Pat Lawlor


Patrick M. Lawlor is a video game and pinball machine designer.
Pat Lawlor had originally been a video game designer and had entered the coin-operated game design industry in 1980, working for Dave Nutting Associates. Lawlor's pinball career began as an engineer for Williams in 1987, when he co-designed a dual-playfield machine called Banzai Run with Larry DeMar. In 1988, he was assigned his first individual design project, a machine entitled Earthshaker!, which was released in January 1989. Notably, Earthshaker! was the first pinball machine with a shaker motor.

Early games

Lawlor's first solo project, Earthshaker!, was noteworthy for its implementation of a relatively obscure theme. The follow-up to Earthshaker! tackled a different form of natural disaster: tornadoes. The new game, Whirlwind, was released in early 1990 to similar praise. Both games demonstrated components of Lawlor's design methodology.
Foremost, Lawlor introduced thematically appropriate elements that altered gameplay. For instance, upon progressing toward multiball mode in Earthshaker!, the playfield vibrated to simulate the effect of an earthquake. In a similar mode in Whirlwind, rubberized disks set flush in the playfield spun rapidly back and forth to throw the ball off course as it passed over them, while an electric fan mounted on top of the backbox blew wind in the player's face.
Secondly, Lawlor created playfields that were especially crowded compared to the faster flow-oriented machines that were popular at the time. Lawlor also introduced his signature "bumper shot", in which players needed to shoot the ball between pop bumpers—a tricky shot that requires great precision. Also, critical shots in Earthshaker! and Whirlwind were obstructed when attempted from the lower flippers; they could only be hit directly from a third flipper, located near the middle of the playfield on one side, requiring that players develop acuity at sending the ball across the playfield rather than simply up the playfield. Thus, his style of gameplay has often been described by players as "stop and go". Whirlwind was among the first pinball machines to feature what became known as a "wizard mode", a final special mode accessed by particularly skilled players for completing numerous difficult tasks on the playfield, a reward that was imitated in many future designs. "Wizard modes" were important in giving pinball games a sense of progression absent from pinball in its earlier years.
Lawlor followed up Whirlwind with FunHouse, which released in November 1990. FunHouse was a carnival-oriented game which bore the trademark playfield elements established in Earthshaker! and Whirlwind, plus a unique talking head named "Rudy". More than 10,000 FunHouse machines were produced.

Other releases from the 1990s

''The Addams Family''

Lawlor's next design went on to become the best-selling pinball of all time. The Addams Family was released in March 1992 by Midway and ultimately sold 20,270 units. The Addams Family was the first time Lawlor developed a game around a licensed theme rather than an original concept.
The Addams Family included several new features. One of these was "Thing Flips," in which the game could automatically take control of one flipper under certain circumstances and attempt to make a particularly difficult shot for the player. Results of previous shots were used to adjust the timing of the flip for each new attempt. Lawlor also placed magnets under the playfield that were activated during multiball and other modes, adding tension and randomness to the gameplay. In 1994, a limited-edition Gold version was produced to commemorate the record-breaking sales of the original. The Addams Family Gold featured minor rule modifications, as well as cosmetic enhancements such as a gold lockbar and gold-trimmed rails.

''Twilight Zone''

His next design was another licensed theme based on a popular television show: The Twilight Zone. While Twilight Zone sold fewer units than The Addams Family it is popular amongst pinball enthusiasts, due in part to its complicated ruleset.
Its complexity was a mixed blessing, highlighting many of the pitfalls of the coin-operated game industry in general and pinball in particular. That is, the more elaborate the game, the more likely it would overwhelm the average player, which in turn would hurt sales. Furthermore, Twilight Zone was expensive to produce, particularly in the massive quantities that were expected following the astronomical record sales of The Addams Family. Lawlor was well aware of the difficulties the project posed, as he told an audience at a trade show in 2003. "We had a nickname for Twilight Zone," he said, "and it was 'In Excess Pinball'...we had just gotten done setting the record with Addams Family, and were willing to let us do anything, and we did, which was a big mistake." While he conceded that "extreme pinball players" would enjoy the game, he added that "from a commercial standpoint, we were out of control...nobody would be allowed to do something that complicated again; nor should they be."
Among its toys was an elevated, magnetic flipperless mini-playfield; the player pressed the flipper buttons to activate the magnets, driving the ball into switches on the walls and through a scoring hole at the top. The game also featured a gumball machine, which could be loaded by the player and which could dispense a ball into play. This machine was also connected to another new feature, the "Powerball" — a white ceramic ball which was lighter than the others and unaffected by the game's magnets. A fully operational, 12-hour analogue clock served as a timer for several modes and could also display the current time.

