PA Pinball.com:
When did you initially become exposed
to pinball?
Allen Edwall:
As a young boy growing up, my parents
bought us kids a cheap toy pinball machine. We loved it and
played
it all the time. Later, after graduating from college and working in
the Houston, TX area in 1973, I saw an ad from a vending machine
company advertising that they were selling older pinball
machines. So,
I went to check it out, and bought my first real machine, Sing-Along
by Gottlieb. It was interesting that I was never attracted to any
pinball machines other than Gottlieb machines.
PAPB:
How did you end up working for Gottlieb
and Premier?
AE:
My job with Philco-Ford in Clear Lake
City, TX was leading to nowhere I figured, as about 7 people had to
leave before I was going to rise in the ranks. One day a small local
arcade opened within walking distance of my house in Seabrook, TX,
and I decided to stop by. I had already owned a couple of Gottlieb
pinballs by then, and I guess I was feeling confident. I walked in
and asked them if they had a service contract to fix their machines,
and they said they didn't. So I offered to do their servicing for
$25 a week. They had a few pinballs (not all Gottliebs) and an air
hockey machine. After doing this for a while and after thinking about
my future prospects working at Philco-Ford, I decided to write all 4
pinball manufacturers in Chicago, asking them all if they needed
someone with my electronic digital design experience. The only
company I heard back from was Gottlieb. We shortly arranged for an
interview in Chicago, they made me an offer, and I accepted and went
to work for them around October 14, 1974.
After working for Gottlieb for about 7 years, I left the industry and worked in several small companies up until 1988. While still working for a small appliance design company, Gil Pollock and Adolf Seitz at Premier asked me if I was interested in doing some part-time sub-contracting work for Premier. I arranged an interview for Friday, September 23, 1988, to go over the details. As it turned out, I was laid off my job on my birthday, the day before, so I was free to work for them full-time, if they wanted me. They did, and I started working at Premier on September 26, 1988. Quite a series of events.
PAPB:
Exactly what years did you work for
Gottlieb and Premier?
AE:
Gottlieb – October, 1974 – early
1982.
Premier – September 26, 1988 to August 25, 1995
PAPB:
What was your initial job when you
started working for Gottlieb?
AE:
I was responsible for developing
Gottlieb’s first solid-state pinball machine.
PAPB:
How did you become a game designer at
Gottlieb?
AE:
It just sort of happened. When you are
around games all the time—and working in the engineering
department—it is only natural that at some point you would become
involved in developing your own ideas into one or more games. When I
owned my personal mechanical pinball machines, I would always
redesign certain game features to make the games more interesting to
me. Design is in my blood, so my natural attributes just came out in
an environment that allowed it to happen.
PAPB:
Did you have to
pitch your idea of becoming a designer to a particular person?
AE:
Not really. It
sort of just happened. I started doing and trying different things –
my job was very open-ended as far as what I could do. I apparently
had Wayne Neyen’s blessing because there was never a big deal made
about anything. I pretty much did what I felt like doing and what
needed
doing. I don’t really know if any others had the same sort of
latitude that I seemed to have. I just accepted that as part of the
job – to me that was what professional engineering and design were
all about.
PAPB:
Did you have the option to choose the
artist who would work on your games, or was one assigned to the
project?
AE:
Artists and themes were chosen by
Wayne, the Director of Engineering, and by those higher, like Judd
Weinberg, the President. I had no choice on art or artists and I
didn't care one way or another. The front office basically handled
all that.
AE:
I was responsible for either designing
or overseeing the design of all the electronics used in Gottlieb
solid-state pinball machines. Then I became involved in the software
programming of the games as well as in game design. I pretty much had
my hands in everything, to more or less an extent.
PAPB:
As the programmer of a specific game which you didn't design,
did you have any input regarding the game's
rules, or the triggering of specific features (ie. lamps, flashers,
sounds, animations, etc.)?
AE:
Yes, I was always giving my
suggestions. Many times we would have arguments over game rules, etc.
We would argue over sound effects, light shows, everything. But it
was always in order to make a better game. We had a great group of
people – we could yell and scream at each other, throw our
testosterone around, and not take things personal when the dust
cleared. We all had the same objective – make the game as good as
we could. Everyone could voice (or shout) their opinion.
PAPB:
What is your favorite game designed by
you, and designed by others?
AE:
My game—Charlie’s Angels. That game
evolved from a test design that helped verify the solid-state
electronics, then to trying out all kinds of features, like dumping
final scores to a teletype machine, allowing players in a
multi-player game to tilt out or subtract score from other players,
as well as many other “innovations, most of which did not make
it to the final commercial games because of the fact that customers
paid to play. Tilting out another player probably would not have
worked for the paying public. Many hours were spent with Gil
Pollock, Adolf Seitz, Roger Andersen, and myself playing game after
game, testing concepts, keeping track of all our scores, having fun,
etc. Those were great days.
