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Posted: December 3, 2004

A review of a Spy Hunter Champion Mark Little and George Gomez, Spy Hunter Developer George Gomez has developed many other Video Games like the Classic Tron Game.



Mark Little

Spy Hunter Articles




Spy Hunter Sit Down Driving Video Game (1983 Wide Release)

George Gomez Spy Hunter Developer, Biography


Some members of the Pinball 2000 design team with their first creation Left to right: Larry DeMar, Lyman F Sheats, George Gomez

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(George Gomez Seven Pinball Creations)   7 records   Units Produced  Link
 
1994-08 Corvette Midway SS                           5,001    4p  
1995-08 Johnny Mnemonic Williams SS                  2,756    4p 
1998-07 Monster Bash Williams SS                     3,361    4p 
1997-03 NBA Fastbreak Midway SS                      4,414    4p 
2002-01 Playboy Stern SS                             unlisted 4p 
1999-01 Revenge From Mars Midway SS                  6,878    4p 
2003-12 The Lord of the Rings Stern SS               4,017    4p 
 

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George Gomez 



Pinball Creations Johnny Mnemonic & NBA Fastbreak

George Gomez

Pinball Creation NBA Fastbreak NBA Fastbreak, notable because it's the first linked pinball machine.

George Gomez NBA Fastbreak Pinball Field Display High Score Content Originally From:





Link


Back to: Walter Day Conversations
Go to: Paul Dean Biography


Story Line: 1983 Classic Game Spy Hunter
Driver's License to Kill

Ah, 1983. Reaganomics. Junior high (for some of us). Theaters full of moviegoers 
unable to decide which was more shocking: the fact that Luke had been making goo-goo
eyes at Leia or the fact that the Ewoks won. 

Back then, few games at the local arcade were more addictive than Spy Hunter, a simple
top-down driving game that added something new to the still-young racing genre: guns! 
As the Spy Hunter, you shot your way through streets filled with enemies of the free
world, conveniently color-coded for identification. 

The original Spy Hunter, created by George Gomez, remains a legend-an innovative, 
addictive game that rose to the top during an era when anything and everything
was being tried in the arcades. Like many racing games before and since, the cabinet
featured a built-in steering wheel, gas, brake pedals, and a gearshift. The steering
wheel came with a few special features, however: buttons for offensive weapons, like
machine guns and missiles, and defensive tricks, like a rear-projecting oil slick.
The game also featured another innovation in its licensed soundtrack (the Theme 
from Peter Gunn), which remained wedged in your brain for hours.

Back in 1983, arcades would be jam-packed with kids who wanted to play the shoot
'em up racing game Spy Hunter. During this time, game companies released games
that were aimed at specific audiences to become popular and eventually (and hopefully)
become classics. Spy Hunter was one of these games. And as we all know, Spy Hunter 
sports the most popular theme song in history, Theme from Peter Gunn. And if you
didn't know the title of that song before hand, most people would just refer to 
it as the "Spy Hunter theme". 

Breaking News Archive Link
8/19/2003 Phillyburbs.com reports on Spy hunter World Record
  
Thanks to his Spy Hunter skills, Mark Little appeared in last Sunday's edition
of the Doylestown Intelligencer, a daily suburban newspaper published near
Philadelphia, PA. As the Intelligencer points out, Little's accomplishment broke
a 18-year-old record and the feat is slated for world-record treatment in the
forthcoming edition of Twin Galaxies' Official Video Game & Pinball Book of World
Records. Doylestown Intelligencer, August 18, 2003  


