Thanks for your support! But where are your interviews sir? Just
wondering....
"Pinthetic" <pint...@gmail.com> wrote in message
news:644efe86-a719-41f7...@u41g2000yqe.googlegroups.com...
Yup' much like LTG said, you Dont have to be a member to view the
article/Interview, the link is at the top of the main page. Some real
good stuff from Steve. And Cayle: My Mother always said: "If your a
Guest at anothers house, and even if you dont like the house, then
please keep it to yourself". Sorry to have shared something nice with
you. I am still waiting to view your own website.
Chris
2. There are only two interviews under the "Articles" tab: Lloyd and Chris
Hutchinson. No Steve Ritchie.
Mike
Please Login or Register
All guests are limited to 8 page views per day.
We now invite you to login or register to continue accessing the
forum.
Pinball Flyer Database
www.nypinball.com/brochures.php
"Lloyd Olson" <l...@ssbilliards.com> wrote in message
news:FZSdnYM8VvQhTsbW...@skypoint.com...
Thanks for sharuing the article. It was a fun read. Here's the link:
http://pinballcountry.com/index.php?action=articles;sa=view;article=9
Thanks. Now why couldn't the OP have done that?
Al's Garage Band: Please consider this constructive feedback.
That registration prompt/pageview counter is downright hostile. I
would seriously reconsider that policy if I owned the site. 7
pageviews left! You know, when a site tries SO hard to get my email
address, I wonder what they are going to use it for. I am sure it is
innocent, but it's going to look suspicious to some people, and kind
of cranky to everyone else.
Not posting the direct link to the article--well, you lose people like
me who are not in the mood for a treasure hunt. Man, describing how to
find the page is more work for you than just pasting the link in!
Confusing site design/registration hassle--you lose a bunch more from
whoever bothered to go in the first place. There is a lot of
competition for readers. Even someone like me, with a signed Steve
Ritchie game at home, may give up and read something else when
presented with a puzzle to solve before I can read your content.
The fact that most of the messages in this thread are talking about
the web site and not the content that you put so much work into should
tell you something. Do you ever see these kinds of complaints when
pinballnews.com posts new game photos? No, the discussion is all about
the content.
I recommend getting rid of the registration prompt/page view
countdown, and when you get new content, put a big fat link to it on
your front page, above the fold. If you don't, you will lose visitors.
If you don't care, because you want to run your site your way, that is
fine, but you'll have to expect these kinds of threads to continue,
because you doing things very differently than most sites that people
are used to.
John
I think its awesome that you are doing interviews, very very cool, but
make it easy to read! :)
-cAyle
not sure why but since you want it here it is: http://www.caylegeorge.com/
Flame suit on.
Jim
On Jan 23, 9:33 pm, "Al's Garage Band" <malonebr...@yahoo.com> wrote:
> Yes, yes, a brand New Interview with the "Master Of Speed" up now on:http://www.pinballcountry.com/And no, you dont have to be a member to
AGB, I appreciate the interview but I can't seem to get to it.. says I
can only view 8 pages a day, even though I've never been to the site..
maybe a Firefox problem? Anyway, maybe you could cut and past it in
here for all to see..?
Cheers.
Matt: I am not the owner of this website, but did indeed do the
inerview, and it also puzzeles me as well as how many folks here can
bash being an invited guest to view something that took a very long
time to do?!? The Interview was at the top of the home page, under
artciles, it wasnt under 23 plus Ad's. or pages. The site is run for
free, not trying to sell you anything, zero banner advertising,
doesnt cost you anything to join. As to myself, I have been on RGP for
well over 7 years, first as pinball Bret, then 80's Guy! Changed my
handel as "80's Fan" was also here, and didnt want to confuse folks as
to whom was who. I also have gone thru the bad times, Matress Man,
Gary/Arizona, The "Blunder form down Under" etc. What is killing me is
the guys who are the most critical are guys who have been here for
like 2 years, and feel they have the right to be keyboard commandoes,
and bitch about something given to them for free! I didnt toss the
Interview here to pretend to be Pinballnews or any other website. I
placed it here to spread the works of Steve Ritchie, nothing more. If
it makes you un-easy, my humble appoligies, we all love the
Silverball, I wasnt trying to Troll, ask you for Dollars, or get you
to give up your personal Info. I wont post future Interviews here
again. RGP has lost alot of good guys over the past few years, and Now
I see why. Take Care.
