PA Pinball Presents - An Interview with John Buras


In March 2007, I was fortunate enough to interview the talented pinball game designer, John Buras.  With his pinball career spanning over three decades, John not only designed games for Gottlieb and Premier, but played an integral role in the development of Premier Technology's hardware and  software for the System 3 pinball platform.  There are nearly a dozen pinball machines that John has designed.


PA Pinball.com:

How did you get your start in the pinball industry?

John Buras:
I worked part time in the Gottlieb Northlake, IL factory while attending college.  I would test the individual assemblies, (playfield, bottom panel, lightbox), contained in electromechanical pins.  After receiving my degree in electronics engineering (1977), I was offered a position in engineering by Wayne Neyens.

PAPB:
I understand that your parents met while working at Gottlieb.  Can you elaborate?

JB:
Both of my parents had worked at the Chicago, IL, (Kostner Avenue), Gottlieb factory over the years.  My father was a foreman of the playfield assembly line, and my mother was an assembler and a solderer.

PAPB:
How were you initially exposed to pinball?

JB:
As a child, I visited the Kostner Avenue factory a few times with my father, and got to play some pins.  Also, my father brought home an engineering sample of the game "Sing Along", that he put in our basement.  I still have that game to this day.

PAPB:
You mentioned that you still own a sample Sing Along game.  Are there any other titles that you own, and do you play pinball machines on a regular basis?
 
JB:
I have a prototype Caveman and a Lucky Strike (Add-a-Ball).

PAPB:
Exactly what years did you work for Gottlieb / Premier?

JB:
1973-1996

PAPB:
How did you become a designer at Gottlieb?

JB:
As I mentioned earlier, I was offered a position in engineering in 1977.  I worked closely with Ed Krynski over the next couple of years.  I would build Ed's experimental electromechanical game designs for evaluation.  In those days, Ed would transfer his design directly onto a blank playfield in pencil, and then I would machine the playfield, gather all the parts, assemble the playfield, and then wire it.  Also, I would assemble and wire the bottom panel, which mainly consisted of relays and the timing motor.

PAPB:
Buck Rogers, which was your first credited design, was not supposed to be the theme when you started designing it.  What was the original theme, and why was it changed?

JB:
Originally, I had created the game with a golf theme.  This theme was based around the captive ball and vari-target combination.  I also had a name in mind, Par Four.  But at the time, space themes were becoming very popular, and golf was not quite as popular as it is today.

PAPB:
Did you prefer working on license themed designs or original designs?

JB:
I really did not have a preference.  They both had their pluses and minuses.  With a licensed theme, your design was already somewhat structured from the start, but you did not have this limitation with original designs.  But a good license could really enhance the exposure of a game.

PAPB:
What inspired your playfield layout designs?

JB:
Since I worked closely with Ed Krynski for years, his designs definitely had an influence on mine as well.  Many of my new ideas would come to me when I was not even in the office.

PAPB:
I have read rumors that Ed Krynski designed Asteroid Annie and the Aliens.  Did Ed help in designing the game at all?

JB:
No.  I designed the game, but Ed would always offer advice, if I asked his opinion regarding any issue on any game that I was designing.

PAPB:
When Asteroid Annie was created, several System 80 games were already released months prior.  Why was Asteroid Annie built based on the System 1 platform, and why was it only a single player game?

JB:
I was asked to design a game using System 1, because of the parts inventory still on hand.  The game was designed as a single player, because I was able to carry over sequences from ball to ball, without having to reset and start over on every ball in play.

PAPB:
Gordon Morison is credited for the artwork on three of your designed games.  What was the process like while working with him?

JB:
During my years at Gottlieb, I never got the chance to work closely with Gordon.  His work was done off site, and then brought in to be reviewed by Wayne and other officers of the company.

PAPB:
Are you saying that Gordon was not directly employed by Gottlieb?  In other words, all of his artwork was outsourced by Gottlieb?

JB:
I am not sure what arrangements Gordon had with the company.

PAPB:
When it was decided that you would be working on Black Hole, what was your initial reaction?

