Game Analysis

Pat Lawlor: A Lesson In Impact

I visited Disneyland for the first time in 1998, when I was 6. I went on a few rides, but what I reallycared about was the Starcade, a massive two-story arcade plopped in the middle of Tomorrowland. Only one game from the Starcade remains in my memory, 20 years later: A pinball where you could shoot the ball into the vertical “backglass,” normally a static panel reserved for the score display, and challenge a bunch of mean motocross racers. 

What I didn’t know at the time is that this pinball, Banzai Run, was one of the earliest works of the celebrated Pat Lawlor. Lawlor is a pinball designer responsible for Addams Family, the best-selling pinball of all time, Twilight Zone, considered by enthusiasts to be the greatest pinball of all time, and numerous other tables that rewrote the course of the pastime’s history. Most interestingly to me, Lawlor’s pinballs all have high levels of impact, leaving a profound impression among even the most uninvolved or inexperienced. This article is an examination of the techniques Lawlor used to create impactful games in a medium that mainly colors within the lines.

Defying Norms

When someone plays a pinball for the first time, they pretty much know what to expect: A small silver ball that you bat around with flippers to try to make it go up ramps and into holes. There’s a plunger, or sometimes a button or gun trigger, that you can use to shoot the ball into play, and some devious outlanes on either side of the table that make you lose your ball. Of every medium I’ve explored, pinball is by far the most resistant to innovation, and a table made in 2020 primarily differs from a table made in 1985 by how fancy the screen is.

Many of Lawlor’s pinballs tried, in varying degrees of intensity, to buck the trend of normal pinball tables. Banzai Run, as mentioned above, is one of the earlier examples; a few other pinballs like Cirqus Voltairemake use of the backglass, but none other to date has actually sent the ball up there. This wasn’t just a gimmick, either; the increased gravity of being on a fully vertical surface created a unique challenge unlike other tables. Funhousehas two plungers, one of which is used for bonus shots. Twilight Zoneplayed around with the material of the balls, introducing a white ceramic “Powerball” that was lighter and faster than the standard metal model.

However, Lawlor’s greatest departure was 1996’s Safecracker, which challenged the “X balls and you’re out” model that every other pinball uses to this day. Safecrackerinstead used a timed system, where your game ended after around 2 minutes of play. If you were able to break into the vault before the end of the time limit (which used an interesting board-game like system in the backglass), you received a special token that started a bonus round when inserted into the machine. While Safecracker wasn’t particularly well received, it certainly stands alone as one of the most challenging examples of a cookie-cutter medium.

Narrative Resonance

In Postcolonial Catan, an essay that was one of the most formative to my design philosophy, Bruno Faidutti explains that the recurrent orientalism in board game themes is in part due to the fact that board games have a limited thematic palette, so they have to stick to understandable clichés:

“The game designer, like the painter, cannot enliven his work by complex and subtle storytelling, and must do it only by winks and nods – a camel here, a helmet there. As a result, he makes heavy use of orientalist, « medievalist » or « antiquist » clichés.”

Pinball is in much the same scenario, only with additional levels of abstraction. Board games are good at simulating certain scenarios, mostly economic ones, while all pinballs have to wrap the theme around gameplay that’s mostly the same from table to table. There’s a reason so many pinballs, especially recent ones, are about movies – the player can apply their preëxisting knowledge of Star Wars or Terminator 2 without the pinball having to try so hard.

One of Lawlor’s strengths is his ability to convey his source material in interesting, resonant ways. Many of his pinballs are based on natural disasters, and contain simulations of them: Earthquake-themed Earthshaker has a motor in it that shakes the table, and Whirlwindhas not only spinning discs on the playfield but a fan that blows wind into the player’s face. His underrated CSI pinball features a centrifuge that spins the ball around when shot into it, an interesting way of using pinball’s limited set of options to remind players of something that happens in every episode of CSI.

Lawlor’s highest achievement in resonance is the Caddyshack-esque No Good Gofers, which challenges the player to complete 9 holes of golf. The player earns more points the lower they score on each hole (completing certain tasks marks off strokes), and the key feature of the pinball is a “hole in one” placed high above the playfield that can only be reached by launching the pinball off a metal ramp that only lowers for a second or two. This action gives the player the feeling of driving the ball – especially as it’s likely to carom everywhere, including off a plastic golf cart nearby – and makes getting a hole in one immensely satisfying.

Easy to Explain

For the most impactful games, the factors that make them stand out in your memory are often very easy to explain to other people. To use a tabletop example, Betrayal at House on the Hillis more impactful than other games because it’s easy to describe what happened in your game to someone who doesn’t know how to play. Compare “I managed to escape the mansion right before it collapsed into Hell” versus “I was able to link my cotton plants to my harbors in order to have a big sell turn that increased my income to a level that I could build a shipyard.” 

Similarly, Pat Lawlor’s pinballs are impactful because it’s easy to explain their appeal. Some pinballs are prized by enthusiasts for their interesting geometry, promotion of flow, or tricky challenges, but the problem with this is that it’s very difficult for an outsider to “get it”. On the other hand, show someone Banzai Run’s backglass, or Road Show’s talking redneck construction workers (Road Showwas very popular at truck stops), or even how Addams Familyoccasionally makes the flippers do the show’s trademark “snap snap,” and they’ll immediately be interested.

Conclusion

I finally got to play Banzai Runagain earlier this year when I went to Free Gold Watch in San Francisco. (Once the coronavirus has run its course, I heavily recommend you go there too!)  I was about 20 years older, and a lot of my childish enthusiasm has turned into obsessive analysis. But my sense of sheer glee at seeing the plastic motocross racer pull my ball into the backglass to finish what I had started at the now-defunct Starcade took me back, and inspired me once again that all of my games in the future should try their hardest to make players feel the same way.