Twin Galaxies in the News Link 8/18/2003 His passion? It's hunting down a record Doylestown Intelligencer, Doylestown, Pennsylvania His passion? It's hunting down a record By JESSE ABRAMS-MORLEY, The Intelligencer The new world champion doesn't live in a mansion. He doesn't wear a championship belt. And he's not likely to be spotted on a red carpet anytime soon. -------------------------------------------------------------------------------- Mark Little can be spotted - sometimes for several hours at a time - is in his basement, playing arcade games that haven't been popular since the 1980s. Now, Little has something to show for his hard work. The 25-year-old electronics technician from New Britain this summer broke a 19-year-old world record for the highest documented score in the arcade game "Spy Hunter." After totaling more than 800,000 points while playing the car-chase game in late June, Little sent a videotape of his performance to Twin Galaxies, the organization responsible for maintaining high-score records for video games. Twin Galaxies verified Little's score and will include him in its next book of world records, due out later this year. "It's kind of an exciting moment," Little says. It was a moment a long time in the works. Born and raised in Doylestown, Little says he started playing video games before he entered kindergarten. He liked Atari, the most popular game system at the time. But he always had more appreciation for arcade games, which he played every chance he got. "Every time we'd go to the store, I used to mooch quarters off my mom and grandma," Little says. He played classic titles, such as "Donkey Kong," "Pacman," "Ms. Pacman" and "Spy Hunter." It wasn't the plot or graphics, but the opportunity to compete directly against others that drew the youngster to the arcades. "Basically it was a chance ... to get out and pit your skills against everybody else in your local neighborhood and local arcade for the chance to get your name on top of the scoreboard," he says. "It was kind of a high when you would see that you knocked down everybody that was best in your neighborhood." The arcade became the place to go for many children of the 1980s looking to make a name for themselves and gain respect. "The age of video-game arcades was a seriously big phenomenon," says Walter Day, who edits Twin Galaxies' book of world records. "I'll bet a million people across the world was vying for the world record in 'Spy Hunter' and other games." Gamers formed their own subculture, trading secrets and codes that were helpful in beating games. Tricks and tips "would proliferate like osmosis," Day says. Even with all the competition and cooperation, the world record in "Spy Hunter" stalled at 794,495, a mark Brian McDowell, then of Harrell's, N.C., set in June 1984. Note: Brian McDowell Statistics: Spy Hunter 1984 High Score: Name: Brian McDowell High Score: 794,495 Brian McDowell Birth Date 03/01/68 Harrell's, NC Day says he doesn't keep in contact with McDowell and doesn't know where the former record holder lives. Most people gave up trying to beat his mark a long time ago. But not Little. He bought the game about three and a half years ago and started playing it in his basement. Around the beginning of April, he began a regimen of playing for at least an hour and a half each night, hoping to earn second place on the all-time high-score list. "I would basically just lock myself away from everybody, really try to focus on the game and really take a shot at it," Little says. After about a month and a half, the longtime video-game player captured second-place honors, but he decided to keep up his intensive playing. And almost 19 years to the day after McDowell set his seemingly unbreakable record, Little broke it. The big game started with Little dodging enemies and scoring more points early on than most "Spy Hunter" aficionados total in an entire game. Little cruised until he lost his second-to-last car at the 758,000-point mark. Less than 40,000 points shy of the world record, he drove onward, while computer-animated helicopters and cars tried to derail his moment of glory. "When you're that far ahead in the game, the game pretty much has no mercy on you," Little says. "The original designers of this game never wanted somebody to be able to play this game for over an hour and a half on one quarter." But Little defied their wishes and dodged just enough enemies to score 832,620 points and set a world record. "This is quite an accomplishment," says Robert Mucked, who verified Little's score for Twin Galaxies. "He has mastered an extremely difficult game, and he currently has no viable competition." Except himself. Little says he eventually wants to score more than 1 million points, though he is going to take some time off from "Spy Hunter." He will still be playing video games, however. With 12 other titles in his basement, including pinball machines, Little has more than enough games to keep himself occupied. He started collecting games about seven years ago by purchasing a machine from a bowling alley. After buying the games, he restores them to their original form, sometimes spending as much as 100 hours in the rehabbing process. Little says the time is well spent and believes video games can have a therapeutic effect. "It's a great way to just escape from the daily stress," he says. Day agrees that the games have an upside, but he worries about their harmful effects as well. Too many children grow up playing too many hours of games with too much violence, he says. "It simply can't be good to be ingesting that many rays from a screen," Day says. "I don't believe that a person should just be playing video games." Little says he understands the games have to be viewed in the proper perspective. But that won't stop him from playing. "Where else for a quarter could you throw the winning touchdown in a football game?" he says. "Or play basketball with some of the NBA stars? Or drive down a road going 200 mph without having to worry about a ticket? "As with anything else, you do realize that once your game's over, you go back into reality. But it's nice to escape every once in a while." Jesse Abrams-Morley can be contacted via e-mail at jmorley@phillyburbs.com. ------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------- Spy Hunter - ANOTHER New World Record !! Link Twin Galaxies Forums Forum Index -> Coin-Op Video Games View previous topic :: View next topic Author Message RMRUCZEK TG Board of Directors Location: Brooklyn, NY Posted: Wed Jul 02, 2003 1:25 am Post subject: Spy Hunter - ANOTHER New World Record !! -------------------------------------------------------------------------------- Hello fellow gamers: A very determined Mark Little, who hails from Pennsylvania in the USA, has finally taken down a VERY tough score to beat...the 794,495 on "Spy Hunter" by Brian McDowell this past June 20th. Playing at home in his private arcade, an eclectic collection of his personal favorite pinball and arcade titles, Mark captured an incredible performance on video camera of 832,620 points, lasting almost 90 minutes and beating his previous verified personal best by almost 400K. "Spy Hunter" is a very memorable title from the 1980's largely due to the way-cool "Peter Gunn" theme song from the classic TV show of the 1950's which was also used as background music for some of the scenes in the movie "Blues Brothers" with Jim Belushi & Don Aykroyd. One of the little known facts about "Spy Hunter" is that it is rarity among arcade titles in that its sit-down equivalent has the controls in a totally different layout than the upright ("Star Trek" being one of the few other titles bearing this peculiarity) Okay, onto his score. As I viewed his performance, I started to notice that the game IS a pattern as far as the roads go, as far into the game as I was able to recall. Further, when I logged his performance in terms of how often he entered or exited from the water, there was a fair amount of consistency between each "set", with a few notable exceptions as detailed below. I am hoping that Mark and other interested players can comment on what I've noticed... it could be that since no one else has been documented achieving this high of a score that no one has thus far caught onto these observations. So, without further ado... **************************** THE PATH TO GREATNESS Opening Time Allotment - "Spy Hunter" starts you off with a timer that counts down, and during this period, you can crash as many times as possible without losing a life, though the goal is of course to stay alive. Under Twin Galaxies Tournament Settings (TGTS), it is possible to earn one or more extra lives during this period depending on your score by the time the timer expires. Mark finished the initial timer period with a hair over 18K thus earning the maximum amount of bonus cars (2). Now the real game begins !! 30,000 - Mark needed just 3:15 to reach the 1st extra car threshold 51,850 - enters the water for the 1st time At this point, since the scores are ever-accruing, I am ball-parking his scores to the nearest whole thousand, except when he loses a life, and of course the final score. 61K - enters 2nd land (meaning exits 1st water sequence) 106K - enters 2nd water (meaning 2nd water sequence) - approx 5:20 115K - enters 3rd land 136K - enters 3rd water - approx 13:00 145K - enters 4th land 163K - enters 4th water - approx 15:44 Oh no !! -------------------------------------------------------------------------------- Mark Little loses his 1st car at 164,600 points at approx 15:50 - Mark was squeezed between a roadside barrier and a copter bomb dropped on the ground, and accidentally ran over the bomb. Not bad, as this beats most gamer's entire game score...sometimes 5x over !! 172K - enters 5th land 190K - enters 5th water - approx 18:40 199K - enters 6th land 217K - enters 6th water - approx 21:29 Notice what I see thus far ? Approx every 2:45 a complete "sequence" occurs. Of course this is relative to Mark's overall speed and decision-making, but so far this is consistent. However, the major info I noticed comes later...read on... 225K - enters 7th land 244K - enters 7th water - approx 24:30 253K - enters 8th land 290K - enters 8th water - approx 29:47 However, at 274,790 points -------------------------------------------------------------------------------- Mark Lost his 2nd car. he was run off the road by "Switch Blade", one of the three major opponent cars, while dodging a copter attack. This loss really started at 270K when he narrowly missed a weapons van due to a copter bomb in front of it, and though he fought valiantly for several turns, quite a few actually, the next van didn't come quickly enough. 299K - enters 9th land 321K - enters 9th water - approx 32:40 330K - enters 10th land 370K - enters 10th water - approx 37:50 Uh oh...trouble happened in the 10th sequence. At 352,875 points Mark was on a winding icy road and grazed "Switch Blade" and crashed just as the stage turned from normal road to ice. That's the 3rd car lost. Disaster at 355,480 as he loses yet another car (the 4th), a very disheartening crash occurred. Right off the change from icy to regular road he was about to enter the weapons van when the car was hit...I'm not 100% sure but I think an "Enforcer" vehicle shot him, although it could have been a copter bomb right underneath the ramp going into the weapons van. Either way, Mark said "Oh MAN !!", obviously disappointed at the veritable unfairness of the situation. I was watching it and know what must have been going thru his mind. 377K - enters 11th land 398K - enters 11th water - approx 40:50 405K - enters 12th land 425K - enters 12th water - approx 43:48 434K - enters 13th land 488K - enters 13th water - approx 49:53 Aha !! My key observation starts now. The 13th "sequence" is more than twice the duration in between the previous sequences...unlucky 13, I suppose, but no one to date has mentioned or pointed this fact out. What it means, I have no clue...but keep reading as I've annotated where else these extended sequences take place. You never know how important (or not) this observation will be. At the very least it would be interesting to know if other "Spy Hunter" games played to this duration behave the same, sequence-by-sequence. 497K - enters 14th land 550K - enters 14th water - approx 55:59 Another "long sequence". And, sadly, another car was lost, the 5th, at 541,350 points. Mark carefully shot a "Switch Blade" car well in front of him, but accidentally ran into its wreck while avoiding a copter bomb. 556K - enters 15th land 577K - enters 15th water - approx 58:50 The duration between the sequences is back to what would be called "normal"...off that only after the 13th and 14th stages (thus far) the sequence duration was longer than all the others. 587,500 points - the timer passes the one hour mark !! 585K - enters 16th land 604K - enters 16th water - approx 1:01.45 I have to tell you that the 16th water sequence was THE TOUGHEST in the game for Mark. the copter was relentless in pursuing him, and he almost was bombed the instant he left the water and reached dry land. 614K - enters 17th land 636K - enters 17th water - approx 1:04.54 A cry of "Yikes...yikes...get over !!" is heard from Mark right before the 17th water sequence began. A very precarious situation unwound...the roads were icy, and he had to escape certain death by getting into a weapons van. Unfortunately, as it coasted towards the right, the break to the water section ("Bridge is Out") came up, and he was this close to not being able to get safely into the corridor leading to the water. I think he made it with less than an inch to spare !! 641K - enters 18th land 664K - enters 18th water - approx 1:07.57 671K - enters 19th land 717K - enters 19th water - approx 1:13.19) Another long duration between the sequences...so that's stages 13, 14 and 19 thus far. No discernible pattern yet, but an interesting fact. At the 697-700K thresholds, Mark was in a tight bind. he had three (3) "Bullet Proof Bomb" vehicles in front of him, a copter dropping bombs from above, and at least one very determined "Switch Blade" trying to get him from the bottom of the screen. This chase kept going for quite a nerve-wracking while, until 711K when the weapons van came and was probably the best sight that Mark had seen in a very long time !! 726K - enters 20th land 746K - enters 20th water - approx 1:16.16 Hey...the 20th sequence set !! Thus far only one (1) other individual on record reached this lofty mark...and I'm guessing he did because in "Spy Hunter", shooting certain opponents temporarily disables point scoring, and whether you travel from point "A" to "B" fast or slow, the same point value is awarded overall. So, I am reasonably certain that unless Mark's competitor was ultra aggressive with the point-based enemy vehicles and the copter, he probably also lived to tell up to this point. 755K - enters 21st land 773K - enters 21st water - approx 1:19.25 -------------------------------------------------------------------------------- Mark Loses his 6th car at 758K in another tough spot. Coming into ice, an "Enforcer" and "Switch Blade" vehicle are each right next to him on one side, and where the road is, his only viable escape route in these tight quarters, an "Enforcer" vehicle was on the side of the road. Mark didn't even have a chance on this one, folks, so he did the only possible alternative...brake, and see what happens. Well, that shook off the enemies on the road, but before he could react the "Enforcer" parked on the side let him have it with a bullet. Virtually no way out of this one...and so very close to a new world record. 