JB:
What a challenge!  I was lucky to work on two of the most unique and challenging designs while at Gottlieb, Black Hole and Caveman.  The Black Hole design brought many new aspects into the design process.  What technique to use in cutting a hole in the upper playfield for viewing below?  How will the ball be transferred to the lower playfield and then returned to the upper playfield?  Thats what made these games so fun to work on.

PAPB:
With Black Hole's extremely unique design, (a standard and lower level playfield), what kind of feedback did you receive from distributors, operators, and players when it was first released?

JB:
We actually got calls stating that the coin rejectors were getting jammed, because the cashbox was full.

PAPB:
Immediately following Black Hole, Eclipse was released.  Eclipse appears to be a single level playfield version very similar to Black Hole, except it has different artwork.  What prompted the release of Eclipse?

JB:
I believe Eclipse was done specifically for the overseas market, because of the cost of Black Hole.

PAPB:

Which game design of yours took the longest to develop from start to finish?  Which took the least amount of time?

JB:
I would say that Caveman took the longest, because of the interfacing of both the pinball and video systems.  In addition to that, I designed a totally new lightbox for the game.  Asteroid Annie may have taken the shortest time to design, because of the limitations of the System 1 electronics.

PAPB:
Since you mentioned Caveman, what particular reason was this game created?

JB:
Since video games were taking a lot of attention away from pinball at the time, it was thought that this would attract some of the video players to pinball.

PAPB:
I notice that the cabinet heads to Caveman and Strike 'N Spares were very similar in design.  Was this done intentionally, or simply coincidence?

JB:
The design served dual purposes on Caveman.  It gave a unique look to the cabinet and also prevented glaring on the monitor due to overhead lighting.  It was also used on Strikes 'N Spares to give the cabinet a unique look to set it apart from standard pins.

PAPB:

How did you come up with the design for Strikes 'N Spares?

JB:
I designed this game back at Gottlieb/Mylstar shortly before the company was closed.  I then brought the design along when I started at Premier, but it did not get made until the last days at Premier.  My original design did not have any of the flash, such as the animated bowling pins like the final version had.  Since I was involved with other duties at Premier, Ray Tanzer took my prototype design, and enhanced it.  I initially had the idea for this game, because the puck bowling machines were so popular at the time.  Many locations could not fit these bowling machines in their places, because of their size though.  I thought that this game could possibly fill a void, and turn people on to pinball as well.

PAPB:
Did the System 80 standard wide body or ultra wide body playfield make designing easier or more difficult?

JB:
The standard wide body, which we used to call our 2x4 playing field, was the most natural to work with, because of the aspect ratio of height to width. To me, an ultra wide body game was more difficult to design.

PAPB:
Do you recall who the artist of Star Race was?

JB:
No.

PAPB:
Did you have any of your games or concepts never make it to production?

JB:
There were a few experimental games that never made it.  One of the games was in the 2x4 wide body format, and was a multilevel design, which had a small independent playfield located on part of the upper level, (game within a game).  The unique thing about this small playfield was that each flipper had an independent flip counter associated with it.  There was a display just below this playfield indicating the number of flips that were left on each flipper.  When either count reached zero, the respective flipper would stop operating.  The counters were able to be incremented by targets located on the main playfield.

PAPB:
Did you have a favorite playfield gadget / mechanism that you used in any of your playfield designs?

JB:
Not especially.  I usually incorporated devices that fit with a particular theme or layout.

PAPB:
What is your favorite game designed by you, and designed by others?

JB:
Mars, God of War was one of the favorites that I designed.  I think the game really came together well as a complete package.  I really liked the ball movement on the playfield, and I also thought the artwork was excellent. 

I am also a big fan of the older single level playfield designs, such as Eight Ball Deluxe.  The key to me liking a game was a simple rule.  Easy to understand, but tough to master.

PAPB:

What was your favorite platform, (System 1, System 80, System 80A, System 80B, or System 3), to design for, and why?

JB:
That's an easy one.  System 3 because it had the most flexibility.

PAPB:
Besides being a designer, what other job responsibilities did you have at Gottlieb / Premier?

JB:
During the years at Gottlieb, I mostly concentrated on game design.  I would also write the software for some of the games as well.  There was a high level language developed for the System 1 and System 2 (System 80) controllers, which simplified the programming somewhat.  Programs would need to be hand coded, and then typed into memory.  This high level language was handy, but also somewhat limiting in capability.  The System 2 operating system was later modified so that assembly language modules could be included to increase the system flexibility.

