------------------------------------------------------------------------------ [Originally from a rec.games.pinball Usenet post by Steve Ritchie. See http://groups.google.com/group/rec.games.pinball/browse_thread/thread/79d40b30a6c050d7/2d9a9ce0a616ea8a ] ------------------------------------------------------------------------------ Subject: Spider-Man Contributors & Facts From: Steve Ritchie I put this together a few days ago and some of the data is already generally known. I also want to recognize some talented and hard- working people that helped create the Spider-Man Pinball Machine at Stern. Spider-Man Pinball contains some of the best work these contributors have ever done: Hey guys, As long as Jack and Korn [aka TheKorn, aka Vincent Giovannone] put their Spider-Man pictures up [test location pictures of the first game found out on mechanical test. -ed.], I guess it's OK to clear a few things up and take this opportunity to thank a lot of folks who put their best work into Spider-Man. The Spider-Man game was my ship to steer as far as play goes, but no pinball is ever made by one person. Lots of people never get credit for what they do at Stern, and it isn't an easy business to make pinball games. By the way, "Wait and see" [used below -ed.] means I am not going to elaborate on the subject matter here. It isn't a boast, a carrot-on-a-string thing or the fact that I want to control the flow of data, OK? It just means that you need to play the game and read the in-depth Pingame Journal Interview [Issue 122, June 2007 -ed.]. Jim and Koz [aka Louis Koziarz] have been following our every move throughout the game's progress. There is also the Gameroom interview coming soon, and more will be revealed. First off, Koz is right, (and thanks for the speech call ideas, dude), the spell-out at the bottom 4 lanes is H-E-R-O, not nerd. NERD would never fly past the licensing people, and this game is about you, the player, being Spider-Man, not Peter Parker. (Well, maybe NERD could be appropriate, depending on who is playing it!) The top 3 lanes spell W-E-B. The art is a fantastic job done by His Worship Kevin O'Conner with Dame Margaret Hudson on the Backglass, Playfield, Plastics and Decals. I would like to thank them for a great job that virtually everyone at Stern loves. YMMV, but most everyone that has seen it says it's the best Stern artwork ever. I have to agree. Wait and see. I would also like to introduce two "new" artists who did the cabinet and backbox art as a team, and that's Marc Schoenberg and Mark Galvez. I call them Marky-Marc. Again, a great job guys, and I thank you. By the way, no one asked Marky-Marc to do the cabinet art, they just started on it on their own, and even the first pass was damned good. The dots are a fine job by Mark Galvez, who has really come into his own. His work features many actual scenes from all 3 SM movies, as well as original art that he has created. Thanks Mark. INTERESTING FACT: It takes plastics (internally known as butyrates) from 3 different sheets to build one Spider-Man pinball machine. There is more than one picture of Kirsten Dunst on the plastics. Wait and see. The plastics are very well done and light up much better than the red ones in Jack's or Korn's pictures because: What you see in Jack's and Korn's pictures are plastics and the back panel "flooded" with red just to get the game covered up and somewhat presentable. The decal sheet also is flooded with red. This will change to the beautiful colored plastics as soon as they are delivered, correct, and approved by the licensor. I think they arrived the day I left Stern. Wait and see. We don't wait for finished, approved artwork if we have a testable game mechanically. It is a smart move to make sure things are going to hold up and work right on location, and the sooner the better. Also, all devices have also been tested long term in multiple unit test beds that sit in a hot room and are worked to death, but it is never the same as a real world play test. Wait and see. There are three ramps and the flow and shots please me immensely. I can't speak for you guys, and wouldn't dare. The mechanical engineering crew and I have spent a very long and hard time making the ramps and shots work well, with careful tweaks, protection, and smooth action. They are plastic. Wait and see. The orbit shots loop nicely in both directions, except when they don't. The balance is perfect. Wait and see. Spider-Man is not a comic book license. It is a movie license. Sony and Marvel had to approve all our stuff, but they were pretty cool about it. Marc Schoenberg did a great job being the ultimate diplomatic man-in-the-middle between the design team and the Sony & Marvel people. He scored some major stuff for us. Thank you, Marc. Wait and see. Spider-Man Pinball by Stern and SRP was ALWAYS scheduled to be timed with the movie release. Duh. I will not acknowledge any other fool's take on how or why Spider-Man has burnt any other game. The cards fell where they fell. All it might have taken to figure this out is a little common sense, but sometimes the jar is just empty. Speaking of fools and empty jars, the playfield has flippers, posts, jets, and rubber just like WPT. That is the only similarity between WPT and SM. Someone ridiculous thought