Anyway, dig your site. I really enjoyed the first Condemned, but I
don't think the second one came out for the PC so I never played that
one.
You should do a level based on PAPA. :-)
264 reads and counting, sigh...................
Since you mentioned that you arent doing this to drive traffic to this
site, maybe you could just paste it into a reply, or new thread, so
that we can all enjoy your hard work!
thanks!
I could not find the interview. Now I am getting the "limited to 8 pages a
day" message. Not worth the effort to find it.
Again i'm sorry for the mix up.I have been having site problems.The
problem has been corrected.I hope to see you guys as i have some great
pinball stuff coming up.There will be no problems in the future.Thanks
I tried to give you some helpful comments about the experience--
assuming it was your site. If that makes me a "keyboard commando," and
a Gary-style troll I honestly think you should recalibrate your troll
detector. But, perhaps I was too hard on you. If so I apologize.
Thanks for your efforts getting the interviews, I assure you it is
appreciated even if you are separate the positive from the negative in
the comments you are getting.
Now, if I was a jerk, I would have cut that response in half and said
that you can only see one full post a day without registering on my
web site. ;)
site works great for me now, thanks for fixing it, and for the
interview!
PLEASE DON’T CALL ME MR. RITCHIE! I’M STEVE!!
THANKS!
Steve, thank you for taking the time to do this Interview for our
readers here at: www.pinballcountry.com. We very much appreciate you
sharing both your past in Pinball as well as to what the future may
hold.
1 First of all, how did you get started in pinball and was it first
at Williams?
I started designing pinball machines in 1975 at Atari in Los Gatos,
CA. My first game was Airborne Avenger followed by Superman. I got
an offer from Williams in Chicago and decided to relocate to where the
“real” pinball manufacturers were. It was an exciting time!
2. What kind of background did you have that got you in the door at
first?
I was schooled as an electronics technician in the US Coast Guard and
some additional education. I worked at Atari first as a tech/engineer
and built their universal test fixture and a huge burn-in oven
system. I think I was born to make games. When I was 9 or 10 years
old my teachers and classmates voted me most likely to become a “mad
scientist in a toy factory”. Creating electromechanical devices was
my forte, and I also loved motorcycles and engines. I was taking them
apart and fixing them at an early age and learned mechanics and
electronics as a matter of course.
3. Was Flash the first game that you designed and did you ever think
it would see over 19k units?
Flash was not the first game I designed, but was a breakthrough game
for me and Williams. Flash was my third game, but the first pinball I
designed for Williams. I was inspired to make a big mark on the world
of pinball. When Flash was finished, we knew it would be a hit. It
was a big departure from all pinball machines at the time, and an
exciting project to work on and develop at Williams.
4. How did you get the idea for the sound that kept on rising from low
tones to higher?
I had a device called an Echoplex that I used as a musician and
brought it to Atari one day when Eugene Jarvis and I were working on
Superman. With a certain setting, it produced continuous background
sound and we discovered that it was pleasantly complimentary to
playing a ball for a long time. It added a kind of urgency to the
play. Management at Atari thought it was weird and didn’t buy into
our discovery. I built it into Flash, and it was successfully
attractive. I also wanted bright lights that were called Flash Lamps,
appropriately enough!
5. A year later, you would strike “Gold” with Black Knight, the first
of four multi-level play pinball machines. What made you think of that
concept, and did you think it would sell over 13k units, and still to
this day, be so popular among pin enthusiasts?
