"As a result of doubling and tripling that amount of manpower, you have to sell the game for that much more in order to recoup what youre spending," he says. "We like to tell people, that from the day I start, until the day it gets ready to go on the assembly line, a standard game like [Monopoly] costs one million dollars. Thats money that sombodys betting the farm on before theyve even sold one game; theyre hoping that I guessed right and that youre all having fun. A Pinball 2000 game raises that ante incredibly. And you just cant afford to bet that kind of money in this market. "
So what did they change for Monopoly?
After Pinball 2000, Williams (which also made games under the Bally name) quit the business, leaving Stern Pinball as the worlds sole pinball manufacturer. Stern decided to take pinball away from video and back into the realm of "mechanical action," utilizing what pinball people call "toys" on the playfield.
"Its all about when you hit something you want to see it spin, you want to see a door open, you want to see a dummy talk to you, you want to see toys happen," says Lawlor. "When Americans go to the mall at Christmas, the first thing they stop by are mechanical things that are moving. They watch little things that are bobbing and weaving, and they love standing there and watching this stuff. And this game is no different. What it does is it gives you the opportunity to interact with real, three-dimensional mechanical devices. That you cant do in a video game."
One of the toys in Monopoly is a constantly rotating mini-flipper that can catch and knock the ball around. "That is actaully a device that was invented by a great pinball designer named Harry Williams, who Williams pinball was named after," says Lawlor. "He did it on a game named Hot Hand. And so, when I went to design [Monopoly]whats old is new again. You look for very simple things that you can re-introduce that people havent seen in decades."
Monopoly also has "physical ball locks," which means theres a visible place where balls are stored and getting ready to come back out onto the playfield when "multiball" (three or four balls going at once) starts. Lawlor says this is important because its a visible reward showing the player that he or she is doing well.
"You know, its just like in life: You go out and you say, I did better today, I can do it again. Same thing in pinball. When you play pinball you want to see that youre getting better. And so what we do is we show you youre getting better. Heres a physical ball lock, heres another ball lock. See, Im close Im close, Im close! And the third ball drains and you go, I think I better put more money in this game cause I can get better next time."
This is the crux for Lawlor and Stern. How to get people to keep playing, keep putting quarters in machines. As the years go on pinball is competing with more and more types of entertainment: video games, home game consoles, video gambling devices in bars, and even the Internet. Their job is to keep their form of entertainment unique.
"Pinball is all about what you do on the playfield, and youre playing with a ball, and how that ball rolls around," says Lawlor. "At its base level, a pinball machine is nothing more than a steel ball bearing rolling around on a piece of wood. And what we do is we put all this magic in there that makes you believe youre in a special little world. Theres all this stuff in there."