otherwise while looking at a poor photo on the web. We all laughed our asses off at the "Sanding off the old artwork and printing Spidey graphics over the WPT playfields to use them up" post. A couple of you have better imaginations than keyboard-finger-posting-restraint. My goodness. By the way, I like and play Family Guy, and it is a good, fun game. I played it every day when we had it in the Stern game room. Most all of us at Stern like and respect the Family Guy pinball machine. It is a very nice effort by Pat with Keith, Lonnie, and Dwight. Cody and Jason have ME wanting to get my game home, too! I don't know when I will get mine yet. You will certainly have yours before I get mine. The toys are prototypes in Jack's and Korn's pictures. The production toys were done by Gentle Giant Studios, (Google them!) and are beyond cool!!!! They smoke everything we have ever done with molded toys!!! They are detailed and beautifully painted. Ray Tanzer was instrumental in getting these toys into the design of Spider-Man. Thanks Ray. There is one magnet in the game. It is in front of Doc Ock, as someone has pointed out. It is a popular and dramatic feature, and has some great operating modes that I suspect you'll like. Wait and see. We are not using color LCD displays. They are too dim and expensive. I have never seen one anywhere close to bright enough to rival the plasma displays. Maybe they exist, but almost certainly not cost- effectively. We try to bring you the max entertainment with the part you play: The Playfield. I cannot trade away a toy or device to make room for a new, expensive, dim display. Green Goblin is a mover and a shaker and says some great stuff when hit. Yes, it's actually Willem Defoe doing the talking. And cackling. Wait and see. Here are some more killer ingredients: ALL the actors' lines and all the sound effects in ALL 3 MOVIES were made available to us!! You will hear all of the characters in the coming weeks! This has been a great opportunity, and a first, as far as I know. I am still blown away, and every time Lyman throws in another call it is a whole new thrill. Wait and see. The voice of JK Simmons as the "pinball narrator" brings a lot to the game and there was a great synergy at the recording session. He is a professional and a great guy. David Thiel and I directed him. JJ Jameson can be very ascetic, but the humor generated is hilarious. Some of it will be at your expense! Wait and see! The game has a great music package that rocks with high energy from the first moment, and it's about time a pinball machine got our collective feet tapping again! I directed the music, but the excellent tunes were all written by the masterful David Thiel. He is a gifted musician, composer and sound effects guy. Thank you, David. I know I am hell to work with, but you delivered anyway. Wait and see. You'll have to wait and see the other devices in the game. They were designed by John Rotharmel, Oleg Korepanov, Robb Blakeman, Mike Redoble & Mike Koch. John Rotharmel designed and re-worked some great mechanicals. He is a French American, but I like him anyway! :<)) He is also a "Testing Nazi" (Wait! A French Nazi? Please don't beat me up on this. It is a JOKE and only a JOKE!!) meaning that he wants all the mechs at Stern to be tested thoroughly and correct problems and weaknesses. Thanks John for good work all along our working relationship. Mike Redoble did a lot of our ramp and wire form work, but left Stern for a new job. I wish he was back because he was a very good mechanical engineer, a good guy, and a Spider-Man comics historian. Thanks Mike. Mike Koch is our new-guy ME and he is good also. Thanks for helping us out Mike. Oleg did our GG device. It works well. Thanks, Oleg. Robb Blakeman is a SolidWorks and AutoCAD guru. He designed some stuff on Spider-Man, but more importantly solved problems and answered hundreds of questions. His work is tedious, organized, and he makes Spider-Man (and me, but don't tell anyone) look good. At one point he saved my ass when my AutoCAD dwg crashed. He got it all back. I took him to lunch! These guys are all headed up by one of the most dedicated veteran pinball masters I have ever met: Ray Tanzer. Ray helped us with everything everywhere and in every way. Ray and I made the game cost effective and Ray's inventive talent and drive were very helpful very often. He saw what we needed, got it for us, and he was as excited for the game as Lyman and I. He is also one of the nicest and most patient people I have ever met, and I want to say a big thanks. His people love him and will go the extra mile to make things happen. Ray's leadership is strong but loving, and we love you back, dude! She wants to kill me, but I also want to thank Phillis Rosenthal for her tireless work in keeping all of the drawings and parts and changes and the BOM in order. She has done this for years, but on this game I drove her (and most everyone else in engineering) nuts with my changes, requests and shoddy numberless drawings. Thanks, sweetie. And ya are. I want to say thanks to Sheridan Oursler for helping us out on many fronts. Sometimes he was a tech, but he also designed the wiring harnesses. He is very smart, and takes care of business like a pro, because he is a pro. I want to thank