ballers apart from all the rest. Link George Gomez who spoke about the T.V. Tournament and Rags 2 Riches game modes. Once George finished, he handed it off to Mark Turmell whom addressed the press and said (in a nutshell) "You were all so skeptical that we couldn't pull it off. I'm here to tell you that we did and this game kicks ass." He is right. Link Slam 'N' Jam and Dunk That Punk - NBA Ballers is Blasting Onto the Court by Louis Bedigian "From the outset we wanted to make sure that the single player experience in NBA Ballers supplied at least 30 hours worth of valuable game play for the average player." NBA Jam is out. Not out of style, but out of the race for the best basketball game. Where has the series gone? To gaming Heaven, we hope not. Surely it has to be revisited someday. But until that day comes, Midway has a new b-ball game that's set to shake things up: NBA Ballers. It's not an NBA Jam clone, nor is it an NBA Street-wannabe. NBA Ballers is a unique, one-on-one basketball game that hopes to take stylish game play to a whole new level. "From the outset we wanted to make sure that the single player experience in NBA Ballers supplied at least 30 hours worth of valuable game play for the average player," said John Vignocchi, game designer for NBA Ballers. "With that said there are well over 300 different matches in NBA Ballers, all with varying rules and objectives. In one match you might find yourself playing against TWO opponents, while in another only 3-pointers count towards a score. Mixing up the game play like this provides lots of fun and challenge and keeps things fresh as you go along. Not only do we constantly change up the rules in between matches but we also "theme" the various challenge ladders. Certain ladders are comprised of only centers, while others feature speedy guards. These various challenge ladder themes mixed with the rules and objective matches make character selection key and bring a lot of depth to the overall game." Anxious to jam, we sat down with John Vignocchi and lead designer George Gomez to get the full story on Midway's latest evolution in sports gaming. Nearly every basketball game on the market is a sequel. They all have some groundwork to base their game on, but you guys don't have that luxury. How do you start a game of this stature from scratch? Where do you begin? George Gomez, Lead Designer: Well that's one of the reasons that it has taken so long to do this game. You start by trying to come up with an idea with substantial points of difference from what everyone else is doing. Then you need a game engine to allow you to build your game on, and then you can begin to develop and implement. It's not easy because the engine is being developed concurrently with the game. And the longer you work on the game the more ideas you get and the more the concept evolves and this requires more and more assets, etc. NBA Ballers: George Gomez Interview Link By: Dale Nardozzi - "Legba" March 10th, 2004 NBA Ballers You have been involved in the video game industry long enough to see many advancements in both development software and console hardware. How do these advancements make your job easier? In what ways do they make your job more difficult? George Gomez: Well the magic of things like database driven components allows the designers more control than ever. Things that used to take a long time to implement are now very easy to do. In addition this allows us to experiment and tweak things which in the old days were strictly the province of the programmer. Our job is tougher because of the sheer amount of content that is required to compete in today's market. NBA Ballers has 3 single player game modes, 2 head to head modes, a practice mode, 2 complete create a baller modes, 50 live action movies, a currency system, the first story mode in a video sports game, a mini game, codes, un-lockables, music, and the list goes on. In the old days just one game mode was all you needed. ------ ----------------------------------------------------------------------------------- 05-29-2004 Update on the Twin Galaxies Spy Hunter score 'reinstatement' Link It seems that this situation has become a saga, of sorts. Apparently, Rob Mruczek jumped the gun, and announced to Paul Dean (and, myself, in an e-mail carbon-copy) that his score was reinstated, before actually getting a final 'thumbs-up' from Walter Day. Because of that, my news story of the 18th (and a Funspot post the next day) was apparently a surprise to the listed record holder for the game ------------------------------------------------------------------------------- Mark Little, who made 832,620 points in June of 2003), who not so happily announced the news himself on the TG forums, here. As you can see from the various replies, this is an interesting story, and one that may serve to help everyone decide on a fair way of dealing with questioned scores from the 'Golden Era'. A number of great ideas have been thrown out (including some thought-provoking ones from Darren Harris), but one thing that someone pointed out to me makes for a curious situation - according to TG's own challenge rules (see section 8.6, 4), a player whose score is being questioned must (of course) be located for the challenge to be issued. One must presume that if the player isn't located (as in most all of the cases of the infamous 'pulled' scores), then the challenge, and the possible take-down of the score, cannot proceed. Yet, it did. Now, with the background in place, I'll move on to the reason for my news item today. On his web site, Paul posted an important development that detailed a conference call between him, Mark Little, and Walter Day. The gist of it is that Paul will have time to recover from a back injury that he is currently suffering, and then he will have to beat Mark's score in order to 'prove' his abilities. If he does not, then his score will be moved to a newly developed high score list that will serve to separate modern scores (with their more stringent proof), and classic era scores, where the proof was lesser. Only time will tell the result of this situation, but, you can be sure that it will be reported right here, as soon as things are resolved. Good luck to Paul, and, I hope that everyone is ultimately satisfied with the outcome of this important scoring issue. 05-18-2004 Twin Galaxies reinstates 'pulled' Spy Hunter score I think this is a first - today, after a long-term effort by Paul Dean, Twin Galaxies has reinstated his 1985 Spy Hunter score of 9,512,590, which was accomplished on 06-28-1985 at the Upland Family Fun Center in Upland, California, during the 1985 Video Game Masters Tournament. The score was originally 'pulled' (even after appearing in print in Walter Day's 1998 record book) a few years back, along with a number of others from the VGMT contests of the mid-80's (namely: Star Wars, Joust, and Robotron). I'll have more on the removal of all these scores, in a future article. Well, due to the effort on Paul's part, and thanks also to time spent by Rob Mruczek, and apparently Walter Day himself, the Spy Hunter score is back where it belongs - as a recognized true world record. An even bigger thanks goes out to none other than a very famous CAG HoF'er, Phil Britt, for his verbal confirmation of the veracity of Paul's score, and his play, on that day in 1985. The full story on this accomplishment (both the original game, and the efforts to gain reinstatement) will be appearing on CAG very soon, so be sure to check back to get fully informed on Paul's once-in-a-lifetime game ! In the meantime, you can check out a lot of gaming information on Paul's web site, at www.spyhunter007.com. -------------------------------------------------------------------------------------- Posted on Mon, Mar. 22, 2004 Link Females take controls, too, at video-game expo By Natalie Pompilio Inquirer Staff Writer And couples who play together stay together. -------------------------------------------------------------------------------- Mark Little, 26, and Miriam Mellor, 24, of Doylestown, took on a two-player version of Marble Madness yesterday. He holds the world's highest score in the arcade game Spy Hunter: "832,000 and change, and I'm going for a million." She's his long-suffering girlfriend who likes puzzle games, who gamely attends expos like yesterdays, and who'll play a game or two in the spirit of togetherness. "Sometimes, he begs me, 'Come downstairs and play,' " Mellor said. "She's getting better," Little said. Little said that most of the world-record holders are men, but that he'd like to see more women step up. That might happen if the next generation has its way. Glued to a game of Donkey Kong Country were 14-year-olds Jessica "Kari" Johnson of Hamilton, N.J., and Bianca Rodriguez of Blue Bell, Montgomery County. "A-cha!" Johnson said as her gorilla hopped from tire to platform, grabbing bananas from the air. The girls, friends since kindergarten, said they were visiting the show while their parents looked at computers next door. They love video games and play almost every day, as do the other girls they know. "I have no life," Rodriguez said. "Me neither, but who cares?" Johnson said. Asked whether they had noticed they were greatly outnumbered as females in attendance yesterday, they looked around, surprised. "I was oblivious," Rodriguez said. "All I saw were the games." -------------------------------------------------------------------------------- Wednesday, March 31, 2004 Link Click here to visit the Philly Classic 5 site Media coverage & pictures from past Philly Classic events More Legends I got some interesting news from Tom about the Philly Classic "Meet the Legends" reunion. It seems that there are going to be some world record holders present, too: Bryan Wagner - Burger Time champion Greg Bond - Mappy champion Shawn Cram - Donkey Kong 3 AND Zookeeper champion Jason Cram - Congo Bongo champion Mark Little - Spy Hunter champion Very impressive! Thanks a lot Tom :) -KC- -------------------------------------------------------------------------------- Spy Hunter Link Variation: default settings Platform: Arcade Rules: Difficulty = 3, First extra base awarded at 30K, Extra base every 30K (maximum 3), Starting timer - 1.5 minutes of play (90 seconds). Technically, based on speed of completing the initial time allotment, it is possible to get an extra car at 14K and another at 18K if you reach these thresholds before the starting timer expires. Date Final Rank Score Name Verification 1 100.00 % 9,512,590 Paul Dean 05/27/2004 2 8.75 % 832,620 Mark E Little 05/05/2003 3 8.35 % 794,495 Brent McDowell 06/30/1984 3 8.35 % 794,495 Brian McDowell 06/11/2004 4 4.35 % 413,510 Sal Luiso 06/11/2004 5 3.98 % 378,335 Ryan Coulter 06/05/2004 6 3.65 % 346,980 Phil Britt 06/11/2004 7 3.03 % 288,535 Pat Laffaye 05/09/2001 8 2.37 % 224,980 David Nelson 06/27/2002 9 1.65 % 156,770 Jason Wilson 05/09/2001 Mark E Little New Britain, PA United States Choose a platform (all) Arcade Arcade Spy Hunter default settings 832,620 Place: 2nd -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- Paul Dean's Spy Hunter score has been re-accepted!? Link Twin Galaxies Forums Forum Index -> Coin-Op Video Games View previous topic :: View next topic Author Message mandm785@juno.com Mark Little Joined: 06 May 2003 Posts: 37 Location: Doylestown, PA Posted: Mon May 24, 2004 5:27 pm Post subject: Paul Dean's Spy Hunter score has been re-accepted!? -------------------------------------------------------------------------------- Hello all, I can't believe I'm the one who is announcing this... Paul Dean's score for Spy Hunter has been re-accepted by Twin Galaxies. I love how this one was swept under the carpet last week, with no-one saying boo about this. I personally believe this is Bull****. How can you re-instate a score that was removed? I PERSONALLY want to see PROOF, that this score was sustained, legally. I can believe someone could beat my score, but by 10 times? I want to challenge this score, and hope Paul is ready to defend it. If he does not, his score should not be valid. I know there is a 100% policy, but heck I'd settle for 75%. I think I have some pretty good ideas about how this score came to be, and I will be doing some research on my end. I have gone through all the verification processes, and have my own video of it, I even showed up at Philly classic. I can back my score up, can Paul? _________________ -------------------------------------------------------------------------------- Mark Little Spy Hunter arcade world record -------------------------------------------------------------------------------- Defenderman Joined: 05 Sep 2003 Posts: 183 Location: Grand Junction, CO, USA Posted: Mon May 24, 2004 6:44 pm Post subject: -------------------------------------------------------------------------------- There is usually many reasons for a removed score to be re-accepted. One of reasons for Paul's Spy Hunter case is because of the Arcade Referee making a verification error which at first appears the video tape had a banned glitch performed, when in fact the player was very close to accidentally performing that glitch. Another reason is because Paul actually performed his high score again, only this time, he did it without using any of the cheat codes or glitches that plagued his initial run. Those are some of the reasons for a removed score to be re-accepted. However, I wish that Twin Galaxies would let it's users view the tape to prove that he didn't use any cheat and/or glitches. _________________ You Spoony Bard! Tellah, Final Fantasy II/IV Jpn -------------------------------------------------------------------------------- mandm785@juno.com Location: Doylestown, PA Posted: Tue May 25, 2004 6:05 am Post subject: -------------------------------------------------------------------------------- Hello All, Last night I performed a little known trick on my Spy Hunter, and my machine is well over 5 million points and counting as I write this. I have this on tape, and would like everybody to know that there are other ways to get huge scores on Spy Hunter, and they should be banned. I never seen or heard this trick talked about, so referees need to know and consider this. Again I have this on video as PROOF. _________________ -------------------------------------------------------------------------------- Mark Little Spy Hunter arcade world record -------------------------------------------------------------------------------- artz Location: Spring, TX USA Posted: Tue May 25, 2004 9:15 am Post subject: -------------------------------------------------------------------------------- There's currently a 16 message thread over at www.funspotnh.com on the re-instatement of the record. -------------------------------------------------------------------------------- WalterDay Founder Posted: Tue May 25, 2004 1:27 pm Post subject: Decision is Made By only me and There IS More research to Do -------------------------------------------------------------------------------- SpyHunter?? Still more phone calls required -- and one more interesting conference call placed before this is decided either way. This was announced by Mark Alpiger not Twin Galaxies. I didn't tell Robert Mruczek I was unfinished with my research and my decision and he mentioned it to Mark Alpiger - who wanted a newshook in order to increase web traffic at his site. So, we will see what these remaining phone calls bring to the surface. Walter Day -------------------------------------------------------------------------------- Weehawk Posted: Tue May 25, 2004 3:34 pm Post subject: Re: Decision is Made By only me and There IS More research to Do -------------------------------------------------------------------------------- WalterDay wrote: This was announced by Mark Alpiger not Twin Galaxies. Uh...it was also announced on the page of a Twin Galaxies referee. And put back on the Twin Galaxies scoreboard on this site for the world to see if they bothered to look. Last edited by Weehawk on Wed May 26, 2004 1:09 am; edited 1 time in total -------------------------------------------------------------------------------- squarefishx2 Location: Phoenix, AZ Posted: Tue May 25, 2004 4:37 pm Post subject: -------------------------------------------------------------------------------- http://www.funspotnh.com/discus/messages/10/636.html?1085411949 Here is the direct link to the thread on Funspot _________________ "Photography with a Vision" www.cooganphoto.com www.cooganphoto.com/gravitar - dedicated to the 1982 Atari classic video arcade game Gravitar. Hints and playing tips with screen captures, etc. included... Gravitar 3,652,700 -------------------------------------------------------------------------------- cubeman MAME Editor Location: Oshawa Ontario Canada Posted: Tue May 25, 2004 5:28 pm Post subject: Spy Hunter -------------------------------------------------------------------------------- Let me just make a comment of remarks. I posted news about Paul Dean's score prematurely because I went with my gut instincts on it. When I looked at Paul Dean's web site it appeared to me that he supplied sufficient details to convince me that the score was genuine, however I was not present when Paul Dean got his record. My confidence was based on the email messages I received from Jeff Peters who _has_ seen Paul Dean play. Let me also say that it will ultimately be up to Walter to come to a decision on the matter. After all, Twin Galaxies is his creation and it's his name on the front of the book. I'll abide by Walter's decision. Really _I_ can't be 100% positive unless I'm right there watching the player, but like many players I like to express my 2 cents. -------------------------------------------------------------------------------- Mark Longridge -------------------------------------------------------------------------------- Weehawk Posted: Tue May 25, 2004 5:49 pm Post subject: Re: Spy Hunter -------------------------------------------------------------------------------- cubeman wrote: Let me just make a comment of remarks. I posted news about Paul Dean's score prematurely because I went with my gut instincts on it. When I looked at Paul Dean's web site it appeared to me that he supplied sufficient details to convince me that the score was genuine, however I was not present when Paul Dean got his record. My confidence was based on the email messages I received from Jeff Peters who _has_ seen Paul Dean play. Let me also say that it will ultimately be up to Walter to come to a decision on the matter. After all, Twin Galaxies is his creation and it's his name on the front of the book. I'll abide by Walter's decision. Really _I_ can't be 100% positive unless I'm right there watching the player, but like many players I like to express my 2 cents. -------------------------------------------------------------------------------- Mark Longridge Your reputation for promoting score verification is well documented. And I apologize for throwing you into this (though I didn't mention you by name), but it seemed really unfair that Mr. Day was laying it all on Mark Alpiger when a TG ref had announced it as well. -------------------------------------------------------------------------------- WalterDay Founder Posted: Wed May 26, 2004 11:17 am Post subject: Spy Hunter -------------------------------------------------------------------------------- I didnt know Mark had posted this information. However, Mark Alpiger learned of this process directly from Robert Mruczek, not from Longridge. walter -------------------------------------------------------------------------------- RMRUCZEK TG Board of Directors Location: Brooklyn, NY Posted: Wed May 26, 2004 9:06 pm Post subject: Agreed -------------------------------------------------------------------------------- Hello fellow gamers: The problem here is that a TG referee (myself) jumped the gun on revealing a score reinstatement. Fact remains, we so rarely since I've been on board had any that I did not wait for a final thumbs up from Mr. Walter Day before sharing news of the change in status. Had I done so, the score would not have been on the TG database (again) and no problems would exist. I will not shirk from my responsibility here. The damage was done, and I am fully to blame. My apologies to all, especially Mark Little and also Paul Dean for having them come into the limelight in this fashion. Robert _________________ Robert T Mruczek Twin Galaxies - Editor and Chief referee Star Wars classic arcade marathon champion rmruczek@doremus.com (work E-MAIL) -------------------------------------------------------------------------------- Great time at Phillyclassic Link Twin Galaxies Forums Forum Index -> Coin-Op Video Games View previous topic :: View next topic Author Message -------------------------------------------------------------------------------- Mark Little: mandm785@juno.com Location: Doylestown, PA Posted: Mon Mar 22, 2004 11:14 pm Post subject: Great time at Phillyclassic -------------------------------------------------------------------------------- Hello All, Hope everyone who attended this last weekend had a great time- I know I sure did! I really enjoyed meeting the many "legends" of the arcade. It was great to finally be able to meet and chat with the people who own the records on these classics, and watch them in action. Everyone in the Twin Galaxies "group" was very friendly and cordial. Hope everyone had a safe trip back home! I now have quite a bit of work ahead of me, as Bryan