# The Making of Foo Fighters Pinball

**Source:** Stern Pinball  
**Type:** video  
**Published:** 2023-09-06  
**Duration:** 9m 49s  
**Beat:** Pinball

**URL:** https://www.youtube.com/watch?v=cxmLDSOfa5I

---

## Analysis

Stern Pinball's official behind-the-scenes breakdown of Foo Fighters pinball design, featuring Jack Danger discussing creative development with artist Zombietti (Jeremy Packer), animator Phil, and programmer Tanya Kleiss. The game centers on a Saturday morning cartoon aesthetic with an alien Overlord villain, the FooBot robot transformation, and innovative mechanics like the dead post upper flipper feature. Development emphasized collaboration, rule depth tied to playfield shots, and integration with Stern's Insider platform for achievements and live tour-based quests.

### Key Claims

- [HIGH] Foo Fighters band wanted the game to be funny and reflected their wacky video aesthetic — _Phil (animator) stated band preference early in design; Jack Danger confirmed Saturday morning cartoon approach_
- [HIGH] The Overlord alien character was inspired by Area 51 lore and spent 50 years watching TV before deciding to reformat humanity — _Jack Danger explained the backstory development with Zombietti as a deliberate choice to avoid 'shoehorning' alien into reality_
- [HIGH] FooBot is a robot transformation where all band members combine, with Zombietti originally designing it as 'Grohlbot' with Dave Grohl's face — _Jack Danger and speaker both confirmed they immediately approved Zombietti's original FooBot sketch_
- [HIGH] The dead post upper flipper mechanic was brought to Stern Pinball as a novel feature that makes players feel accomplished — _Speaker (Jack Danger) stated this was one of few features he brought to Stern and emphasized it as a 'mini win'_
- [HIGH] Game start sequence shows a hand inserting a cassette into a car's deck, inspired by Phil's crudely drawn Photoshop sketch — _Phil explained the origin of the game start animation concept_
- [MEDIUM] Foo Fighters has more profanity in callouts than any other Stern game — _Speaker stated this as observation about game audio/callouts at end of video_
- [HIGH] Insider integration includes live quest achievements synced to Foo Fighters band tour dates — _Speaker explained that playing on the same day as a Foo Fighters show grants special achievements_

### Notable Quotes

> "I want you to giggle the first time you play it because I definitely did."
> — **Jack Danger**, opening
> _Sets tone for humorous, cartoonish design philosophy_

> "As opposed to shoehorning it into reality, it's way easier to just throw reality out the window."
> — **Jack Danger**, early-mid
> _Core design philosophy—choosing fantasy over forced realism for alien character_

> "If the world needs heroes then the world also needs bad guys right. So he's gonna be the bad guy to inspire heroes to come out into the world."
> — **Jack Danger**, mid
> _Reveals Overlord's motivation and thematic role in narrative_

> "It was a lot like making a mini TV show, I guess."
> — **Phil (animator)**, mid
> _Describes animation approach as TV production rather than typical pinball graphics_

> "I had a very specific idea that I wanted like animation. Not your typical like just moving pictures, animations, like I wanted animation animation."
> — **Jack Danger**, mid
> _Emphasizes distinction between simple sprite animation and full animation sequences_

> "The pinball is not only a cool feature, but it feels like an accomplishment once you get it down, you can react to it quickly and it's kind of a mini win."
> — **Jack Danger**, late
> _Explains dead post mechanic philosophy—gameplay as skill expression and reward_

> "I want to reiterate how much of a team project this was and how much everyone had a piece of input on every aspect of what's going on."
> — **Jack Danger**, late
> _Emphasizes collaborative development model across all disciplines_

### Entities

| Name | Type | Context |
|------|------|---------|
| Foo Fighters | game | Stern Pinball machine themed around the rock band, designed by Jack Danger with art by Zombietti and animation by Phil |
| Jack Danger | person | Designer of Foo Fighters pinball, primary speaker throughout video, emphasizes collaboration and mechanical innovation |
| Jeremy Packer | person | Artist known as Zombietti; created artwork and character designs including the Overlord and FooBot for Foo Fighters |
| Tanya Kleiss | person | Programmer/partner on Foo Fighters; collaborated extensively with Jack Danger on rules and gameplay mechanics |
| Phil | person | Animator on Foo Fighters who brought cartoon studio production experience; created animation sequences and game start cassette animation |
| Stern Pinball | company | Manufacturer of Foo Fighters pinball; source of this official behind-the-scenes content |
| Foo Fighters | organization | Rock band whose music, branding, and aesthetic informed the game's theme, humor, and artistic direction |
| Overlord | product | Alien villain character in Foo Fighters pinball narrative; watches TV for 50 years in Area 51 before attempting to reformat humanity |
| FooBot | product | Wizard mode robot transformation where all Foo Fighters band members combine; inspired by Zombietti's 'Grohlbot' sketch |
| Insider | product | Stern's digital platform for achievements, quests, and live tour-synced gameplay events integrated into Foo Fighters |
| Area 51 | product | Multiball mode in Foo Fighters accessible via right ramp on Premium/LE; Overlord origin location in game lore |

