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Ghostbusters pinball scream8/26/2023 ![]() ![]() Of course you didn't want to cross the streams, and they would control a little bit in, a little bit out. They moved out from the side of the board. Otherwise, you'll be giving these people $10,000 pinball machines and they're not going to like that.įor sure. They looked pretty cool actually, but you have to draw the line somewhere. Well, we still have the proton beams we developed for the game, but unfortunately due to budget constraints, they've been left off the games. What items did you guys really want to include but just didn't have the room? What was left on the cutting room floor? With Ghostbusters, you have this rich theme with a lot of memorable characters. I also did a theoretical design in software for Fox Sports for the 2005 All-Star game I believe, and they used it on television for one of their promotional commercials. They're still working on it eight years later but it's coming along. I designed a game for a group of fans in the UK. To your other question, yes I was keeping my hands in everything. The ideas didn't flow as readily as they had in the past. The first design I did for Stern was Mustang, and it was hard. ![]() If you'd been out of the game for a little bit, was it hard to step back in? Is it a muscle you need to work on, or were you doing back-of-napkin designs the whole time? They picked me up off the street, from the gutter, and said, "How would you like to make pinball machines again?" I said, "Oh, okay." I jumped at the chance, of course. Then I was also around when I got let go and I wasn't producing any games for a number of years, and was fortunate enough to come back here at Stern. I was around for the '80s and '90s when we were really putting out some fantastic games. ![]() What's it like to suddenly see this world become bigger than it's been in a very long time? Pinball in the past couple of years has suddenly become very popular again. Sometimes, not very often, if we get feedback and if we find something relevant that maybe would improve the game, it's very possible that they could get pushed into a revision, too. Just X amount of time in order to get an operational game, and the goal is to get an operational game out, and then finish up all the little features that didn't make it that we wanted to get in there originally, and then the updates come. We have a vision on top of where we want to go with it. Do you usually know exactly what the code road map's going to be when you first release it, or do you leave some wiggle room as people play with it, and you figure out what might work? Games these days are sort of iterative processes, even after their release, with code updates often adding new features. You're seeing the reflection of a LCD screen that's actually above the play field. Y ou're looking through a two-way mirror, essentially. We're still playing on it as far as what we want to put in there, but you can shoot the ball right through the image. We also have an EctoGoggles feature, which actually gives you, the player, an image on the playfield that's kind of holographic. It looks like the ghosts control everything. We put a magnet under the play field to pull the ball away from the rubber band instead of having a kicker in there. We have magnetic slingshots that don't have any physical moving parts. We have a couple of new features that we brought in that were perfect for the ghosts. The genesis from the movie to the game was fairly smooth, actually. ![]() We had a good time with it, that's for sure. Our question on developing the game was more or less what to leave out. The movie was just full of material that translates really well to a game. What's not new on this? We really had a great subject to work with. So, tell me about the new Ghostbusters game. ![]()
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