Wagner destroyed some of my high scores in my gameroom during his visit!! _________________ -------------------------------------------------------------------------------- Mark Little Spy Hunter arcade world record -------------------------------------------------------------------------------- RMRUCZEK TG Board of Directors Location: Brooklyn, NY Posted: Tue Mar 23, 2004 4:24 pm Post subject: Great to Meet You !! -------------------------------------------------------------------------------- Hi Mark: It as thrilling to meet the world champion at "Spy Hunter" for the first time in person !! Often I never meet the record holders face to face except in rare occassions, so this was special. Hoping that we will see you at Funspot this year where "Spy Hunter" awaits, and maybe a new world record !! Robert _________________ Robert T Mruczek Twin Galaxies - Editor and Chief referee Star Wars classic arcade marathon champion rmruczek@doremus.com (work E-MAIL) ****************************** Spy Hunter Marquee -------------------------------------------------------------------------------- bondo Location: weare,nh Posted: Tue Mar 23, 2004 5:55 pm Post subject: -------------------------------------------------------------------------------- OH MAN!!!! does he crank on that game. Very nice meeting you mark, hopefully we'll see you in june at funspot, keep up the good work. GREG mappy champ -------------------------------------------------------------------------------- bryguy Posted: Thu Mar 25, 2004 12:12 pm Post subject: Marks place -------------------------------------------------------------------------------- Mark, Your a great guy. Very hospitable. I really enjoyed your arcade. I love the Burgertime cocktail! The hi on his Spy Hunter was 832,000!!! Amazing. Thanks for helping me up my hi on the game. And playing the immaculate Haunted House pinball you have was great! Hope tp make another trip to your place! As for my scores, - it gives you something to shoot for. Take care, Bryan Wagner _________________ Arcade Burgertime WR 8,417,500 -------------------------------------------------------------------------------- George Gomez was the lead programmer for spy hunter: Link Klov Link George Gomez (creator of Spy Hunter, Tron, more classic pinball than you can shake a stick at): While we are on the subject of George Gomez. . . Question: You mention that George Gomez was a designer on the original arcade Spy Hunter. Do you know who else worked on it? I have always loved that game. Answer: Uncle Willy often hums the Peter Gunn tune to himself, while searching for the oil-drum button on his steering wheel. If only commuting were like Spy Hunter, it might be more bearable. (DISCLAIMER: any implied endorsement of "road rage" driving techniques is not intended!) Uncle Willy managed to find a few names of the original design team: Tom Leon was the programmer and co-designer with George Gomez. Bob Libby created the algorithmic jazz riffs that segue between the Peter Gunn excerpts. Lots of folks contributed that great video art, including Steve Ulstad, Sharon Barr, Brian Colin, and Kevin O'Conner. Doug Watson and Tony Ramunni did the art for the cabinet. Uncle Willy does not own a Playstation, but he hears that there is a "Midway Arcade Classics" game available for that platform which includes the definitive listing of credits, and interviews with some of the designers. More on George Gomez and Pinball: Message 7 in thread From: Steve Lane (smlane@unity.ncsu.edu) Subject: Re: So who designed J. Mnemonic? View this article only Newsgroups: rec.games.pinball Date: 1995/08/28 Kingndi (kingndi@aol.com) wrote: " George Gomez is indeed the designer of Corvette and Johnny " Mnemonic. George has been in the coin-op game biz a long " time, and has done many things: Rockin' Bowl, parts of the Battletech " System, Spy Hunter, and Tron to name just a few. He rarely gets credit " for his work, mostly because he is quiet and easy-going and as " often happens in our business, some other clown is always " waiting to take the credit. I'm not surprised to hear this; that loud people get more credit than quiet people, independent of their actual contributions. I was hesitant to believe that Corvette was Gomez' first game, as it's so terrific. " George also works very hard and long hours, and is totally immersed " in whatever he's working on. His first pinballs have done very well, " and no one deserves success more. Expect more great things " from him--he's got plenty of imagination and energy to spare. Awarded for the cheesiest quote of the year so far must go to George Gomez for this classic:"The game recreates the excitement and glamour of the magazine within the fiction of the game." Err, right George. Here's the press release: Playboy Pinball Display - George Gomez Playboy, the most popular men's magazine in history, is now the pinball machine that everyone's talking about. Brought to you by Stern Pinball, Inc. and Playboy Enterprises International, Inc., the Playboy pinball machine is the work of George Gomez (designer of Monster Bash™), Dwight Sullivan (programmer of T2® and Star Trek: TNG®), and the incredible team of pinball experts at Stern Pinball. Steeped in Playboy's rich 50-year tradition, this pinball machine brings you the world's most beautiful women in a glamorous lifestyle that only can be called Playboy. This is one pinball machine you have to see to believe, and play to experience. The Playboy pinball machine challenges you to collect Playboy Rabbit Heads, to complete a calendar year of Playmates, and experience "Mansion Mania" in a way you never have before. The Playboy pinball machine also features a mechanical Centerfold that opens and closes, along with several other unique playfield mechanisms that reveal the many beautiful women of Playboy. (Important note: photo inserts for the playfield mechanisms are interchangeable, allowing for appropriately rated images to be applied to various environments.) The Playboy pinball machine also features an incredible art package by Kevin O'Connor (artist of Star Wars: Episode One® and PLAYBOY: 35th Anniversary), great sounds and music, and a sexy lady's voice talking to you the whole way. Item 7500 Stern Playboy Pinball - was $4495 now On Sale for Retail Price: $4995 Our Price: $SOLD OUT George Gomez says, "This is the first Playboy pinball that truly highlights the beautiful women of Playboy. The game recreates the excitement and glamour of the magazine within the fiction of the game." -------------------------------------------------------------------------------- EXTRA... EXTRA... Story dated 8th March 2002. Link Stern Pinball Inc has produced its latest newsletter and predictably it is mostly about their newest pinball game - Playboy. The original plan was to send out these newsletters once a month but those ambitions have been scaled back to just three newsletters a year to coincide with the production of each new game. This edition features a chat with Playboy designer George Gomez. Hello again and welcome to The Second Stern Pinball Newsletter Everyone at Stern Pinball would like to thank you for the amazing response to our last game, Monopoly™. The Monopoly™ pinball machine not only reached the top spot on both the RePlay and Play Meter Polls, it is now one of Stern's best selling game to date! Thanks again and keep flipping! Further, Gary Stern was so excited with the success of working with Pat Lawlor and his team on the Monopoly™ pinball machine that he invited some more former WMS superstars, along with Stern's own incredible team of pinball designers, to create Stern's newest game, Playboy. We hope that you welcome these pinball greats back, and more so, we hope that you like the Playboy pinball machine as much as we do. Playboy Playboy Pinball Game --- Stern & Playboy join to bring you the new Playboy Pinball, based on the world's NO.1 male magazine Playboy. This new Playboy pinball machine is brought to you by George Gomez (designer of Monster Bash™), Dwight Sullivan (programmer of T2® and Star Trek: TNG), and the team of pinball experts at Stern Pinball. Stern has managed to cover Playboy's rich 50-year tradition, by bringing you the world's most beautiful women in a glamorous lifestyle. The pinball features the Rabbit Heads challenge, where the player needs to collect 12 rabbit heads to complete a calendar year of Playmates, which unlocks "Mansion Mania". The machine also features a mechanical Centerfold that opens and closes, along with several other unique playfield mechanisms that reveal the many beautiful women of Playboy. Of course Playboy being Playboy some of the images are on the adult side of things, likely Stern has thought of this and has included, different interchangeable photo inserts for the playfield mechanisms, allowing for appropriately rated images for the venue in question. The Playboy pinball machine also features an art package by Kevin O'Connor (artist of Star Wars: Episode One® and PLAYBOY: 35th Anniversary), great sounds and music, and a sexy lady's voice talking to you the whole way. Gomez- Monster Bash Pinball Playfield Display Williams Flipper - 1998, Playfield Designer: George Gomez --- Designed by George Gomez (Monster Bash™), Stern employee Dwight Sullivan (WhoDunnit™), and artist Kevin O'Connor (Star Wars: Episode One®, Playboy: 35th Anniversary), the Playboy pinball machine brings you the world's most beautiful women in the lifestyle that can only be known as Playboy. So recently, Stern News sat down with game designer George Gomez and asked him a few questions about the Playboy pinball machine, as well as a little of his own pinball history. Now let's hear what's on George's mind these days. Stern News: Welcome George, and thank you for taking the time to talk to us. You just finished designing Stern Pinball's new Playboy pinball machine. Could you tell us a little about it? George Gomez: Playboy and pinball have always been a powerful combination and I think that this game is the most exciting version to date. SN: Could you please explain in more detail the 'Interchangeable Photo Inserts' that go on the playfield. George Gomez: Each target has the ability to reveal a beautiful girl. The girls are represented in photo quality removable inserts that are made from translite material and illuminated. The game is shipped with several sets of photo inserts. The sets vary in how much of the girls they reveal. In one set the photos are very conservative and in the next the girls reveal a bit more and of course there is a nude set. All of the inserts are taken from actual Playboy photography so they are very high quality and consistent with Playboy's high standards. This variety allows the operator to swap inserts in order to adjust the game to the location and the customer base. (Editor's note: photo inserts for the playfield mechanisms are interchangeable, allowing for appropriately rated images to be applied to various environments.) SN: How did you come up with the concept? George Gomez: I used to play the original Bally game years ago. There was a bar downtown that had one and I remember thinking that it would be fun to make the game as close to the actual magazine as possible. When we were at WMS, my partner in this game, Dwight Sullivan, wanted to do it on the Pinball 2000™ platform but it was deemed too difficult at the time. SN: Could you tell us the names of your favorite pinball machines and what elements you like in them? George Gomez: In no particular order.Firepower 2™, Black Knight™, Terminator 2®, Playboy, Medieval Madness™, Attack From Mars™, Whirlwind™, Party Zone™, Monster Bash™, RFM™, and Star Trek. I love games that build in intensity and games that make me work at mastering them. I like smooth shooting, hook a lot of shots together and feel like a hero, take a breather & bring on the next thing, collect cool stuff kinds of games. I also love it when a game theme is thoroughly executed. By that I mean that all of the elements: art, sounds, choreography, fiction, and play mechanic need to be consistent and well thought out. I never could get into those old games where the art was applied as an after thought and the theme may have been space but the play mechanic was a card game. I didn't play pinball in that era and that's probably why. When I was a kid I loved Marvel comics because the stories and the art and the cover were all tied together, I despised D.C. comics in the era when the stuff on the book cover had nothing to do with the story inside. SN: You're best known in the pinball community for designing the Williams/Bally hit Monster Bash™. Tell us why you think that pinball machine was such a monster hit? George Gomez: I think it represents what I described above. We made the Monster toys compelling, the ball had fun kinetics in things like bashing Frank and Drac, it had some smooth ramps like the Bride ramp. The game had a lot of humor, which was a trademark of the most successful games of that time. And of course the pacing did what I referred to previously; it built the game tension throughout the whole game. Every person on that team stepped up and gave me their best stuff. It was a complete package. SN: You are also generally credited with the idea for WMS' Pinball 2000™. What led you to come up with that concept? George Gomez: Desperation, in a word. If the player base had disappeared, it had to do with the fact that we were no longer entertaining them. When you've designed a thousand ramps and created all manners of game rules, you have to do something new. It was simply an attempt to create a compelling new medium that would include elements that were familiar and yet provide new ways to play. By the way I always felt that we should retain both the traditional and the 2000 lines of product. But that proved economically unfeasible. SN: Let's go back to the Playboy pinball machine. How would you characterize this particular Playboy pinball machine with the first two (Bally's Playboy; Data East's Playboy: 35th Anniversary)? Is this a much more exciting game for the year 2002? George Gomez: I think this is the ultimate application of the theme. The entire Playboy mystique revolves around these incredibly beautiful and interesting women. We have made this game consistent with that. We have for the first time focused on portraying the very essence of Playboy. The previous games hinted at it but stopped short of delivering on the promise. This game has all of it. SN: Last question. What was the first pinball machine you ever played? George Gomez: I don't remember what it was called but it would have been something from the sixties. I think it was a space theme, and I think once I got beyond the concept that I had to keep the ball in play, I focused on turning the lights on and trying to get the ball to make its way everywhere on the playfield. It was in a rec. room at an Air Force base somewhere out west. I was on a cross-country trip with the Boy Scouts. I never imagined then that this game would become such a significant part of my life. SN: Well thanks George for all of your insight. And we wish you continued success, and much success with the new Playboy pinball machine. George Gomez: Thanks for allowing me the opportunity to design this game. It has been a privilege to work with all of the talent in your company. -------------------------------------------------------------------------------- One thing that I think pinball has lost in recent years is the sheer entertainment factor in games. Elvis restores this in a big, BIG way. The last game I can remember being this fun just to hear and watch was the George Gomez classic Monster Bash. From the sounds of See See Rider playing as the first ball is put into play to the numerous musical game modes, this game hits the bull's-eye. -------------------------------------------------------------------------------- Pin Game Journal - Interview with George Gomez Link -------------------------------------------------------------------------------- July, 2002. This issue of the PinGame Journal Issue features a very special story. Told by former pinball designer John Popadiuk, it highlights the innovation and style of the 1960's French pinball manufacturer Rally Play. Also in this issue is a photo story of the 2002 edition of the industry ASI show and Tim Arnold's Fun Night. Stern showed it's latest game, Playboy, at that show and the PGJ presents an in depth look at the origin of this George Gomez game along with an interview with George on his life Between Pinballs. Also in this issue readers will find an exclusive chance to purchase a long out of print and unavailable book by Dick Buschel, Show Shopping by Trent Augenstein, Guessing Game from Jonathan Schelberg, The New Zoo Review, an intro to Visual Pinball, a bingo story from Jeffrey Lawton, the first installment of Norm's Nest, reviews of the Pinball Compendium from Bruce Clark and the newest This Old Pinball tapes. Other odds and ends including color art from Playboy you've not seen before round out this issue. Don't miss it! -------------------------------------------------------------------------------- Spy Hunter © 12/1983 Bally Midway. Link Spy Hunter is an action/driving game. It places the player as the driver of a 'spy' vehicle. The object of the game is to travel the freeways and hunt down and destroy as many enemy vehicles as possible, all the while protecting and not harming innocent civilian vehicles. This game runs on the Bally Midway MCR 3 hardware. Originally the James Bond theme was planned as the background music for the game. The inability to obtain the rights to use the music, however, forced Midway to change the theme on shipping models. In the end, the Peter Gunn theme music was a large part of the game's appeal. The James Bond theme was originally sought after and programmed into the prototype machine until it was determined that licensing costs for this music would be too expensive. A person from marketing suggested they use the Peter Gunn theme instead. A boat driving sequence and a helicopter sequence was also planned. Shortage of memory, however, did not allow for this feature. The game has no end and at no time does the player ever leave the car but it was RUMORED to have a graveyard sequence, an actual end and a sequence where the player exited the car for on-foot action. The car was based on one of the designer's own Nissan 280z. Like in the original Spy Hunter, the car is called the G-6155 Interceptor. The designation comes from creator George Gomez's birthday (6/1/1955). Here's A Great Cheat That Does Several Things At Once : 1) You need to have a supply truck available, and a be at a bridge-out level. When the detour appears, don't take it - instead, call up your truck. 2) Wait until the road has straightened out into the bridge and drive into the truck. When the truck pulls over and lets you out, stay on the side of the road, and SLOWLY drive up until you reach the gap in the bridge. 3) Drive on until you car is about half-way over the edge, and wait until the Enforcer comes along. He will try and get you, but he'll be unable to drive far enough to do so. At this point, I would get a friend to mind the game, while I went for a break. When I returned, I just drove across the bridge, flying mysteriously across the bridge out, until I reached the other side. 4) You will notice several differences to the game after this happens. The Enforcer no longer appears, the game gets no harder, and Dr. Torpedo no longer appears on water sections! 