(Topic ID: 127668)

Did Pinball actually commit suicide?

By Blitzburgh99

8 years ago


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    You're currently viewing posts by Pinsider atomicboy.
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    #41 8 years ago

    If there is one suicidal shot pinball made, you could make the argument it was the release of Popeye.

    While everyone thinks this was the times, Steve Ritchie adds an interesting take on the demise of pinball to a point, attributing this partially to Popeye.

    While I think, and have wrote about this many times, that Popeye can be a good game with changes, there is no question that it was a complete and total disaster that should not have happened at the time. There are severe design flaws that, when you are someone like me who has torn into virtually every b/w game, you question if the same quality control was even sent a memo about this machine coming out.

    Again, I like Popeye.... now, as a home collector, with many key physical changes, but as an attempt when it came out, the points Steve brings up here, in combination with the increase in home gaming, really paints a clear picture as to what happened.

    Popeye killed off the powerhouse success that Williams had accomplished with one poorly planned machine.

    Here it is:

    “Some Popeye Facts and My Opinions and Recollections:
    Barry Oursler designed the game, but it was Python's theme, including
    the weird euphorics-influenced eco-connection.
    Python was not, and never will be a game designer. He will SAY
    anything, truthful or not. This is not to say that he didn't come up
    with many good ideas for the games he worked on, but he never drew
    anything more than sketches except when doing the artwork for the
    playfield, back glass and plastics. A pinball designer makes a full
    scale drawing of his games with all components shown. He does the
    fitting of components and at least some of the mechanical
    engineering. A pinball designer chases down and looks after every
    component and mechanism on his game. He deals with a BOM, management,
    and other members on the team. Barry was the designer of Popeye.
    The game designer was not always the team leader of the pinball teams
    at W/B/M. If another member of a team was more suited to carrying the
    vision and dealing with other members, then he would take the reins
    with the designer's permission. Barry liked to let others on his team
    lead things. Steve Kordek, Chris Granner and Python were probably
    the most influential on Barry's teams to my recollection.
    Popeye was the game that followed ST:TNG. Popeye didn't make money on
    the street. The theme was stinky and the geometry was funky, chunky
    and clunky. No real players liked the hidden shots and generally poor
    visibility that allowed function to follow form. Its hard-to-play
    upper playfield didn't win it any friends. Graphics and art were just
    nasty, and speech, sounds, script and music were less than stellar.
    Popeye was expensive to build and carried hefty tooling and mold costs
    that were never amortized. Williams lost money on Popeye, something
    that hadn't happened for many many years prior.
    The real reason that Popeye is/was universally despised was that all
    of the Williams/Bally/Midway distributors were signed up to take
    minimum amounts of every run of machines we manufactured. They were
    not upset when they had to buy minimum quantities of ST:TNGs and other
    titles, but they were very angry that they had to take a minimum # of
    Popeye machines. To make matters worse, Willy raised the price of
    Popeye! The theme was ridiculous. Who cares about Popeye? Popeye
    was nothing in Europe (our second through fourth ranked markets) even
    when it was fresh. Not one distributor cared for the license. We who
    were in charge should have stopped the game, because we all knew that
    it was a steaming pile well before it was released. There were
    politics involved, and I seem to recall that we couldn't get anything
    on the line quickly enough if we did not release Popeye to production.
    The distributors were screaming and making threats of lawsuits and
    dumping Willy as a represented manufacturer. Eventually Williams
    canceled the minimums clause in their contracts with distribs. Popeye
    had a very bad stigma attached to it for a long time which, of course,
    was played up by our competitors. Some people say Popeye was "the
    beginning of the end" of pinball at Williams. It was hard to sell
    large runs of games after Popeye. The failure of pinball cannot be
    blamed on Popeye, but it sure didn't help our business.
    I do not agree that less people like wide bodies than regular width
    games. They were harder to design because of the slightly larger
    spans of time required for the ball to get to the targets. The worst
    wide body width was Stellar Wars/Superman/Pokerino. Until I/we moved
    the flippers and slings into the same familiar location as a narrow
    body, they were really horrible in my mind. Some designers went crazy
    with more flippers and more drain space between them! The outer orbit
    shots were actually miserable to make because the ball was so far down
    the flipper end in order to hit them. The ball doesn't carrying much
    speed or power at that angle. The widest games are the ones that I
    never want to make again. The Superpin width was/is much better. I
    can design in at least one more shot in a Superpin width, and more and
    larger toys can be utilized.
    I do have to admit that my favorite playfield size to play and create
    within is the standard 20-1/4" X 46" I would like to make a longer
    (48") game someday, but it is not a high priority.
    I don't enjoy dumping on others games, but don't try to tell me that
    Popeye was a good game. If you enjoy playing it, that's certainly
    your prerogative. Most Williams engineering/management folks don't
    want to think about Popeye. It was an awful time in Williams
    history.
    Regards,
    Steve”
    https://groups.google.com/forum/?fromgroups#!topic/rec.games.pinball/Brmc4Jdbn3s

    2 weeks later
    #72 8 years ago
    Quoted from LTG:

    Aside from all the various factors already mentioned there is one other factor that I think also played a big factor: besides Bally / Williams there was another player in town: Data East / Sega. I understood they offered their games cheaper than B/W. What I personally (and this is just an opinion) think that didn't help pinball in general was the fact that most (if not all) DE/Sega games would award multiball on ball 3 if you hadn't played it yet. To me that took a lot of fun out of the game. Add shallow rules and several mediocre games that earned poorly and you can see operators getting hesitant to buying more similar games that earned less. Don't get me wrong, there are quite a few DE and Sega games that I like, but their impact on the operators market and contribution to the decline of pinball if often overlooked. I'm not saying it was the biggest factor, but it certainly was part of the mix.

    I don't know about that... I get what you're saying, but when I was young, and I played some of these, I think it worked on me and my novice’ness, in that I enjoyed being able to somehow get the MB. It felt like I accomplished something, it did in every game.

    Not to mention DE games were not really shallow, games like LAH, Tommy, TFTC, just to name a few, have tons of modes, and although the sega games got more shallow, so to speak, so did b/w’s wpc95s.

    #74 8 years ago

    Not to mention the simplicity of it. No learn the keyboard, plus it times alt, ctrl, func (many PC games), there isn't the hey this game/app needs permission for this, this and this on your cell (f that), and there is a plunger and two buttons to play - it's all skill and no tech (to play of course).

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