Pat Lawlor: A Lesson In Impact

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

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

Defying Norms

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

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

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

Narrative Resonance

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

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

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

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

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

Easy to Explain

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

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

Conclusion

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

Nonsense Potential

Anyone who’s played tabletop games for any amount of time has encountered one of the most delightful feelings in the hobby: Laughing, putting your head in your hands, and saying, “this game is ridiculous”. Having a game careen into the territory of the absurd is amazing and is one of the most common features that make me want to replay (or buy) a game. So as designers, how can we make ridiculous games more often? Can we intentionally create a, to mince a swear, clown fiesta with some regularity?

To help reach this goal, I would like to introduce a term called nonsense potential.

What Is Nonsense?

In game terms, I have most frequently seen “nonsense” used in Magic, usually referring to decks or cards that win in slow, elaborate, usually ineffective ways. Thinking about the use here, and thinking about the standalone games I’ve played that have generated similar feelings, my best definition of nonsense is:

When a game enters a highly unusual, unexpected, or funny state.

So nonsense potential is the ability of a game, on average, to generate these game states.

Just by having a vague definition of what nonsense is, our goal changes from an impossible task to capture an indescribable state of mind to something that’s difficult but can be achieved. 

Getting Up To No Good

There’s many ways to increase a game’s nonsense potential.

Being able to use components in unexpected ways is an important generator of nonsense. Of the numerous impress-the-judge games I’ve played, Stinkerhas the highest nonsense potential because it allows you to use its provided letter tiles however you like. You can misspell words; flip an E tile 90 degrees to become an M; even, if the group allows you, use multiple letters. Here’s a spectacular example:

The question was “where do babies come from?”

Stinkeralso awards more points to people who use more tiles, meaning it encourages players to be less conservative and try to find weird ways to use them. Nonsense being at least a semi-viable strategy, or arising from people trying to play the game to win, is also important because it doesn’t draw competitive players in multiple directions.

Coming from a different angle, strategies that strongly deviate from the rest of the game can generate NP. Most of the time, in Trains, you want to link your rail system to as many high-value cities as possible, with the rest of the board mostly serving as an obstacle. However, Trains: Rising Sun features the Mining Train, which generates money for every mountain space you’re on. Suddenly, three players are playing a normal game of Trainsand the fourth has covered the mountainside with cubes. 

Randomness, of course, helps create nonsense, but has to be a specific type. It’s okay if there aren’t a lot of random components in a game, but those components that do exist need to have a huge variety of outcomes. It’s the difference between random draw in Azul creating stations with different colors of tiles and the event deck in Arkham Horrorsometimes being a cult encounter and other times containing a beleaguered librarian.

Example Time, Baby

I don’t want to use a very strong scale for nonsense potential (NP) because this is related to humor in games and explaining humor kills it. But having a vague sense of which games really succeed in this way is useful when monitoring your own games, so I’m sorting games into low-NP, medium-NP, and high-NP.

Low-NP games keep strategy within a confined range, with not much room for unusual game states. Terraforming Marshas a wide variety of available strategies, but because every card and action contributes to the overall game plan of either terraforming Mars or generating VP, things can’t get particularly weird.

Medium-NP games have a core game state that actual play often resembles in some distorted way. Castles of Mad King Ludwignever strays away from “purchase the room that gives you the most value and price gouge your opponents just enough,” but situations arise fairly often where one person keeps building corridors endlessly or creates a single long chain of rooms.

High-NP games frequently end up in game states where everyone’s confused how it got there in the first place. While not the best High-NP game, Fluxxis probably the purest example, with the endgame frequently devolving into players drawing 7 cards, discarding 3, and stealing the winning Keeper from their neighbor’s hand.

Impactful Nonsense

Impactis a broad term that covers a lot of different components of a successful game, but you could say it applies to anything that makes a game memorable and exciting. Obviously, the higher a game’s nonsense potential, the more memorable the game will be.

This is most visible over multiple plays of a game. The highest-impact games are not only ones where you remember the game, but each individual play of the game stands out as unique to you. This is most common with games where the players or scenarios differ each game, but that’s not a 1:1 link; Pandemichas different player roles but doesn’t have a huge amount of nonsense potential. Additionally, having too much variety can actually be detrimental: The high-NP Tournament at Camelothas dozens of Godsend cards, but because 6 or 7 of them can be in play at a time, it makes all of them less memorable. 

 Having story-based elements can be very useful in this respect: Tales of the Arabian Nights’ mix-and-match Arabian Nights story elements make it a high-NP, high-impact game. When pitching this game, I regularly tell people about a single game where a player was exiled to Europe, met an angry djinn who broke his arms and legs, and crawled back to Baghdad…and won. This is partially a great story because there are lots of things that can happen in TOTAN that create these situations, but because they’re also couched in a narrative beyond “Kevin had his speed reduced to 1 but was able to gain enough Destiny Points at the end of the game.”

Conclusion

All of my favorite games have a very high nonsense potential, and I think it’s one of the best things a game can have. More than just offering an intellectual challenge (though that’s important too), games should be personalizable and generate conversation, even after the box is put away. NP is one of the best ways to achieve this. Despite it making the game sometimes look strange or even untested, the benefits of nonsense vastly outweighs the benefits.