1. Spy Hunter (1983) 2. Spy Hunter II (1987) Spy Hunter (1983) 2. Spy Hunter II (1987) - STAFF: Designed and programmed by Bill Adams, George Gomez and Tom Leon. Music by Henry Mancini Designed and programmed by : Tom Leon, Jeff Nauman Art : Kevin OConnor, Brian Colin, Steve Ulstad, Sharon Perry Music by : Henry Mancini Group Manager : Bill Adams Cabinet guru : George Gomez Cabinet assistant : John Kubik Spy Hunter II Flyer - Information Sheet Spy Hunter II Flyer - Front side ----------------------------------------------------------------------------------- The Many Faces of . . . Spy Hunter Link By Alan Hewston This review was created while the Spy Hunter theme, "Peter Gunn" played continuously in my mind. Spy Hunter was one of, if not the first games to combine the driving and shooting genres and did well enough at the arcades in '83 that it eventually spawned off a not-so-well-known sequel Spy Hunter II, in '87. As you know, there were official classic home versions released for the Atari 2600, Colecovision, Commodore 64, and the Apple and Atari home computers. A handful of more recent platforms also saw Spy Hunter as a port as well. Spy Hunter The name James Bond never appeared in Bally Midways Spy Hunter, but the 007 influence was unmistakable in this 1983 arcade classic. Game designer George Gomez was an avowed fan of the British secret agent with a license to kill, and Spy Hunter allowed him (and the rest of the world) to live out a d... As secret agent 007 . . . oops, they couldn't come out and say that. This game is based upon secret agents like James Bond and their various super cars that came heavily equipped to fight the bad guys on the highway. In your ultra-equipped turbo-charged spy mobile, your mission is to use your unlimited supply of machine guns to shoot up the bad guys or run them off the road, namely, the Road Lord, Switchblade, the Enforcer, the Copter (called the Mad Bomber in the arcade), Barrel Dumper and Doctor Torpedo. You should avoid the innocent drivers on the road, who can cost you points if you shoot them, but then again, they can also cause you to crash as well. In this vertical scrolling shooter game, your primary fire button shoots your unlimited supply of machine guns in the direction you are headed. This will eliminate 90% of the traffic. For vehicles behind you, armored vehicles, and those in the air, a second fire button (or set of controls on the CV) activates the special weapons - only available from your weapons van. Always be on the lookout for your Weapons Van - let that big rig get ahead of you on the road and then drive up the ramps into it. You are rewarded with a limited supply (usage) of: oil slicks, smoke screens, or anti-helicopter missiles. Besides driving on the road, Spy Hunter also had a boathouse and a speedboat for chasing the enemy agents on the water. You may be forced to use the waterways - warned via a text message to detour left, as the bridge is out ahead. But there are also some chances to enter the waterways on your own. Once past the boat house you come out on the other side in your Spy Hunter speedboat. The waterways are somewhat more dangerous and require slower speeds due to the many small islands that must be avoided. Another change in pace can be found when the road conditions change to icy (I've not seen any other type of condition alerts). You begin each game with only one life, but you have 999 counts on a timer (about 90 seconds) where you get unlimited lives - that is, the weapons van will pull up and give you another spy mobile as long as time remains on the counter. Points were earned primarily for your driving distance but also when you "rubbed off" the enemy agents. Extra lives are earned for scoring 10k, 18k, 30k and every 30,000 up to 120k. Search Result 3 From: Wil (wb@subdural.com) Subject: Re: old wives tales View: Complete Thread (21 articles) Original Format Newsgroups: rec.games.pinball Date: 2003-09-30 20:38:13 PST I heard tales of the mob having a hand in the coin op business for years..... The tale I heard was about a video game - spy hunter. I heard that if you were good enough, there was a car to helicopter transformation - ie, like car to boat. When I first started following some of the pinball groups (irc and here) - when Williams was still in business, I was able to get a hold of the creator of spy hunter - George Gomez. I emailed him about it, and his reply was that there was going to be an air transformation stage, but it was never done, due to memory issues, rom sizes, and schedules, so it never made it. Now if someone knows more about this - let me know! I also believe on the Midway Classics collection (one with spy hunter) there are interviews with the games creators, and there is a little something mentioned about this.... Wish it were true, or that it had been at least prototyped :) ----------------------------------------------------------------------------------- George Gomez by Moby Games: Arcade's Greatest Hits: The Midway Collection 2 Link Released: 1997 (complete release info) Published By: GT Interactive Developed By: Midway Games Ported By: Digital Eclipse Software, Inc. MobyScore: 3.0 (out of 5) Platforms: Windows, PlayStation Genre: Action Perspective: 1st-Person Perspective, Platform, Side-Scrolling, Top-Down Non-Sport: Arcade, Fighting, Sci-Fi / Futuristic, Shooter Misc: Coin-Op Conversion, Compilation / Shovelware, Emulator, Licensed Title Description: An emulation-based compilation of 7 classic arcade games. Joust 2: Survival of the Fittest (a... well... joust), Splat! (food fighting), Blaster (3D space shooter), Moon Patrol (side scrolling space shooter; licensed from Irem), Root Beer Tapper (the non-alcoholic version of the Tapper games- a quasi-shooter), Spy Hunter (overhead scrolling shooter), and Burger Time (platform/puzzler; licensed from Data East.) ------------------------------------------------------------------------------------- George Gomez by Moby Games: Link Sno-Cross Championship Racing Released: Aug 01, 2000 (complete release info) Published By: Crave Entertainment, Inc. Developed By: UDS MobyScore: 3.8 (out of 5) Platforms: PlayStation, Dreamcast Genre: Racing / Driving, Sports Perspective: 1st-Person Perspective, 3rd-Person Perspective Description: Strap on your goggles and helmet, choose your favorite Yamaha sled, and hit the courses. Gain experience day and night, sun rain or snow, racing on the icy flats of Vladivostok, the slopes of Aspen, and the tunnels of Nagano. But, the real challenge starts when you enter the race circuit. Start with the 500cc sleds, win races, upgrade your snowmobile, and unlock higher end sleds and new courses.. And, if you're looking for even more challenges, race head-to-head with your friends, go vertical on hill-climbing tracks, or create your own courses! ------------------------------------------------------------------------------------- Description: Link Spy Hunter is the ultimate driving game if you happen to be a James Bond fan. This game puts you in control of a high-tech sports car that's initially armed with machine guns. Your goal: drive on an endless series of roads, avoiding civilian vehicles and destroying enemy vehicles whenever possible. At regular intervals along the way, you'll encounter Weapons Vans, which you can drive into to augment your offensive and defensive armament. Available weapons include a smoke screen, an oil slick, and a battery of missiles (which are the only weapons that you can use to deal with the helicopters you'll encounter later in the game). You can even drive off the main road and into a boathouse, whereupon your car is replaced by a flame-spewing speedboat. This game is extremely fast-paced, and isn't really suitable for more casual players. The sheer number of controls--two triGeorge Gomezers, three buttons, a gear shift, a steering wheel, and a gas pedal--gives you an awful lot to think about. Add that to the rather unforgiving driving model (you die if you hit another car at the wrong speed and when you accidentally drive off the road onto the grass) and you get a game that's really tough to master. Spy Hunter makes up for this by being extremely compelling. The spy theme is unique in driving games (both then and now), the graphics were pretty good for the time, and the music--an ever-present electronic arrangement of the Peter Gunn theme--combine to make this one of the most fondly remembered games of its time. Two versions of the machine were produced--an upright version and a slightly less-common full-cockpit sit-down version. ------------------------------------------------------------------------------------- PSA-LIST: Whatever Happened To George Gomez? Link -------------------------------------------------------------------------------- To: Multiple recipients of list psa-list Subject: PSA-LIST: Whatever Happened To George Gomez? From: "Warren Smith" Date: Sat, 26 May 2001 22:07:32 -0700 Importance: Normal In-Reply-To: <3ACDD548.99E433CA@laplaza.org> Sender: owner-psa-list@philmont.com -------------------------------------------------------------------------------- http://www.fortunecity.de/gourmet/montblanc/152/new_making_of_pin2000.htm When I was Rayado Ranger in 1978, George Gomez was our boss, our ACR. After leaving Philmont, George got into the video game business and made his reputation early by working on the design team that made the early video game success Galaga. My guess is that more of you than care to admit it wasted hours in front of that game. For a while, Galaga and Pac-Man were about all there were.... Today, he is still designing video games, and he recently scored another "cult" success with by leading the design team of Pinball 2000. The link above takes you to a recent photo of George and a transcript of a speech he gave at a video game designers' conference. Cheers. Warren 1997-2003 Link Gareth Knight "Holopin" Pinball 2000 Developer: Williams Year: 1993 Gomez - Holopin 2000 pinball was developed in 1993 The Holopin was the original inspiration for William's renowned Pinball 2000 series. Pinball 2000 was an unusual product as it used an actual computer monitor to display graphics while the user was playing a game. These graphics would be triggered by the position of the ball on the pinball table. In a 1999 interview in Pinball Player , George Gomez, co-creator, described the origins of the machine: "We're in this garage and we're talking about Williams and we're talking about pinball and we're cutting wood and we're putting that thing together. We're doing monitor weight lifting. There's an old 80s monitor in there left over from when I used to try to develop 80s video games. That's the reason there's an Amiga hooked to it. In the 80s, there was a period in my life, in which I was trying to pinch game ideas. I had images loaded on it from that time. I was trying to fire it up today but the Amiga was as cantankerous today as it was when we were working on it in the garage. We brought this thing into this conference room and everybody from engineering was there and everybody's got something to say about it. This is the shift in gears that sends us in this direction. John was a little upset. He's six months into a game and he's got a playfield, he's got video, he's got things happening. And eventually John comes around and one of the very first things that happens, once we get going on this project, is that John's team actually brings up the very first true interactive video image on a playfield that reacts to a pinball. Pinball Player Volume 19, Issue 7 In this article, Gomez describes the haphazard design of the original machine. The mockup, created by George Gomez and Pat Lawlor consisted of an undefined Amiga and 'No Good Gofers' whitewood. Fortunately, the machine attracted a great deal of attention at Williams, resulting in several spin-off designs, including the Star Wars Episode 1 pinball machine. A simulation of these boards can also be found in the Visual MAME emulation. Relevant References Pinball 2000.de Pinball 2000 official site Last Update: 14/8/2002 Some members of the Pinball 2000 design team with their first creation Left to right: Larry DeMar, Lyman F Sheats, George Gomez Arcade Game Designed in 1983 by: Bally Midway George Gomez & Tom Leon. Authors: George Gomez (design), Tom Leon (program) Question: Who is Jorge Alfredo Gomez Y Marth, and is he/she one or two people? Answer: Jorge Alfredo Gomez Y Marth is the full name of the designer of the Corvette pinball by Bally. His family comes from Cuba; Gomez is his father's name, Marth is his mother's. In order to make it easier on the mainlanders, Jorge usually goes by the name of George Gomez. While George is a fairly recent addition to the Williams/Bally pinball game design team, he is an industry veteran. Some of his past projects include the Tron video game, Hawk Avenger novelty, Spy Hunter video, Midway Big Bat baseball. PSA-LIST: Whatever Happened To George Gomez? Link -------------------------------------------------------------------------------- To: Multiple recipients of list psa-list Subject: PSA-LIST: Whatever Happened To George Gomez? From: "Warren Smith" Date: Sat, 26 May 2001 22:07:32 -0700 Importance: Normal In-Reply-To: <3ACDD548.99E433CA@laplaza.org> Sender: owner-psa-list@philmont.com -------------------------------------------------------------------------------- http://www.fortunecity.de/gourmet/montblanc/152/new_making_of_pin2000.htm When I was Rayado Ranger in 1978, George Gomez was our boss, our ACR. After leaving Philmont, George got into the video game business and made his reputation early by working on the design team that made the early video game success Galaga. My guess is that more of you than care to admit it wasted hours in front of that game. For a while, Galaga and Pac-Man were about all there were.... Today, he is still designing video games, and he recently scored another "cult" success with by leading the design team of Pinball 2000. The link above takes you to a recent photo of George and a transcript of a speech he gave at a video game designers' conference. Cheers. Warren -------------------------------------------------------------------------------- Other Pinball Facts by George Gomez: Year 2000 george gomez - video game and pinball programmer and designer George Gomez launching Pinball 2000 at ATEI 99 in London George Gomez and Eugene Jarvis had a hand in several pins from Williams. (Video presentation.) George Gomez: I want to tell you the story and I want to tell you the story first hand. What you're going to hear are my opinions, not the opinions of Williams Electronics Games or WMS Industries. It doesn't mean you can ask me how many games we made. If I try answering that question there's a WMS Ninja strike team that propels in from the ceiling. In order to really understand where you are at any given point in time I truly believe that you need to fully realise where you've been. I think that's really key to anything we do. Does anybody remember a really bad 80s movie called Brainstorm? In this movie, for those that haven't seen it, there's a device with these really cool transducers, its a helmet and you put it on and it records your brainwaves and it manages to interpret them such that you can wear the helmet and you will feel everything I've felt, see everything I've seen, and it feels like you're living my experience. I really wish that technology was true because right now I'd make you all put on the helmets and feel what I've felt over the last two years. It's really important that you feel a part of my story because the thing about Pinball 2000 is it's about passion. It's about a bunch of guys trying to make something happen. And it's in an arena that isn't particularly conducive at this particular point in time. So I'm gonna take you through the really good stuff and then I'm gonna take you through the really bad stuff. And then we'll talk about it and it'll be like therapy. A Culture I want to say a word about one of the most powerful cultures in the history of pinball. You need to know a bit about that culture so that you know where this comes from and why it happened. That culture I'm talking about is the Williams engineering department. A thousand years from now when an archaeologist digs over 3401 N California Avenue and finds all the toxic waste from the 1930's transformer production, what they're gonna find is a clan of pinball. In this clan is this living breathing organism made up of all these different guys. I've been really fortunate to work in some of the most challenging creative environments in the world, I think. I worked as an inventor of toys and that was a highly challenging creative environment. In order to sell three items a year I had to invent 52 things and I had to take those 52 things to protoype and show them to toy companies. Williams Electronics Games has in some ways raised the bar above that. It has been more challenging to work there as a designer, even morethan it was to work at Marvin Glass inventing toys. The reason I went to Williams was not what you might think. I didn't go there with this dying need to design pinball machines. I went there, not necessarily for the love of the game, I went there to challenge myself, because I looked at the toys I was designing and I said you know I get a little LED and a little 9 volt motor and I've gotta make this thing cost $14.95 at Toys R Us. Now, I'm looking at pinball and Pat Lawlor is putting $100 mechanisms on a playfield and I'm thinking that looks pretty fun to me. I wanna spend $4000 making the coolest toy I can make. That drove me there and the personal challenge of finding this environment that would challenge me again. Every 6 years I get bored and I do something else. I worked at Midway in the early 80's on video games. I did pixel graphics, you know one pixel at a time and I designed these really cool controls and I worked on games and I got bored with that and I moved on. Williams was this place where the lure of guys like Steve Ritchie design 15,000 pinball machines for a title and live life completely. I wanted to see if I could swim with the sharks. That's what drove me there and once I got in there I started working on pinball and pinball saturated me and became a part of me. I think the way that it is a part of you. It's something that's taken me by surprise, I really did not expect that. I expected it to be another cool design job and I thought I was gonna get my jollies by playing with cool toys and cool tools. I thought this company was gonna make me a star. --------------------------------------------------------------------------------------- George Gomez and his Pinball Legacy: Link --------------------------------------------------------------------------------------- Date Name Units Sold Players 1994-08 Corvette Midway SS 5,001 4p 1995-08 Johnny Mnemonic Williams SS 2,756 4p 1998-07 Monster Bash Williams SS 3,361 4p 1997-03 NBA Fastbreak Midway SS 4,414 4p 2002-01 Playboy Stern SS unknown 4p 1999-01 Revenge From Mars Midway SS 6,878 4p 2003-12 The Lord of the Rings Stern SS 4,017 4p -------------------------------------------------------------------------------- Corvette / IPD No. 570 / August, 1994 / 4 Players [ Update Game Information ] Average Fun Rating: Keep Rating! Manufacturer: Midway Mfg. Co., a subsidiary of WMS Industries, Inc. (1988-1999) [Trade Name: Bally] Model Number: 50036 MPU: Williams WPC Security (WPC-S) Type: Solid State Electronic (SS) Production: 5,001 units (confirmed) Notable Features: Flippers(3), Ramps(2) Toys: Matchbox car racetrack, Engine-shaped ball shaker Concept by: George Gomez Design by: George Gomez Art by: Dan Hughes Dots/Animation by: Eugene Geer, Scott Slomiany Mechanics by: Thomas M. Kopera Music by: Paul Heitsch Sound by: Paul Heitsch Software by: Tom Uban, Bill Grupp Marketing Slogans: "One Great American Legend Deserves Another." "There's a new breed of dream machine loose on the streets. CORVETTE from Bally." "CORVETTE is a tour de force for pinball and Corvette fans alike." "Test drive it at the showroom nearest you. But be prepared. You don't take this CORVETTE for a spin. It takes you." "With this dream machine, there's no limit to the fun." "A pinball worthy of the name CORVETTE." Gomez Corvette Pinball Flyer Front Photos in: Corvette Quarterly 8(4), Winter 1995, pp. 34-6. -------------------------------------------------------------------------------- Steve Ritchie IRC conference Link September 13th, 1995 (This document originally came from Greg Dunlap. I've copied it over to my server without any editing beyond this line. sao@mit.edu) -------------------------------------------------------------------------------- Steve Ritchie: I personally am ready to compete with any of these young whippersnappers. At the same time, I encourage and welcome their competitive advances. Certainly nothing can be better for pinball. Popadiuk looks hot, so does Brian Eddy. George Gomez is a strong designer. But he's much younger than me. :) Whoops, NOT much younger than me, I mean. I believe that right now, I should concentrate more on design and less on managing the teams. During No Fear, it was incredibly difficult to design the game and watch over other's designs. No Fear became a rushed project and probably suffered a little for it. My thoughts are that it takes about a year to make a truly excellent game. D6jvb: You have a favorite game by any *other* designer? Link Steve: John Trudeau: Hollywood Heat. Pat Lawlor: Earthshaker. Barry Oursler: Comet. Mark Ritchie: Indiana Jones. John Norris: Cue Ball Wizard. Greg Kmiec: Captain Fantastic. Jim Patla: Centaur. Brian Eddy: His new game (which shall remain nameless). Dennis Nordman: Elvira. Steve Kordek: Space Mission. John Popadiuk: Theatre of Magic. George Gomez: Johnny Mnemonic. Harry Williams: Flight 2000. Norm Clark: (George Isaseda) 8-Ball. Steve Kirk: Meteor. Joe Kaminkow: Time Machine. -------------------------------------------------------------------------------- Date: 25 Jan 2004 20:54:01 Link From: Aron Boag Subject: Re: LOTR - What is the story behind George Gomez's Design? -------------------------------------------------------------------------------- On 1/25/04 7:53 PM, in article Link 2f5fdabc.0401251653.7fdc4957@posting.google.com, "Brett B" wrote: > I was thinking tonight that I really haven't heard much of anything > regarding George Gomez, and specifically his involvement with the Lord > Of The Rings project. Nor has he been vocal himself on the newsgroup. Keith has been, and answers questions and such. He's going to get more, uh, "press" that way, if you want to call it that. > It's widely understood the George Gomez did the bulk of the playfield design for > LOTR, yet why has his name and involvement seemed to be so > "background?" See above. Also, his track record isn't necessarily the steadiest. Playboy was *not* a hit by anyone's standards, and they're not exactly going to want to affiliate LOTR as being "From the guy who brought you Playboy!" > Was George a hired gun/consultant to the LOTR project (ala Pat Lawlor > and his PLD company in terms of what they did with RCT and Monopoly), > or does George work officially for Stern? Will George be doing more > pins in the future at Stern? To my knowledge, he's an employee of Stern, as opposed to PLD or SRD. > I sure as hell hope so - I think this playfield design is the best > he's come up with in a long time, much better than MB or FT IMHO. Sure > it's a little derivative, but what game isn't? That twisty little left > ramp shot just kills