Designed by others – I came to like
Sinbad a lot, Countdown too, as well as many of the games I
programmed. I liked certain older games too, like my Sing-Along, and
Kings and Queens.
PAPB:
With Charlie's Angels, what was necessary when designing a game which
was released as an electro-mechanical (EM) and a solid state (SS)?
Was twice the work involved?
AE:
Not really, the playboards were
basically the same. I had to whittle down all the fancy features in
the SS game because you can’t “program” an electro-mechanical
game to do the same sorts of things a solid-state game could do. I
was able to cut down the rule set on the solid-state game so that it
basically matched what could be done in the EM game and still keep it
a very fun game.
PAPB:
Is there a particular reason why Gottlieb was last in the race
to
produce its first solid state game?
AE:
The marketplace that Gottlieb serviced was in no hurry for
solid-state games - until they wanted them. And there was no reason to
rush a
product out the door before it was as good as we could make it. It is a
big switch to go from electro-mechanical to solid-state, especially
when you consider all the ramifications with the factory, tooling, etc.
Going too fast would have been ill-advised. I had and still have every
confidence that management knew exactly what they were doing and that
things were carefully planned, as well as humanly possible.
PAPB:
Do you know why Gottlieb continued to produce so many EM
titles well after solid state games were being produced?
AE:
Because France, their largest customer, still wanted them and they were
buying them. If you can still sell something, you keep making it.
PAPB:
Did you prefer designing EM or SS pinball machines?
AE:
Solid-state – that is where my heart
and soul was at the time (and I really loved programming—so much
easier to implement new features and fancy stuff versus
electro-mechanical). But I still love some of the old classics—in
fact, I play them on my computer, (using PinMame and Visual Pinball),
and they really feel real when playing them. I still love Sing-Along,
King of Diamonds (I owned this game once), and Kings & Queens, (I
played this game many, many times at a local bowling alley when I was
a boy).
PAPB:
What was entailed while developing an EM game from start to finish?
AE:
Think of a possible design, draw it up
on paper (a rough sketch), then make changes to the sketch. At some
point, when it was felt like paper sketches could not do any more,
then a prototype game was built from scratch according to the
standards for the various components, playfield, etc. Once all the
drilling was done and the components mounted, then the game was
hand-wired, usually by the designer, then assembled into a cabinet.
At that point it was ready to play. As it was played, the kinks were
ironed out, and any changes that would make for a better game were
instituted. This process continued until the game either failed to be
fun enough, at which point it was scrapped, or until management liked
the game well enough to put it into production. At that point, the
game was turned over to Bob Moravec, who made all the cable layouts,
and the tool room, who made all the jigs, etc. that were required for
production. Artists were “brought in” to do the backglass and
playfield artwork. Once the artwork was done, then several samples
were made with finished artwork and the game was played over and over
(again) to percentage it (find out where to set the high score
payouts, etc.). This was done over and over until everyone was
satisfied that the game was complete. Then the game was released to
production and away it went. I suppose there was also a sample stage
where some game samples were sent out to distributors to get their
feedback and players’ feedback.
PAPB:
How many prototype games were typically
produced? How many sample games were typically produced?
AE:
One prototype to start, then maybe a
few with finished artwork. I don’t remember how big any sample runs
might have been. I was never really in that end of things. After one
game was taken out of my hands, I would go on to the next and other
departments took the game forward from there.
PAPB:
How was it decided whether or not a
game went into production or was scrapped?
AE:
Management made the final decision
based on various factors such as cost, appeal, playability, market
conditions, and who knows what else. They ran the company and made
the decisions. No problem for me.
PAPB:
After a sample game was developed, what
was the next part of the process for that particular title?
AE:
I’m sure there were some, but if they
never got to the stage where a name was assigned, then you can’t
very well remember what it might have been referenced as or
associated with.
AE:
No, I never worried about that or cared
about that. And it’s been way too long—my memory is blank.
PAPB:
The last couple of EM and System 1
games produced by Gottlieb were in the 400 – 450 range, while the
first System 80 games started at 652 (Panthera). Do you know why the
games' model numbers were numbered as such? Also, why was the model
# 500 chosen for the Hulk System 80 prototype?
AE:
Wasn't Spiderman the first System 80
game? I’m afraid I just don’t remember. I doubt there was really
all that much significance in any of this, though.
PAPB:
Yes, Spiderman
was the first System 80 game to be released. However, I have always
assumed that Panthera was the first System 80 because of its earlier
model number, (Panthera was game number 652, while Spiderman's model
number 653). Did the before-mentioned bug found in Panthera hold up
its release over Spiderman?