782K - enters 22nd land 800,100 points exactly - enters 22nd water - approx 1:22.25 A few things to comment on here... At approx 795,300 points, a dirty little "Enforcer" car was parked on the side of the road as Mark zoomed ahead to avoid a copter, and just BARELY missed Mark's ca with a shot !! Now, Mark didn't say a word that I could hear, but if I was in his shoes, I would have though to myself "You dirty BUM !!", or at least something to that effect. But knowing myself the way I do, I am sure I'd have shared my thoughts audibly with anyone within earshot. As mark passed the 794K barrier, I should have mentioned, he was so pre-occupied with the action at hand that he didn't distract himself by calling out to anyone present that he has just broken the world record. But I lived through his climb, on tape at least, and know he must have felt quite proud at this point...and rightly so. At the 800K barrier, Mark just entered the 22nd water sequence and shouted out "800,000 !! WOW !! Hah !!" as he exulted in not just passing the world record less than a minute ago, but also the 800K barrier, which his now 2nd place competitor just missed years back. Mark was now in uncharted territory, both for himself and "Spy Hunter" in general. His next comments were understandably concerned as he blurted out "Hope that camera's recording !!". Trust me, Mark, it was. 807K - enters 23rd land 828K - enters 23rd water - approx 1:25.10 Mark is playing very quietly now, past the excitement phase and concentrating on his game play...knowing that every decision, and every second he lasts, means a higher score. He cruises through the next sequence with moderate enemy opposition, but comes thru unscathed. Just 16 seconds into the 23rd water sequence, he is trapped by a very aggressive sea vehicle that catches him with a missile...one of the banes of the previous 400K+ game that he submitted for verification several weeks ago. Time of game is 1:25.26 and final score...832,620 points, a new world record !! Mark takes the time for the game demo graphics to keep playing until the high score screen is eventually reached. "Almost...there you have it...832,620 !!" he proudly says. And fellow gamers, the best part here was seeing the legacy on this machine....every single score below this one was 500K and up, each and every one good enough for 2nd place before this breakaway attempt, the highest being a 587K he opted not to submit as he kept refining his game. He told me that he was getting better, but I had no idea as to what extent, until now. Mark continued to record as he pulled up the admin settings screen and showed difficulty setting of three (3), which is TGTS for the title. the bonus vehicle thresholds were also displayed here, but then again they come up in the demo screen at some point. Mark spent the last few minutes of the tape proudly showing me his private collection of his favorite classic titles....some pinball ("No Fear, "Black Knight 2000" and his holy grail, as he calls it, "Haunted House", an interesting 3-tiered game with eight flippers !! His arcade collection included "Spy Hunter" (of course), "Street Fighter 2 CE", "Sega Outrun", "Dig Dug", a recent "Galaga/Ms Pacman" anniversary combo machine (which he says has a hidden "Pacman" game inside), and hidden in the garage is a rare title, "720 Degrees". Hmmm...wonder if he knows the trick to cause a game crash by jumping your skater off the playfield ? Saw that one at NYC's "Station Break" arcade many years back. But I digress... He finished the "tour" with his private game room area that was a work in progress... lots of outlets just awaiting proper usage. Definitely something he can look forward The video camera now indicated 6:45pm and the tour was over. Mark said "Goodnight !!" and the taping ended there. **************************** FINAL COMMENTARY Congratulations to Mark Little on behalf of Walter Day, myself, and all of my fellow Twin Galaxies staff members, for an incredible achievement on a prestigious title like "Spy Hunter". When I think about it, the most popular "driving-based" titles rarely last longer than 10-15 minutes, at most, and technically this is a driving based title. Except for the modern title "Crazy Taxi", I cannot think of any other title off the top of my head in which someone kept the game going for so long, assuming the game allowed infinite play. I'm sure I might have forgotten a title or two that allows for this, but regardless, this is an impressive achievement indeed. Well done !! Robert _________________ Robert T Mucked Twin Galaxies - Editor and Chief referee Star Wars classic arcade marathon champion rmruczek(at)doremus. (work E-MAIL) ****************************** -------------------------------------------------------------------------------- Twin Galaxies in the News Link 8/18/2003 His passion? It's hunting down a record Doylestown Intelligencer, Doylestown, Pennsylvania His passion? It's hunting down a record By JESSE ABRAMS-MORLEY, The Intelligencer The new world champion doesn't live in a mansion. He doesn't wear a championship belt. And he's not likely to be spotted on a red carpet anytime soon. Where Mark Little can be spotted - sometimes for several hours at a time - is in his basement, playing arcade games that haven't been popular since the 1980s. Now, Little has something to show for his hard work. The 25-year-old electronics technician from New Britain this summer broke a 19-year-old world record for the highest documented score in the arcade game "Spy Hunter." After totaling more than 800,000 points while playing the car-chase game in late June, Little sent a videotape of his performance to Twin Galaxies, the organization responsible for maintaining high-score records for video games. Twin Galaxies verified Little's score and will include him in its next book of world records, due out later this year. "It's kind of an exciting moment," Little says. It was a moment a long time in the works. Born and raised in Doylestown, Little says he started playing video games before he entered kindergarten. He liked Atari, the most popular game system at the time. But he always had more appreciation for arcade games, which he played every chance he got. "Every time we'd go to the store, I used to mooch quarters off my mom and grandma," Little says. He played classic titles, such as "Donkey Kong," "Pacman," "Ms. Pacman" and "Spy Hunter." It wasn't the plot or graphics, but the opportunity to compete directly against others that drew the youngster to the arcades. "Basically it was a chance ... to get out and pit your skills against everybody else in your local neighborhood and local arcade for the chance to get your name on top of the scoreboard," he says. "It was kind of a high when you would see that you knocked down everybody that was best in your neighborhood." The arcade became the place to go for many children of the 1980s looking to make a name for themselves and gain respect. "The age of video-game arcades was a seriously big phenomenon," says Walter Day, who edits Twin Galaxies' book of world records. "I'll bet a million people across the world were vying for the world record in 'Spy Hunter' and other games." Gamers formed their own subculture, trading secrets and codes that were helpful in beating games. Tricks and tips "would proliferate like osmosis," Day says. Even with all the competition and cooperation, the world record in "Spy Hunter" stalled at 794,495, a mark Brian McDowell, then of Harrell's, N.C., set in June 1984. Day says he doesn't keep in contact with McDowell and doesn't know where the former record holder lives. Most people gave up trying to beat his mark a long time ago. But not Little. He bought the game about three and a half years ago and started playing it in his basement. Around the beginning of April, he began a regimen of playing for at least an hour and a half each night, hoping to earn second place on the all-time high-score list. "I would basically just lock myself away from everybody, really try to focus on the game and really take a shot at it," Little says. After about a month and a half, the longtime video-game player captured second-place honors, but he decided to keep up his intensive playing. And almost 19 years to the day after McDowell set his seemingly unbreakable record, Little broke it. The big game started with Little dodging enemies and scoring more points early on than most "Spy Hunter" aficionados total in an entire game. Little cruised until he lost his second-to-last car at the 758,000-point mark. Less than 40,000 points shy of the world record, he drove onward, while computer-animated helicopters and cars tried to derail his moment of glory. "When you're that far ahead in the game, the game pretty much has no mercy on you," Little says. "The original designers of this game never wanted somebody to be able to play this game for over an hour and a half on one quarter." But Little defied their wishes and dodged just enough enemies to score 832,620 points and set a world record. "This is quite an accomplishment," says Robert Mucked, who verified Little's score for Twin Galaxies. "He has mastered an extremely difficult game, and he currently has no viable competition." Except himself. Little says he eventually wants to score more than 1 million points, though he is going to take some time off from "Spy Hunter." He will still be playing video games, however. With 12 other titles in his basement, including pinball machines, Little has more than enough games to keep himself occupied. He started collecting games about seven years ago by purchasing a machine from a bowling alley. After buying the games, he restores them to their original form, sometimes spending as much as 100 hours in the rehabbing process. Little says the time is well spent and believes video games can have a therapeutic effect. "It's a great way to just escape from the daily stress," he says. Day agrees that the games have an upside, but he worries about their harmful effects as well. Too many children grow up playing too many hours of games with too much violence, "It simply can't be good to be ingesting that many rays from a screen," Day says. "I don't believe that a person should just be playing video games." Little says he understands the games have to be viewed in the proper perspective. But that won't stop him from playing. "Where else for a quarter could you throw the winning touchdown in a football game?" he says. "Or play basketball with some of the NBA stars? Or drive down a road going 200 mph without having to worry about a ticket? "As with anything else, you do realize that once your game's over, you go back into reality. But it's nice to escape every once in a while." Jesse Abrams-Morley can be contacted via e-mail at jmorley@phillyburbs.com. -------------------------------------------------------------------------------- permafrostrick Referee Location: Baltimore, MD Posted: Wed Jul 02, 2003 3:05 am Post subject: -------------------------------------------------------------------------------- Yes, I remember the typical "loop" taking about 3 minutes.... 18k sounds right after the timer expires as well. I remember driving like a bat out of hell those first 90 seconds. he he I also vaguely remember that after so many loops you do get thrown for a loop(hehe ) where there were odd/unexpected loops. Given I had only done that a couple games and wasn't recording it I never got to objectively watch it to see those kinds of details like #loops before you get the odd ones and how often they occurred etc. oh man, he has a Haunted House pinball!!!!! I am envious. I loved that pinball game...although it was rare to find one where all targets and flippers etc. were all in working order. ...and he is near Philly?!? I just might have to pay him a visit.... Robert, all Galaga machines have a "hidden pacman" inside. You do a certain control sequence(can't remember the sequence offhand..was something like up-down-up-down-right -left-right-left player-1-player-2 etc. but I can't remember it so I'm sure that example is not correct.) and it resets to pacman. Didn't you know that? It's interesting to hear the 20th anniv galaga/mspac also still has it. -------------------------------------------------------------------------------- artz Location: Spring, TX USA Posted: Wed Jul 02, 2003 6:01 am Post subject: -------------------------------------------------------------------------------- permafrostrick wrote: Robert, all Galaga machines have a "hidden pacman" inside. You do a certain control sequence(can't remember the sequence offhand..was something like up-down-up-down- right-left- right-left player-1-player-2 etc. but I can't remember it so I'm sure that example is not correct.) and it resets to pacman. Didn't you know that? It's interesting to hear the 20th anniv galaga/mspac also still has it. Rick, I was under the impression that only the 20th anniversary game has Pac-Man, not the original classic from the early 80's. I could be wrong, but I don't think so. -------------------------------------------------------------------------------- JoeyL21988 Posted: Wed Jul 02, 2003 8:15 am Post subject: -------------------------------------------------------------------------------- Yea, I believe it is only the 20th Anniversary machines. The original Galaga machines didn't allow movement for up and down. ^_^ -------------------------------------------------------------------------------- mandm785@juno.com Location: Doylestown, PA Posted: Wed Jul 02, 2003 11:57 am Post subject: --------------------------------------------------------------------------- Robert, Thanks for the awesome write up on my game! You truly write an amazing report of the game play you view! I guess my next goal, will be to break a million! I plan on looking further into the "patterns" that exist for this game. The road is predictable, but the enemies are not. (At least not for me) The 13th area is you observed, is kind of bizarre, and I will see if I can find further insight or information on it. As far as Pac-Man in the 20th Anniversary, it's hidden at the game select screen. UP UP DOWN DOWN LEFT RIGHT LEFT RIGHT unlocks it. You hear hear a noise, and then if you choose Ms. Pac Man, you'll be playing Pac-Man! -------------------------------------------------------------------------------- Mark Little PS- Did you guys know they have Spy Hunter motion picture movie, in the works as we speak? -------------------------------------------------------------------------------- permafrostrick Referee Location: Baltimore, MD Posted: Wed Jul 02, 2003 12:19 pm Post subject: -------------------------------------------------------------------------------- oh well...I stand corrected. For some reason I thought I was told about that years ago...before the 20th anniversary game was out...but perhaps it was only a couple years ago right when it first came out. You can also find the correct sequence by a simple Google search for galaga easter egg. -------------------------------------------------------------------------------- bondo Location: weare,nh Posted: Wed Jul 02, 2003 3:23 pm Post subject: -------------------------------------------------------------------------------- NICE JOB MARK!!! Shawn and Jason cram congratulate you also, a very long played game indeed. Hopefully we will be able to see you play at one of the tournaments sometime. Are you going to CGE in august? Anyway GREAT JOB! -------------------------------------------------------------------------------- mandm785@juno.com Location: Doylestown, PA Posted: Wed Jul 02, 2003 3:42 pm Post subject: -------------------------------------------------------------------------------- Thanks for the compliments, but unfortunately, I cannot go to the CGE. I am going to try to attend next years TG Funspot tournament next year. I have never been to Funspot, and I really want to make a trip up there! My jaw nearly hit the ground when I saw the list of games, they have posted on their website. -------------------------------------------------------------------------------- Mark Little -------------------------------------------------------------------------------- RMRUCZEK TG Board of Directors Location: Brooklyn, NY Posted: Wed Jul 02, 2003 6:12 pm Post subject: Always 2004...or Later in '03 -------------------------------------------------------------------------------- Mark: So you know, the annual event at Funspot will most likely be next May 2004. However, at some point between Sep-Dec of this year, I will be at Funspot along with Mark Longridge, so maybe we can see you then ? And there is a stand-up "Spy Hunter" there as well !! Robert _________________ Robert T Mucked Twin Galaxies - Editor and Chief referee Star