me...WOW. Okay, first item of business: Fish Tales was Mark Ritchie, not George Gomez. George's first pin was Corvette, followed by Johnny Mnemonic, NBA: Fast Break, Monster Bash, Revenge From Mars, Playboy, and Lord of the Rings. FT was well before he ever got into Williams, and I'll thank you for not attributing some darned nice work by Mark Ritchie to the wrong person. As for the playfield being derivative, it most certainly is, but I like it anyway. I mean, let's face it: Pat Lawlor's been getting a bit derivative in his last few titles, so it's not like calling LOTR's playfield design derivative is singling George out as the only offender. And yes, I enjoy the left ramp, too. :) > I would really appreciate knowing "behind the scenes" what George Gomez > involvement was if anyone knows the scoop on this. We give big and > well deserved kudos to KJ, but George deserves his applause as well. Well, it's hard to really get a swell of applause going when the design is very AFM/MM-esque. I get your point, but in terms of playfield design, I like TSPP far better, especially with an upper playfield. That game really pushed things to a better level, design-wise. Not sure I can say the same for LOTR, but I do like the design, even if there are some issues like ball traps and such. It still pleases me, so I tip my hat to George. Feel better now? ;) Aron > BRETT B --------------------------------------------------------------------------------------- Corvette Pinball Game Link --------------------------------------------------------------------------------------- Question: I have a question regarding some mystery switches which appear on the switch matrix for Bally's Corvette, but aren't anywhere on the game. The switch matrix lists switches for "1st gear (optional)", "2nd gear (optional)", etc. There is also a mystery switch for "Skid Route Exit". Was there actually going to be some kind of gearshift option for the game? What was the other switch for and why was it removed? Answer: Uncle Willy had a little chat with George Gomez and found the answers to these questions...and some other tidbits as well. In fact, Uncle Willy had to excuse himself from George's office when George started launching into conspiracy theories about why pinballs are exactly 1 1/16" in diameter. (Sometimes when you get George going, it's hard to shut him up...) For instance, Uncle Willy learned that two of the cars in the artwork have license plates to match those on Corvettes owned by George Gomez and Pat Lawlor. But on to your original question... When Corvette was nearing production, an error was discovered in the cost calculations for the game. Turns out the cost of materials was way over budget and George was forced to delete things left and right to try to bring the cost down. Cost reduction is a normal part of the design process, but it's not usually done all at once and in a hurry like that. All kinds of subtle things were removed: rebound switches, flashers, general illumination lamps, etc. There were also a couple of redundant switches removed, such as the one at the end of the Skid Pad/Route 66 wireform ramp. It would have been nice for the software to have another data point about where the ball was, but it wasn't crucial to the game. There was also going to be a 4-speed shifter mounted to the right side of the cabinet. During drag strip mode, you could give the car gas with the left flipper, and shift up through the gears with the right flipper or with the gearshift. The code for these 4 switches is still in the game, and if you somehow attached your own shifter unit there it would work. About 15 games are believed to exist with this shifter unit installed from the factory, and they are largely in the hands of the game's design team. Believe it or not, the left side standup targets were originally going to be drop targets. The art for the stickers had "Feel The Power" and "B2K" written across the 3 targets. (The latter is a reference to the factory option code used for Calloway Corvettes.) The latest ROM revision for Corvette (Version 2.1, available from the Williams web site at http://www.wms.com/) actually has the code to handle either the stand-ups or the drop targets, much like the Firepower drop target retrofit discussed a few years ago. Only one game with drop targets is currently believed to exist, and it is in the hands of one of the design team members. If Uncle Willy can come up with the technical details of retrofitting drop targets to a Corvette, he will post that in a separate article to rec.games.pinball. While we are on the subject of George Gomez. . . Question: You mention that George Gomez was a designer on the original arcade Spy Hunter. Do you know who else worked on it? I have always loved that game. Answer: Uncle Willy often hums the Peter Gunn tune to himself, while searching for the oil-drum button on his steering wheel. If only commuting were like Spy Hunter, it might be more bearable. (DISCLAIMER: any implied endorsement of "road rage" driving techniques is not intended!) Uncle Willy managed to find a few names of the original design team: Tom Leon was the programmer and co-designer with George Gomez. Bob Libby created the algorithmic jazz riffs that segue between the Peter Gunn excerpts. Lots of folks contributed that great video art, including Steve Ulstad, Sharon Barr, Brian Colin, and Kevin O'Conner. Doug Watson and Tony Ramunni did the art for the cabinet. Uncle Willy does not own a Playstation, but he hears that there is a "Midway Arcade Classics" game available for that platform which includes the definitive listing of credits, and interviews with some of the designers. --------------------------------------------------------------------------------------- Greg Maletic - The Demise Of Williams Pinball Link --------------------------------------------------------------------------------------- Greg started by showing a graph of pinball sales since 1990 and it illustrated a peak around 1992 followed by a steady decline in the number of games sold between then and the point at which they withdrew from pinball design and manufacturing. Greg is producing a documentary showing how that decline led first to the development of Pinball 2000 and ultimately to the division's closure. He showed a two minute clip from that documentary illustrating the launch of Pinball 2000. Greg lives in San Francisco and after starting a software company he was looking for his next project and decided to look into building a conversion kit for Pinball 2000 games. Williams were not keen on the idea, but Greg went to the factory to talk to George Gomez about it, or the possibility of working at Williams. George explained how it was not a good time to get into pinball. That was around a month before Williams announced their decision to close. Revenge From Mars - Link Notes: According to George Gomez, Attack from Mars was *not* originally inspired by the movie 'Mars Attacks' as is commonly suggested. According to Gomez, Brian Eddy had the concept long before the movie and it is mere coincidence that they emerged on the market within a year of each other. Doug Watson, who wrote the script for what they should say, is also the voice of the Martians. Greg bought a Revenge From Mars for his company's office and saw how everyone enjoyed playing it but was intrigued why Williams got out of the business when they had such a good product. He thought it would make a good subject for a documentary. Greg Dunlap was also making a documentary on the same subject, so for a while they collaborated but eventually he had to move onto other projects and Greg Maletic took it over. He didn't want to cover the history of pinball but instead wanted to look at the pinball market, the culture at Williams and how a game is designed. For this he examined the first Pinball 2000 game - Revenge From Mars which sold 7000 units, far more than any Williams game for the past two years. It was developed alongside the other Pinball 2000 game, Star Wars - Episode 1 with that game originally intended to be released first but held back to coincide with the release of the film. Greg then showed a clip from the documentary about the build-up to the release of Star Wars - Episode 1. There were problems when the game started shipping. For a start, the price was higher than Revenge From Mars. RFM was itself more expensive than previous games but many distributors absorbed that increase because it sold so well, but there was also an accounting error which led to the game being under priced. For SW-E1 they tried to rectify that mistake and so the price rose again. Also, the movie didn't receive the acclaim it was expecting. Initial games were sent to Europe and games didn't start appearing in the US until much later when the film's hype had worn off. In the end, the game sold 5000 units which, while good, was not as many as expected and would have led to a gap in production of a couple of months before the next Pinball 2000 game - Wizard Blocks - would have been ready to hit the line. Another problem was the much higher profit being generated by WMS's gaming division. With much easier returns coming from slot machines it was hard to justify continuing with the low-profit pinball division. Another clip from the documentary showed various people's thoughts and speculation about the closure and the reasoning behind it. The documentary should be completed around March or April of 2004 and available to purchase on DVD. We will, of course, be reviewing it when it is completed, but you can keep up with the latest information at Greg's web site www.futureofpinball.com ---------------- -------------------------------------------------------------------------------- 1a. Getting Started: What is Pinball 2000? Link Pinball 2000 has a 19 inch video game monitor which has been integrated with a traditional pinball playfield. Virtual images are projected onto the playfield, allowing the ball to interact with video targets as well as traditional "hardwired" targets. Images on the video monitor can be moved and animated in respect to the playfield architecture, creating 3-D video targets. With a hardwire target behind the animated 3-D video target, the computer knows when the ball "hits" the animated 3-D video target. It can then project a 3-D explosion of the target, or any other computer generated affect, seemingly right on the playfield! Unfortunately there were only *two* pinball 2000 game titles manufactured: Revenge from Mars (aka RFM), and Star Wars Episode 1 (aka SWE1). Game number three, titled Wizard Blocks (designer Pat Lawlor) was never produced. Likewise for game number four, Playboy (designer George Gomez). The existing two Pinball 2000 games (RFM and SWE1) were rushed to market while the pinball 2000 system itself was being developed. Because of this, the first two games aren't as "deep" as they could have been. Games three and later addressed many of the criticisms of Pinball 2000 ("too reliant on the video", "shoot up the middle only" and "I can't see the ball at the top of the playfield"). But unfortunately we will never see the full potential of this new and unique pinball system. The big advantage to this style of pinball is playfield "toys" no longer need to be physical. They can be projected onto the playfield. This means no maintenance of broken mechanical "toys", more flexibility in the design of video "toys", and lower manufacturing costs. Also pinball design is now expanded to another level. Before, limits were in place as to what a pinball designer could do. With Pinball 2000, these limits are largely gone. Mechanical toys can still be used, but the designer now has a choice and can use video "toys" (instead of, or in addition). And video toys can interact with the ball easily. --------------------------------------------------------------------------------------- Pinball Player Online Link Link The Making of Pinball 2000 A transcript of the Pinball Expo 99 seminar given by George Gomez Published in Pinball Player Volume 19, Issue 7 The magazine of the Pinball Owners Association Introduction Billed as the highlight of this year's Pinball Expo, George Gomez (lead designer on Williams' Pinball 2000 range) presented an illuminating seminar. In his eagerly awaited discourse, he discussed the design and some of the thinking behind the project as well as giving an insight into the company's future plans. Little did we know at the time that Williams Electronics Games would be closed for good on the very next working day? It makes this verbatim account of the seminar all the more relevant, and poignant. The seminar George Gomez launching Pinball 2000 at ATEI 99 in London Rob Berk: Our next presenter began his career inventing and designing toys, but he got bored with that quickly. In 1993 he began his designing career at Williams. His games include Corvette, Johnny Mnemonic, NBA Fastbreak, Monster Bash and Revenge from Mars. It's our pleasure to introduce as a first time speaker, head speaker at the Expo, George Gomez. George Gomez: I want to tell you the story and I want to tell you the story first hand. What you're going to hear are my opinions, not the opinions of Williams Electronics Games or WMS Industries. It doesn't mean you can ask me how many games we made. If I try answering that question there's a WMS Ninja strike team that propels in from the ceiling. In order to really understand where you are at any given point in time I truly believe that you need to fully realise where you've been. I think that's really key to anything we do. Does anybody remember a really bad 80s movie called Brainstorm? In this movie, for those that haven't seen it, there's a device with these really cool transducers, its a helmet and you put it on and it records your brainwaves and it manages to interpret them such that you can wear the helmet and you will feel everything I've felt, see everything I've seen, and it feels like you're living my experience. I really wish that technology was true because right now I'd make you all put on the helmets and feel what I've felt over the last two years. It's really important that you feel a part of my story because the thing about Pinball 2000 is it's about passion. It's about a bunch of guys trying to make something happen. And it's in an arena that isn't particularly conducive at this particular point in time. So I'm gonna take you through the really good stuff and then I'm gonna take you through the really bad stuff. And then we'll talk about it and it'll be like therapy. A Culture I want to say a word about one of the most powerful cultures in the history of pinball. You need to know a bit about that culture so that you know where this comes from and why it happened. That culture I'm talking about is the Williams engineering department. A thousand years from now when an archaeologist digs over 3401 N California Avenue and finds all the toxic waste from the 1930's transformer production, what they're gonna find is a clan of pinball. In this clan is this living breathing organism made up of all these different guys. I've been really fortunate to work in some of the most challenging creative environments in the world, I think. I worked as an inventor of toys and that was a highly challenging creative environment. In order to sell three items a year I had to invent 52 things and I had to take those 52 things to protoype and show them to toy companies. Williams Electronics Games has in some ways raised the bar above that. It has been more challenging to work there as a designer, even morethan it was to work at Marvin Glass inventing toys. The reason I went to Williams was not what you might think. I didn't go there with this dying need to design pinball machines. I went there, not necessarily for the love of the game, I went there to challenge myself, because I looked at the toys I was designing and I said you know I get a little LED and a little 9 volt motor and I've gotta make this thing cost $14.95 at Toys R Us. Now, I'm looking at pinball and Pat Lawlor is putting $100 mechanisms on a playfield and I'm thinking that looks pretty fun to me. I wanna spend $4000 making the coolest toy I can make. That drove me there and the personal challenge of finding this environment that would challenge me again. Every 6 years I get bored and I do something else. I worked at Midway in the early 80's on video games. I did pixel graphics, you know one pixel at a time and I designed these really cool controls and I worked on games and I got bored with that and I moved on. Williams was this place where the lure of guys like Steve Ritchie design 15,000 pinball machines for a title and live life completely. I wanted to see if I could swim with the sharks. That's what drove me there and once I got in there I started working on pinball and pinball saturated me and became a part of me. I think the way that it is a part of you. It's something that's taken me by surprise, I really did not expect that. I expected it to be another cool design job and I thought I was gonna get my jollies by playing with cool toys and cool tools. I thought this company was gonna make me a star. At Williams Electronics spiritual leaders walk the halls. We're talking about passionate men with insane visions and bullet-proof demeanors that insist that they're right. You have never seen grown men screaming and yelling at the top of their lungs in the hallway over a multiball rule. You would think we were talking about nuclear proliferation, the amount of passion that goes into the product we make. The nuance of the return, off the right ball guide to the right flipper on that loop shot, is it too high on the flipper, you know. These discussions are endless. You're talking about the most brutal critics in pinball. They make you guys look easy. The reason I say that is that the guys at Williams that design pinball machines not only criticize you, but they know what the answer is. You guys criticize me but sometimes you don't know what the answer is. There is such pride in this engineering department that we have never once reverse engineered the competition's product. We have never brought in a machine to find out what made it tick. I have to tell you that Ferrari reverse engineers Lamborghini's product. There is an element of pride here that says competition is down the hall, not down the street. This is a flavor for this culture, this environment. At night, John Popadiuk says, the ghosts of the great designers walk the halls. When you're in your office at 2 o'clock in the morning; all day long you were sure that ball guide was in the right place, and then at 3 o'clock in the morning for some unknown reason, you decide to move it a sixteenth of an inch. That's I think the inspiration of those guys, I hope. The Birth of Pinball 2000 It was this passionate group that was repeatedly challenged to step up and try to fix the business of pinball. Management said we need to make it profitable. The world has changed, nobody wants what you guys are doing, and you're boring everybody. Invent something new. We just cannot continue to repeat ourselves. We have put umpteen million heads on a playfield, we have created layer upon layer of ramps, we have convoluted rule sets, we have video modes, and we have all this stuff and guess what; it's not making a difference. We're just rehashing ourselves. And management says this has got to stop, you have got to come up with something or we're done! Our company's a business; you've heard that in this forum a lot. That business has to make sense. Make it fun. That was the criteria. I have been doing leisure entertainment products for 20 years now and I have to tell you the other day I played RFM in mental preparation for this; I spent an hour on the game, and I came away thinking "this is fun". This product is fun. It's entertaining me. I drained my third ball and my bonus got me the extra ball. I was jazzed. I mean, you can't plan on that, but I was jazzed. It was fun. I'm not so sure that it's enough to make it fun, anymore. And this is a personal thing, and it's one of the things that is discussed constantly. I think I made a fun game and we haven't set the world on fire, but more about that later. Management's call to action on this was first answered by John Popadiuk with his version of Pinball 2000. His version of Pinball 2000 had a 27 inch monitor mounted in the back of the back box where the translite is. I have to tell you that engineering as a whole believed in this and followed this vision for about six months. I was somehow troubled; I was troubled because I was around in the 80s working at Midway. I saw Caveman, I played Caveman. Granny and the Gators was gnawing at me. These things were bothering me. The lack of interactivity. We really need to put the video some place where we can do something with it. But we went in this direction. This business of interaction between the ball and the video was troublesome because there wasn't an easy way to do it. There was a lot of conversation but it wasn't.... you know, you see it, you see the after effect and you think oh clever, awesome, ominous. But it wasn't that way at that particular moment in time. Neil Nicastro, then chairman of the company, calls me up in engineering. At this meeting are basically the key elements of game design, the designers and programmers, maybe a few other people. Larry (De Mar) is running the meeting and he wants to know what's going on with Pinball 2000. Every day that goes on is essentially a day we're spending their