As someone that worked with Mr. DeMar at Williams, I can honestly say that he was a "designer" in every sense of the word. He was an essential part of every design team, and a lot of times took a boring playfield and turned it into a highly entertaining game. It's really not fair to diminish the role of a programmer in these games.
You see, High Speed represented an inflection point in pinball history where the software became the star of the game, not the playfield geometry. The game told a story instead of just being a noisy point accumulator like previous solid-state games. All that choreography with lights, music, display animation, etc was a huge part of High Speed's success.
The rest of the points you make are very accurate. The article gives a very interesting history of auto-replay percentaging and match tricks, but that had very little to do with the demise of pinball in the last decade.
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As someone that worked with Mr. DeMar at Williams, I can honestly say that he was a "designer" in every sense of the word. He was an essential part of every design team, and a lot of times took a boring playfield and turned it into a highly entertaining game. It's really not fair to diminish the role of a programmer in these games.
You see, High Speed represented an inflection point in pinball history where the software became the star of the game, not the playfield geometry. The game told a story instead of just being a noisy point accumulator like previous solid-state games. All that choreography with lights, music, display animation, etc was a huge part of High Speed's success.
The rest of the points you make are very accurate. The article gives a very interesting history of auto-replay percentaging and match tricks, but that had very little to do with the demise of pinball in the last decade.