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Laugh
Development
The
appeal of the newest multiline video slots begins
in the bonus round, and Williams has some of the best
by
Frank Legato
The bonus games on todays multiline video slots have injected
new life into slot floors across the country. These days, secondary
bonus games must do more than pay moneythey have to make
you laugh.
The manufacturer responsible for initiating this requirement,
perhaps more than any other, is Chicagos Williams/WMS Gaming.
The popularity of Williams bonus games is one result of
a conscious process on the part of the manufacturers management
to make creativity a job requirementregardless of the particular
specialty of an employee, says John Giobbi, director of product
development. And multiple disciplines are required to make any
funny idea come through a slot machine to the player.
Although anyone in the company can contribute ideas for game
development, Giobbi says a few key people come up with the majority
of the ideas. Most of the ideas are conceived by a group that
meets weekly, and includes the head of the department representing
each of the various disciplines going into developing a slot machine.
The team brainstorms ideas, decides on the format and types
of features to include, and displays different ideas in story-board
form (basically, several frames, like in a comic strip). "Once
in a while, we will develop several ideas and bring in players
to participate in focus groups," Giobbi says. "We usually
do that at casinos, sometimes with names selected from surveys
we did earlier, other times with names provided by a casino."
Once a game is selected for development, each department head
will select a representative for the game development team. That
team is responsible for turning all the concepts into reality.
The success of Williams slots serves as proof of the professionalism
within the teams. The software engineers "push each game
to the limits" of the WMS video platform, says Senior Game
Designer Joel Jaffe, who adds that maximizing the capabilities
of the hardware with feature-rich games often leads to more work
when securing approval in the varied gaming jurisdictions.
The Sound Department representative on each development team
not only deals with selecting the music and sound effects to convey
the theme; he or she also must find the best talent for voice-overs.
According to Sound Department Manager Dave Zabriskie, the development
staff has voice talent agencies send people over to audition for
the job of the voice in each game. "We get the best talent
not only in the Chicago area, but all over the country,"
he says. "Todays technology allows for recording at
local studios anywhere."
But how do they come up with all that hilarious material for
the bonus games?
While each of the development team members on a given game come
up with funny stuff, the goofy ideas generally originate at the
weekly brainstorming sessions.
A
prime example:
The slot game "Top Banana" has one of the most bizarrely
hilarious bonus rounds anywhere. Called "Stack the Monkeys,"
it involves a beach scene with characters including a female hippo
in a tutu, several monkeys and a gorilla. The player pushes a
button and the hippo ladywho makes wisecracks in a snooty,
rich-lady voice, by the wayjumps from a cliff into a bucket
of water perched on one end of a see-saw, which is sitting atop
a turtle. On the other side of the see-saw is a monkey, who is
catapulted into the air when the hippo lands, and onto the shoulders
of another monkey. The other monkey is next to a palm tree, at
the top of which a gorilla dangles bananas. The object is to "stack"
enough monkeys to grab the bananas before all the monkeys topple
over.
Game Development Supervisor Damon Gura says the slot originated
with the simple idea of a game about monkeys and bananas. "The
name came first on this one," he says. "Usually, its
the other way around." After brainstorming resulted in the
basics for the game, different people in the development group
came up with various refinements.
As Gura describes the development sessions that resulted in
the monkey-stacking bonus game, he begins to laugh all over again.
"It was originally planned as a monkey pushing a rock,"
he says. "The artists came up with the idea of having a hippo
jump off a cliff. Then one day we came up with the idea of the
hippo character having a tutu, and that she should jump into a
bucket of water...and having the turtles eyes bug out..."
(Pause for laughing)
"We have a lot of people in this company who have watched
a lot of 1940s cartoons," Gura says, "so were
really good at coming up with cartoon slapstick."
"I find all of our games fun to play," adds Art Director
Darryl Hughes, "because of the fun we always try to have
in creating them. There is something new and different every time;
it is a challenge every time we do a new game."
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