money. During the course of this meeting, Larry reports on progress and then Neil says, "Who here, does not believe this is the best direction that we need to be taking?" And three hands went up, and there's this silence, and the three hands, Mark Weyna, Pat Lawlor, George Gomez, absolute known trouble makers! "What's your problem?" Well, it's not interactive. We're playing up there, we're playing down here and then we're playing up there. We're already doing that with the dot matrix. This is not going to set anybody on fire. Now, Neil has a way with words. "Well boys, this is the direction the company is going in and basically there are three choices. Those choices are you jump on the bandwagon and you help these guys out as best you can and follow this vision of the company, you invent something better, or you get the hell out! There is no room for dissention at this point in time. We have to be together, we have to make this work." At the time I was dating this woman in Boston and the day of the meeting I was going to San Fransisco for one of those girlfriend, romantic weekend things. She sets it up and you just go along. "No problem, I'll meet you at the airport and we'll catch a plane." The meeting's at 1 o'clock and I've got a 3 o'clock flight out and I called her and said, "Look, I may have to meet you in San Fransisco because this is not looking good". It was a terrible weekend. I took my briefcase and it was full of drawings and God forbid that some psychoanalyst should get hold of my notebook from that weekend! I was totally distracted and like I said, it wasn't a good weekend. So I got back from the weekend and Pat comes to see me and he says, "You know, that meeting was about gauging our commitment". Our commitment to this product, and I don't think he walked away feeling real warm and fuzzy about this. We're in danger. We have lived under this danger for a while now in engineering, but every time it gets really close it's very scary, you know. They're gonna yank the plug! We start talking about trying to make this video interactive. We have experience with this mirror technology from the 80s; in the 80s video games could not afford the massive amounts of memory that you have in video games today. Video games are made up of tiny little things, like 32 pixels by 32 pixels big, called sprites or picture blocks. You could move a lot of them but you couldn't draw scenery. I couldn't draw a planet or a city, etc. What we would do is we would make the video move and take plastic or cardboard and create the scenery and blend the two things with something called a combining mirror. It's a see through mirror which reflects the two objects together so that to the eye they appear to be together. Now, I did not invent the combining mirror. Some guy at Disney invented the combining mirror. What I invented is the interaction between this virtual object on the playfield and the pinball. Our eureka deals with that little bit of technology. That meeting was a troublesome meeting; it basically splintered engineering. It splintered this group, which is why I wanted to talk to you about the culture of that group. When we came out of that meeting Dwight Sullivan said to me you guys don't have a better idea, you're just being assholes, you know. You're just causing' trouble. There's no better idea here, just shut up and get on the bandwagon. John (Popaduik) is mad at me because it's his thing and I'd basically said it's not good enough. Coming out of that meeting, it wasn't great. We started talking about doing something and Pat says, "I've got all these shiny new tools set up in my garage. We really ought to do it offsite because Dwight might come in your room and say something about the thing that we're building and then you're gonna feel bad." Eureka Let me talk to you about eureka. If you've played Monster Bash you know that eureka does not happen when Dr Frankenstein decides that he's gonna animate a guy made from parts from a bunch of dead guys. Eureka happens when he throws the switch and the electrodes energize Frankenstein and the table comes down and Frankenstein comes to life, at which point he screams, "It's alive!" That's his version of eureka and that is eureka. Now I'm gonna describe eureka to you as it happened the first time in Pinball 2000. The wonderful thing about Pinball 2000 is that eureka blessed us throughout the process. If everyone hadn't stepped up and been an inventor at some point in time, you wouldn't be seeing Pinball 2000. Pinball 2000 would not have happened. It's a Friday night and it's about 9 o'clock, it's late, during the development of Monster Bash and engineering is pretty much deserted except for Lyman Sheats, programmer extraordinaire, working away on the finishing touches to Monster Bash. I'm in my office with my hot glue gun, my Exacto knife, and the things I use to do what I do. I start building that model that you saw [in the video presentation]. I made this thing and I started screwing around with it. I put this thing together and I take my flash lamp and I go, "Oh my God, eureka!" It's 9 o'clock and the phone rings at Pat Lawlor's. And Pat picks up the phone and I say, "Pat, this thing's going to work, man. This thing, it's got video on the playfield." "Yeah, yeah, yeah. You're coming over tomorrow, right?" I go running down the hallway to see Mr. Sheats and I say, "Lyman, look at this". Lyman looks up and he says, "Look at that display, will you". He's working on Monster Bash and to Lyman getting rid of the (glitches) in the display is what separates the men from the boys as far as programming goes. "Lyman, look at this. This is our future." The following day, and off to Marengo. Pat's way out there. I don't know what you know about the local geography, but it's out there! The only cool thing is I've got this brand new M3 and these roads are deserted. It became a ritual that the very first time, this thing was about a month old, and I got it up to 130 mph before I ran out of nerves and then rolled into Pat's garage. This became my adrenalin rush at the end of every day, I'm out of here at Pat's. We're in this garage and we're talking about Williams and we're talking about pinball and we're cutting wood and we're putting that thing together. We're doing monitor weight lifting. There's an old 80s monitor in there left over from when I used to try to develop 80s video games. That's the reason there's an Amiga hooked to it. In the 80s, there was a period in my life, in which I was trying to pinch game ideas. I had images loaded on it from that time. I was trying to fire it up today but the Amiga was as cantankerous today as it was when we were working on it in the garage. We built that thing and we did monitor weight lifting. "Hold the monitor up, Pat. What do you think?" "Oh yeah, yeah, that's it" "Okay, quick, get a pencil!" That's how that thing came about. We didn't make any drawings. We just kind of measured this, and I'm measuring and Pat's sawing. The place is a mess, there's sawdust all over us. Patricia, Pat's wife, is bringing out food. We did this for about three weeks, mostly at nights and weekends. I was still working on Monster Bash and Mr. Sheats wasn't too interested in Pinball 2000. His attitude was, "Whatever, dude. That's nonsense." During that time he was engrossed in Monster Bash and so we built this thing and we brought it in and basically everybody was jazzed. We brought this thing into this conference room and everybody from engineering was there and everybody's got something to say about it. This is the shift in gears that sends us in this direction. John was a little upset. He's six months into a game and he's got a playfield, he's got video, he's got things happening. And eventually John comes around and one of the very first things that happens, once we get going on this project, is that John's team actually brings up the very first true interactive video image on a playfield that reacts to a pinball. Further Developments Cameron Silver programs this thing that looks like a Tie fighter because even back then their theme was Star Wars, and it's an old Tie fighter because they haven't got any material on the new movie yet. So this Tie fighter hovers around and drops to the centre of the playfield and it kind of hangs around there. And you hit it with the ball and it explodes, and man, that was another eureka. The whole process is full of these things. These are the things that made it all happen. During that time, one of the problems was, when it was determined that Star Wars was so far out, management decided that's too far. You guys have got to do something before then. So, they didn't want to change the schedule, even though we'd essentially abandoned the platform and picked up a new platform. They wanted the old schedule to fit the new design. John's team got relegated to second game and they began searching for volunteers for first game. Lyman wasn't real happy, you know, when I went in and said, "Lyman, we really ought to do this". He is still up to his ears in Phantom Flip, you know. We volunteered and now the fun really starts. We're done making mock ups and now we've got to make this thing real. We do have this list that we talked about, in attempting to address what we thought were problems; the business side of pinball, the functionality, etc. (These) are just as important in some respects as (asking) "is this fun?" They are equally vital to the process. We begin this process with Larry running these weekly meetings in which all the problems that were currently pending were addressed. Slowly but surely ideas emerged from the collective 45 to 50 people that we had working on this thing to solve every problem. It was an environment unlike any I'd ever worked in. Literally, we invented new things every week. The skid rails for the bottom of the playfield, so you could get the playfield out quickly, the connector buss at the back, the concept of transporting these playfields easily. A thousand details that if you ever have the opportunity to dive into a Pin 2000 and analyze you will discover. In the midst of this, management is still very impatient. So, there's a chapter, when I write the book on Pinball 2000, the title's gonna say "Pinball 2000, A Game Designers View", or some such. There's gonna be a chapter called 'Inventors All', and it will talk about those thousands of inventions that happened in the nick of time, miraculously, to make this thing work. We go to London (for the ATEI show), this thing is unstable, but the reception in London... And to the company's credit they totally supported us, they threw one hell of a party at the Museum of Natural History; black tie, killer food, pretty girls, the works, and it was great. We've got these games on the floor and we're up against our sister company. They've got some heavy hitters like "Hydro Thunder" and video games of note. When those people got out of the presentation at which the themed tapes were shown; this is a normal procedure for us, we show these tapes to our customers, to our distributors and operators, and then we let them at the games. When the doors opened to this room that the pinballs were in, there was a couple of islands of RFM's back to back, in a circle, and they were mobbed. There's photographs and video tape of this, and it was an amazing thing, this hunger for a product that did something. And at that particular point in time, that was the product. London came and went, games went on test. The coolest thing about the Internet at this time was that I really enjoyed all the messages that people sent in. It was really exciting to go to work every day, fifteen to twenty messages, "This is so cool", "I can't believe this", "My favorite of all time". Some day I'm gonna have the Pinball 2000 framed and right underneath it's gonna say; the guy who sent me the message, maybe he's in this room, all it said was, "You've blown my f**king mind!" I had to deal with the guys who were criticizing it and hadn't seen it yet, too. That never ceases to amaze me, I'd get a critique like the guy had played it for an hour, and he hasn't seen it yet! Pinball 2000 In Practice I just want to talk briefly about production. If you got one of the early games, you probably didn't get a perfect game. You have to understand that one of the things about doing this game was that everything was going on concurrently. Typically, that's not the case. You've got an operating system that the game runs on being written at the same time as the game is being written. And you've got the cabinet going together at the same time as I'm designing playfields. Yesterday, the playfield was 46 inches long; today the playfield's 43 inches long. All of these things are happening concurrently. We have new artists, we've never designed a video game in pinball and we have new artists with new tools, and these guys are teaching themselves 3-D video art overnight. If you get a chance to come up and have a look at the drawings you'll see the tops of the backboxes are called 'Test Fixture no 1' and 'Test Fixture no 2'. In an effort to maintain security about what we were doing, because we were so excited about it, we used two cabinet vendors. We sent the tops to one guy, and we called them 'test fixtures', and we sent the bottoms to the other guy. Now, the guy who gets the bottom, he knows what that is, right? It looks like a pinball machine, it might be 3" shorter, but it looks like a pinball machine! But you'd never know what 'Test Fixture no 1' is. If you talk to the guys that worked on Star Wars they have a story like mine about their product. The story I've told you doesn't include every little nuance, because I want you to buy my book! You want a happy ending, don't you? You want to see our heroes struggling to overcome incredible odds and succeed. I get the girl and ride off into the sunset. I designed Pinball 2000 with all my heart and all my skills, but these are dark times. Remember, these are my opinions, this is not an official statement from anyone at WMS. My spider senses sting me, my spider sense has been on fire this last month. Pinball will survive, I'm here to tell you that. I fear that our company may have lost the ability to make it make economic sense. If that's the case, being as it's a business, they might choose not to be in the pinball business. The engineering department that I so lovingly spoke of, is in danger and the brands that we recognize are in danger. And Gary Stern might just be the last man standing. Please remember that I tried to elevate the art. Williams has been very good to me. The flood of memories is indeed a brainstorm. If Black Friday comes, my brothers and I, in pinball, will live to fight another day. I have one more tape and then we will do questions. Questions [In the following section some items have been omitted as they were considered not directly relevant to the issues under discussion. Some questions and answers have been omitted because the questions were not clearly audible on the audio tape.] Question: (about elements of playfield design in Pinball 2000; question not clear on audio tape.) George Gomez: You've only begun to see what we can do with Pinball 2000. To me that's what's sad. If Pinball 2000 goes away and doesn't make it... Think of the first dot matrix games that you saw and think of the things we didn't do in that first game. I wasn't even around for that first game, and think of what a dot matrix game was like at the state of the art, like Monster Bash. You've seen two (Pinball 2000) games that were built under duress. They were built in a very short period of time under a lot of stress to get something done, and get it working and let's go. I've seen Pat's game; Pat Lawlor is doing game number three. Pat and Louis Koziarz have a game going that really departs from what John did, and it departs from what I did. The video is in the same place but their targets look like video targets that are actually integrated into the three-dimensional architecture of the playfield. They've worked the ramp into it and it's a different approach. It's the approach that Pat and I talked about a long time ago, and he's doing it. He's had a lot more time to pay attention to lighting. The things that you've complained about in the first two games are things that I think can be improved substantially. We don't think of it as limitations. If all you've seen is the first two games, you're going to feel that way. Forgive us, we didn't get it perfect. Question: After RFM first came out there were reports on the Internet about how the pinball division finally turned a profit for the first time in a long time... George Gomez: We did! Question (continued): Can you comment on management's opinion of the potential that would seem to bring? George Gomez: We made a million bucks in the quarter that we sold RFM. If you could make a million bucks every quarter with pinball, I think we'd be in the game. I think that some of it has to do with (the fact that) our inconsistency, if you will, affects us. And also, the amount of money it takes to develop a pinball machine, as opposed to the other things that you can do with the money, given the return. That's as much of an answer as I can give you. Don't get me wrong, Williams has been a wonderful, tremendous place. This company has allowed me to walk in with a hair-brained scheme like this and turn it into a product. It's a business, and they have to make business decisions. I'm a designer and I have to design stuff. Maybe it's pinball, it's been toys, it's been pinball, it's been video games, and it's been whatever. But we do what we've got to do. Question: Before Revenge from Mars came out there was a lot of speculation about what the end product would look like. Were you and your team influenced by any of this? George Gomez: I guess you could say that. We (did) read it and it really amused us! Question: Why did you not include the replay feature and were there meetings (where that was discussed)? George Gomez: Oh yes. Here's the deal. My opinion today is that we made a mistake. On replays and on ball saves, we made a mistake. At the time I did not have a strong enough opinion, and some of us did. It's an opportune time to change the play mechanics when you're introducing a new platform. If you're ever going to screw around with that kind of stuff, that's the time to do it. I guess I was a little surprised at the backlash. We were trying to balance (the coolness of our product) against the need for it to make money. Maybe it's cool enough that if you take this away it's not going to make a difference. The replay thing has been talked about for so many years. I know Roger (Sharpe's) opinion very well. You can talk to Roger and he'll tell you, "Look at Steve Epstein's operation in New York. Operated for years without replays. Successfully. Best location in the country." I know Larry felt very strongly about the replay situation, and he drove that. It's like all pinball, it's something that's discussed and discussed and discussed. And sometimes we take a shot, you know. You've got to do that, we have to try stuff. Question: So what's your feeling now? George Gomez: Well, I feel you've got to have it in. We got such a backlash on it. I've tried it twice, I tried it on NBA Fastbreak. I quickly had to back-pedal. Question: You have here a great vision, which I hope is the first of many, but when you were putting the first Pin2000 together, what were you most proud of and what are you most disappointed in? George Gomez: I'm incredibly proud of (the thing that) Pin2000 (has become). [Exact words not clear on audio tape.] As I mentioned, I fear for it and I don't know what kind of life it has. I fear that all of these cool ideas that all of us have about what we can do with it next, won't see the light of day. That's a disappointment to me. It's not my best game. My personal feeling is that the best two games I've ever done were Monster Bash and Corvette. Those are my favorites. When you do a game if you're illuminated by that game, if you live it and feel it, the game will be a lot better. It's not that I didn't do that with this game but the reality of it is that the platform consumed some part of my creative energies. I proudly tell you that my fingerprint is on every piece of a Pinball 2000. There isn't a box, screw, bracket, thing that I didn't influence in one way or another. And I'm proud of that, I'm very, very proud of that. Question: You were going to talk about some of the engineering changes that were made, like the smaller playfield and all that. George Gomez: In an attempt to make the game make sense, the business side is important. Every dollar means something. Somewhere in here there's a drawing, and I brought it specifically for that reason, of the nested cabinet panels. You have a 4' by 8' sheet of plywood and if I can get all four sides of the game, top and bottom, out of that sheet of plywood I save a substantial amount of money. The problem with doing that, in order to get all that stuff to fit, was to go to a 43 inch playfield. It didn't scare me because I remember High Speed and Black Knight, and I said, "Well, they're 42 inch". We're used to seeing these 46 inches and they're nice, but I'm going to go 43. It's the most I can stuff into the thing and still make the cabinet make sense monetarily. We fought the cost thing every inch of the way. I promise you, that given more time, it would cost even less. You do what you can inside of what you have. Question: (What has been