PA Pinball Presents - An Interview with John Trudeau


During the course of late January to early February 2005, I was granted the opportunity to interview the talented pinball game designer, John Trudeau.  Having worked for several companies in the pinball industry, John has nearly forty titles accredited to his name.


PAPinball.com:

I have read in another interview that you started out as a game tester for Game Plan. What interested / inspired you to pursue a career in pinball?  How were you initially exposed to pinball?

John Trudeau:
Aside from a casual interest I've always had for the game while growing up, getting the job at Game Plan pushed me in the fateful direction to design.  I ended up being in the right place at the right time.

PAPB:
As a game designer, I presume that your core duties were playfield layout, game rule sets, and scoring features.  Were there any other aspects of the design process that you were responsible for, but not limited to, such as selection of game sounds, music, or software programming while working for Gottlieb / Premier?  

JT:
As the "game designer" you are responsible for the entire package.  Surrounding yourself with talented people was the best thing one could do.  I personally tried NOT to dictate limitations to any of the team, unless it was necessary.  Getting creative juices flowing in talented people is best done by giving them their heads, to let them get into the project, to get them to go wild!  I usually started distributing the pieces to be created to the different members of the team with a good outline, and tried to give a direction "feel".

PAPB:
What inspired your playfield layout designs?

JT:
Basically my love of the geometry of the game.  The way the ball flowed through the curved lanes and up the ramps.

PAPB:
Did you have a particular formula for the amount of items to be placed on the playfield?

JT:
Not really.  If the budget allowed it, and the playfield had the room, AND, the flow of the layout allowed it, there were no real item specifications for a game.  The layout (real estate) is the real determining factor.

PAPB:
Since Gottlieb had a vast repository of patented playfield gadgets, how did you choose what items to place on one of your designs?

JT:
The biggest determining factor was cost.  You'll notice that the Roto-Unit wasn't used at all through the 80s and beyond.  It was also a real estate hog under the playfield and very cumbersome to assemble and adjust.

PAPB:
For Alien Star, Ice Fever, and Genesis, you used a thicker than normal wireform for the inlanes.  In using this wireform, the velocity of the ball increases as it approaches the flippers.  Was this an intentional design change?

JT:
Yes.  It was an effort to make the game a little quicker and also help prevent the ball from hopping the rail.

PAPB:
What is the average amount of time from early concept to production for a pinball machine to be created?

JT:
Usually at least six months and up to a year or so.

PAPB:
Was a project typically given to you with a predetermined deadline?

JT:
There was ALWAYS a deadline!  It was a LOT easier at Williams than at Premier.  When we started Premier, I was the only game/mechanical designer for quite a while.  That's basically why there wasn't too much going on with the early designs there.  I had to meet the deadline with new layouts and keep production running.  It was still fun, though.  I was given the chance (time) to get more creative once I went to Williams/Bally/Midway.

PAPB:
Was there a quota of machines which you were responsible to produce each year?

JT:
The goal was to keep the factory running at a profit.  When we were able to up the daily rate the company made more money, employed more people and everybody was happy.  Games like Hollywood Heat and Monte Carlo made things easy at the plant.

PAPB:
In hindsight, have you ever wished that you were allotted more time for a project?  Is there a specific title that comes to mind?

JT:
I think every game designer and all the design people involved with a project would have liked more time.  We could have taken a lot longer if we were allowed.  Schedules and deadlines were a necessary evil to keep everything flowing and profitable.  If I had to finger a particular game or period it probably would be one of the Premier designs.  We were always so rushed in the design process.  The layouts were fine but the game rules could have been a lot deeper, if we had the time.

PAPB:
Conversely, have you ever had a particular game where your creativity flowed so easily and effortlessly that you finished the project in record time?

JT:
Some of the Premier games came pretty easily.  I didn't have to get involved with making the game rules as deep as they could have been.  And good themes like Hollywood Heat were easy pickin's. But having a good theme to work with keep the creativity process flowing.  CFTBL was almost giving us fits trying to finish it up and cut it off.  Jeff Johnson and I were having so much fun creating all the crazy "play modes" that it was hard to stop!

PAPB:
Did you design from a specific license given to you, or did you create the design, and then have Gottlieb pursue a license similar to your design?

JT:
The game themes were usually there before the layout, though not always.  As the games got more complex the theme had to be developed earlier and that helped the whole game package.

PAPB:
Do you prefer to design games from a licensed theme, or create games from the ground up?

JT:
Either way was good.  I enjoyed working with a licensed theme as much as creating the original ones.  Actually, the licenses made the job somewhat easier.  It gave the design team a lot of material to work with from the very beginning.  This was always a thought when picking out a license.  How deep was the package?

PAPB:
When working with an artist, did you design games based on the artwork, did the artist base his / her work on your design, or did the two of you brainstorm as a team?

JT:
The artist usually worked from the game design theme.  The game package was then always done with the artist being involved.  We all worked as a team.