AE:
I don’t think
so. Spiderman was the first game, and the bug was not apparent in that
game, as far as we knew. The bug first showed up in Panthera.
Spiderman was a big enough deal that we went to New Orleans to
promote the game in a local bar by having a pinball contest using the
game. What was “sad” was that the winner of the contest, instead
of getting a Spiderman T-shirt, got a Roller Disco T-shirt, (I think
it was). Talk about a let down. My memory says that Spiderman was
always before Panthera, right from the start. The numbers were
sometimes meaningless as far as time frames or anything else was
concerned.
PAPB:
Approximately how many people were
involved with a design team besides yourself, and what were their
responsibilities?
AE:
It was usually a team of one. Sometimes
Ed Krynski would have John Buras (in the beginning) or Adolf or Roger
help him build a playfield, but most of the time the designer did
everything until the game was good enough in his mind to show Wayne
and then the other executives. Drafting and the tool room mostly did
work AFTER a game was designed and finalized and approved for
production. The engineering staff at Gottlieb and Premier were rather
small so we all wore lots of different hats and were very
self-reliant. I never considered artists or anyone else to really be
the “design team”. Everyone gave comments and played the games.
In that regard it was as if there were no design team, yet everyone was
on the design team sooner or later.
PAPB:
There were several other designers
besides yourself (Ed Krynski, John Osborne, John Buras, John
Trudeau, Tom Szafransky, and Jeff Brenner), at Gottlieb during your
employment. How was it determined who would design the next game? Were
you all in a queue of sorts?
AE:
I don’t remember Jeff Brenner. I
think we all did what we wanted to do so Wayne and the other
executives could pick and choose from several designs. I suppose some
people were actually given specific assignments, but I don’t think
I ever was. Probably Eddie was because he was in charge of all the
designers, basically. Eddie did whatever he had to do and I don’t
know how all that worked. I had my work and he had his.
PAPB:
Were you more comfortable designing a
game based on the System 1 or the System 80 platform?
AE:
System 80 had so much more capability
than System 1 so it was much more fun to work with that platform. Tom
DeFotis, then later, John Buras, did so many good things with the
“background code” (the foundational code used by all games) that
it was easy to come up with new ideas, etc. to keep the excitement of
design very high. The System 1 games only had 16 code instructions
available to us and it is amazing we could do so much with that few
instructions. But System 80 was virtually unlimited, so the sky was
the limit.
PAPB:
Were there any other titles that you
worked on besides the ones accredited to you (Centigrade 37,
Panthera, Charlie's Angels, Time Line, James Bond)?
AE:
I don’t remember Panthera being my
game. I think it was an Eddie Krynski / John Buras game, and I had a
little bit to do with the programming. If my memory is correct, (and
it may not be because this was a long time ago), I was mainly
involved in Panthera because of a nasty bug in one of the hardware
timer chips made by Rockwell. It was the sort of bug that was driving
the people crazy in the outside world because I think it was so
random and would cause the game to reset right in the middle of
playing it. Tom DeFotis and I spent a lot of time and effort trying
to reproduce the problem, then find out what was causing it. We
eventually succeeded in finding and fixing it, and even getting
Rockwell, who was supplying our electronic chips at the time, to fix
their design in their R6522 integrated circuit chips.
The games above (except for Panthera)
were completely my designs – I did the layout and the software in
the solid-state games). There were many, many other games designed by
others on which I did the software programming.
PAPB:
Did the System 80
architecture initially use R6522 chips instead of the R6532 chips until
a bug was found?
AE:
When the bug was
found, if I remember correctly, Rockwell eventually changed the
internal design of the chip so we wouldn't keep having to implement
a less-than-ideal software fix. I think we switched from one chip to
the other because eventually the cost was lower, because Rockwell’s
demand for the chip made it possible for them to manufacture in
greater quantities and they passed the cost savings to us. As I
recall, the 6532 chip was more powerful and more widely appreciated
than the 6522. But maybe I have it backwards – maybe we didn't
need all the capability of the one chip, so we went with the cheaper
one, the one with less features that we didn't need at the time.
It’s been too long to remember all the details.
PAPB:
What prompted you to make a time-based
pinball machine, James Bond 007, versus a standard 3 or 5 ball game?
AE:
I thought it was an innovative concept
and required a level of strategy not ordinarily found in
3-ball / 5-ball games. It was prompted by my own design nature to find
something different and new, yet fun. I liked James Bond because if
you played it properly—and well—you could actually get more than
your money’s worth (more playing time for your quarter) than by
playing 3-ball or 5-ball. Plus, if a ball drained on you right away,
it didn't cost you as much because you had unlimited balls left, if
you could keep your time up. I figured people playing for hours on
one quarter on a video game didn't seem to hurt a video game’s
ability to accumulate a full cashbox, so why couldn't the same
concept be applied to pinball?