done to make Pinball 2000 appeal to new players?) [Exact wording not clear on audio tape] George Gomez: One of the reasons to do Pinball 2000 in the way that we did it, was to try to attract a new player. I'm not sure that we've done that yet. I don't think it's unnatural for a product to take some time to take. If it takes it's not going to be because I ran ads; maybe $10,000,000 of advertising would help me. I think it has to happen because people are standing in front of it having fun. The problem that we face is a universal coin-op problem, it's not just a pinball problem. Our brothers across the street, at Midway, their arcade stuff isn't doing any better than our arcade stuff. They have this wonderful cushion called Sega Nintendo. They make way more money selling a CD-ROM with Hydro Thunder on it than they do making a $4000 standalone Hydro Thunder. The entire coin-operated game business is hurting. It's so hurting! Go to the arcades, stand there, who's in there? It's like a ghost town and I fear for the business. Question: Related to that, were there any discussions about changing the marketing model to give more of a push to the operators? George Gomez: All of these things are talked about. There's problems with that too. Question: I can easily put $10 into a quarter (play) machine, but I'll think twice about putting four quarters into one machine. It's just a mental thing for me. George Gomez: You're not the only one that needs to be re-educated on that. I really feel that every other form of entertainment doesn't cost what it did twenty years ago. I'm not certain why it is that ours has to. Perhaps it's a cultural thing that I can't change, but a movie doesn't cost what it used to, popcorn doesn't, pop doesn't, and comic books don't. Here's your entertainment dollar; you're fifteen years old and you're at the mall and you're standing around. Gee! Why does a pinball machine still cost 50 cents? I'm giving you a lot more for your money. Comment from audience: For the lack of a dollar coin! George Gomez: That would help. Question: Your competitors probably buy your products and reverse engineer (them) and take all the good ideas and incorporate in their machines. Why wouldn't you want to do something similar, if you liked say a feature, in somebody else's machine? George Gomez: Maybe we're too proud, I don't know. It doesn't mean that we don't play their games. We have a certain standard and we try to design to it. Question: It sounds like you may be disappointed in the way that scores are displayed within your graphics. Would you like to have a dot matrix display or something that would hold the constant scores? George Gomez: No, I just think there's an elegant way to display information inside the platform and in some ways we discovered it late and didn't have a chance to implement it. In other ways, even what we discovered will evolve. I don't want another display. The magic of the combining mirror is that I've got you looking where I want you to look. As the games get better and the virtual targets get used more as a virtual target than as a movie screen, you'll find it will feel very natural. The proportions take some getting used to, but now I look at it and I think it's pretty cool. Question: Do you think it will reach a point where you have more continuity in the play? George Gomez: I am absolutely convinced. And I'm not telling you that pinball as we knew it will cease to exist. I'm not telling you that at all. Both games can and will co-exist, and if a miracle happens and we continue to grow and make money, I think you will see 2000 grow and reach the same sort of level of polish that our old product did. Thank you very much, George. --------------------------------------------------------------------------------------- George Gomez and Tron Link --------------------------------------------------------------------------------------- *** GEORGE GOMEZ *** Many of you know George as the talented designer of games like CORVETTE, JOHNNY MNEMONIC and the new NBA FASTBREAK... but his career as a game designer goes way back to the early '80s with his work on the TRON and SPY HUNTER video games for Midway. In between these adventures were numerous other games, toys and even Redemption pieces that George has brought to the Coin-Op field. The Industry is blessed to have his talent and experience on board now, more than ever as Pinball attempts the great rebound to it's former glory! Link George Gomez as Tron Video Game Programmer 1982: For obvious reasons TRON the game was a natural licensing property. In December of '81 it was announced that an agreement was reached for Bally/Midway to design and manufacture the coin-op version. The primary objective for the game designers was to have it ready for the July '82 release of the film. Only a short time earlier it was common industry practice for but a few key people to be involved with the development of a game. In many cases one person would design and program, with another doing the hardware engineering, while the art department worked independently. However with TRON, over 15 creative minds plus interdepartmental coordination would quickly bring it from concept to finished product. Under team leaders John Pasierb (VP Engineering), Atish Ghosh (Hardware), Bill Adams (Software) and George Gomez (Art/Cabinet Design), TRON turned out to be a success on every level. From its fantastic 3-D molded monitor bezel/backboard and blue-illuminated control panel, to the full-color photographic side-art, TRON was breathtaking. Two separate teams alone worked on this aspect of design: one for controls/design and a second for the cabinet artwork. George Gomez (the lead for this first team) along with production engineer A. Ryan created the control panel configuration, devices (like the rotary knob and unforgettable translucent blue throttle), bezel/backboard and cabinet (a unique modified-polygon paneled design for the upright version). The other team was led by Paul Faris (Art Director) working with R. Scafidi and (once more) Gomez. Richard Taylor of Triple-I (one of the key computer graphics firms working on the film) and representing Disney, worked with the team, presumably to insure the consistency of the overall look and use of imagery from the film. Taylor was not only the computer effect supervisor on the film, but greatly responsible for its legendary visual 'look'. This attention to detail by the Midway team, in contrast to inferior slipshod cabinets of lesser manufacturers made the relatively conservative $2500 price tag a bargain. As this was a direct tie-in, game play had to relate to its big screen counterpart. Several teams worked hard to keep the translation faithful. With only a script and some effects footage, the video team lead by Gomez with Sharon Barr and Marsh Taylor, storyboarded the game (much like a film) to get a sense of how it would look, play and feel. One challenge was deciding on how to approach this. In the film, the fictional arcade game Space Paranoids (a TRON-like game created by lead character Flynn - Jeff Bridges) depicts two game sequences: an adrenaline inducing computer generated light cycle tour-de-force and a hyped-up Battlezone-like vector sequence. Achieving the look of these film effects-produced "games" was impossible (though by today's hardware/software capabilities it wouldn't) so they worked around pivotal storyline moments. The designers reportedly wanted six different game sequences but had to settle on four due to existing hardware limitations. One however, the deadly disc throw, would see the light of day as the separate follow-up game Discs of TRON. TRON is essentially four distinct games in one, a concept used previously on Bally/Midway's own Gorf and later with its Journey. When game play starts, the player may choose (in any order) from four different quadrants on the 'deadly game grid,' but must complete each before progressing onto another level. This tracery grid design was effective in visually tying all the games together and to the film. Interestingly, each level of play is named after a computer language /phrase, starting with RPG through COBOL and BASIC up to the final level USER. It was now in the hands of the software team under the direction of Bill Adams with John Marcus and Tom Leon, to create what us gamers would actually see and play. --------------------- Link Tron was originally slated to be a color vector game. It was designed using an early script of the movie. Basically, the team took various challenges Flynn had to go through and made them into four separate games-within-a-game. Three of the four scenes were either changed or removed from the final cut of the movie, but it still made one hell of an awesome game. A Tron unit appears in the 1983 movie 'WarGames', in the 1986 movie 'The Color of Money' and in the 1987 movie 'Death Wish 4 - The Crackdown'. - TIPS AND TRICKS - * General Tips : 1) TANKS : hide behind corners and use them for cover when you shoot. Also, use the transporter in the center as cover. You can shoot clear through the transporter and out the other side and zap the computer. Don't use the transporter except for a desperation tactic. It will more than likely dump you right in the computer's gunsight(s). 2) SPIDERS : Fire in a constant spread and just hose 'em down from side to side. Gradually move in a constant arc up to the entrance. Stay just outside the entrance and hose the spiders above and below until time runs out. Enjoy the music. 3) MCP CONE : Move up so you're just underneath the rotating cone and on the right side. Shoot the blocks nearest to you. This gives you another shot more quickly than shooting blocks farther away. When you get a gap, move up and fire away due left. Above all, don't hang around and get caught : if the going gets tough, move on up and into the cone. Don't forget to twirl the knob as you rise. (You'll see if you do it) 4) LIGHT CYCLES : Use a question mark type shape for the first board. The Computer'll run right into it. For the harder boards, try to trap them either near the center tracks or against the wall. This is, by far, the hardest thing to do. 5) On the 3rd Light Cycle screen, travel at high speed up & then turn left JUST ABOVE the 3rd black grid line, then down when you reach the wall at which point you can slow down. All 3 cars will crash at virtually the same time. 6) On the 4th Light Cycle screen, simply turn left AT THE VERY BEGINNING at slow speed & all 3 cars will crash around you at virtually the same time. * This is an interesting bug. On the MCP Cone levels, if you go all the way to the right or the left and keep moving, you can move the whole playfield to the side. This doesn't seem to have any other affect, but it is kind of fun to see. * Here's an odd Tron bug : On the Recognizer Tank levels, make your way to one of the little alcoves in either the top right, or bottom left corners. The tanks cannot shoot, and will not go down an alcove, so therefore cannot kill you. Then, wait approximately 9 to 10 minutes without moving your tank. You can fire, but do not kill all the recognizers. After the time (9-10 mins), the sound system will go berzerk, starting with a very high pitch tone, which falls to a low tone that vibrates the cabinet. The sound also goes berzerk if you enter the tower at 0099 units on the bug screen. - SERIES - 1. Tron (1982) 2. Discs of Tron (1983) 3. Tron 2.0 (Startup) - STAFF - VP Engineering : John Pasierb (JP) Software : Bill Adams (BA) Hardware : Atish Ghosh (AG) Art / Cabinet designer : George Gomez (CG) With support from : Tom Leon (TL) - PORTS - * Computers : Oric I (1984, "Light Cycle") Sinclair ZX Spectrum (1984, "Light Cycle") * Others : LCD handheld game (1982) released by Tomy : Cool game, the entire case is made of a smoked clear plastic so you can see the inside of the game (and it has some large, simulated circuitry in the back, to make it look even cooler...) --------------------- TRON: SERIES: designed by Bill Adams and Tom Leon cabinet and controls by George Gomez 1. Tron (1982) 2. Discs of Tron (1983) Discs Of Tron Mfg. _Bally _Midway - Year _1983 - Format _Raster _Horizontal bio Designed and programmed by John Pasierb, Bill Adams, George Gomez, Atish Ghosh, and Earl Vickers Discs of Tron was originally designed to be a part of the original Tron coin-op, but was cut out at the end, and set aside for refinement and release as a stand-alone coin-op in its own right. PLAY INSTRUCTIONS: - You are TRON in blue. SARK is out to defeat you! Throw discs and hit him. - Position aiming target on wall with knob and throw with trigger. - To deflect discs: Hold in deflect button. Hit SARK 2 times to advance. Grazing SARK is not a hit. Hit chasers 2 times to destroy them. - When the ring platforms move up and down... change target level by moving the knob up and down. - 1000 points for hit SARK, 200 for graze SHARK, 100 for hit a SARK disc, 200 for Enery Pellets, 400 for Chasers and 800 for Super Chasers. Super Chasers and Enery Pellets cannot be deflected! Movie: Tron Genre: Computer Hi-Tek Year: USA 1982 Director: Steven Lisberger Studio: Walt Disney Cast: Jeff Bridges, David Warner, Bruce Boxleitner, Barnard Hughes, Cindy Morgan, Peter Jurasik Discs of Tron (1983) - STAFF - Designed and programmed by John Pasierb, Bill Adams, George Gomez, Atish Ghosh and Earl Vickers Disc of Tron the Video Game: MT> You created the graphics for the exceptional Discs of Tron. Impressively the sit-down casing design melded seamlessly with the on-screen graphics. What was it like creating graphic images that mimicked such a highly graphical stylized movie, and were there discussions concerning the booth and your work? Brian Colin: Don't give me too much credit here. While I did do most of the video graphics and animation for Discs of Tron, the project was well defined before I arrived on the scene. Much of the credit for the overall look of that "seamless" package goes to mechanical designer George Gomez; currently a pinball designer for WMS. Link ------------------------------------------------------------------------------------- The Giant List of Classic Game Programmers Link Last Updated April 19, 1999 Please send new information and corrections to James Hague, jhague@dadgum.com This is a Who's Who of classic game programmers, where "classic" generally refers to "8-bit" (Apple II, Atari 2600, Atari 800, Commodore 64, etc). Gomez, George (George Gomez) [G] Group effort TRON (1982, COIN, Bally/Midway) [D] Designer only Spy Hunter (1983?, COIN, Bally/Midway) [D] Designer only Corvette (PIN) [D] Designer only Johnny Mnemonic (PIN) [D] Designer only NBA Fast Break (PIN) [D] Designer only Monster Bash (PIN) ------------------------------------------------------------------------------------- PS2 - One Stop for Gaming and Entertainment Link June 30, 2004 OPM Inside: Disk # 82 -Robert Schawinski Welcome, Playstation fans, to another exciting review of this month's Official US Playstation Magazine™ demo disk. Ziff Davis has included a ton of information and playable versions of the upcoming games of 2004, that should have any serious gamer just drooling at the mouth. There is something here for fans of every genre; whether you prefer to scream down a racetrack at 200 MPH, or creep through the bushes at a snail's pace. Since I'm not one who is big on the chitchat, I'll dispense with the pleasantries and get to the heart of the matter. This is not the only part of the disk with in-depth interviews. Selecting the Inside the Game area gives players the unique chance to see and hear some of the historic figures in the industry, talking about their personal contributions to the gaming community. Fans of the past will be astounded by these interviews with the creators of some of the most classic games known to mankind. Midway opens the doors and allows us a look at two of the biggest historical figures, George Gomez (Spy hunter) and Mark Turmell (Smash TV), as they talk about the 20 game compilation Midway Arcade Treasures. Having the opportunity to hear these two men speak about their accomplishments is an extreme honor, and worthy of the purchase of the magazine in itself. However, this is just the beginning of the quality interviews. ------------------------------------------------------------------------------------ Adomboys.com - The Canadian in Chicago Link Adam & Friends do Vegas - Pt. 1 by John Vignocci, Designer for NBA Ballers The crowd erupts into laughter as Midway San Diego's creative director Tom Hall explains how "Weed Time" works in Midway's latest arcade revival, "NARC". George Gomez and I approach the 'ready area' where we are mic-ed up for the presentation. Over walks Phil Marineau, product manager for NBA Ballers… ------- NBA Ballers Developer Diary Entry #6, by John G. Vignocchi (Game Designer) In the latest of our ongoing diary entries for Midway's NBA Ballers, John Vignocchi discusses how not to win over the ESRB with fruit baskets, tells how they got the rating they wanted, and drops some hints on forthcoming MTV coverage of the game. There will be a "making of" special feature airing over there, which is rare for games that are not from Electronic Arts. We only know of one for Enter The Matrix. -------------------------------------------------------------------------------- 1up.com Chapter 6 Link I am totally freaking' exhausted. In the past 72 hours I've driven over 300 miles, flown to NY and back and slept a grand total of about 12 hours. I've almost reached "core meltdown" status. So what's up with all the jet setting in the 11th hour? Let me explain... Like I said in a previous design journal, everything that goes in our game has to be approved by a number of different people. From the bosses upstairs to the lawyers across the street, the NBA to the ESRB, everyone gets a final say in what goes in (and subsequently comes out of) NBA Ballers. So last week we ran into a little predicament. You see every video game that carries the NBA moniker is required to have an "E" for "Everyone" rating by the Electronic Software Ratings Board. Not only does it have to be "E," but it must also not have any exceptions -- i.e. NFL Street has an "E" rating with the exception of "mild violence" since you can grab players and slam them up against walls and none of the players have helmets on while playing a full contact sport. Since we must adhere to the NBA's video game licensee rules and regulations, we have been submitting NBA Ballers to the ESRB and receiving back ratings with exceptions such as "mild violence" and "cartoon mischief." The problem was we didn't know why we kept getting a rating that was above the "E" with no exceptions status -- when we would ask the ESRB why we were getting the "E" with qualifiers they would play cool and inform us that they don't want to say because it is their job to rate a game, not censor it -- a very valid point. So Thursday rolls around and the entire team is in a mad rush to get the game out the door and into submission. Everyone has their nose to the grindstone fixing bugs, play testing the game, editing text descriptions, reviewing the manual, etc. etc. when Matt Booty, the executive vice president of product development, rolls into the cave and says that word has come back from the ESRB and once again we've received an "E" rating with an exception. "It's time to scramble the fighters!" Matt says in his military tone. "We need to get 'eyes on' and put some people on the ground. President Zucker demands that this situation be under control in 24 hours and we will not fail him! Right?!" (You have to understand, Booty talks in military metaphors.) General Booty quickly glances at me with determined eyes. I return the look with an, "Oh Christ, please not me" face in hopes that the general will decide to send someone else. "Gomez!" he says, turning a sharp eye over to George, "You and Johnny must catch the next flight out of Chicago and meet with the people at the ESRB. Use any means necessary -- shock and awe fellas! Shock and awe! Don't come home until the conflict has been resolved!" A small smile rolls across my face as I begin to think about how wonderful spending a few days in New York on the company's cash just might be. "Now get the hell out of here!" General Booty exclaims, "Go home and pack your bags, your flight leaves at 7:00PM!" I quickly glance at my watch to check the time -- 3:49PM. I power down my computer and quickly run out the door. I jump in my car and zoom to the highway in hopes of making the fast 22.7 mile run home. As soon as I turn onto the highway all I can see is a sea of red break lights. Every time it &^#%@! snows here it's like the entire population of Chicago forgets how to drive. In the end, I managed to make it home and pack my bags and drive out to O'Hare airport in time for my flight. Once on the plane and situated I finally breathe a sigh of relief as I sit nestled into my cramped coach class seat, my cell phone and Game Boy powered down and pretending that I have my seat belt fastened for the stewardess prowling the isles. We land in New York two hours later and grab a cab to our hotel. About halfway through the cab ride, George decides to call Matt Booty's personal assistant, Samuel, and confirm the location and time of the meeting with our friends at the ESRB. Samuel tells him that it will be at 2:00 and gives him the address, but sounds rather flustered on the phone... "What's wrong, Samuel?" George says. Someone had the brilliant idea that George Gomez and John Vignocchi should