There was talk among many designers of creating a multilevel game. I
think there were 4-5 guys thinking about the concept, but I was the
guy who made it happen. I expected BK to sell more than Flash, but
due to industrial espionage, Flash Gordon (delivered by a defector
from Williams who took what I had on my drawing with him to Bally)
stole the other 7,000 machines we might have sold. At the AMOA show
in Chicago, the president of Williams was furious and wanted to beat
up the thief on the spot. So did I, but cooler heads prevailed.
Black Knight had a unique personality and was the first of my
adversarial games. BK taunted the players and laughed when they
drained. It was infuriatingly challenging, and BK made a coin box
fortune for operators everywhere.
6. How did Barry Oursler get to design Jungle Lord, where you working
on something else at the time like Pharaoh?
After Black Knight, Williams’ management decided that ALL games had to
have 2 levels. Company bosses often believe that a “magic formula”
should be repeated, after all, if the first two-level game was a hit,
the next ten would be, too! :<)) Barry was told to make the next 2
level game. Pharaoh was a Tony Kraemer game and I had nothing to do
with it, but was mandated by management to be a 2 level game as well.
7. What were the differences in Black Knight Limited Edition vs. The
standard game and was this, the first of many special edition pins to
come?
I don’t really remember all the differences other that the changes to
the lower arch artwork. I think it was to justify to the distributors
that we weren’t going to make the same game twice, which was a policy
at the time, so it was like Black Knight revisited. Stern re-runs
games as a matter of course, and it is a smart idea that works well
today.
8. In 1986 I saw High Speed and by then you were known as a Designer
that loves a fast playing game! This was a pin that I, myself, dumped
many quarters into. There is a story about the artwork on the back
glass featuring both yourself and a very pretty woman. Can you tell
how it came to be on that pin?
High Speed came at a time when pinball was at a very low point.
Williams was building very few machines. The factory was dark for
many days during HS’s development. Speaking of dark, there were no
windows in the factory area, and it was pitch black when the lights
were out, even in the middle of the day. Williams looked to Larry
DeMar and I to make the game that would pull us out of the “dead zone”
and High Speed did the trick. We both considered how important it was
to make a killer game to save the company and our own paychecks. We
took it seriously and began to innovate at an amazing rate, sometimes
infuriating management. But when the covers came off at the trade
show, High Speed rocked the coin-op universe and we actually competed
with video games in arcades around the world. The woman in the back
glass is a figment of artist Python Anghelo’s imagination.
9. High Speed would sell over 17k units, then, a year later, F-14
Tomcat sold 14k. Were these the good days at Williams?
High Speed sold right at 18,500 units, and I don’t know how the sales
numbers got shrunk over time. Williams did not release the quantities
of our machines to the public, so I always wondered who decided to
shrink them. I can tell you that I received royalties for 18,500
machines. Your F-14 estimate is a bit closer at 14,500 machines and
if one rotating light on the top of the backbox, then 3 are better!!
Times were good at Williams for many years. Williams was a company
with the most talented crew of any pinball company ever. We all felt
that we had a duty to knock the socks off our competitors, and it was
a good fun group of people working together and enjoying our
incredible success.
10. How did you get into doing the speech in a lot of pins that you
designed?
Since I was the designer of the games I made, who better would know
how to incite competitiveness, stay in character, and combine the
speech with sounds, action, lightshows, and other player
communications and rewards? I have been a guitar player in many
bands, and I like being a showman as well as developing choreography.
It was something I had to do creatively to make sure that the game had
a unified feel.
11. A lot of folks don’t know that your brother, Mark Ritchie,
designed some games for Williams as well. Did he get his own start or
did you help him out, and what are some of his work that you liked a
lot?
Mark followed in my footsteps, but the games he made were his designs
without any input from me. He made some games with serious skill
requirements. His masterpiece is probably IJ. The playfield design
is excellent and the sounds, speech and music are like being in the
movie. I also love Fishtales, Sorcerer, and Taxi.
12. Barry Oursler seemed to “come up thru the ranks” so to speak,
about the same time you did. Were you guys friends and did you or kick
around ideas?