''Red & Ted's Road Show''

After the release of Steve Ritchie's Star Trek: The Next Generation machine in late 1993, the fortunes of the pinball industry began to decline as the coin-operated arcade industry faltered in the face of increasingly advanced home video game systems. 1994 saw the release of Red & Ted's Road Show, a game that paid homage in many respects to The Addams Family and Twilight Zone while reverting to the more generic theme-oriented play of his earlier games like Earthshaker!, Whirlwind, and FunHouse. Instead of another natural disaster theme, Lawlor decided to make a game based on construction work and cross-country travel. It is said that he arrived at the concept for Road Show while sitting stuck in rush-hour traffic outside of Chicago due to road construction. The game became particularly popular at truck stops.
While the theme of Road Show paid homage to Earthshaker! and Whirlwind, the game's most prominent feature duplicated the talking "Rudy" head in FunHouse. Road Show included two talking-head characters: a male bulldozer driver named Ted and his female boss named Red. The game's design, however, resembled The Addams Family and Twilight Zone in that a sinkhole started modes, the progression of which could be followed by a prominent display in the bottom center of the playfield. It had a dual-plunger design reminiscent of FunHouse.

Decline of pinball

1995 marked the first year since 1991 that a new Pat Lawlor-designed pinball machine did not appear. The decline of the pinball industry had intensified by this point, and, even though several well-received pinball machines came out during this period, including Steve Ritchie's No Fear: Dangerous Sports, John Popadiuk's Theatre of Magic, and Brian Eddy's Attack from Mars, the commercial success of pinball machines was diminishing by each fiscal quarter.
In 1996, Lawlor designed a new take on pinball, an innovative game called Safecracker, which featured a much smaller playfield than standard pinball machines of the time, operated on a timer rather than a 3-ball structure, and featured a backglass-based "board game" as a major gameplay feature. Safecracker was unique in that players could earn collectible tokens by achieving certain goals. It is widely believed that Safecracker was actually originally intended to be a game based on the Monopoly board game, a contention supported by the prominence of the generic board game ultimately included in the final product, but Williams was unable to negotiate a favorable deal for the license. True or not, Lawlor got another crack at Monopoly in 2001. Safecracker, however, met with uneven critical response and was not a particularly successful commercial product: only 1,148 units of Safecracker left the Williams factory
Lawlor returned to his more conventional style in 1997 with No Good Gofers, an amusing golf-themed machine that returned to his standard signature design elements as well as featuring the return of the spinning disc from Whirlwind. The game included a retractable ramp that launched a ball onto a transparent upper playfield with a hole at the top to simulate a golf shot for a "hole-in-one". No Good Gofers was a limited commercial success with only 2,711 units made.
1998, however, marked the beginning of the end for Williams pinball, as its final three games, The Champion Pub, Monster Bash, and Cactus Canyon were released. The production run of Cactus Canyon was cut short as Williams made a drastic alteration in their hardware philosophy, attempting to revitalize the pinball industry by integrating video screens with standard pinball playfields with Midway's Revenge from Mars in 1999. This experiment, called Pinball 2000, ended ignominiously after heavy initial losses, and Williams ceased pinball operations in late 1999, leaving Pat Lawlor's only planned game for the Pinball 2000 platform, Wizard Blocks, canceled.