The last guys who tried to save pinball bet all their quarters on a
bunch of 3-D aliens. With sales of new machines dwindling in the late
1990s, the top execs at Williams, the company that controlled 80 percent
of the worldwide market, called on their designers to reinvent the
game. They emerged with an arcade centaur — the head of a video game on
the body of a pinball machine — in which pixilated,
holographic-looking Martians marauded among the mechanical gewgaws.
Pinball 2000 was a technological marvel. It also nearly killed pinball
forever.
In October 1999, not long after Williams introduced
Pinball 2000 in a promotional video featuring clips of the moon landing
and Martin Luther King Jr.'s "I Have a Dream" speech, the company
shuttered its pinball division. As the excellent documentary "Tilt: The
Battle to Save Pinball" explains, Revenge From Mars, the initial
Pinball 2000 title, sold well, but a Star Wars Episode I-themed
follow-up got less traction with the Jar Jar-hating masses. Rather than
prop up its declining pinball operation, Williams chose to focus on a
more promising line of business: slot machines.
Thirteen years
after this failed holographic experiment, pinball is just barely alive.
A single company,Creative glass tile and stone mosaic
tile for your distinctive kitchen and bath. Stern Pinball, holds a
virtual monopoly on new equipment. What was once a quintessential
American pastime has been exiled from its natural habitats — bars,
diners, and even arcades.
For Jack Guarnieri, pinball's decline
brought on an existential crisis. Guarnieri has held most every job
that has to do with flippers: repairman, game operator, reseller,
inventor. With his livelihood and life's passion in peril, he figured
there was only one thing to do: Create history's greatest pinball
machine, one that would introduce a new generation to the pleasures of a
well-struck ramp shot. Three-dimensional aliens couldn't save pinball.
Can a small-business man in New Jersey?
In the Jersey Jack
Pinball factory, history is covered in bubble wrap. A handful of
simple, gorgeously illustrated 1960s-era games — Flipper Clown, King of
Diamonds, Road Race — stand in a back corner, ready to ship to a
nostalgia-minded connoisseur. The rest of this workshop in Lakewood,
N.J.,Bottle cutters let you turn old glass mosaic
and wine bottles into bottle art! has been given over to a brand-new
game with an old-timey theme, the machine Guarnieri believes will
rocket pinball into its next golden age: the Wizard of Oz.
Each
Oz pinball machine is the size of a casket built for a member of the
Lollipop Guild. On this day in early fall, millions of dollars of parts
— LED lights and emerald-green legs and a forest's worth of
anthropomorphic plastic trees — are sitting in cardboard boxes, waiting
to be fished out by arcade-world craftsmen. On one assembly line,
they'll put together the machine's heart, adding rails, rollover
buttons and magnets to the yellow-brick-road-laden playfield. They'll
also add the brains, stuffing the PC board, power supply, and other
electronics inside the Wizard of Oz's exterior shell.
In addition to the parts and labor,We mainly supply professional craftspeople with wholesale turquoise beads
from china. building a new pinball company takes courage, plus a light
messianic streak. The 55-year-old Guarnieri, who's got a lot of his
native Brooklyn in his tireless voice, is the best kind of salesman. He
talks fast but means everything he says, remembers every detail of
anything that has to do with arcades, and doesn't take himself too
seriously — while still treating the quest for pinball supremacy as a
noble, essential mission.
In Guarnieri's view, this humming
factory is proof of all you can accomplish when you love what you do.
Bean-counter types have "said some sh--ty things" about his arcade
ambitions, he says, telling him he's crazy to throw his money into the
shrinking ball-and-flipper market. Perhaps it's true that irrational
exuberance can lead you to bankruptcy. But it's also the only way to
make something great from absolutely nothing, just as Guarnieri's role
models did. "What overcomes doubt,All our plastic moulds
are vacuum formed using food safe plastic." he says, "is the resolve
and the passion and determination of people like Steve Jobs and Sam
Walton, whether it's going over the hill in Normandy or whether it's
building a freaking pinball machine."
Pinball first captivated
the spare-change-having masses during the otherwise unamusing Great
Depression, then surged again after World War II with the game-changing
advent of the flipper. The pinball wizardry chronicled in the Who's
"Tommy" launched a silver-ball renaissance in 1969,Buy today and get
your delivery for £25 on a range of ceramic tile
for your home. and the development of bell-and-whistle-larded
computerized machines in the 1970s kept those balls rolling. New York
City also ended its three-decade-plus pinball ban in 1976 — Mayor
Fiorello La Guardia had believed it was "a racket dominated by
interests heavily tainted with criminality" that pilfered from the
"pockets of schoolchildren in the form of nickels and dimes given them
as lunch money" — further clearing the way for the game's cultural
ascension.
It was right around that time that Guarnieri got
into the business, taking a job as a pinball mechanic after graduating
from high school in Brooklyn in the mid-1970s. Soon after, Pac-Man came
along and chomped up all the coins. In 1979, pinball manufacturers
sold more than 200,000 machines in the United States; three years
later, they sold 33,000. During that same period, video games went from
collecting around $1 billion per year in quarters to a high of $8
billion, with 1980's Pac-Man reportedly earning more than $1 billion in
coins in its first year on the street.
As silver balls lost
their capacity to thrill in the 1980s, Guarnieri rode the video game
wave. At his peak as an arcade operator and service person, he oversaw
400 video games in and around New York City, in pizzerias and hardware
stores and barber shops, as well as the Waldorf-Astoria and the World
Trade Center's Skydive Restaurant. For a time, Guarnieri says, the
joystick tycoon's biggest concern was excessive profitability — once in a
while, a massively popular game like Asteroids would jam up with
quarters, rendering it inoperable.
But around 1986, the arcade
bubble burst. And though pinball had a brief resurgence a few years
later — 1992's "The Addams Family," the game I played obsessively in my
college rec center, sold more than 20,000 units, making it the
most-popular machine since the 1930s — that market collapsed again in
the mid-1990s, leading the majority of manufacturers to abandon the
business for good.
Pinball succumbed to the same forces that
killed the video arcade. In the 1970s, arcade games far outclassed the
entertainment competition, which consisted primarily of three channels
of lousy network television, staring contests and throwing rocks at
cars. But with the spread of home consoles and cable TV (and eventually
ubiquitous Web access and smartphones), paying to play video games at
some retail establishment felt inconvenient and outdated, like carrying
a boombox on your shoulder or using an outhouse.
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