We were good friends, like most everyone at Williams. We used to pull
horrible pranks on each other, and Barry, Tony Kraemer and I were
close in those days. Many a time I have placed a lit bottle rocket
under the doors of their offices. Steve Kordek let us have fun, and
was sometimes the brunt of our jokes. We didn’t kick around ideas
much as a group. There was an unwritten law that stated whoever came
up with an idea or device got to use it first, but after that it was
fair game for any designer at Williams to use the idea or device
subsequently. If one of us drew something, then we would talk about
it, as it was documented and clear as to who the originator was.
13. Steve, what are some of your favorite designs over the years by
yourself and are there any that didn’t come out as nice as you would
have wished?
I really enjoyed playing many of the games we made. Firepower was a
rush for me for a long time. I think a lot of people were addicted to
that game. It wasn’t easy to get multiball, and the rewards were just
cool. I had a great time making Black Knight 2000, maybe the most
musical pinball ever made. The music gets me fired up and, as usual
the Black Knight is a total enemy!! I loved creating Star Trek: The
Next Generation! It was a great team, a great license, and the best
work of many people. It was thrilling to go to Paramount, go the
sets, meet the creators, and dive into ST:TNG like an insider.
Terminator 2 was awesome fun to develop and I still like playing the
game. Stellar Wars was a bit of a disappointment, but it became the
largest selling widebody (really wide, not STTNG wide) at Williams. I
enjoyed making and playing Rollergames, but when the show went off the
air just before we sold the game it was a letdown for me and the
team. I love Spider-Man, and it was fun to work with Lyman Sheats,
Kevin O’Connor, and the rest of the guys on the team.
14. When did you begin to get a sense that things at Williams were
going bad, and did you think that they would pull the plug on the
pinball division so fast?
I didn’t hang around to find out. In 1996, the writing was on the
wall that my best work wasn’t enough to make the kind of money we
needed to sustain a pinball crew as big as Williams’. I tried to
transfer to Midway and even the slot division, but I also wanted to
return to my home state of California. People make fun of CA, but it
is one of the most beautiful places in the world. I missed my family,
the Sierras to ride my dirt bike in, the ocean, the desert, the
forests, and San Francisco. I never missed LA, though!! I started
looking for work at the game companies in the Bay Area, and ended up
at Atari again, which Williams bought. I produced 2 video games at
Atari, and made myself far more valuable to Williams/Bally/Midway/
Atari by producing financially successful games video games instead of
pinball machines. I produced two video cockpit drivers, California
Speed and Mean Streak, which was never built because all coin op game
development ceased at Williams/Bally/Midway/Atari in 2000.
15. Roller Games and No Fear would continue the speed and fast Themed
pins. What is it about Motor Sports that interests you and what other
hobby’s have you had?
I am a speed demon, and can’t help it. My favorite sport is riding
and racing my KTM dirtbike. Riding in the dirt is total freedom from
nearly all restrictions. I can go as fast as I want to and I enjoy
reacting to the next obstacle coming at me on the trail. To do this
at speed and using my body to work the bike is athletically satisfying
to me. It is great adventure, and at my age to get to the top of a
tough hillclimb makes me feel like I rule the world!! Racing is pure
adrenalin, and it is very addictive. Riding and racing a dirtbike is
10% machine/90% rider skill and conditioning. It is a very personal
athletic sport.
I love fast cars and have had my share of Porsches and MB’s. Anybody
can drive a car though; with the exception of F1, Rally and maybe off
road athletic conditioning is not as critical. I love driving a good
car and scaring myself. I hate to say it but I like scaring others
too!! I have taken Mark Penacho (programmer of Rollergames) and Chris
Granner (music speech and sounds on F-14, T2, T3 and more) up to 165
mph on a back road near me. I hate to say it, but I got another
ticket last week on 101…87mph in a 65, but the cop knocked it down to
75. I never drive fast in residential areas, and never wrecked any of
my cars. I try to be responsible about it. I don’t expect many
people to understand any of this.
