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Interview with Scott Miller
Original Publishing Date (y/m/d):

Q Who is answering?

A Scott Miller, leader/founder of the Pinball Wizards division, which is a special division of Apogee Software devoted to the finest and most innovative PC pinball games (similar to 3D Realms, which is devoted to action-oriented, high-end real-time 3D games).

Q Apogee formed this new division(company) of theirs called "Pinball Wizards" who are supposed to only publish pinball simulators (very good Idea I think). Where did the Idea come from or did someone just realize it would be something smart to do?

A It was my idea. In the computer gaming industry there's really no one that is 100% focused on PC pinball. 21st Century is big into pinball games, but their name doesn't describe their specialty like our name does.

Our feeling is that when you only do one category of games, like pinball games, you're going to do it the best because you're not going to be distracted by doing other game styles. For example, when Sierra releases a pinball game, it's just one of four dozen games they're releasing in a year, across a dozen gaming categories. How can they make a better pinball game than someone whose sole focus is pinball games? ;)

Q Who are you ppl at the "Pinball Wizards" (some kind of presentation of the people in the division would be fun to read)?

A We're a small division currently, since we haven't even release a single product yet. At Apogee headquarters I run the show as far as management goes, and I work with external development teams who are doing the real development. Balls of Steel, by the very talented Wildfire Studios, located in Australia, will be our first game. There's an add-on pack planned, and we're working a deal to license several popular arcade pinball machines to bring to the PC, too.

Q What experiences of pinball do the group have, have they made any other pinballs besides taking part in the work of BoS? Any special hiscores or something? :)

A We're all hardcore pinball players, and have been for years. We haven't won any tournaments or anything--we're just passionate players who understand the game of pinball very well.

Q What are the members of the groups opinion on ball physics, layout,themes and similar concerning pinball programming. What do you work after, and please don't answer we work to achieve the best, that I know, but more how do you look at things?

A Ball physics are extremely important to us, as you'll see in Balls of Steel. We're trying to duplicate the realistic movements you'd expect to see in an arcade machine. We do not want players to see something happen with the ball of table physics and think that that would not happen in real life. It seems like most PC pinball games on the market have had an inadequate physics model. I think in Balls of Steel we've done a better job than anyone previously.

Q Do you belive that BoS will beat what PP/TW had, or have a chance against the upcoming Timeshock! (which I understand have much better physics than PP/TW) and Ballistic?

A The Web was very good, but we beat it. I don't know about the other two games because I haven't played them.

Q It is true that some companies release pinballs just to earn money and don't care about its realism (IMO).

A I think that some companies just try to get it "good enough." We're not settling for good enough.

Q But there are those who only work for that to make the very best, and only a very small % that has succeeded. As said on apogees site about the group, you will only work to release the best pinballs, how come you can claim that?

A We truly care about making it right, and we will not release the game until *it is right*. We are not marketing driven, we're quality and content driven.

Q To continue on the last question: As said you are not going to release many pinballs instead only the very best ones. What are your plans for your next pinball? What will it be, 2D/3D?

A We're working on the possibility of licensing several arcade themes currently, and after that deal is done we'll begin to thing about the next project. We're not in a big rush here. ;)