arrive at the ESRB with a fruit basket bribe to increase their chances of getting the correct rating. "Oh nothing...I'm just in a rush to get a fruit basket created and delivered to your hotel in time for the meeting tomorrow," Samuel responds. "What? Why?" George asks. "Well, I thought that it would be good to have you and Johnny arrive at the ESRB with a fruit basket!" Samuel gleefully responds. "Are you out of your mind?!" George exclaims. "Do you really think Johnny and I are going to walk into the ESRB with a big fruit basket?! What do you think that will look like to the people at the ESRB?!" I quickly play out the scene in my head. Two men dressed in black over-coats waltz into the ESRB's office. The first man is a 5'11" 160-pound Cuban with long black hair. The other, trailing close behind the first man, is a 6'3 280 pound gorilla carrying a large basket of fruit. It's like Midway sent the consigliore and a capo to the ESRB. George looks at the ESRB representative and says, "Hey der, how 'u doin'? My name is "G" and this is my associate, Johnny V. Say hi to the man 'der, Johnny..." "'Ey...how 'u 'doin?" I say. "We just came in from Chicago. I understand dat 'der seems to be, shall we say, "a situation" with this rating for our new basketball game, eh? We were sent out to personally deal with this "situation" and kind of put the "nail in the coffin" figuratively speaking. You know, settle this issue face to face behind closed doors; you do understand what I'm saying'? Johnny, ask the kind man if he would like an orange. Would you like an orange? John, give the man an orange" George demands. "Right boss. Here, have an orange" I say, handing the ESRB rep an orange while he picks his jaw up off of the floor. Back to reality. "You've got to be out of your mind!" George exclaims. "You want us to show up at the ESRB with a &^$#(@& fruit basket bribe?!" George snaps his phone closed and gives me that you've-got-to-be-kidding look. The next day we go to the ESRB and show them the game. They were very nice and we got our rating without having to resort to...the fruit basket. It's time for me to run -- we've got the NBA All-Star game this weekend and I've got to get all of my work done before I go. I'm so psyched for the trip, mainly because we are having a huge party on Friday night in conjunction with Magic Johnson. "NBA Ballers presents: A Night Of Magic." It should be huge! After that we've got MTV coming in to do a "Making of the video game" piece... It'll be nice to finally see a non-EA game highlighted on MTV, y'know? We are also in the process of putting together a piece for that Video Mods show that features J. Williams performing Snoop's "Murder Was The Case" song. Just kidding. Previous Entry: Diary #5: Top Ten Lists ------------------------------------------------------------------------------------- 1982 Discs of Tron: - STAFF: Manufacturer : Bally Midway Year : 1982 STAFF - VP Engineering : John Pasierb (JP) Software : Bill Adams (BA) Hardware : Atish Ghosh (AG) Art / Cabinet designer : George Gomez (CG) With support from : Tom Leon (TL) Designed and programmed by John Pasierb, Bill Adams, George Gomez, Atish Ghosh, and Earl Vickers. Discs of Tron, the project was well defined before I arrived on the scene. Much of the credit for the overall look of that "seamless" package goes to mechanical designer George Gomez; currently a pinball designer for WMS. Search Result 1 From: Louis Koziarz (koziarz@MCS.COM) Subject: Re: Midway designer questions View: Complete Thread (4 articles) Original Format Newsgroups: rec.games.video.arcade.collecting Date: 1996/08/22 In article , Russell Willoughby wrote: >I know that George Gomez worked on Tron and Satan's Hollow. I didn't know >about Spy Hunter, but it wouldn't surprise me, since that was another >"in-house" Midway game from the same time period. > >BTW, Gomez's first pinball design was 1994's Corvette. I'm not sure what >he was doing in the ten years before that. >George Gomez: Link Yes, I'm the same guy. However, I did not program the game, Tron was programmed by Bill Adams with help from Tom Leon. Tom was also the main programmer of Spy Hunter and Bill was the main programmer on Satan's Hollow. The work that I did on Tron was primarily development of the storyboards and all of the industrial design for the cabinet and controls. I also was in charge of the video game art at Midway at the time. The glowing joystick is also mine. On Spy Hunter, I brought the concept in-house, in storyboard form. I came up with the name and the concept of having music when you have weapons, and I designed the control system. The grips have been used throughout the arcade game business since that time on various games. I left Midway in 1984 and I went to work at a toy development company called Marvin Glass and Associates, where I invented toys for five years. Some of the stuff that I came up with were an outdoor toy for Tonka called Splash Darts, a truck demolition derby toy for Galoob called Crash 'n' Bash, and I also did work on the Voltron Robot line and the Rambo Action Figure line and too many other things to mention. During the next five-year period, I had a consulting business selling design services to a variety of companies, including BattleTech (for which I did the original first 8 pods used at the BattleTech Center in Chicago). I also did things like cabinets and controls for Sega USA, probably the most well-known being the driving game cabinet for Virtua Racing Upright. I also did novelty pieces including a game called Big Bat for Midway and a game called Hawk Avenger which was a pretty cool helicopter attack game for a company called Bromley. During that time, I took on a lot of consulting work, I did the control system for F-15 Strike Eagle, the MicroProse arcade piece, and things like development work on games like Rock 'n' Bowl. I started at Williams in August 1993, and I guess that's what I've been doing during that 10 years! George Gomez Williams/Bally-Midway (posting via Louis Koziarz) -- Louis Koziarz koziarz@mcs.com ------------------------------------------------------------------------------- Introduction to Spy Hunter Link ------------------------------------------------------------------------------- The name James Bond never appeared in Bally Midways Spy Hunter, but the 007 influence was unmistakable in this 1983 arcade classic. Game designer George Gomez was an avowed fan of the British secret agent with a license to kill, and Spy Hunter allowed him (and the rest of the world) to live out a dangerous, Bond-esque mission over land and sea. Spy Hunter was actually a fusion of two popular genres: driving and shooting. The secret agents car came equipped with grill-mounted machine guns, the better to blow away the nasty vehicles that cluttered the road. Switch Blades were the most common bad cars black sedans with tire-puncturing knives that extended out from their tires. These baddies could either be blown away or forced off the road, but other cars wouldn't go down so easily. Road Lords were impervious to your guns, and their bulky size made it difficult to run them into the side of the road. As the game went on, players also ran across The Enforcer, a black limo with a gun-toting passenger. Not every vehicle on the road was evil, and that only made the spy hunters life trickier. With its two-speed shifter, your car could move extremely fast, and swerving to avoid innocent cars and motorcycles often meant a quick skid out to your doom. Luckily, the game didnt end with crashes, because most gamers caused several. Spy Hunter was a timed game, with points and extra time awarded for distance covered as well as for enemies killed. If your vehicle crashed, a supply truck simply dropped off another one, and the game picked up where you left off. The trucks served more purposes than simply dumping off new cars, however. At certain points along the road, your car passed parked big rigs with special icons on the trailers. By pressing the Weapons Van button on the front of your steering yoke, those trucks pulled up in front of you, allowing you to drive right up into the trailer. Once docked, your car was outfitted with one of three special weapons: smoke screens, oil slicks or missiles. The first two took care of enemy vehicles on your tail, while the latter was needed to take out The Mad Bomber, a helicopter that dropped pothole-making bombs later in the game. Separate buttons controlled each weapon, allowing skilled players to deck out their vehicles with a complete arsenal. Every once in a while, Spy Hunters vertically-scrolling road branched off in two directions, giving players a greater freedom of choice than many driving games of the time. At some junctures, separate paths actually gave your spy hunter a new vehicle. By driving into a boathouse at the side of the road, your secret agent emerged in a shiny speedboat, taking to the waterways. The Mad Bomber was still in hot pursuit, and evil Barrel Dumpers and Dr. Torpedo menaced your watercraft as well. At a certain point, the ship ran back to the ground, and your speedy car resumed its spy hunting. The driving/action combination was a winner for Spy Hunter, one of the most popular games of 1983. With its James Bond attitude and catchy Peter Gunn theme (the Bond music was too pricey), the game caught fire in arcades everywhere. Bally Midway released a sequel, the little-seen Spy Hunter II, in 1987. It lacks a high score table. The new version allowed two secret agents to play at once, driving in a mock 3-D perspective from above and behind the car. The sequel was a disappointment for the company, but that did nothing to dim the popularity of the original Spy Hunter, which maintains a large fan following even today. Spy Hunter 2 Stand Up Video Game Spy Hunter 2 Video Game Display Spy Hunter 2 Marquee Release History - Coin-Operated Game 1983 - Spy Hunter 1983 Spy Hunter in Stereo: Another of the first stereo sound games, Spy Hunter has one channel dedicated solely to the familiar Peter Gunn spy caper theme and the other dedicated to activated game sounds--machine guns, helicopter blades, and other in-game action noises. It's a classic game, and Spy Hunter's reputation is marred only by the fact that it produced--in the words of the Simpson's' comic book guy--the "worst sequel ever." - which was Spy Hunter II in 1987. Link 1987 - Spy Hunter II 2001 - New Spy Hunter In 2001, Midway resurrected the game, this time using full 3D graphics. Midway published this consumer version for most major systems: Windows, PlayStation 2, Xbox, Game Boy Advance and GameCube. - Xbox The New 3D Spy Hunter!!! first released in September 2001, has sold in excess of 1.6 million units Spy hunter in Development for Xbox!! For Year 2001 Link The great Spy hunter now is confirmed for development on the Xbox. This is great news for all Spy hunter fans. Look for special features and more detailed graphics for the Xbox Version. "SpyHunter was hugely popular on the PlayStation 2 and we expect it will be just as big of a hit on the Xbox and Nintendo GameCube," said Helene Sheeler, vice president of marketing, Midway. "Using all of the original game elements, including villains, weapons vans and theme music - combined with the power of these great new consoles - SpyHunter creates an electrifying gaming experience." With a next-generation 3D design, incredible high-tech weaponry and a sleek new vehicle (the G-6155 Interceptor) the SpyHunter player is on a mission to save the world and must make split-second decisions while engaging in offensive attacks and defensive counterattacks. The SpyHunter player can never relax while maneuvering through 14 high-adrenaline missions, which play out in a variety of exotic worldwide locations. The reconnaissance missions lead the SpyHunter player around the globe to exotic locations (Panama, Key West, England, Germany, France, the Middle East and Venice). New SpyHunter Game in 21st Century Playstation 2 version: Link Xbox1 New SpyHunter: Link Xbox2 New SpyHunter: Link New Spy Hunter This release of SpyHunter is a remake of George Gomez's arcade hit from 1983. This game was extraordinarily popular, integrating a new steering wheel interface and a classic soundtrack that is still known among many gamers. Changes that have been made from the 1983 version to the present version include more offensive and defensive weapons, and a change from top-down view to 3D perspective. -------------------------------------------------------------------------------- Trivia for Spy Hunter (1983) (VG) Link The James Bond theme was originally sought after and programmed into the prototype machine until it was determined that licensing costs for this music would be too expensive. A person from marketing suggested they use the Peter Gunn theme instead. The car in Spy Hunter, the G-6155 CIA prototype Interceptor was modeled after a 1983 Z-28, the car that George Gomez owned at the time. The numbers stand for designer George Gomez's birthday (6155) A third Spy Hunter chase sequence, a helicopter chase, was deleted from the game due to lack of time and memory. The game was to have a helicopter stage but the designers ran out of resources. They also wanted the James Bond theme to play, but settled for the Peter Gunn theme instead. Inception of Original Spy Hunter Spy Hunter - This exciting arcade video game was inspired by the childhood memories of its lead programmer: Link "Well, when I was a kid, my dad would drag me to these grown up cocktail parties because my folks were divorced and he wouldn't be able to get a sitter. So after being bored for several hours, my dad would finally take me home tanked to the gills. I mean very, very drunk. It was a different time then. Then we'd get stuck behind an 18-wheeler and he'd just get furious and just start ramming the car into the back of the truck. Wham! Wham! Jesus, he scared the sh-- out of me the first couple of times. Later, I would escape into fantasy, thinking, what if we could drive the car into the back of the truck? And what if there were guys in the truck who would put stuff on our car, spy stuff, like oil sprayers and rockets, and my dad was a spy instead of a drunk, wouldn't that be cool?" -name withheld upon request Spy Hunter Team 1983 Lead Programmer: Tom Leon Designed and programmed by : Tom Leon, Jeff Nauman Art : Kevin OConnor, Brian Colin, Steve Ulstad, Sharon Perry Music by : Henry Mancini Group Manager : Bill Adams Cabinet guru : George Gomez Cabinet assistant : John Kubik Tom Leon worked on the following games: Game Year Manufacturer STAFF Blasted 1988 Bally Midway Support : Tom Leon Max RPM 1986 Bally Midway Lead Programmer: Tom Leon Spy Hunter 1983 Bally Midway Designed and programmed by : Tom Leon Spy Hunter II 1987 Bally Midway Game Design : Tom Leon Group Leader : Tom Leon Tron 1982 Bally Midway With support from : Tom Leon (TL) Xenophobe 1987 Bally Midway Development : Tom Leon Spy Hunter II Team 1987 Spy Hunter II 03/1987 Bally Midway. This game runs on the Bally Midway MCR 68k hardware. Game Design : Gary Oglesby, Tom Leon, Brian Colin Lead Programmer : Gary Oglesby Artist / Animator : Brian Colin Group Leader : Tom Leon - TIPS AND TRICKS - According to Supercade, the car in the game is called the G-6155 Interceptor, was modeled on designer George Gomez' 1983 Camero Z-28. George Gomez Link E-mail Address: ggcoolkidaol.com Contributor Information Full Name: George Gomez E-mail Address: ggcoolkidaol.com Contributed Codes Genesis Lotus Turbo Challenge Super Lotus (1) Saturn NBA Jam Tournament Edition Secret Players (1) Xbox NBA Street Vol. 2 Misc. Codes (1) Tony Hawk's Pro Skater 3 Cheat Codes (1) ----------- Ask Uncle Willy #15: June 4, 1998 -------------------------------------------------------------------------------- If you have questions about fixing, restoring, or purchasing an older game, Uncle Willy would like to refer you to: Ask Uncle Willy #10 Uncle Willy would like to start off this edition of Ask Uncle Willy with a few housekeeping items. First of all, whatever rumors you may have heard about why it has been so long since the last installment of Ask Uncle Willy are completely false. (Uncle Willy does not now, nor has he ever had an alcohol or drug problem. Uncle Willy did not run off to join the Peace Corps. And she most certainly was too over 18.) Next, Uncle Willy's mailbox is straining under the weight of questions that don't belong there. Either they have been covered already in previous Ask Uncle Willy articles, or they are in the FAQ, or they are beyond the scope of what Uncle Willy can do, or they are not of widespread interest. Uncle Willy cannot tell you how much your old pinball machine is worth and would prefer not to have to tell you how old it is, when there are so many other good resources out there for that sort of thing. Uncle Willy cannot find you parts for your machine, other than to point you, once again, to authorized distributors (for newer machines), and any of the various "other resources" listed on the web site (for older machines.) Uncle Willy cannot fix your broken game, nor can he help you troubleshoot it long distance. Uncle Willy does not know everything, as hard as that is to believe, so not every question can be answered. Also, keep in mind that half the fun of owning a pinball machine is learning to fix it and track down parts to restore it yourself. If you have a question that might fall into one of the above categories, but you still think it might have some larger relevance or interest to others, by all means send it to Uncle Willy but Uncle Willy makes the final decision about what questions to answer. Here are a couple of examples -- Question: I have a Wizard back glass that is in perfect condition, my question is... How much is it worth? And I have a Bally Elektra that's in good working condition, how much is it worth??? Answer: Uncle Willy would dearly love to answer such questions like so: "They are both utterly valueless. Please send them directly to Uncle Willy for proper manufacturer-certified disposal." Uncle Willy resists that urge, as that would be an abuse of the immense power that comes with being such a respected cultural icon. Then there are the questions like these (Uncle Willy swears he is not making this up): Question: I would like to know how to get rid of my very old bally's [sic] pinball game and not come out a looser [sic], also I don't know the name of the game, I know it has a Mexican chick and some snakes on it and most of it is red. Answer: Even if Uncle Willy were in the business of appraising old games (which he stresses again, he most certainly is not), he is amazed at someone who cannot even spend the time to go copy down all the alphabetical characters appearing on the back glass in the area usually used for what industry insiders commonly refer to as "the name of the game." And yet Uncle Willy is supposed to go spend hours researching the game's value, and using his psychic abilities to determine the game's condition. Uncle Willy wishes he could say this was the only mail he received like that, but they are all too common. Uncle Willy couldn't resist giving snappy answers to a few other inappropriate questions, and they are sprinkled throughout the rest of this article. See if you can spot them. Question: I have a question regarding some mystery switches which appear on the switch matrix for Bally's Corvette, but aren't anywhere on the game. The switch matrix lists switches for "1st gear (optional)", "2nd gear (optional)", etc. There is also a mystery switch for "Skid Route Exit". Was there actually going to be some kind of gearshift option for the game? What was the other switch for and why was it removed? Answer: Uncle Willy had a little chat with George Gomez and found the answers to these questions...and some other tidbits as well. In fact, Uncle Willy had to excuse himself from George's office when George started launching into conspiracy theories about why pinballs are exactly 1 1/16" in diameter. (Sometimes when you get George going, it's hard to shut him up...) For instance, Uncle Willy learned that two of the cars in the artwork have license plates to match those on Corvettes owned by George Gomez and Pat Lawlor. But on to your original question... When Corvette was nearing production, an error was discovered in the cost calculations for the game. Turns out the cost of materials was way over budget and George was forced to delete things left and right to try to bring the cost down. Cost reduction is a normal part of the design process, but it's not usually done all at once and in a hurry like that. All kinds of subtle things were removed: rebound switches, flashers, general illumination lamps, etc. There were also a couple of redundant switches removed, such as the one at the end of the Skid Pad/Route 66 wireform ramp. It would have been nice for the software to have another data point about where the ball was, but it wasn't crucial to the game. There was also going to be a 4-speed shifter mounted to the right side of the cabinet. During drag strip mode, you could give the car gas with the left flipper, and shift up through the gears with the right flipper or with the gearshift. The code for these 4 switches is still in the game, and if you somehow attached your own shifter unit there it would work. About 15 games are believed to exist with this shifter unit installed from the factory, and they are largely in the hands of the game's design team. Believe it or not, the left side standup targets were originally going