16. What pin format or CPU have you most liked to work with?
I don’t have a favorite system. I tried to maximize the utilities of
every system I have designed for, and often specified needs and
capabilities of upcoming systems. The systems evolved to deliver more
entertainment with each generation.
17. Are there any other designers not mentioned here that you respect
a lot?
You bet. I am afraid that I will leave someone out, but here goes:
George Gomez is really a good designer and I like many of his games.
LOTR is my favorite GG game. Pat Lawlor has made some great games and
I like Addam’s Family and Fun House. My brother Mark has made some
great games as I mentioned above. From Dennis Nordman I like
Whitewater. I like John Trudeau’s Hollywood Heat and others.
Even though Greg Freres isn’t listed as a game designer he is a huge
contributor to many designs, and I don’t mean just the art. I respect
and admire Greg Kmiec for many of his games, but Capt. Fantastic was
special for me. Jim Patla made some great games, my favorite of his
is Mata Hari and its killer art was done by Dave Christiansen, another
respected pinball contributor. I like Barry Oursler’s work,
especially Comet and Pinbot. I liked Tony Kraemer’s Pharaoh. Joe
Joos was the best mechanical engineer in all of pinball history, but
he designed some good games too. I like Joe’s Lightning. From Harry
Williams, I like Flight 2000. Steve Kordek’s Space Mission was an
early influence on me. I loved Brian Eddy and Lyman Sheats’ Attack
From Mars. Ted Zale was a unique innovator, and I loved Fireball and
other games he made. From Ray Tanzer, I liked playing Street Fighter
2. From Norm Clark, I liked Spanish Eyes. I like a lot of games
spanning from wood rails to the latest dmd games. Pinball is my life.
18. After the demise of Williams, you went to work for Gary Stern.
What were the differences between the two companies, whether it was
culture, resources or freedom?
The design culture at Stern was/is streamlined and much leaner and
meaner than Williams. The differences are huge, but also not so
different in many ways. Seven years passed between my last Williams
pin design (No Fear) and my first Stern (T3). During that time,
pinball had been receding and it was thought necessary to downsize to
continue to exist. It is harder to get a game out the door of Stern
with fewer people, but pinball continues to exist and that is saying
something in 2010.
19. You designed T-3 as a follow up to your prior T-2 pin, as well as
Elvis while working at Stern. Were there any other notable pins you
designed when working there, and how was it decided on what Theme or
name of a game before going into production?
I created six pinball designs while working for Stern and they were
T3, Elvis, World Poker Tour, Spider-Man, 24 and Avatar. In the case
of T3, Spider-Man, and Avatar I chose the licenses. The others were
not chosen by me and were mandated by management at Stern.
20. When looking back at the Williams days, did you feel that Stern
had made vast improvements in the game of Pinball itself, or were they
using a set formula begun by Williams?
Each company has made contributions to pinball. Williams’ Pinball
Division was a huge factory and many more innovations came from
Williams than Stern. Since many of the same designers that worked at
Williams worked for Stern later, the evolution of pinball is probably
moving along as it would have if Williams had no competitors.
22. What would you have done differently to pinball if you had
complete control to keep it moving in a forward position?
I would be careful to choose only the best licenses. I would make
sure that code on games was finished before production. I would make
sure that every game that came out was as good as it could be and make
improvements before production if they were not up to par, whether it
was my design or not. I would try some original themes, but on a
limited basis. Pinball needs licensing right now because the “free”
advertising generated by licenses (like Spider-Man, which is a broad-
based demographic that nearly everyone on earth knows about) means
will sell more machines. Selling more machines contributes to the
health of pinball, and to some degree, helps insure its continued
existence. There are many more actions I would take, but they will
remain unspoken for now.
23. After leaving Stern, have you talked to any of the guys you had
worked with in the past?
Of course. I have lots of friends at Stern, and speak to them fairly
often. I am still in touch with most of the guys formerly at
Williams. Many of us have friendships that have existed for more than
35 years. It is a great group of folks, and we have fun when we get
together.
24. What is Steve Ritchie doing now and how can all his fans contact
him, as I am sure the “Army of Speed” as it is sometimes called, would
love to compliment your past works?