PAPB:
I am curious about a particular theme. What was the concept of Genesis based upon?

JT:
Genesis was inspired by the classic sci-fi move "Metropolis" (Fritz Lang, 1926).  I wanted it to be as monochromatic as possible, like the B&W movie.  Larry Day did a fantastic job using the bare minimum of color throughout the game.  If you haven't seen the movie, do watch it.  The special effects for 1926 are just fantastic.  In my opinion, that movie could hold its own with some of the movies today, if it weren't for the lack of a soundtrack.

PAPB:
Some of your innovative designs that I have observed are under playfield animation, flippers placed around the outlanes, or flippers facing opposite of the "modern" norm.  Are there any playfield layout designs that you would consider to be your signature design?

JT:
I don't think so.  Different flipper placement was really an effort to change the look of some of the models.  It gets to be a necessity to change the playfield in this manner when you are the only one designing. They were experiments.  Some of them never saw production.  Some did (Q*bert's Quest, Gold Wings).   Even with these unique layouts, the Premier games tended to have a "sameness - feel" to them, because of the quick "turn-around" needed.  I couldn't afford to stumble too much, or sometimes, at all.  But I loved every minute of it.

PAPB:
Why was Krull never placed into production?  Was it due to production cost, bad commercial license, or other reasons?

JT:
Krull was supposed to be a co-release with the "hit" movie coming from Columbia Pictures (they owned Gottlieb at this point).  We were given the task to make a game for the movie.  Ed Krynski and I each put together a prototype for management to choose from.  As the release day for the movie approached, I guess the "powers-that-be" figured out that the movie was going to be a turkey.  We no longer needed the game (or the cost of it to produce).  The "no frills" era was about to begin.

PAPB:
Since you had just mentioned Ed Krynski, were any of your designs inspired by him?  Did he help contribute to your work at all?  Or did you contribute to his work at all?

JT:
The designers were always very protective of their ideas and the direction the layout and design of the game was going.  We did help each other if we were asked.  Ed Krynski was a great designer for pinball to have to its credit.  I was disappointed that he wasn't given the opportunity to continue to make new designs when the company was renamed.  All they wanted from him was remakes of his past successes.

PAPB:
The structural design of cabinets while you were employed at Gottlieb / Mylstar / Premier went through an evolution.  The cabinets were originally constructed of plywood, then particle board, and then back to plywood.  Did the different cabinet structures limit or enhance your designing capabilities?

JT:
No.  The change to particleboard was to reduce cost, but they were not sturdy enough.  That was why they changed back to plywood.

PAPB:
In some instances smaller coin doors on titles such as Jacks to Open, Alien Star, and Touchdown were used during the Mylstar era.  Do you know why these doors were used?  Were they strictly used for domestic games, or possibly a surplus of video game coin doors were used?

JT:
Cutting the cost was probably the determining factor.

PAPB:
Were there considerable monetary constraints at any time when you worked for Gottlieb which led to restrictions to your intended designs?

JT:
When the video craze came to be, the Mylstar management wanted to kill the pinball product totally.  That's why the name of the company was changed when Coca-Cola bought Columbia Pictures.  They wanted to be known as a video game company.  If they could have put more hits on the street from the video end, it would have happened.  As it came to be, only Q*bert and Mach3 were hits.  And we had to make a Q*bert pinball too.

PAPB:
Was the evolution of Gottlieb from a corporate to an employee owned company beneficial to your creativeness and design?

JT:
Gottlieb/Mylstar was never an employee owned company.  The reformation of Gottlieb into Premier was due to the efforts of Mondial Distributing and Gil Pollock (a former Gottlieb VP).  They made the deal to get the pinball assets away from Coca-Cola and made into Premier Technology.

PAPB:
So, would you consider Gil Pollock solely responsible for keeping the Gottlieb name alive for a least another decade?

JT:
He, along with the Fesjian family (Mondial) were the principal reasons that the pinball production was given another chance to succeed.  Also, without the core of people that came over to Premier from Gottlieb engineering and manufacturing, there would have not been any success either.  We all worked as a team to get Premier running.  Long hours and a love of the game kept it going.

PAPB:
Do you have any insight why Premier decided to change its translite format from the traditionally hand drawn artwork to photographic artwork?  Furthermore, it has been rumored that some of the models for the translites were actually Premier employees.  Is this indeed a fact?

JT:
The change to translites was done to try to give the games a "new" look.  I think it succeeded greatly.  This also allowed greater freedom to the artists (and now photographers!) to let their imaginations run wild!  The only actual Premier personnel that was photographed (to my knowledge) was Gil Pollock, the President of the company.  He posed for the Monte Carlo backglass along with two models (in the foreground), a girl from the Gaslight Club (holding the tray), Jim Roberts (James Industries), and in the rearmost spot, Alvin Gottlieb.