Wars classic arcade marathon champion rmruczek@doremus.com (work E-MAIL) ****************************** -------------------------------------------------------------------------------- mandm785@juno.com Location: Doylestown, PA Posted: Thu Jul 31, 2003 9:22 pm Post subject: -------------------------------------------------------------------------------- A quick update on this thread- Not to toot my own my horn, but--- I just received an email from George Gomez- the original designer of Spy Hunter! He said that he just read the story of my Spy Hunter new world record, and offered his congratulations. He simply stated it as "Awesome". I found it truly an honor, to receive recognition, on a game, by the designer himself!! This was the best recognition, I could ask for!! George has helped create many others classics, such as Tron, and Satan's Hollow. He was also the man behind many of Williams best pinball machines. _________________ -------------------------------------------------------------------------------- Mark Little Spy Hunter arcade world record -------------------------------------------------------------------------------- bondo Location: weare,nh Posted: Fri Aug 01, 2003 3:31 pm Post subject: -------------------------------------------------------------------------------- Mark, that's great!! maybe you can get him to sign something for you(or sign your game?) and if he does attach it to your spy hunter game. There may be an opportunity for you. -------------------------------------------------------------------------------- RMRUCZEK TG Board of Directors Location: Brooklyn, NY Posted: Fri Aug 01, 2003 6:51 pm Post subject: Contact -------------------------------------------------------------------------------- Hello Greg: Mr. Gomez contacted me as well...asked for information as follows... "As the designer of Spy hunter I read your article with great interest, but something perplexes me...controls, they were the same, what do you mean different?" I'll re-read my article later to figure out what he meant and then will reply with the info. Robert _________________ Robert T Mucked Twin Galaxies - Editor and Chief referee Star Wars classic arcade marathon champion rmruczek@doremus.com (work E-MAIL) ****************************** -------------------------------------------------------------------------------- arcadenut TG Board of Directors Location: Glendale, AZ Posted: Fri Aug 01, 2003 8:08 pm Post subject: Re: Contact -------------------------------------------------------------------------------- RMRUCZEK wrote: Hello Greg: Mr. Gomez contacted me as well...asked for information as follows... "As the designer of Spy hunter I read your article with great interest, but something perplexes me...controls, they were the same, what do you mean different?" I'll re-read my article later to figure out what he meant and then will reply with the info. Robert Robert, I believe that Mr. Gomez was commenting on your statement that the control layout between the standup and the sit down version were different. Looking at the manual (found at the bottom of this page): http://www.klov.com/game_detail.php?letter=S&game_id=9742 It appears that the controls ARE different, but in the same layout. What is odd, is that the Sit-down only appears to have a single button on it. However, the manual may be incorrect as I seem to recall that you needed two buttons, one for firing and one for your special weapons. I believe this is where the confusion comes in. _________________ Brien King spammehere@arcaderestoration.com http://www.arcaderestoration.com Home of Cart Commander, The Ultimate Cartridge Collecting Utility! -------------------------------------------------------------------------------- permafrostrick Referee Location: Baltimore, MD Posted: Fri Aug 01, 2003 9:10 pm Post subject: -------------------------------------------------------------------------------- bondo wrote: Mark, that's great!! maybe you can get him to sign something for you(or sign your game?) and if he does attach it to your spy hunter game. There may be an opportunity for you. I agree here. I'm sure he still has many flyers/posters for this game. Perhaps he can send you an autographed copy saying congratulations on the record... and have the score and date too. That would be a cool thing to have and put in a nice frame and put on the wall in your personal arcade. -------------------------------------------------------------------------------- MKM TG Advisor Posted: Fri Aug 01, 2003 9:36 pm Post subject: -------------------------------------------------------------------------------- I used to play this game all the time in a 7-11. Never got scores like that though. Great score! _________________ Please send me a Private Message to get my email for TG/game questions. -------------------------------------------------------------------------------- Spy Hunter - ANOTHER New World Record !! Link Twin Galaxies Forums Forum Index -> Coin-Op Video Games View previous topic :: View next topic Author Message Krayd Location: Surrey, BC Posted: Fri Aug 01, 2003 9:53 pm Post subject: -------------------------------------------------------------------------------- Great work Mark! That is a difficult game. I've played the shockwave version. My highest score was 20,005 points (which just beats the score of the default #1 high score of 20,000). Is there a score you are working to get to? Like a million points. Is there a score that you would retire from the game after getting? _________________ GTA: Vice City WR Completion Time - 3 hours 59 min 3 sec ( 03:59:03 ). Fastest GTA III Completion Time - 1 hour 51 min 48 sec ( 01:51:48 ). Currently working on: BOUNTIES!GTA III -------------------------------------------------------------------------------- RMRUCZEK TG Board of Directors Location: Brooklyn, NY Posted: Fri Aug 01, 2003 10:15 pm Post subject: Info from the Designer !! -------------------------------------------------------------------------------- Hello fellow gamers: Enjoy...George Gomez sent me some cool info. Robert ****************************** FIRST E-MAIL The games may have been modified but my original design for both upright and sit-down were identical. And they were produced that way if only because of the economies of manufacturing. Which means: why make different parts, since it will cost less to make more of one design. Spy hunter 2 which I had nothing to do with was different. On my game both left and right grips should each have a trigger and a thumb button, in addition to the center button (call weapons van). The shifter was a 2 position device, low and high. Of course there was the gas pedal and a series of dashboard weapons lights for machine guns, missiles, oil slick and smoke. After the first few thousand games the grips were retooled in plastic and they went on to be used in hundreds of different games. They were licensed to Happ controls in the late 80's and they have been on almost every manufacturer's games at one point or another. The original sand cast aluminum grips(painted black) were actually molded directly from patterns that I carved and they had softer contours and were more comfortable but they were also very expensive. So to cost reduce them the company took the grips and retooled them to be injection molded plastic. However the patterns for the plastic grips were made off the engineering drawings and the drawings of that era were not as representative of the actual parts I carved, since they were made after my patterns instead of before. I have the original wood patterns along with some other stuff from development of the game in a box somewhere. When I have time I'll dig it out and send you photos. The guys working on the current game were asking for that stuff also. GG SECOND E-MAIL Oh I see what you are referring to , I just looked at the manual schematics. That drawing is incorrect. It is merely representative. Actually the control grip assembly that is illustrated is from a game made prior to SH. The name escapes memory but it was a black and white game that had a knock off of the Death Star trench scene with Tie Fighters coming at you. It was designed by a guy named Dave Needles and miraculously the company never got sued by Lucas. The grips that are drawn were merely bicycle hand grips with a Radio Shack thumb pushbutton switch. No Spy hunters were ever produced with those grips. _________________ Robert T Mucked Twin Galaxies - Editor and Chief referee Star Wars classic arcade marathon champion rmruczek@doremus.com (work E-MAIL) ****************************** -------------------------------------------------------------------------------- MRX Location: Ny Tx CA Posted: Tue Sep 23, 2003 2:43 am Post subject: yes -------------------------------------------------------------------------------- I know _________________ It was a joy to play In the 10 year span From 75 to 84 When I was still a young man -------------------------------------------------------------------------------- squarefishx2 Location: Phoenix, AZ Posted: Sun May 23, 2004 9:01 pm Post subject: Re: Spy Hunter - ANOTHER New World Record !! -------------------------------------------------------------------------------- RMRUCZEK wrote: Hello fellow gamers: -------------------------------------------------------------------------------- A very determined Mark Little, who hails from Pennsylvania in the USA, has finally taken down a VERY tough score to beat...the 794,495 on "Spy Hunter" by Brian McDowell this past June 20th. Playing at home in his private arcade, an eclectic collection of his personal favorite pinball and arcade titles, Mark captured an incredible performance on video camera of 832,620 points, lasting almost 90 minutes and beating his previous verified personal best by almost 400K. Robert ---------------------------------------------------------------------------------- -------------------------------------------------------------------------------- Mark Little's Second Place World Record Results by Robert Mucked: Link ---------------------------------------------------------------------------------- Spy Hunter - 2nd Highest Score Verified !! Twin Galaxies Forums Forum Index -> Coin-Op Video Games View previous topic :: View next topic Author Message RMRUCZEK TG Board of Directors Location: Brooklyn, NY Posted: Mon May 05, 2003 11:02 pm Post subject: Spy Hunter - 2nd Highest Score Verified !! -------------------------------------------------------------------------------- Hello fellow gamers: I just finished verifying the 2nd highest score in the world on arcade "Spy Hunter" achieved April 20th, 2003 by Mark Little of Pennsylvania in the USA. -------------------------------------------------------------------------------- Mark reached a score of 435,465 points playing at TG settings in this most exciting classic arcade title. Game fans well appreciate the "Peter Gunn music chosen for the game and it often makes the list of gamers' top ten favorite titles of all time to play. The score took roughly 44 minutes to accomplish as Mark averaged 100K per 10-10.50 minutes of game play, and we believe that this is the first arcade submission captured on videotape for this title. Mark started off with a bang...he didn't even die until 109,500 or so, and that was on an icy road, one of the tougher aspects of the game to negotiate. He mentally regrouped and hung onto the second life until 237,095 points when a sudden appearance of a helicopter's bomb on the main road caught him off guard. He kept going again until he reached a little over 311K and encountered a devastating combination of a helicopter on an icy road with "Enforcer" cars right by the weapons van during a turn...the copter bomb got him again. Mark sounded surprised when he died not more than a few seconds later at 311,805 points...while trying to start his next vehicle he ran right into an "Enforcer" car's wheels and skidded right off the road into a crash. At the 329,850 mark he encountered a very unexpected missile attack that was launched from behind. Being that this was the first time I witnessed a score so high, I was surprised myself !! This happened of course in the water. He continued up to 380,100 or in a most non-non, non-non heinous way (guess who saw "Bill and Ted" like 75+ times ?)...he was this close to the weapons van when an "Enforcer" vehicle parked on the side of the road shot him, just like that, perhaps a half inch from entering the van. That was SO bogus !! The final death occurred once again in the water, actually the 12th time he entered the water. He was a few seconds from reaching the end of that sequence when yet another missile snuck up from behind, as equally unexpected as the first occurrence. So there you have it...and Mark is now trying to score even higher before the 2nd Book is released. According to Mark, he has already reached a slightly higher score, just 7K more, but is trying for even higher before sending me another official submission. Congratulations, Mark, for a most excellent performance on one of the best games ever made in the 1980's !! (Well, in my opinion, at least) Robert _________________ Robert T Mucked Twin Galaxies - Editor and Chief referee Star Wars classic arcade marathon champion rmruczek@doremus.com (work E-MAIL) ****************************** -------------------------------------------------------------------------------- bondo Location: weare,nh Posted: Tue May 06, 2003 5:09 pm Post subject: -------------------------------------------------------------------------------- Mark, are you planning on attending the funspot classic at the end of may (may 29-june 1) I'm sure many people would enjoy watching a game of that kind of score. That's an AWESOME GAME, fun to watch NICE JOB KEEP PRACTICING. -------------------------------------------------------------------------------- RMRUCZEK TG Board of Directors Location: Brooklyn, NY Posted: Tue May 06, 2003 6:39 pm Post subject: Let's See -------------------------------------------------------------------------------- Hello Greg: I'll ask Mark if he can attend...I believe he is an east-coast player...oh yeah, dummy, I mentioned Pennsylvania in my article !! Anyway, I'll ask him. Robert _________________ Robert T Mucked Twin Galaxies - Editor and Chief referee Star Wars classic arcade marathon champion rmruczek@doremus.com (work E-MAIL) ****************************** -------------------------------------------------------------------------------- permafrostrick Referee Location: Baltimore, MD Posted: Tue May 06, 2003 10:43 pm Post subject: -------------------------------------------------------------------------------- not sure how factory settings compare to TG settings, but I had turned over Spy Hunter back in the 80s. It was so easy to do I never bothered to even submit it thinking odds were many had accomplished it. Unfortunately in mame the game doesn't play all that well....but I do need to play with the analog controls more...but still doesn't have anywhere near the control the arcade game has. I haven't seen one of the arcade ones since the 80s. -------------------------------------------------------------------------------- RMRUCZEK TG Board of Directors Location: Brooklyn, NY Posted: Tue May 06, 2003 11:10 pm Post subject: Factory -------------------------------------------------------------------------------- Hello Rick: Not exactly sure what "factory" settings are...does MacMAME allow you to reset to defaults ? Worse comes to worse, ask an owner on the www.vaps.org site what the defaults are. Robert _________________ Robert T Mucked Twin Galaxies - Editor and Chief referee Star Wars classic arcade marathon champion rmruczek@doremus.com (work E-MAIL) ****************************** -------------------------------------------------------------------------------- mandm785 Guest: Mark Little Posted: Wed May 07, 2003 7:42 am Post subject: Spy Hunter Scores -------------------------------------------------------------------------------- Hello, Unfortunately I will not be able to attend the Funspot tournament this year. I REALLY hope to make it up there, as I have never been there. I've heard and read so much about the place, it's got to be worth the