I am operating my website:
steveritchiepinball.com
and designing add-ons for games that I made. I have a lot of
autographed OEM stuff from back in the day from all of my designs, and
from many other designers. I have some one of a kind things and
pinball rarities as well as translites and flyers. Anyone’s comments
are welcome there. I often post on rgp, and serious questions are
never left unanswered for long. I try to be an ambassador for
pinball.
I am still tinkering with games and have a new playfield design
started. Not a day goes by that I do not think about pinball and
other game ideas that I have.
25. And in closing, any final words for all the Steve Ritchie Fans out
here at www.pinballcountry.com?
I thank everyone for all their kind words over the years. I always
try my best to make games that thrill players and deliver fun and
challenge game after game and play after play. It is very rewarding
to me to know that so many people really love my games, and that’s a
wonderful thing. I keep the fans of pinball in the forefront of my
mind while creating my games. Thanks for interviewing me and Keep On
Flippin’!!
Todd S.
Fair enough Matt, sorry for firing off on my end as well, its just
that This type of stuff is not too common to get, and I wish to have
all here read and enjoy a great Interview, and there are lots more to
come. Not trying to get others to join, sell anything, or have banner
ad's etc. Just trying to give some good stuff up for the good folks
here at RGP. Thanks to KOZ for sharing the interview as well. In the
future, I wont bother anyone here again though with this type of
post, its not worth it for all the negatives and bad blood tossed
around, on each end. Again, sorry to offend anyone, never my
intentons, and in the future I will simply let the "Articles" speak
for themselves on the website. This stuff is why I and many others
have left RGP for other places. None of us need crap like this as the
real world is hard enough in a good day! Again, never meant to
offend, Peace my Silverball friends!~Spooky
Left for where? Websites with annoying registration requirements? I
don't exactly see any mass exodus
> real world is hard enough in a good day! Again, never meant to
> offend, Peace my Silverball friends!~Spooky
You didn't offend anyone, but you sure *act* offended when people
offer suggestions to improve the site you're advertising. I notice
you pretty much ignored the criticism of the 8-page view limit.
Here's a clue - if you want visitors to your website, don't erect
stupid barriers for them or else they'll leave as quickly as they
come.
No offense intended, just an observation.
--
-cody
--CARGPB4
[Note: Following any advice given in this message
may result in property damage, minor injury, serious injury or death.
Follow advice at your own peril.]
"Todd S." <gravi...@gmail.com> wrote in message
news:2f36c9f6-0fbf-4190...@l11g2000yqb.googlegroups.com...
Cody: you are 100%, sorry if the majority of us didnt know he designed
Two pins for Atari until now Yup, complete crap, sorry to bother your
Evening. I wont be posting future interviews here again. No offense
mate! Its all good.
Or pay attention to the answers..
Steve answer to first question: "I started designing pinball machines
in 1975 at Atari in Los Gatos,
CA. My first game was Airborne Avenger followed by Superman."
Third question: "Was Flash the first game that you designed and did
you ever think
it would see over 19k units?"
Funny stuff. Maybe they sent the entire set of questions to Steve at
once, hence the disconnect? Rest of the interview wasn't bad.. Steve
rocks :)
Sorry for all the negatives in this thread. You need a thick skin to
survive here.
Thanks for posting an interesting interview. Steve R. is the man.
-Richard
When I tried, Steve Richie Interview was not there and I got the '8
page limit' after just three clicks.
It's good that you are supporting the hobby by doing interviews like
this - the lesson is 'don't make life difficult for your customer'
Spike
Nottingham, England
P.S. Spooky that you are posting after you have left :-)
> This stuff is why I and many others
> have left RGP for other places. ~Spooky
I was sent the questions and didn't want to offend the interviewer. I
say roll with the punches, be nice to everyone, and..can't we all get
along?
--
pinballlooking
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...." I like John Trudeau’s Hollywood Heat ".....
Chris (in NH) -> who loves Hollywood Heat
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Jim
-Joel