to be drop targets. The art for the stickers had "Feel The Power" and "B2K" written across the 3 targets. (The latter is a reference to the factory option code used for Calloway Corvettes.) The latest ROM revision for Corvette (Version 2.1, available from the Williams web site at http://www.wms.com/) actually has the code to handle either the stand-ups or the drop targets, much like the Firepower drop target retrofit discussed a few years ago. Only one game with drop targets is currently believed to exist, and it is in the hands of one of the design team members. If Uncle Willy can come up with the technical details of retrofitting drop targets to a Corvette, he will post that in a separate article to rec.games.pinball. While we are on the subject of George Gomez. . . Question: You mention that George Gomez was a designer on the original arcade Spy Hunter. Do you know who else worked on it? I have always loved that game. Answer: Uncle Willy often hums the Peter Gunn tune to himself, while searching for the oil-drum button on his steering wheel. If only commuting were like Spy Hunter, it might be more bearable. (DISCLAIMER: any implied endorsement of "road rage" driving techniques is not intended!) Uncle Willy managed to find a few names of the original design team: Tom Leon was the programmer and co-designer with George Gomez. Bob Libby created the algorithmic jazz riffs that segue between the Peter Gunn excerpts. Lots of folks contributed that great video art, including Steve Ulstad, Sharon Barr, Brian Colin, and Kevin O'Conner. Doug Watson and Tony Ramunni did the art for the cabinet. Uncle Willy does not own a Playstation, but he hears that there is a "Midway Arcade Classics" game available for that platform which includes the definitive listing of credits, and interviews with some of the designers. While we are on the subject of video games... Question: I see that you have a ROM Library but it apparently only has Pinball ROMs. I have a Robotron with a bad ROM 1 chip. Can I get ROM images for my Robotron from you? Answer: Uncle Willy feels your pain. Robotron is one of the way-coolest video games of all time. Unfortunately, there is no move afoot to add video game ROMs to our web site. The ROM archives have slowly been created through the spare-time effort of employees in the pinball engineering group, and Uncle Willy hasn't heard of any of them working on compiling the video ROM information. While Uncle Willy can't provide you with the ROMs, he does know that you might be able to repair your game by asking your question on the rec.games.video.arcade.collecting newsgroup. Surely some kind soul there will be able to help you. (I know, and "stop calling you Shirley" right?) While we are on the subject of Eugene Jarvis games... Question: I am from Germany, and in a recent interview here a well-known software programmer with the initials DPH [ed: name omitted to avoid embarrassment] claimed that when he was 12 years old he programmed the game "Defender" for Williams Electronics. Is this true? Answer: Uncle Willy couldn't find anyone here who had ever heard of a "DPH." If he helped write the Williams coin-op version of Defender then he did it via supernatural mind control, since the people who did write it don't remember him! Perhaps he meant that he wrote a Defender-like game for his Amiga or something? Or perhaps you made the whole thing up just to see your question in an Ask Uncle Willy article! (Oops, Uncle Willy spent too much time talking to George and is developing conspiracy theories of his own.) Question: I recently bought a Williams '4 Star' pinball machine and I am interested in getting a rough idea of its age. Are there some general rules of thumb that can be used to date old machines? (Scoring techniques? Glass art? Type of wood used in its construction?) Answer: For dating pinball machines, Uncle Willy frequently uses the Internet Pinball Database. (For dating women, Uncle Willy uses his little black book, but we won't delve into that right now.) The IPD can be accessed at http://lysator.liu.se/pinball/IPD. Uncle Willy just happens to know that "4 Star" was made in 1958. There are several good books on the history of pinball, and Uncle Willy can't hope to explain things as well as they have, but here is a very rough chart of some major components of pinball that have changed over time, from oldest to newest: -- Field of pins, no electricity -- Electricity, lit-number scoring, and bumpers -- Flippers! -- Score reels instead of lit numbers -- Metal side rails and legs instead of wood -- Automatic ball serving instead of manual ball lifter -- Longer flippers -- Solid-state electronics instead of electromechanical relays -- Alphanumeric displays instead of basic seven-segment displays -- Dot-matrix displays with animated graphics -- XXXXXXXXXXXXXX with XXXXXXXXX and XXXXXXXXXXXXX to XXXXXXXXX. (Uncle Willy hopes that last one, a peek into the future of pinball, makes it past the corporate lawyers. They like to X stuff out if it's too exciting...) Question: How does one become a distributor? Answer: Very carefully. Question: I'm just wondering if there will be any more wide-body machines from Bally/Williams. I'm also curious if you are considering any other types of display technology in the future. Answer: As he has mentioned before, Uncle Willy can't talk about future technologies or designs that might be under development at Williams. Even if Uncle Willy were to admit that a designer was currently building a machine with an actual full-sized 2-door Yugo in the backbox, that game might not ever be produced, or the Yugo might be removed (but not for cost reasons!) before the game goes into production...and you would be upset with Uncle Willy for having misled you. Uncle Willy wants to be your friend, not someone who gets you upset. Question: How do you decide which game is manufactured under the Bally label or which one under the Williams label? Answer: This has been one of the industry's most closely guarded secrets. Unfortunately Pat Lawlor let his guard down at the last Pinball Expo, and revealed the precise formula: "First we make a Williams. Then we make a Bally. Then we make a Williams. Then we make a Bally..." Uncle Willy can't think of any way to explain it better than that! Question: We want to know if there are pinball versions to play on the PC. Answer: Yes. Question: Any reason why the Cirqus Voltaire's at IAAPA didn't have the green trim around the backbox? The trim makes the game look great, and I was surprised that it was removed. Answer: Green trim? There is an optional head trim kit for Cirqus Voltaire that is made of purple plastic, perhaps this is what you are referring to. While the trim was part of the original design of the game, and is the "look" envisioned by the designer (John Popadiuk), it was decided to make it an optional accessory. (Many pinball operators don't like things sticking out from a game, things that will get torn from the game as it is transported through doorways and in and out of trucks. They just take them off anyway.) If you have a Cirqus Voltaire and would like the optional kit, the part number is A-22029. This includes the trim pieces and everything needed to install them. As there is such low demand for this trim kit, Uncle Willy cannot guarantee that you will receive it promptly (or ever) when you order it, unless a very large number of people, slavishly following every command from Uncle Willy, rush to their distributors and order the kit. (If that does happen, Uncle Willy has a few more commands he'll have to try out on you!) Question: Several friends and I play Whirlwind at lunch time at a local shop. We cannot figure out how to increase the multiplier. Answer: To answer this question, Uncle Willy had to dig deep into the arcane-rules filing cabinet here at Williams. Brushing aside some worthless pieces of paper concerning secret modes on Star Trek: The Next Generation, Uncle Willy came upon the answer you seek: Locking a ball increases the multiplier. Question: I'm writing to you because I have to write a final paper of roughly 10 pages for that class and I want to write it on the medium of Pinball. What is the history of Pinball? What are the greatest works in the history of pinball? Who are the greatest pinball designers? [and so on] The last thing I ask is that if you are going to reply could you please do it before the end of the week because the paper is due on Monday. Answer: Uncle Willy needs to consider making some cash on the side ghost- writing term papers for people who wait until the last minute and then want someone else to do the hard part. However, since Uncle Willy wasn't prepared in time for your request, looks like you'll get an F. Sorry. Question: I have a Jokerz Flipper from Williams. I want to set it to 5 balls per game, but in the menu there is no setting for 5 ball game. How can I do this? Answer: Uncle Willy found some information on this. Apparently you need to be running at least L-4 software (L-6 is on the Williams website in the ROM archives), and you need to cut jumper "W7" on the CPU board. This will expand the menus to include a setting for 5-ball play, and an "install 5 ball" option. From the notes he found, Uncle Willy can't quite tell if upgrading the sound ROMs at the same time is Mandatory or whether it is just A Really Good Idea, but if the ones on the web site are newer than yours, perhaps you should upgrade to the newer ones. Question: I am looking for information on this Williams game called "Diamond Score Pool". I would like to know how to play it or get a copy of the instructions. I would also like to know what year it was made. Answer: Uncle Willy dug deep into the Williams archives and determined that Diamond Score Pool was a coin-operated novelty pool machine made around 1956, one of a seemingly endless series of pool variations manufactured by Williams that year. After a little more digging, Uncle Willy discovered that Diamond Score Pool was the highlight of the bunch! Most of the games were little more than coin-operated bumper pool tables, but Diamond Score Pool was much, much more. Two players each play from behind the foul line on the same side of the table. The spot the ball is placed on for the shot lets the machine know who is shooting (left side for player 1, right side for player 2.) The players take turns using a short pool cue to shoot the cue ball around a single lit bumper and against the back wall of the playfield, trying to land the ball in one of 6 holes, which award varying point values. There are two diamond-shaped rollover buttons on the playfield which double or triple the value of any shot that crosses over them and then lands in a hole. (Uncle Willy determined the above by reading a February, 1956 trade newspaper description of the game, and inferring some things from an old publicity shot of the game. Please don't hold Uncle Willy's feet to the coals over any minor inaccuracies, OK?) Uncle Willy congratulates you on your ownership of an obscure but quite interesting little piece of coin-op history. Anyone else trying to find one of these should also look for a variant called "Senior Diamond Score Pool" which was the same game but with a playfield that was 18 inches longer. Question: In the game "Doctor WHO", the prototypes had a motor to move the Dalek robot at the top of the back glass, but this feature did not make it into production games. Is there, laying around Williams somewhere, a schematic for the motor assembly used in this moving-Dalek feature? Can I get a copy of it? I someday will get a Doctor WHO game, and want to restore the moving Dalek... Answer: Uncle Willy was only able to find out the simplest of details on this. Apparently the support for the moving Dalek head is still in the production software, with an adjustment to enable it. The motor and gear assembly must have had some sort of cam arrangement to turn the single-direction motor movements into reciprocating head movements, but Uncle Willy couldn't find out much more about that (other than to note that the part number was 14-7976). The motor was driven like a flasher, with its voltage coming from J107-5,6 and its drive coming from Q26/J122-1 (Blu-Brn wire, solenoid number 25). There was an optical switch, presumably to detect the "home" position of the head, that was connected as switch 81 (Column8/U20-11/J206-0/Grn-Gry; Row1/U18-11/J208-1/Wht-Brn). A scan of the prototype instruction manual page that shows this whole assembly is available at: http://www.wms.com/williams/ww/gallery. Question: Recently I've bought a 'Safe Cracker' pin in my hometown, Madrid, and I found that the messages were translated into Spanish, but very poorly. I wanted to know how I'm supposed to change it back to English (if there's a way to do it). Answer: There is a setting under standard adjustments for translations in English, if that would work better for you. As you might imagine, the pinball engineering staff at Williams is not always fluent in the languages needed for other countries, so this work is generally contracted out. Uncle Willy did a bit of research and discovered that the company that performed the Spanish translations for Safecracker is located in...Madrid, Spain! If their translations aren't correct for their own city, Uncle Willy is not sure what to think! Question: Can you tell me anything about a United Skippy or United Manufacturing (now possibly Williams) shuffleboard bowling alley game. It is a 6 player, coin operated bowling game that uses a puck to knock down the pins on this 12' long table. I have been searching for some information on this such as the year and value. Answer: Shuffle Alleys and Bowling Alleys were a strong suit for United Manufacturing (which became part of Williams Electronics in 1965). Uncle Willy doesn't have much resource material kicking around for pre-Williams United Products, and what he does have makes no mention of a game called "Skippy." (Though there certainly were a large number of other odd names!) Uncle Willy is not sure what to tell you - there is no "Internet Shuffle Alley And Bowler Database" site to do a search on. Perhaps a letter to one of the various game collector magazines could turn up someone with more knowledge of this game. Question: Were there any pins other than Xenon and Space Invaders that had that 'infinity' look with the lights in the backbox? Answer: Uncle Willy remembers that Gottlieb's "Mars, God of War" had a similar lamp arrangement in the backbox, using red bulbs. Uncle Willy isn't sure if there were others, but certainly doesn't know of any other Bally games made like that. Uncle Willy did notice a recent slot machine from WMS Gaming (yay!) called "Winning Streak," that used infinity lights in its top box for quite a stunning effect. Question: How about making a pinball that is related to the history of jukeboxes - which may include some classic sound bites of music related to the date of the box. Answer: Uncle Willy suggests you look for the pins "Jukebox" and "Sound Stage" made by Chicago Coin in the mid 70's. As far as Williams making a new pin with a jukebox theme, consider this: Chicago Coin was out of business within a few years of making a pin with a jukebox theme. Scary, eh? Question: Can you tell me if there is going to be a new Kiss pinball machine??? If so, when??? Answer: Uncle Willy cannot tell you that, ever. Question: It is becoming increasingly difficult to find people to work on the old electro-mechanical machines like my FunFest, Big Top and Pit Stop. The distributors in my area have been somewhat helpful in locating people to fix them, but they are all older folks. I am concerned how an un-mechanical man as myself, will be able to get by when these older repairmen are gone. Also, is there collectors site that talks of machine value trading, etc. Answer: Uncle Willy is picturing Mad Mort, The Last of the EM Repairmen, driving through the Australian desert on his pin dolly, fighting off young thugs who are trying to steal his dwindling reserves of flex stones and contact bending tools... While there is certainly an art and science to the repair of EM pins, Uncle Willy takes comfort in the fact that they are fairly straightforward implementations of basic electronics and mechanics. There will always be someone who can figure it out if they try. Uncle Willy is more concerned about anyone in the year 3006 having the equipment to program something as ancient as an 8 megabit EPROM... As for mingling with others who share your passion for all things pinball, Uncle Willy recommends lurking on the internet newsgroup rec.games.pinball for a while. There are plenty of pin lovers there, and there are always references to web sites that cater to some specific part or another of the pinball collecting hobby. Question: I own two T2 machines. One of these is outfitted with white rubber parts and stainless legs on the cabinet and the other is set up with all black rubber parts and black painted legs. Do you know if these are both factory issue setups and if not, which was the "stock" configuration? Answer: The original scheme for all T2 pins was chrome legs and white rubber rings. Question: What games has Steve Kordek designed? Answer: Oh my. Uncle Willy isn't sure there are enough megabytes on your hard drive to save that list - it's quite extensive! Uncle Willy decided to keep things to a manageable size by limiting the list to just those games Steve Kordek has designed while at Williams (where, by the way, he's still going strong!) If we were to go back to games he designed while at Genco, it would probably double the size of the list. Most of these are pins, some of them are novelty or arcade pieces, some of these he co-designed with others, they are in rough date order, ready, set, here we go: Space Glider, Bobo, Highways, Hollywood, Ten Spot, Double Barrel, Skill Ball, Reserve, Space Ship, Kismet, Metro, Jolly Jokers, 3 Coins, Coquette, Trade Winds, Friendship 7, Valiant, Vagabond, Mardi Gras, 4 Roses, Tom Tom, Big Deal, Jumpin' Jacks, Swing Time, Skill Pool, El Toro, Big Daddy, Merry Widow, Beat The Clock, Oh Boy, San Francisco, Palooka, Heat Wave, Whoopee, Zig Zag, Wing Ding, Pretty Baby, Alpine Club, Ski Club, Pot 'O' Gold, Big Chief, Teacher's Pet, Hot Line, Big Strike, Casanova, Shangri-La, Beat Time, Touchdown, Kickoff, Derby Day, Daffie, Doozie, Student Prince, Hayburners II, Cabaret, Set Up, Seven Up, Gay 90's, 4 Aces, Aces & Kings, Planets, Zodiac, Olympic Hockey, Winner, Honey, Super Star, Big Star, Match Race, Jubilee, Darling, Star Action, Triple Action, Spacelab, Skylab, Star Pool, Big Ben, Triple Strike, Little Chief, Black Gold, Space Mission, Space Odyssey, Grand Prix, Liberty Bell, Big Deal, Contact, Pokerino, Ticket Tac Toe. Whew! Uncle Willy needs to go rest his typing fingers now. -------------------------------------------------------------------------------- Spy Hunter Platforms: Classic Platforms: Atari 2600 (Sega), 8 bit (Sega), Colecovision, Apple II and Commodore 64 (Sega). No luck with any programmer credits. Categories: Game play, Addictiveness, Graphics, Sound & Controls More info on Spy Hunter can be found at: http://147.208.187. Gomez did spy hunter video as well as spy hunter pinball. spy hunter pinball back glass
---------------------------------------------------------------------------- Other Spy Hunter News: Link ----------------------------------------------------------------------------- PRESS RELEASE Midway's Greatest Arcade Hits Volume I Brings Home Arcade Classics For Nintendo 64 CHICAGO - November 14, 2000 - Midway Games Inc. (NYSE: MWY), a leading software industry publisher and developer, announced that the classic arcade game compilation Midway's Greatest Arcade Hits Volume 1 for Nintendo® 64 will ship to retail today. Midway's Greatest Arcade Hits Volume 1 takes gamers back in time with six popular arcade titles including Spy Hunter®, Joust®, Sinistar®, Defender®, Root Beer Tapper™ and Robotron 2084®. This one to two player game features easy set-up and classic game play that will appeal to a wide audience of gamers, old and new. "Gamers will enjoy playing the classic, 'old school' arcade greats that endeared them to videogames," said Helene Sheeler, vice president of marketing, Midway. "Midway's library is vast, and we plan to continue bringing back the classic titles, and memories, for today's home console systems." In Midway's Greatest Arcade Hits Volume I, gamers use smokescreens, missiles and oil slicks to run spies off the road in Spy Hunter; take to the air on a winged bird of prey as they battle opponents over the lava pits in Joust; race the clock to destroy the ultimate evil in Sinistar; protect the earth's inhabitants from alien abductors in Defender; keep a thirsty crowd supplied with drinks in Root Beer Tapper and fight mutant robots in Robotron 2084. Midway Games Inc. is a leading interactive entertainment industry developer, publisher and marketer of software for both the coin-operated and home markets. Midway games are available for play on all major dedicated home game platforms, including Nintendo® 64 and Game Boy® Color, PlayStation® game console and Sega Dreamcast™. MIDWAY, SPY HUNTER, JOUST, DEFENDER, ROBOTRON 2084, TAPPER and SINISTAR are trademarks of Midway Amusement Games, LLC. Nintendo, Nintendo 64 and are registered trademarks of Nintendo of America Inc. ©1996 Nintendo of America Inc. -----------------------------------------------------------------------------


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