trip!! -------------------------------------------------------------------------------- RMRUCZEK TG Board of Directors Location: Brooklyn, NY Posted: Wed May 07, 2003 2:05 pm Post subject: One More Possibility -------------------------------------------------------------------------------- Hello Mandm785 Mark Little: There are two (2) more possibilities to play at a live TG event. The first is the upcoming "Mall of America" festival in Minnesota, but you need to check with Walter Day first to ensure that the title is available. A second event is in the works down the road. No specifics yet, but when we know all the facts, we'll post the details here. This one's awhile off so for now this is a heads-up well in advance. Robert _________________ Robert T Mucked Twin Galaxies - Editor and Chief referee Star Wars classic arcade marathon champion rmruczek@doremus.com (work E-MAIL) ****************************** -------------------------------------------------------------------------------- ---------------------------------------------------------------------------------- http://www.cubeman.org/dru/?q=node/view/3 Paul Dean's Spy Hunter Record: Link Submitted by cubex on Thu, 05/20/2004 - 01:14. In Classic Arcade news Paul Dean's 1985 World Record on the game Spy Hunter has once again become a hot topic for discussion. Paul reports that the game took 11.5 hours. Check out all the details at Paul's Web Site http://www.spyhunter007.com/ I just read here about Paul Dean's Spy Hunter Record set in 1986 of 9,512,590 -- And checked the Twin Galaxy scoreboard which confirms the high score. So which is correct? (and I would love to see Mark play Spy Hunter at some point.) _________________ "Photography with a Vision" www.cooganphoto.com www.cooganphoto.com/gravitar - dedicated to the 1982 Atari classic video arcade game Gravitar. Hints and playing tips with screen captures, etc. included... Gravitar 3,652,700 ------------------------------------------------------------------------------------- December 9, 2004 BELOW ARTICLE FROM: PINBALL NEWS Link www.pinballnews.com Reports and comments from the U.K. PINBALL EXPO 2004 We've reached the third part of our Pinball Expo - the fireside chats and the final seminar. The name of the fireside chat reveals its origin - a cozy, intimate discussion between the guest and the audience held in Expo organizer Rob Berk's hotel suite. Over the years these chats have become increasingly popular, which resulted in a crowded hotel room with some people unable to see or hear the guest, like in this chat with Larry DeMar last year. Below are the results of the George Gomez Chat. ------------------------------------------------------------------------------------ GEORGE GOMEZ BIOGRAPHY BELOW: Link ------------------------------------------------------------------------------------- George Gomez George has a special place in the heart of Pinball Expo attendees. It was he who spoke at a seminar in 1999 about Pinball 2000 and told the audience how he feared the platform would never get the chance it deserved to fully develop. He was very downbeat about Williams pinball division's future - a sentiment borne out a few days later when its closure was announced. So, we can trust George to tell it like it is. George Gomez - Pinball Expo 2004 i.e. Fireside Chat The audience had been primed by Steve Ritchie and Ray Tanzer to fire rubber bands at George as he began to speak. In retaliation, George showed this cartoon by Pat McMahon of Steve as a slot machine designer. When he left college George got a job working for Midway, originally in the mechanical engineering department making control interfaces and cabinets and later working on video game design. He worked on the Spy Hunter video game developing software and designing controls. At night, he used to head over to the pinball division and play their Firepower 2. He spent seven years in the video game department but wanted to make something more tangible and real, so he left to become a toy designer. George played a slideshow of some of the toys he designed including Crash & Bash (trucks that would crash into each other with various parts flying off) and Wearable Warriors (a range of hi-tech watches and other jewelry with built-in gimmicks and characters). He said this work was fun and paved the way for this later work designing pinball as he could understand how mechanisms worked and put things together. How George's toy design skills complemented his pinball design 329KB MP3 Link Later, Incredible Technologies hired George as an independent contractor to design Battle Tech centers - arcades where you could play games against fellow players - for a client of theirs. George Gomez Developed Battle Tech Player Pods He came up with this concept for the player pod which was installed in their locations for six months until the client company's constant late or non-payments caused George to leave. He then designed a number of novelty games for Bromley, one of which was noticed by Pat Lawlor and Larry DeMar at an AMOA trade show. That recognition was to prove valuable a couple of years later when a position opened up at Williams for a novelty game designer. Also while making novelty games for Bromley, George was at an arcade when they brought in a Terminator 2 pinball on test. He was getting frustrated with the restricted number of features he could put in his games so when this new pinball showed up he tried it and realized he could design these games too. How George started making pinball games 447KB MP3 Link One of George's early design ideas was a 3D version of Steve Ritchie's Hyperball game, where small plastic balls could be shot through the air at a series of targets, either as a single player or head-to-head game. When designing, whether it is a single part or an entire game, George likes to sketch his plans as a way of trying out concepts. He said he doesn't always know where he's going with an idea but sketching it usually helps clarify matters. As an example, he showed this preliminary sketch of Lord Of The Rings. There are some obvious differences to the final game with the ring in the centre of the playfield and no Paths Of The Dead upper level but the sword lock and falling tower were included. There was also no Balrog guarding the centre ramp. His part is taken by a cave troll hiding behind some rocks. George talks about his early Lord Of The Rings design 409KB MP3 Link Before he started designing Lord Of The Rings, George wasn't a fan of the books but was working with several people who were exceptionally familiar with the theme. George read the books and watched the movies to familiarize himself with the subject of his game. The trouble working with Lord Of The Rings fanatics 409KB MP3 Link Turning to internet reviews of his games, George said that despite not wanting to be influenced by the online comments, he usually found it impossible not to read what people are saying about his games when they go out on test. Sometimes, he said, those comments are right on the money but other times he has to just roll his eyes. One comment that particularly infuriated him was a suggestion that Monster Bash - his personal favorite - was a rip-off of Attack From Mars. Saying that he had been waiting since 1999 to do this, he showed the AutoCAD drawings of the two games side by side to illustrate the lack of similarity. Monster Bash vs. Attack From Mars Looking at the Pinball 2000 platform, George said he didn't know how it could have developed because there were many ways for it to move forward. As one of the originators of Pinball 2000, he said they completely redesigned everything in a pinball game except the flippers in just nine months and he thought it could have gone way beyond what the first two games did. Interestingly, he said that he didn't intend Pinball 2000 to replace the traditional style of pinball but to run alongside it, giving Williams two product lines. Describing the product launch at ATEI in London in 1999, George admitted that the team wasn't ready and there were still a large number of bugs in the game which caused it to crash on the show floor despite spending days and nights working on the system in the days running up to the show. He said the operating system was completely new and many of the programmers were not used to thinking in the certain way the system demanded. The company sold a large number of Revenge From Mars games and George mused if they had sold more Star Wars Episode One games the company may have taken a different view and not shut down the division. Turning to Monster Bash, George said it was one of those situations - and you can't plan it - where you have the right team, the right energy and everything just comes together. The team decided early on not to try to make the monsters scary because they just weren't anymore, so they would make them funny instead and put them in a situation to tie in with the music in the game. Hence, they put them in a rock band and sent them on tour. George loved the way he could play with the characters, despite them already being established, and give them personality traits to fit in with the game. George talks about the Monster Bash design process 369KB MP3 Link Playing with the characters in this way required a cooperative licensor, and George described Universal Studios as very forgiving. Roger Sharpe (in charge of licensing at Williams) spoke from the audience and explained how Universal were in the process of re-launching the monsters and wanted to keep them pure to the original concepts when along came Williams wanting to put them in a rock band. There was a division of opinion at Universal, some wanting to stay true to their origins while others wanted to go with the rock band idea as a way to re-energize the brand. After seeing the games and getting approval from other licensees, they gave their permission. George described the amount of engineering time spent trying to get the best from the phantom flip feature. This was one of Lyman Sheat's pet projects and he had George try numerous different inlane switch combinations to get the most reliable results. He estimated a third of the engineering time was spent on this one feature. Moving to more recent events, George said he was approached by Stern and asked if he would do a game for them. He agreed if it was on his terms, meaning he couldn't work at Stern full time because he already has a full-time job leading a video game design team for Midway, so would have less involvement in the overall project. They agreed and Playboy was the result, followed by Lord Of The Rings. It means that George delivers the playfield sketch and other information about the layout and three weeks later Stern guys call him and invite him back to look at the result. He says he misses the team spirit, the hanging out and the practical jokes because he's not there very often. It's almost like a hobby for him now although it remains fun. Finally, there was a gathering of all the people in the audience who had worked with George at Midway, Williams or Stern. George Gomez, in Middle with Midway, Williams and Stern Employees So that concludes our report from the two fireside chats. It's clear that they have outgrown the confines of Rob's hotel room but in moving to the Grand Ballroom they have also lost much of the intimacy and become more like seminars which is a shame because part of the attraction of the format was the informality, most of which has been lost. But that said, this year's guests provided some excellent entertainment and some interesting insights into the design processes and methodology from some of pinball's greatest designers of recent years. But that wasn't the end of the talks because squeezed into the schedule on Saturday afternoon was a late seminar by another great pinball artist. -------------------------------------------------------------------------------------- lead designer George Gomez talk about their iced out one-on-one basketball game. NBA Ballers: George Gomez Interview Link March 10th, 2004 George Gomez, Lead Designer, of Midway spoke to us about NBA Ballers and gave us an inside look at the game so we could bring those details directly to you. "The thing I am most proud of is that it this game is not like any of the other basketball games," said Gomez. "This is the most developed version of an NBA athlete in a virtual format on the shelf today. I want you to pick this game up...It's way more than attributes that's determining whether Shaquille takes a three or not." Link Although a lot of people are trying to relax and catch their breath, there is clearly a lot of tension in and around Midway's Chicago office. Lead designer George Gomez just got back from a week of skiing in Aspen and wasn't in the office for five minutes before phone calls began pouring in from the NBA, asking us to change or fix issues that they had with the strategy guide we've been editing for our buddies over at Brady Games. Link The NBA Fastbreak design team Mechanical Designer Tom Kopera, Software Engineer Tom Uban, and Game Designer George Gomez tip off at the ASI '97 show in Las Vegas. Link George Gomez, Lead Designer, of Midway spoke to us about NBA Ballers and gave us an inside look at the game so we could bring those details directly to you. Postal Mail: WMS Industries: Link 3401 N California Avenue Chicago, IL 60618 WMS via telephone at 773-961-1000. Links to other Manufacturers: Link For the readers who are unaware of your many contributions to the video game industry, please provide a little background information on some of your more notable work before NBA Ballers. tron George Gomez: I worked on TRON and the original Spy hunter back in the '80s. I designed toys for 5 years and I designed Pinball machines for 6 years. NBA Ballers plays like much more than a one-on-one basketball game. Describe the elements which make Ballers as much about the lifestyle as it is about the on-court action. George Gomez: Well what we wanted to do was to create a level of character distinction similar to a fighting game. Where there was much more than just attributes to differentiate players. We did this with the Specials and the move sets. The lifestyle elements were a natural component. The lifestyle elements made it easy for us to distinguish our game from all of the other basketball games out there. We have the rides, the cribs, the crews, the ice, tats, kicks, and fashion to really set your ballers apart from all the rest. Link George Gomez who spoke about the T.V. Tournament and Rags 2 Riches game modes. Once George finished, he handed it off to Mark Turmell whom addressed the press and said (in a nutshell) "You were all so skeptical that we couldn't pull it off. I'm here to tell you that we did and this game kicks ass." He is right. Link Slam 'N' Jam and Dunk That Punk - NBA Ballers is Blasting Onto the Court by Louis Bedigian "From the outset we wanted to make sure that the single player experience in NBA Ballers supplied at least 30 hours worth of valuable game play for the average player." NBA Jam is out. Not out of style, but out of the race for the best basketball game. Where has the series gone? To gaming Heaven, we hope not. Surely it has to be revisited someday. But until that day comes, Midway has a new b-ball game that's set to shake things up: NBA Ballers. It's not an NBA Jam clone, nor is it an NBA Street-wannabe. NBA Ballers is a unique, one-on-one basketball game that hopes to take stylish game play to a whole new level. "From the outset we wanted to make sure that the single player experience in NBA Ballers supplied at least 30 hours worth of valuable game play for the average player," said John Vignocchi, game designer for NBA Ballers. "With that said there are well over 300 different matches in NBA Ballers, all with varying rules and objectives. In one match you might find yourself playing against TWO opponents, while in another only 3-pointers count towards a score. Mixing up the game play like this provides lots of fun and challenge and keeps things fresh as you go along. Not only do we constantly change up the rules in between matches but we also "theme" the various challenge ladders. Certain ladders are comprised of only centers, while others