PAPB:
Was Alvin Gottlieb an integral part of Premier, and why did he leave to start his own company (Alvin G. & Co.)?

JT:
As I understand the Coca-Cola/Mylstar pinball asset buy-out situation, Alvin Gottlieb declined to be involved at that time.  He was never part of the Premier partnership.

A few years later, his son Michael convinced him to try it again with "Alvin G".

PAPB:
You are accredited to two cocktail tables with International Concepts.  Were you chosen to do the designs because of your familiarity with these types of layouts while employed with Game Plan?

JT:
You pretty much hit the nail on the head.  I was the only one at Premier with any cocktail pinball experience.  I really enjoyed doing them as a "break" from the normal.  They went together very nicely and I can't recall that we had any difficulties producing them.

PAPB:
What was it like to work with Steve Kordek for the Chicago Gaming Company release entitled Vacation America?

JT:
Steve and I have never had the pleasure of actually working together on a project.  Chicago Gaming Company (Churchill Cabinet Company) brought me in as a consultant to develop a pingame for them.  As the project progressed, I asked if they wanted to put me on as a full-time employee.  They declined.  I received an offer for a job out of the state of Illinois, and needing the full-time employment, I took the job.  This didn't sit well with Chicago Gaming, working long distance.  We parted ways and Steve was brought in to finish up the project.

PAPB:
In 2002, it was rumored that you were selected to be the designer for an Innovative Concepts in Entertainment (ICE) pinball project.  What happened to the project?

JT:
That still hurts.  I relocated here to start making pinballs again.  What a wonderful opportunity.  With the company's understanding that this would probably be a project that would take six months to a year to get under way, I started to put it together.  I had a cabinet and playfield designed (to a great licensed theme).  When I didn't see the personnel starting to fill the needed spots I should have suspected something.  After an unsuccessful trip to Chicago, to consult with WMS about purchasing their pinball electronic system, ICE management decided not to pursue pinball any longer.  Just like that.  I was given the bad news only three months into the project. 

Well, I was stuck here for a while, after just having moved and found a place to live.  So I stayed on with them trying to learn how to make redemption pieces and kiddie rides.  Not really my cup of tea, but I gave it a shot.  It didn't work out very well.  I found out that their normal way of doing business was unlike anything I had previously experienced.  I prefer a little more genuine commitment than what I received.  Too bad.  Their loss for sure.

Oh yeah, the theme of the game was "Caddyshack".

PAPB:
What is your favorite pinball machine designed by you?  Designed by someone else?

JT:
That's a tough one.  CFTBL was  probably my favorite for the WMS side and Hollywood Heat from Premier.  I couldn't choose from all the fantastic games out there from other designers.  Too many to enjoy.

PAPB:
Do you collect / play pinball machines on a regular basis?

JT:
I still play them when I see them.  I don't collect them.  I really enjoy the design and all the processes to get the game to completion.  After I play it a while, I'm ready to move on to the next one.  I love to design.

PAPB:
How did you acquire the "Dr. Flash" moniker?

JT:
"Doctor Flash" was given to me by Python Anghelo when we were doing two games at the same time, Bugs Bunny's Birthday Ball and The Machine, BOP.  We really went crazy there for a while.  We were doing so much so fast that one day he called me "Doctor Flash".  I guess it stuck.

PAPB:
It is common knowledge that several Williams and Bally titles, some of which you were the designer, have "Easter Eggs" embedded in the software code.  Are there any such hidden features in the software of any Gottlieb / Premier titles that you had designed?  If so, do you have any specific details that you can share?

JT:
Not to my knowledge.  Again, it was the schedule that didn't allow this to happen.

PAPB:
Do you keep in touch with any of the artists or other designers that you had worked with at Gottlieb / Premier?

JT:
I have talked recently with some of the people I worked with, but I have lost contact with most of them.

PAPB:
What do you foresee in pinball?

JT:
A resurgence, of course.  There is far too much interest in it to let it just die.  I believe Stern pinball is doing better.  Right now, he's the only one with the doors open, and games going out the docks.  I believe there will finally be some more interest in competing in what should be a growing market.  Only time will tell..........

PAPB:
Can one expect to see a design from the mind of John Trudeau in the near future?

JT:
Perhaps.  I have some friends that are really wanting to make a prototype game to offer to collectors, with a VERY limited production run.  I do hope this comes to pass.  I really enjoy designing pins and this seems like a very good opportunity to help keep the game alive.  I believe the time is right for a major infusion of pinball.  There are a lot of things that can be done to make the product more operator friendly and reliable.  If our little prototype does come to pass, I hope it will make some good noise in the industry.  Thanks for the opportunity to talk to everyone!

John Trudeau



It has been a real pleasure conducting this interview with Mr. Trudeau.  I have owned several of his designed titles, and I am looking forward to acquiring many more.  John, I personally want to thank you for your time by answering my questions, and thanks for all that you give to pinball - past and future!


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