Roberto, Christian, Jorge and Erasmo. I never knew their last names, but they are killer good at putting games together, and they helped us a lot with the many prototypes, white woods, and test fixtures. No game designer can do without Jay Alfer's masterpiece, The Manual. It is hard to believe that one guy creates the manual, but he does. It is the best manual ever by any pinball company ever. He works like a dog and we don't help him enough. Thanks a lot, Jay. Thanks to Lonnie Ropp for doing all the Spider-Man language translations, liaison with David Thiel, and code-oriented grunt work for the betterment of Spider-Man and all games at Stern. My personal thanks to some ladies at Stern that take care of me: Shelley Sax sets me up with flights, cars, and hotel every trip to Stern. I am Gyro Gearloose, and would forget everything if it weren't for her. I also want to thank the girls in "my office" (which is really in the accounting department and it's "their office"): Jackie Niehus, Shirley Zebro, and daughter Andrea Zebro, along with Dorothy Brown and Marcia Rosenthal. I am nearly deaf. These girls have made and taken calls for me, listened and interpreted messages, tell me my phone is ringing, remind me to go to meetings and lots of other stuff, and always offer me their moral support and hugs. They played Spider-Man and gave me the newbie's perspective. They are all fun to work with. I want to say thanks and love to all of them. I would be a jerk not to thank Joe Blackwell, Chas Siddiqi, and Pat Powers for the great work they do in letting us know how we can design our games to be easier to service. I haven't always been able to accommodate them, mostly because my designs are controlled by the parameters of FUN and real estate management FIRST. These guys are the ones you talk to when your game breaks, and they are the best I have ever seen at handling Customer Service. Joe also runs the test program, and has been very helpful at reporting every nuance of our tests in the field. Thanks you guys. INTERESTING FACT: The "arches" are called Webslingers. Wait and see. Since Lyman was on our team and Brian Eddy also a respected friend, I wanted to pay tribute to AFM, one of my all-time favorite pinball machines. The motor 3-bank Sandman Area is somewhat like AFM but used completely differently. Wait and see. That is the only similarity to AFM other than rule nuances that Lyman MIGHT write. He is not finished yet. INTERESTING FACT: Magnets in some uses were patented by Williams. My Williams patent for Magna-Save ran out a few years ago. It is legal for us to do as we please with magnets. Wait and see. Lyman Sheats is a superstar pinball player and programmer, and his code is spectacular and clean. The rules of Spider-Man are simple and elegant, as his always are. We loved making this game together, and respected each other's designs and thoughts as we went along, making them mesh together. We both have a showmanship/entertainment gene, and together we went hog wild. We are far from done adding more of everything in the coming weeks. I believe that Spider-Man will contain one of the great pinball rulesets of all time, and I have seen a few. I am pretty sure you will agree. Time will tell. I am proud to have worked with Lyman, and he is also a good friend. I have had the most fun working pinball designs with Eugene Jarvis and Lyman because they both have excellent creative abilities and other talents, as well as work ethics that go far beyond most people's limits. They understand games supremely, and can analyze what a game might need in a heart beat. Lyman operates with a give-and-take attitude, and that's where the best collaborative games have come from. I loved collaborating with Lyman on this game, and when game designers/programmers enjoy themselves at work on an exciting project, the resulting machine will be something special. I want to say Thank You to you, Lyman, here, loudest of all! It was a great experience working with you, and you, like Spider-Man, are AMAZING. I want to dedicate Spider-Man pinball to my father Ted, who passed away during Spider-Man development. He was a great, fun-oriented father, and he loved pinball. He let me play my first pinball at Playland at the Beach in San Francisco when I was only about 3 or 4 years old. All the legs were taken off the games and they were bolted onto a wooden platform so they couldn't be shaken or lifted! Pinball cheats abounded in those days, and my father was one of them when he was a teen. But that's another very funny story. I miss him. I also have to thank my significant other, Dianna. I love her dearly. She has supported me while I make my long trips to Stern, and is a sweetheart of a person. I could write a book about her, but I'll save the mush for myself and my inner smile. She has to repeat everything she says to me twice. (I mean, c'mon, she's married to me!!!...COOK BETTER!) That's all for now. I hope that Spider-Man is what you expected, and more. I want to say thanks to the guys at RGP for supporting and enjoying pinball. Everybody counts. Without enthusiasts, competitors, operators, (like Lloyd!) distributors, (like Jack!) players, collectors, and restorers, there would be no pinball machines. I don't ever forget this. Best Regards, Steve Ritchie