feature speedy guards. These various challenge ladder themes mixed with the rules and objective matches make character selection key and bring a lot of depth to the overall game." Anxious to jam, we sat down with John Vignocchi and lead designer George Gomez to get the full story on Midway's latest evolution in sports gaming. Nearly every basketball game on the market is a sequel. They all have some groundwork to base their game on, but you guys don't have that luxury. How do you start a game of this stature from scratch? Where do you begin? George Gomez, Lead Designer: Well that's one of the reasons that it has taken so long to do this game. You start by trying to come up with an idea with substantial points of difference from what everyone else is doing. Then you need a game engine to allow you to build your game on, and then you can begin to develop and implement. It's not easy because the engine is being developed concurrently with the game. And the longer you work on the game the more ideas you get and the more the concept evolves and this requires more and more assets, etc. NBA Ballers: George Gomez Interview Link By: Dale Nardozzi - "Legba" March 10th, 2004 NBA Ballers You have been involved in the video game industry long enough to see many advancements in both development software and console hardware. How do these advancements make your job easier? In what ways do they make your job more difficult? George Gomez: Well the magic of things like database driven components allows the designers more control than ever. Things that used to take a long time to implement are now very easy to do. In addition this allows us to experiment and tweak things which in the old days were strictly the province of the programmer. Our job is tougher because of the sheer amount of content that is required to compete in today's market. NBA Ballers has 3 single player game modes, 2 head to head modes, a practice mode, 2 complete create a baller modes, 50 live action movies, a currency system, the first story mode in a video sports game, a mini game, codes, un-lockables, music, and the list goes on. In the old days just one game mode was all you needed. ------ ----------------------------------------------------------------------------------- 05-29-2004 Update on the Twin Galaxies Spy Hunter score 'reinstatement' Link It seems that this situation has become a saga, of sorts. Apparently, Rob Mucked jumped the gun, and announced to Paul Dean (and, myself, in an e-mail carbon-copy) that his score was reinstated, before actually getting a final 'thumbs-up' from Walter Day. Because of that, my news story of the 18th (and a Funspot post the next day) was apparently a surprise to the listed record holder for the game ------------------------------------------------------------------------------- Mark Little, who made 832,620 points in June of 2003), who not so happily announced the news himself on the TG forums, here. As you can see from the various replies, this is an interesting story, and one that may serve to help everyone decide on a fair way of dealing with questioned scores from the 'Golden Era'. A number of great ideas have been thrown out (including some thought-provoking ones from Darren Harris), but one thing that someone pointed out to me makes for a curious situation - according to TG's own challenge rules (see section 8.6, 4), a player whose score is being questioned must (of course) be located for the challenge to be issued. One must presume that if the player isn't located (as in most all of the cases of the infamous 'pulled' scores), then the challenge, and the possible take-down of the score, cannot proceed. Yet, it did. Now, with the background in place, I'll move on to the reason for my news item today. On his web site, Paul posted an important development that detailed a conference call between him, Mark Little, and Walter Day. The gist of it is that Paul will have time to recover from a back injury that he is currently suffering, and then he will have to beat Mark's score in order to 'prove' his abilities. If he does not, then his score will be moved to a newly developed high score list that will serve to separate modern scores (with their more stringent proof), and classic era scores, where the proof was lesser. Only time will tell the result of this situation, but, you can be sure that it will be reported right here, as soon as things are resolved. Good luck to Paul, and, I hope that everyone is ultimately satisfied with the outcome of this important scoring issue. 05-18-2004 Twin Galaxies reinstates 'pulled' Spy Hunter score I think this is a first - today, after a long-term effort by Paul Dean, Twin Galaxies has reinstated his 1985 Spy Hunter score of 9,512,590, which was accomplished on 06-28-1985 at the Upland Family Fun Center in Upland, California, during the 1985 Video Game Masters Tournament. The score was originally 'pulled' (even after appearing in print in Walter Day's 1998 record book) a few years back, along with a number of others from the VGMT contests of the mid-80's (namely: Star Wars, Joust, and Robotron). I'll have more on the removal of all these scores, in a future article. Well, due to the effort on Paul's part, and thanks also to time spent by Rob Mucked, and apparently Walter Day himself, the Spy Hunter score is back where it belongs - as a recognized true world record. An even bigger thanks goes out to none other than a very famous CAG HoF'er, Phil Britt, for his verbal confirmation of the veracity of Paul's score, and his play, on that day in 1985. The full story on this accomplishment (both the original game, and the efforts to gain reinstatement) will be appearing on CAG very soon, so be sure to check back to get fully informed on Paul's once-in-a-lifetime game ! In the meantime, you can check out a lot of gaming information on Paul's web site, at www.spyhunter007.com. -------------------------------------------------------------------------------------- Posted on Mon, Mar. 22, 2004 Link Females take controls, too, at video-game expo By Natalie Pompilio Inquirer Staff Writer And couples who play together stay together. -------------------------------------------------------------------------------- Mark Little, 26, and Miriam Mellor, 24, of Doylestown, took on a two-player version of Marble Madness yesterday. He holds the world's highest score in the arcade game Spy Hunter: "832,000 and change, and I'm going for a million." She's his long-suffering girlfriend who likes puzzle games, who gamely attends expos like yesterdays, and who'll play a game or two in the spirit of togetherness. "Sometimes, he begs me, 'Come downstairs and play,' " Mellor said. "She's getting better," Little said. Little said that most of the world-record holders are men, but that he'd like to see more women step up. That might happen if the next generation has its way. Glued to a game of Donkey Kong Country were 14-year-olds Jessica "Kari" Johnson of Hamilton, N.J., and Bianca Rodriguez of Blue Bell, Montgomery County. "A-cha!" Johnson said as her gorilla hopped from tire to platform, grabbing bananas from the air. The girls, friends since kindergarten, said they were visiting the show while their parents looked at computers next door. They love video games and play almost every day, as do the other girls they know. "I have no life," Rodriguez said. "Me neither, but who cares?" Johnson said. Asked whether they had noticed they were greatly outnumbered as females in attendance yesterday, they looked around, surprised. "I was oblivious," Rodriguez said. "All I saw were the games." -------------------------------------------------------------------------------- Wednesday, March 31, 2004 Link Click here to visit the Philly Classic 5 site Media coverage & pictures from past Philly Classic events More Legends I got some interesting news from Tom about the Philly Classic "Meet the Legends" reunion. It seems that there are going to be some world record holders present, too: Bryan Wagner - Burger Time champion Greg Bond - Mappy champion Shawn Cram - Donkey Kong 3 AND Zookeeper champion Jason Cram - Congo Bongo champion Mark Little - Spy Hunter champion Very impressive! Thanks a lot Tom :) -KC- -------------------------------------------------------------------------------- Spy Hunter Link Variation: default settings Platform: Arcade Rules: Difficulty = 3, First extra base awarded at 30K, Extra base every 30K (maximum 3), Starting timer - 1.5 minutes of play (90 seconds). Technically, based on speed of completing the initial time allotment, it is possible to get an extra car at 14K and another at 18K if you reach these thresholds before the starting timer expires. Date Final Rank Score Name Verification 1 100.00 % 9,512,590 Paul Dean 05/27/2004 2 8.75 % 832,620 Mark E Little 05/05/2003 3 8.35 % 794,495 Brent McDowell 06/30/1984 3 8.35 % 794,495 Brian McDowell 06/11/2004 4 4.35 % 413,510 Sal Luiso 06/11/2004 5 3.98 % 378,335 Ryan Coulter 06/05/2004 6 3.65 % 346,980 Phil Britt 06/11/2004 7 3.03 % 288,535 Pat Laffaye 05/09/2001 8 2.37 % 224,980 David Nelson 06/27/2002 9 1.65 % 156,770 Jason Wilson 05/09/2001 Mark E Little New Britain, PA United States Choose a platform (all) Arcade Arcade Spy Hunter default settings 832,620 Place: 2nd -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- Paul Dean's Spy Hunter score has been re-accepted!? Link Twin Galaxies Forums Forum Index -> Coin-Op Video Games View previous topic :: View next topic Author Message mandm785@juno.com Joined: 06 May 2003 Posts: 37 Location: Doylestown, PA Posted: Mon May 24, 2004 5:27 pm Post subject: Paul Dean's Spy Hunter score has been re-accepted!? -------------------------------------------------------------------------------- Hello all, I can't believe I'm the one who is announcing this... Paul Dean's score for Spy Hunter has been re-accepted by Twin Galaxies. I love how this one was swept under the carpet last week, with no-one saying boo about this. I personally believe this is Bull****. How can you re-instate a score that was removed? I PERSONALLY want to see PROOF, that this score was sustained, legally. I can believe someone could beat my score, but by 10 times? I want to challenge this score, and hope Paul is ready to defend it. If he does not, his score should not be valid. I know there is a 100% policy, but heck I'd settle for 75%. I think I have some pretty good ideas about how this score came to be, and I will be doing some research on my end. I have gone through all the verification processes, and have my own video of it, I even showed up at Philly classic. I can back my score up, can Paul? _________________ -------------------------------------------------------------------------------- Mark Little Spy Hunter arcade world record -------------------------------------------------------------------------------- Defenderman Joined: 05 Sep 2003 Posts: 183 Location: Grand Junction, CO, USA Posted: Mon May 24, 2004 6:44 pm Post subject: -------------------------------------------------------------------------------- There is usually many reasons for a removed score to be re-accepted. One of reasons for Paul's Spy Hunter case is because of the Arcade Referee making a verification error which at first appears the video tape had a banned glitch performed, when in fact the player was very close to accidentally performing that glitch. Another reason is because Paul actually performed his high score again, only this time, he did it without using any of the cheat codes or glitches that plagued his initial run. Those are some of the reasons for a removed score to be re-accepted. However, I wish that Twin Galaxies would let it's users view the tape to prove that he didn't use any cheat and/or glitches. _________________ You Spoony Bard! Tellah, Final Fantasy II/IV Jpn -------------------------------------------------------------------------------- mandm785@juno.com Location: Doylestown, PA Posted: Tue May 25, 2004 6:05 am Post subject: -------------------------------------------------------------------------------- Hello All, Last night I performed a little known trick on my Spy Hunter, and my machine is well over 5 million points and counting as I write this. I have this on tape, and would like everybody to know that there are other ways to get huge scores on Spy Hunter, and they should be banned. I never seen or heard this trick talked about, so referees need to know and consider this. Again I have this on video as PROOF. _________________ -------------------------------------------------------------------------------- Mark Little Spy Hunter arcade world record -------------------------------------------------------------------------------- artz Location: Spring, TX USA Posted: Tue May 25, 2004 9:15 am Post subject: -------------------------------------------------------------------------------- There's currently a 16 message thread over at www.funspotnh.com on the re-instatement of the record. -------------------------------------------------------------------------------- WalterDay Founder Posted: Tue May 25, 2004 1:27 pm Post subject: Decision is Made By only me and There IS More research to Do -------------------------------------------------------------------------------- SpyHunter?? Still more phone calls required -- and one more interesting conference call placed before this is decided either way. This was announced by Mark Alpiger not Twin Galaxies. I didn't tell Robert Mucked I was unfinished with my research and my decision and he mentioned it to Mark Alpiger - who wanted a newshook in order to increase web traffic at his site. So, we will see what these remaining phone calls bring to the surface. Walter Day -------------------------------------------------------------------------------- Weehawk Posted: Tue May 25, 2004 3:34 pm Post subject: Re: Decision is Made By only me and There IS More research to Do -------------------------------------------------------------------------------- WalterDay wrote: This was announced by Mark Alpiger not Twin Galaxies. Uh...it was also announced on the page of a Twin Galaxies referee. And put back on the Twin Galaxies scoreboard on this site for the world to see if they bothered to look. Last edited by Weehawk on Wed May 26, 2004 1:09 am; edited 1 time in total -------------------------------------------------------------------------------- squarefishx2 Location: Phoenix, AZ Posted: Tue May 25, 2004 4:37 pm Post subject: -------------------------------------------------------------------------------- http://www.funspotnh.com/discus/messages/10/636.html?1085411949 Here is the direct link to the thread on Funspot _________________ "Photography with a Vision" www.cooganphoto.com www.cooganphoto.com/gravitar - dedicated to the 1982 Atari classic video arcade game Gravitar. Hints and playing tips with screen captures, etc. included... Gravitar 3,652,700 -------------------------------------------------------------------------------- cubeman MAME Editor Location: Oshawa Ontario Canada Posted: Tue May 25, 2004 5:28 pm Post subject: Spy Hunter -------------------------------------------------------------------------------- Let me just make a comment of remarks. I posted news about Paul Dean's score prematurely because I went with my gut instincts on it. When I looked at Paul Dean's web site it appeared to me that he supplied sufficient details to convince me that the score was genuine, however I was not present when Paul Dean got his record. My confidence was based on the email messages I received from Jeff Peters who _has_ seen Paul Dean play. Let me also say that it will ultimately be up to Walter to come to a decision on the matter. After all, Twin Galaxies is his creation and it's his name on the front of the book. I'll abide by Walter's decision. Really _I_ can't be 100% positive unless I'm right there watching the player, but like many players I like to express my 2 cents. -------------------------------------------------------------------------------- Mark Longridge -------------------------------------------------------------------------------- Weehawk Posted: Tue May 25, 2004 5:49 pm Post subject: Re: Spy Hunter -------------------------------------------------------------------------------- cubeman