PAPB:
You mentioned that you used a high level language to program the controllers in System 1 and 2 platforms.  What language was this comparable to, if any?

JB:
It was not really comparable to any other language.  It just made it simpler to control the scoring, lamps, and solenoids.

PAPB:
Was the System 80 platform transformed into the System 80B platform due to contractual commitments with Rockwell, or was it because another platform was not yet developed?

JB:
I was not involved with Rockwell directly, so I don't know what agreements were made.  Most of the interface with Rockwell was done by our electrical engineer, Allen Edwall, at the time.

PAPB:
Shortly after the company changed hands and became Premier, there were several hardware design changes.  Did you help implement these changes, such as the separate power supplies, the alphanumeric displays, the sound board, and the piggyback board on the CPU board?

JB:
I was involved in most of the changes.  Craig Beierwaltes had handled the sound system.  I was involved in the other designs.

PAPB:

Starting with the Premier game Rock, do you know who did the majority of the music / sound programming?

JB:
Craig Beierwaltes was with us for most of the years at Premier.  He wrote the majority of the software for the sound system over the years.  This included the sound effects and speech.  Ken Hale had composed some of the music early on at Premier.  Later, Dave Zabriskie joined the company, and composed much of the music for the games.

PAPB:
Did you play a role in development of the System 3 platform?

JB:
When moving on to Premier Technology, I moved away from playfield design, and concentrated on the software and hardware aspect of game design.  Early on at Premier, I would work closely with John Trudeau, and wrote the software for all of the games.  In between games, I would work on the design of System 3.  Since I had worked with System 2 for years, I was aware of the system's limitations.  I made sure that System 3 was flexible enough for the future.  I also wrote the operating system for System 3.

PAPB:
Did you ever place any Easter eggs in any of your code?

JB:
No.

PAPB:
Did you also implement the design of the strobes on the System 3 platform, where the lights and switches both shared the same strobes?  If so, how was this beneficial?

JB:
Due to the increasing requirements for the number of lamps in a game, this was the most economical approach.

PAPB:
Is there a particular reason why Gottlieb / Premier continued the use of open switching relays, as opposed to encased relays?

JB:
They were much easier to service and the company owned the tooling for the parts.

PAPB:
You were responsible for developing the Smart Switch used in later Gottlieb games.  What prompted this design?  Was the switch received well by operators?
 
JB:
One of the biggest complaints over the years after pinball went solid state was dirty switches.  This was mostly due to atmospheric contaminants due to the locations where pinballs were being operated.  If you could come up with a switch technology that would be immune to these contaminants, it would greatly reduce the maintenance on a machine.  This was very important, because pinball was always fighting the fact that the machines required more maintenance than a video game.  Anyway, I worked on the design with an outside company for over a year, and finally came up with a version of the switch, which could be used as a drop in replacement for the standard leaf type switches in many applications.  To my knowledge, the switch was received well.  I often wonder at times though how the switches are still performing in the field, since I left the industry after Premier closed its doors.

PAPB:
Can you briefly describe what a Smart Switch is?

JB:
The Smart Switch is basically a device which translates mechanical energy into an electrical signal, that is similar to that of a mechanical switch made with contact points, but with better reliability.  The switch design was based on the properties of piezo film.

PAPB:
Do you keep in touch with any of the artists or other designers that you had worked with at Gottlieb / Premier?

JB:

I keep in touch with some of them occasionally by phone or email.

PAPB:
What do you foresee in the future of pinball?

JB:
I do not believe pinball will ever be as popular as it once was, but it will continue on as a unique niche form of entertainment.

PAPB:
Can we expect John Buras to return to the pinball industry?

JB:

I can't see myself returning, due to the shrinking of the industry as a whole.  But as they say, never say never.

PAPB:
In closing, I just want to state that it was a pleasure interviewing you, John.  I appreciate you taking the time from your schedule to do this.  Is there anything that you would like to add?

JB:
The only thing I would like to add is that my time spent in the industry was very challenging, but at the same time very rewarding with a personal sense of accomplishment.




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