PAPB:
You mentioned Gil
Pollock, Adolf Seitz, and Roger Andersen. What were their positions
at Gottlieb?
AE:
Gil was Personnel
Director. Adolf and Roger were working in the Engineering Department
at the time doing lots of the support work that was needed in
conjunction with manufacturing. They would help troubleshoot problems
on the manufacturing line, assemble and wire pre-production games,
and anything else that was required to support manufacturing. Later,
Adolf designed games and was eventually head of Engineering, I think
– at Premier. I don’t think Roger ever did any game design. Both
– and others – were involved with playing the games to percentage
them and to look for bugs.
PAPB:
What inspired your playfield layout
designs?
AE:
I don’t know – they just sort of
happened. I would get an idea, then start to make some layouts to see
if they went anywhere. If the playboard ended up being fun to play,
the design kept going until it either became “un-fun” to play, or
got accepted for production. Also, I suppose I tried to incorporate
some kind of “strategy” into all my games. The player had to
figure out a “best” methodology in order to accomplish the
highest goals.
PAPB:
Did you have a favorite mechanical
assembly which you included on your designed games?
AE:
Not really, although I really like the
holes that throw the captured ball into other holes. Anything and
everything was great to use if it “made sense”. I suppose
everyone loved drop targets, so every game had to have those. I
suppose I liked the concept of re-routing the ball, usually into a
separate area on the playfield where the ball then would do something
“different” (like in Time Line, for instance).
PAPB:
Did you have what you consider a
signature design?
AE:
I don’t think so, at least in terms
of hardware. With respect to software, I always wanted to have some
strategy that if a player “found” it, then it would give him a
better chance to score higher. But don’t all game designers try to
do that?
PAPB:
You mentioned earlier that "you were
never attracted to any pinball machines except Gottlieb”. Can you
specifically identify the reason why?
AE:
Not really. I just liked the way
Gottlieb did things, the way their machines looked, the way they
felt, everything about them. Years later I decided that was the way
it had to be, since I went to work for them. There just seemed to be
a natural connection, like Gottlieb and I were one or that we were
meant to be joined together. I felt the same way about my boss, Wayne
Neyens. He was the best boss in the world and we got along as if we
were meant to be together, too. Call it all fate – and that is how
fate sometimes works.
AE:
I do not know – the thermometer thing
was not part of my original design and someone else (the front
office?) came up with that idea.
PAPB:
Was it common for
others at Gottlieb to add ideas to a game other than the game
designer?
AE:
Yes. The front
office would make changes all the time. I think it was because France
(and Mr. Fesjian) would want something because of that market and
thus we would have to accommodate them. After all, France was our
biggest market and we had to make them happy. We didn't always know
the reasons behind changes, but games were generally
community-designed. The executives were pinball players, too, and
they had some good ideas sometimes, although I don’t remember
anything specific.
AE:
I can’t remember – John Buras might
be the one to ask.
AE:
Cost, availability, and the usual
engineering reasons. Also, the Futaba did not require high voltage to
run – I think that was a very big reason. And we all felt they
looked better, were bigger, and it was a plus to be different from
the others.
PAPB:
What was it like to pair up with John
Trudeau to design Striker?
AE:
I don’t remember that game. Did I
even work on it? No matter. No matter who the designer was I would
always get into it with any designer over rules or anything else. No
one was perfect and thus every design, including software, could be
improved upon. The beauty was we could all rant and rave and
eventually make a better game out of it. It’s part of the design
process to play devil’s advocate and want to change something that
someone else did.
PAPB:
AE:
Every once in a while I communicate
with Ray Tanzer and John Buras. Craig Beierwaltes is still out there,
so is Tom DeFotis. None of us get together or do anything personal
these days. We just have lots of good memories, and all our lives
have gone in different directions.
PAPB:
What
do you foresee in the future of pinball?
AE:
I've been away from the industry for so long, I really have no idea
where things stand, or where they might be going. Last I heard, pinball
was all but dead. Industry people would be the ones to ask, I imagine.
PAPB:
Can
we expect anything in the future from Allen Edwall regarding pinball?
AE:
It seems unlikely at this
point, but life is funny sometimes. Currently I have no plans to move
back to the Chicago area, so that probably precludes any involvement in
pinball.
PAPB:
Allen, I really appreciate you taking the time
from your schedule
to do this interview. Is there anything that you would like to
add?
AE:
Can't think of anything
right now. Thank you.