wrote: Let me just make a comment of remarks. I posted news about Paul Dean's score prematurely because I went with my gut instincts on it. When I looked at Paul Dean's web site it appeared to me that he supplied sufficient details to convince me that the score was genuine, however I was not present when Paul Dean got his record. My confidence was based on the email messages I received from Jeff Peters who _has_ seen Paul Dean play. Let me also say that it will ultimately be up to Walter to come to a decision on the matter. After all, Twin Galaxies is his creation and it's his name on the front of the book. I'll abide by Walter's decision. Really _I_ can't be 100% positive unless I'm right there watching the player, but like many players I like to express my 2 cents. -------------------------------------------------------------------------------- Mark Longridge Your reputation for promoting score verification is well documented. And I apologize for throwing you into this (though I didn't mention you by name), but it seemed really unfair that Mr. Day was laying it all on Mark Alpiger when a TG ref had announced it as well. -------------------------------------------------------------------------------- WalterDay Founder Posted: Wed May 26, 2004 11:17 am Post subject: Spy Hunter -------------------------------------------------------------------------------- I didnt know Mark had posted this information. However, Mark Alpiger learned of this process directly from Robert Mucked, not from Longridge. walter -------------------------------------------------------------------------------- RMRUCZEK TG Board of Directors Location: Brooklyn, NY Posted: Wed May 26, 2004 9:06 pm Post subject: Agreed -------------------------------------------------------------------------------- Hello fellow gamers: The problem here is that a TG referee (myself) jumped the gun on revealing a score reinstatement. Fact remains, we so rarely since I've been on board had any that I did not wait for a final thumbs up from Mr. Walter Day before sharing news of the change in status. Had I done so, the score would not have been on the TG database (again) and no problems would exist. I will not shirk from my responsibility here. The damage was done, and I am fully to blame. My apologies to all, especially Mark Little and also Paul Dean for having them come into the limelight in this fashion. Robert _________________ Robert T Mucked Twin Galaxies - Editor and Chief referee Star Wars classic arcade marathon champion rmruczek@doremus.com (work E-MAIL) -------------------------------------------------------------------------------- Great time at Phillyclassic Link Twin Galaxies Forums Forum Index -> Coin-Op Video Games View previous topic :: View next topic Author Message -------------------------------------------------------------------------------- Mark Little: mandm785@juno.com Location: Doylestown, PA Posted: Mon Mar 22, 2004 11:14 pm Post subject: Great time at Phillyclassic -------------------------------------------------------------------------------- Hello All, Hope everyone who attended this last weekend had a great time- I know I sure did! I really enjoyed meeting the many "legends" of the arcade. It was great to finally be able to meet and chat with the people who own the records on these classics, and watch them in action. Everyone in the Twin Galaxies "group" was very friendly and cordial. Hope everyone had a safe trip back home! I now have quite a bit of work ahead of me, as Bryan Wagner destroyed some of my high scores in my gameroom during his visit!! _________________ -------------------------------------------------------------------------------- Mark Little Spy Hunter arcade world record -------------------------------------------------------------------------------- RMRUCZEK TG Board of Directors Location: Brooklyn, NY Posted: Tue Mar 23, 2004 4:24 pm Post subject: Great to Meet You !! -------------------------------------------------------------------------------- Hi Mark: It as thrilling to meet the world champion at "Spy Hunter" for the first time in person !! Often I never meet the record holders face to face except in rare occassions, so this was special. Hoping that we will see you at Funspot this year where "Spy Hunter" awaits, and maybe a new world record !! Robert _________________ Robert T Mucked Twin Galaxies - Editor and Chief referee Star Wars classic arcade marathon champion rmruczek@doremus.com (work E-MAIL) ****************************** Spy Hunter Marquee -------------------------------------------------------------------------------- bondo Location: weare,nh Posted: Tue Mar 23, 2004 5:55 pm Post subject: -------------------------------------------------------------------------------- OH MAN!!!! does he crank on that game. Very nice meeting you mark, hopefully we'll see you in june at funspot, keep up the good work. GREG mappy champ -------------------------------------------------------------------------------- bryguy Posted: Thu Mar 25, 2004 12:12 pm Post subject: Marks place -------------------------------------------------------------------------------- Mark, Your a great guy. Very hospitable. I really enjoyed your arcade. I love the Burgertime cocktail! The hi on his Spy Hunter was 832,000!!! Amazing. Thanks for helping me up my hi on the game. And playing the immaculate Haunted House pinball you have was great! Hope tp make another trip to your place! As for my scores, - it gives you something to shoot for. Take care, Bryan Wagner _________________ Arcade Burgertime WR 8,417,500 -------------------------------------------------------------------------------- George Gomez was the lead programmer for spy hunter: Link Klov Link George Gomez (creator of Spy Hunter, Tron, more classic pinball than you can shake a stick at): While we are on the subject of George Gomez. . . Question: You mention that George Gomez was a designer on the original arcade Spy Hunter. Do you know who else worked on it? I have always loved that game. Answer: Uncle Willy often hums the Peter Gunn tune to himself, while searching for the oil-drum button on his steering wheel. If only commuting were like Spy Hunter, it might be more bearable. (DISCLAIMER: any implied endorsement of "road rage" driving techniques is not intended!) Uncle Willy managed to find a few names of the original design team: Tom Leon was the programmer and co-designer with George Gomez. Bob Libby created the algorithmic jazz riffs that segue between the Peter Gunn excerpts. Lots of folks contributed that great video art, including Steve Ulstad, Sharon Barr, Brian Colin, and Kevin O'Conner. Doug Watson and Tony Ramunni did the art for the cabinet. Uncle Willy does not own a Playstation, but he hears that there is a "Midway Arcade Classics" game available for that platform which includes the definitive listing of credits, and interviews with some of the designers. More on George Gomez and Pinball: Message 7 in thread From: Steve Lane (smlane@unity.ncsu.edu) Subject: Re: So who designed J. Mnemonic? View this article only Newsgroups: rec.games.pinball Date: 1995/08/28 Kingndi (kingndi@aol.com) wrote: " George Gomez is indeed the designer of Corvette and Johnny " Mnemonic. George has been in the coin-op game biz a long " time, and has done many things: Rockin' Bowl, parts of the Battletech " System, Spy Hunter, and Tron to name just a few. He rarely gets credit " for his work, mostly because he is quiet and easy-going and as " often happens in our business, some other clown is always " waiting to take the credit. I'm not surprised to hear this; that loud people get more credit than quiet people, independent of their actual contributions. I was hesitant to believe that Corvette was Gomez' first game, as it's so terrific. " George also works very hard and long hours, and is totally immersed " in whatever he's working on. His first pinballs have done very well, " and no one deserves success more. Expect more great things " from him--he's got plenty of imagination and energy to spare. Awarded for the cheesiest quote of the year so far must go to George Gomez for this classic:"The game recreates the excitement and glamour of the magazine within the fiction of the game." Err, right George. Here's the press release: Playboy Pinball Display - George Gomez Playboy, the most popular men's magazine in history, is now the pinball machine that everyone's talking about. Brought to you by Stern Pinball, Inc. and Playboy Enterprises International, Inc., the Playboy pinball machine is the work of George Gomez (designer of Monster Bash™), Dwight Sullivan (programmer of T2® and Star Trek: TNG®), and the incredible team of pinball experts at Stern Pinball. Steeped in Playboy's rich 50-year tradition, this pinball machine brings you the world's most beautiful women in a glamorous lifestyle that only can be called Playboy. This is one pinball machine you have to see to believe, and play to experience. The Playboy pinball machine challenges you to collect Playboy Rabbit Heads, to complete a calendar year of Playmates, and experience "Mansion Mania" in a way you never have before. The Playboy pinball machine also features a mechanical Centerfold that opens and closes, along with several other unique playfield mechanisms that reveal the many beautiful women of Playboy. (Important note: photo inserts for the playfield mechanisms are interchangeable, allowing for appropriately rated images to be applied to various environments.) The Playboy pinball machine also features an incredible art package by Kevin O'Connor (artist of Star Wars: Episode One® and PLAYBOY: 35th Anniversary), great sounds and music, and a sexy lady's voice talking to you the whole way. Item 7500 Stern Playboy Pinball - was $4495 now On Sale for Retail Price: $4995 Our Price: $SOLD OUT George Gomez says, "This is the first Playboy pinball that truly highlights the beautiful women of Playboy. The game recreates the excitement and glamour of the magazine within the fiction of the game." -------------------------------------------------------------------------------- EXTRA... EXTRA... Story dated 8th March 2002. Link Stern Pinball Inc has produced its latest newsletter and predictably it is mostly about their newest pinball game - Playboy. The original plan was to send out these newsletters once a month but those ambitions have been scaled back to just three newsletters a year to coincide with the production of each new game. This edition features a chat with Playboy designer George Gomez. Hello again and welcome to The Second Stern Pinball Newsletter Everyone at Stern Pinball would like to thank you for the amazing response to our last game, Monopoly™. The Monopoly™ pinball machine not only reached the top spot on both the RePlay and Play Meter Polls, it is now one of Stern's best selling game to date! Thanks again and keep flipping! Further, Gary Stern was so excited with the success of working with Pat Lawlor and his team on the Monopoly™ pinball machine that he invited some more former WMS superstars, along with Stern's own incredible team of pinball designers, to create Stern's newest game, Playboy. We hope that you welcome these pinball greats back, and more so, we hope that you like the Playboy pinball machine as much as we do. Playboy Playboy Pinball Game --- Stern & Playboy join to bring you the new Playboy Pinball, based on the world's NO.1 male magazine Playboy. This new Playboy pinball machine is brought to you by George Gomez (designer of Monster Bash™), Dwight Sullivan (programmer of T2® and Star Trek: TNG), and the team of pinball experts at Stern Pinball. Stern has managed to cover Playboy's rich 50-year tradition, by bringing you the world's most beautiful women in a glamorous lifestyle. The pinball features the Rabbit Heads challenge, where the player needs to collect 12 rabbit heads to complete a calendar year of Playmates, which unlocks "Mansion Mania". The machine also features a mechanical Centerfold that opens and closes, along with several other unique playfield mechanisms that reveal the many beautiful women of Playboy. Of course Playboy being Playboy some of the images are on the adult side of things, likely Stern has thought of this and has included, different interchangeable photo inserts for the playfield mechanisms, allowing for appropriately rated images for the venue in question. The Playboy pinball machine also features an art package by Kevin O'Connor (artist of Star Wars: Episode One® and PLAYBOY: 35th Anniversary), great sounds and music, and a sexy lady's voice talking to you the whole way. Gomez- Monster Bash Pinball Playfield Display Williams Flipper - 1998, Playfield Designer: George Gomez --- Designed by George Gomez (Monster Bash™), Stern employee Dwight Sullivan (WhoDunnit™), and artist Kevin O'Connor (Star Wars: Episode One®, Playboy: 35th Anniversary), the Playboy pinball machine brings you the world's most beautiful women in the lifestyle that can only be known as Playboy. So recently, Stern News sat down with game designer George Gomez and asked him a few questions about the Playboy pinball machine, as well as a little of his own pinball history. Now let's hear what's on George's mind these days. Stern News: Welcome George, and thank you for taking the time to talk to us. You just finished designing Stern Pinball's new Playboy pinball machine. Could you tell us a little about it? George Gomez: Playboy and pinball have always been a powerful combination and I think that this game is the most exciting version to date. SN: Could you please explain in more detail the 'Interchangeable Photo Inserts' that go on the playfield. George Gomez: Each target has the ability to reveal a beautiful girl. The girls are represented in photo quality removable inserts that are made from translite material and illuminated. The game is shipped with several sets of photo inserts. The sets vary in how much of the girls they reveal. In one set the photos are very conservative and in the next the girls reveal a bit more and of course there is a nude set. All of the inserts are taken from actual Playboy photography so they are very high quality and consistent with Playboy's high standards. This variety allows the operator to swap inserts in order to adjust the game to the location and the customer base. (Editor's note: photo inserts for the playfield mechanisms are interchangeable, allowing for appropriately rated images to be applied to various environments.) SN: How did you come up with the concept? George Gomez: I used to play the original Bally game years ago. There was a bar downtown that had one and I remember thinking that it would be fun to make the game as close to the actual magazine as possible. When we were at WMS, my partner in this game, Dwight Sullivan, wanted to do it on the Pinball 2000™ platform but it was deemed too difficult at the time. SN: Could you tell us the names of your favorite pinball machines and what elements you like in them? George Gomez: In no particular order.Firepower 2™, Black Knight™, Terminator 2®, Playboy, Medieval Madness™, Attack From Mars™, Whirlwind™, Party Zone™, Monster Bash™, RFM™, and Star Trek. I love games that build in intensity and games that make me work at mastering them. I like smooth shooting, hook a lot of shots together and feel like a hero, take a breather & bring on the next thing, collect cool stuff kinds of games. I also love it when a game theme is thoroughly executed. By that I mean that all of the elements: art, sounds, choreography, fiction, and play mechanic need to be consistent and well thought out. I never could get into those old games where the art was applied as an after thought and the theme may have been space but the play mechanic was a card game. I didn't play pinball in that era and that's probably why. When I was a kid I loved Marvel comics because the stories and the art and the cover were all tied together, I despised D.C. comics in the era when the stuff on the book cover had nothing to do with the story inside. SN: You're best known in the pinball community for designing the Williams/Bally hit Monster Bash™. Tell us why you think that pinball machine was such a monster hit? George Gomez: I think it represents what I described above. We made the Monster toys compelling, the ball had fun kinetics in things like bashing Frank and Drac, it had some smooth ramps like the Bride ramp. The game had a lot of humor, which was a trademark of the most successful games of that time. And of course the pacing did what I referred to previously; it built the game tension throughout the whole game. Every person on that team stepped up and gave me their best stuff. It was a complete package. SN: You are also generally credited with the idea for WMS' Pinball 2000™. What led you to come up with that concept? George Gomez: Desperation, in a word. If the player base had disappeared, it had to do with the fact that we were no longer entertaining them. When you've designed a thousand ramps and created all manners of game rules, you have to do something new. It was simply an attempt to create a compelling new medium that would include elements that were familiar and yet provide new ways to play. By the way I always felt that we should retain both the traditional and the 2000 lines of product. But that proved economically unfeasible. SN: Let's go back to the Playboy pinball machine. How would you characterize this particular Playboy pinball machine with the first two (Bally's Playboy; Data East's Playboy: 35th Anniversary)? Is this a much more exciting game for the year 2002? George Gomez: I think this is the ultimate application of the theme. The entire Playboy mystique revolves around these incredibly beautiful and interesting women. We have made this game consistent with that. We have for the first time focused on portraying the very essence of Playboy. The previous games hinted at it but stopped short of delivering on the promise. This game has all of it. SN: Last question. What was the first pinball machine you ever played? George Gomez: I don't remember what it was called but it would have been something from the sixties. I think it was a space theme, and I think once I got beyond the concept that I had to keep the ball in play, I focused on turning the lights on and trying to get the ball to make its way everywhere on the playfield. It was in a rec. room at an Air Force base somewhere out west. I was on a cross-country trip with the Boy Scouts. I never imagined then that this game would become such a significant part of my life. SN: Well thanks George for all of your insight. And we wish you continued success, and much success with the new Playboy pinball machine. George Gomez: Thanks for allowing me the opportunity to design this game. It has been a privilege to work with all of the talent in your company. -------------------------------------------------------------------------------- One thing that I think pinball has lost in recent years is the sheer entertainment factor in games. Elvis restores this in a big, BIG way. The last game I can remember being this fun just to hear and watch was the George Gomez classic Monster Bash. From the sounds of See See Rider playing as the first ball is put into play to the numerous musical game modes, this game hits the bull's-eye. -------------------------------------------------------------------------------- Pin Game Journal - Interview with George Gomez Link -------------------------------------------------------------------------------- July, 2002. This issue of the PinGame Journal Issue features a very special story. Told by former pinball designer John Popadiuk, it highlights the innovation and style of the 1960's French pinball manufacturer Rally Play. Also in this issue is a photo story of the 2002 edition of the industry ASI show and Tim Arnold's Fun Night. Stern showed it's latest game, Playboy, at that show and the PGJ presents an in depth look at the origin of this George Gomez game along with an interview with George on his life Between Pinballs. Also in this issue readers will find an exclusive chance to purchase a long out of print and unavailable book by Dick Buschel, Show Shopping by Trent Augenstein, Guessing Game from Jonathan Schelberg, The New Zoo Review, an intro to Visual Pinball, a bingo story from Jeffrey Lawton, the first installment of Norm's Nest, reviews of the Pinball Compendium from Bruce Clark and the newest This Old Pinball tapes. Other odds and ends including color art from Playboy you've not seen before round out this issue. Don't miss it! -------------------------------------------------------------------------------- Spy Hunter © 12/1983 Bally Midway. Link Spy Hunter is an action/driving game. It places the player as the driver of a 'spy' vehicle. The object of the game is to travel the freeways and hunt down and destroy as many enemy vehicles as possible, all the while protecting and not harming innocent civilian vehicles. This game runs on the Bally Midway MCR 3 hardware. Originally the James Bond theme was planned as the background music for the game. The inability to obtain the rights to use the music, however, forced Midway to change the theme on shipping models. In the end, the Peter Gunn theme music was a large part of the game's appeal. The James Bond theme was originally sought after and programmed into the prototype machine until it was determined that licensing costs for this music would be too expensive. A person from marketing suggested they use the Peter Gunn theme instead. A boat driving sequence and a helicopter sequence was also planned. Shortage of memory, however, did not allow for this feature. The game has no end and at no time does the player ever leave the car but it was RUMORED to have a graveyard sequence, an actual end and a sequence where the player exited the car for on-foot action. The car was based on one of the designer's own Nissan 280z. Like in the original Spy Hunter, the car is called the G-6155 Interceptor. The designation comes from creator George Gomez's birthday (6/1/1955). Here's A Great Cheat That Does Several Things At Once : 1) You need to have a supply truck available, and a be at a bridge-out level. When the detour appears, don't take it - instead, call up your truck. 2) Wait until the road has straightened out into the bridge and drive into the truck. When the truck pulls over and lets you out, stay on the side of the road, and SLOWLY drive up until you reach the gap in the bridge. 3) Drive on until you car is about half-way over the edge, and wait until the Enforcer comes along. He will try and get you, but he'll be unable to drive far enough to do so. At this point, I would get a friend to mind the game, while I went for a break. When I returned, I just drove across the bridge, flying mysteriously across the bridge out, until I reached the other side. 4) You will notice several differences to the game after this happens. The Enforcer no longer appears, the game gets no harder, and Dr. Torpedo no longer appears on water sections! 1. Spy Hunter (1983) 2. Spy Hunter II (1987) Spy Hunter (1983) 2. Spy Hunter II (1987) - STAFF: Designed and programmed by Bill Adams, George Gomez and Tom Leon. Music by Henry Mancini Designed and programmed by : Tom Leon, Jeff Nauman Art : Kevin OConnor, Brian Colin, Steve Ulstad, Sharon Perry Music by : Henry Mancini Group Manager : Bill Adams Cabinet guru : George Gomez Cabinet assistant : John Kubik Spy Hunter II Flyer - Information Sheet Spy Hunter II Flyer - Front side ----------------------------------------------------------------------------------- The Many Faces of . . . Spy Hunter Link By Alan Hewston This review was created while the Spy Hunter theme, "Peter Gunn" played continuously in my mind. Spy Hunter was one of, if not the first games to combine the driving and shooting genres and did well enough at the arcades in '83 that it eventually spawned off a not-so-well-known sequel Spy Hunter II, in '87. As you know, there were official classic home versions released for the Atari 2600, Colecovision, Commodore 64, and the Apple and Atari home computers. A handful of more recent platforms also saw Spy Hunter as a port as well. Spy Hunter The name James Bond never appeared in Bally Midways Spy Hunter, but the 007 influence was unmistakable in this 1983 arcade classic. Game designer George Gomez was an avowed fan of the British secret agent with a license to kill, and Spy Hunter allowed him (and the rest of the world) to live out a d... As secret agent 007 . . . oops, they couldn't come out and say that. This game is based upon secret agents like James Bond and their various super cars that came heavily equipped to fight the bad guys on the highway. In your ultra-equipped turbo-charged spy mobile, your mission is to use your unlimited supply of machine guns to shoot up the bad guys or run them off the road, namely, the Road Lord, Switchblade, the Enforcer, the Copter (called the Mad Bomber in the arcade), Barrel Dumper and Doctor Torpedo. You should avoid the innocent drivers on the road, who can cost you points if you shoot them, but then again, they can also cause you to crash as well. In this vertical scrolling shooter game, your primary fire button shoots your unlimited supply of machine guns in the direction you are headed. This will eliminate 90% of the traffic. For vehicles behind you, armored vehicles, and those in the air, a second fire button (or set of controls on the CV) activates the special weapons - only available from your weapons van. Always be on the lookout for your Weapons Van - let that big rig get ahead of you on the road and then drive up the ramps into it. You are rewarded with a limited supply (usage) of: oil slicks, smoke screens, or anti-helicopter missiles. Besides driving on the road, Spy Hunter also had a boathouse and a speedboat for chasing the enemy agents on the water. You may be forced to use the waterways - warned via a text message to detour left, as the bridge is out ahead. But there are also some chances to enter the waterways on your own. Once past the boat house you come out on the other side in your Spy Hunter speedboat. The waterways are somewhat more dangerous and require slower speeds due to the many small islands that must be avoided. Another change in pace can be found when the road conditions change to icy (I've not seen any other type of condition alerts). You begin each game with only one life, but you have 999 counts on a timer (about 90 seconds) where you get unlimited lives - that is, the weapons van will pull up and give you another spy mobile as long as time remains on the counter. Points were earned primarily for your driving distance but also when you "rubbed off" the enemy agents. Extra lives are earned for scoring 10k, 18k, 30k and every 30,000 up to 120k. Search Result 3 From: Wil (wb@subdural.com) Subject: Re: old wives tales View: Complete Thread (21 articles) Original Format Newsgroups: rec.games.pinball Date: 2003-09-30 20:38:13 PST I heard tales of the mob having a hand in the coin op business for years..... The tale I heard was about a video game - spy hunter. I heard that if you were good enough, there was a car to helicopter transformation - ie, like car to boat. When I first started following some of the pinball groups (irc and here) - when Williams was still in business, I was able to get a hold of the creator of spy hunter - George Gomez. I emailed him about it, and his reply was that there was going to be an air transformation stage, but it was never done, due to memory issues, rom sizes, and schedules, so it never made it. Now if someone knows more about this - let me know! I also believe on the Midway Classics collection (one with spy hunter) there are interviews with the games creators, and there is a little something mentioned about this.... Wish it were true, or that it had been at least prototyped :) ----------------------------------------------------------------------------------- George Gomez by Moby Games: Arcade's Greatest Hits: The Midway Collection 2 Link Released: 1997 (complete release info) Published By: GT Interactive Developed By: Midway Games Ported By: Digital Eclipse Software, Inc. MobyScore: 3.0 (out of 5) Platforms: Windows, PlayStation Genre: Action Perspective: 1st-Person Perspective, Platform, Side-Scrolling, Top-Down Non-Sport: Arcade, Fighting, Sci-Fi / Futuristic, Shooter Misc: Coin-Op Conversion, Compilation / Shovelware, Emulator, Licensed Title Description: An emulation-based compilation of 7 classic arcade games. Joust 2: Survival of the Fittest (a... well... joust), Splat! (food fighting), Blaster (3D space shooter), Moon Patrol (side scrolling space shooter; licensed from Irem), Root Beer Tapper (the non-alcoholic version of the Tapper games- a quasi-shooter), Spy Hunter (overhead scrolling shooter), and Burger Time (platform/puzzler; licensed from Data East.) ------------------------------------------------------------------------------------- George Gomez by Moby Games: Link Sno-Cross Championship Racing Released: Aug 01, 2000 (complete release info) Published By: Crave Entertainment, Inc. Developed By: UDS MobyScore: 3.8 (out of 5) Platforms: PlayStation, Dreamcast Genre: Racing / Driving, Sports Perspective: 1st-Person Perspective, 3rd-Person Perspective Description: Strap on your goggles and helmet, choose your favorite Yamaha sled, and hit the courses. Gain experience day and night, sun rain or snow, racing on the icy flats of Vladivostok, the slopes of Aspen, and the tunnels of Nagano. But, the real challenge starts when you enter the race circuit. Start with the 500cc sleds, win races, upgrade your snowmobile, and unlock higher end sleds and new courses.. And, if you're looking for even more challenges, race head-to-head with your friends, go vertical on hill-climbing tracks, or create your own courses! ------------------------------------------------------------------------------------- Description: Link Spy Hunter is the ultimate driving game if you happen to be a James Bond fan. This game puts you in control of a high-tech sports car that's initially armed with machine guns. Your goal: drive on an endless series of roads, avoiding civilian vehicles and destroying enemy vehicles whenever possible. At regular intervals along the way, you'll encounter Weapons Vans, which you can drive into to augment your offensive and defensive armament. Available weapons include a smoke screen, an oil slick, and a battery of missiles (which are the only weapons that you can use to deal with the helicopters you'll encounter later in the game). You can even drive off the main road and into a boathouse, whereupon your car is replaced by a flame-spewing speedboat. This game is extremely fast-paced, and isn't really suitable for more casual players. The sheer number of controls--two triGeorge Gomezers, three buttons, a gear shift, a steering wheel, and a gas pedal--gives you an awful lot to think about. Add that to the rather unforgiving driving model (you die if you hit another car at the wrong speed and when you accidentally drive off the road onto the grass) and you get a game that's really tough to master. Spy Hunter makes up for this by being extremely compelling. The spy theme is unique in driving games (both then and now), the graphics were pretty good for the time, and the music--an ever-present electronic arrangement of the Peter Gunn theme--combine to make this one of the most fondly remembered games of its time. Two versions of the machine were produced--an upright version and a slightly less-common full-cockpit sit-down version. ------------------------------------------------------------------------------------- PSA-LIST: Whatever Happened To George Gomez? Link -------------------------------------------------------------------------------- To: Multiple recipients of list psa-list Subject: PSA-LIST: Whatever Happened To George Gomez? From: "Warren Smith" Date: Sat, 26 May 2001 22:07:32 -0700 Importance: Normal In-Reply-To: <3ACDD548.99E433CA@laplaza.org> Sender: owner-psa-list@philmont.com -------------------------------------------------------------------------------- http://www.fortunecity.de/gourmet/montblanc/152/new_making_of_pin2000.htm When I was Rayado Ranger in 1978, George Gomez was our boss, our ACR. After leaving Philmont, George got into the video game business and made his reputation early by working on the design team that made the early v