### Topics

- **Primary:** Game Design Philosophy, Collaborative Development Process, Art and Animation, Mechanical Innovation
- **Secondary:** Narrative and Lore, Digital Integration (Insider Platform), Band Licensing and Creative Direction, Ruleset Design and Playfield Shots

### Sentiment

**Positive** (0.92) — Uniformly enthusiastic tone throughout; speakers express genuine excitement about design choices, team collaboration, and final product. Language includes superlatives ('dope', 'awesome', 'credible') and personal affirmation of mechanics and aesthetics. No critical or negative commentary present.

### Signals

- **[design_philosophy]** Jack Danger articulated deliberate choice to embrace fantasy (Saturday morning cartoon) over forced realism when integrating alien Overlord character, avoiding 'shoehorning' licensed band into unnatural scenarios (confidence: high) — As opposed to shoehorning it into reality, it's way easier to just throw reality out the window.
- **[design_innovation]** Dead post upper flipper mechanic introduced as novel feature to Stern Pinball; designed to create sense of accomplishment and skill expression through quick reaction gameplay (confidence: high) — Some of the few things I brought to Stern Pinball was the dead post... feels like an accomplishment once you get it down
- **[design_innovation]** Full-production animation approach distinct from typical sprite-based pinball graphics; animator Phil applied cartoon studio production processes to create TV-quality sequences (confidence: high) — I wanted animation animation... It was a lot like making a mini TV show
- **[community_signal]** Development emphasized inclusive collaboration across disciplines (design, art, animation, code); multiple team members contributed to rules, narrative, and gameplay mechanics iteratively (confidence: high) — I want to reiterate how much of a team project this was and how much everyone had a piece of input on every aspect
- **[technology_signal]** Stern Insider platform integrated with live event synchronization; players earn achievements by playing on days matching Foo Fighters band tour dates (confidence: high) — when the band is playing a show during a tour, if you're also playing on that same day, you're going to win an achievement
- **[design_philosophy]** Rules development driven organically by playfield layout and shot feel; Jack Danger played whitewood prototype and identified compelling shots to convert into rule mechanics (confidence: high) — I just started playing it... felt good when I could hit this captive ball from the upper flipper I should make that a rule
- **[gameplay_signal]** Game structured around city-visiting theme via van ramp; multiball modes unlock through shot sequences; escalates to epic battles and FooBot wizard mode (confidence: high) — you hit several white shots lights the van ramp... you choose where you want to go Get a multiball
- **[content_signal]** Stern Pinball released comprehensive behind-the-scenes video detailing design process, team roles, and creative decision-making for Foo Fighters (confidence: high) — Official Stern Pinball YouTube video 'The Making of Foo Fighters Pinball'

---

## Transcript

 We have this really awesome story that just has a dope soundtrack of the Foo Fighters. I want you to giggle the first time you play it because I definitely did. We wanted to try something a little different with this. Foo Fighters is a fun band. They love to swear. They don't really care what's going on. Their videos are wacky. or you take the title of the song or you take thematic elements from the lyrics but the Foo Fighters lyrics there was kind of very more poetic but not concrete things. Went down a couple of different avenues of like what should happen after talking with Jeremy Packer (Zombie Yeti) aka ZombieYeti who's done a lot of really cool art for them and that through conversation amalgamated into like this Saturday morning cartoon all mashed together into one thing. It's basically sort of this whole premise of Saturday MorningCartoons. As a kid who grew up in the 80s, Saturday MorningCartoons were huge. I love going to that space, and I saw a pretty good opportunity when I started thinking about the idea of taking this alien character, this overlord, how do you frame it, how do you come up with a way to bring him into the world of the Foo Fighters, As opposed to shoehorning it into reality, it's way easier to just throw reality out the window. Zombie Yeti, he loves doing backstory and making up lore. He didn't just make this up now, he's had this. It's such a joy working with Zombie Yeti. Each week he'd come out with, like, Hey, what do you guys think of this? And we're like, Oh my God, that's great! More, more! Storywise, we had a lot of people contributing to what's going on there. and this story developed as the game developed baseline there an alien and the foo fighters well what if he like been around for a while things been alive and it been like hanging out in area 51 and they basically just been like you know leaving it in a room with like a TV and it just been like you know watching TV for 50 years he decided like he gonna go out there and do something to change the world So he puts on this plastic mask of a skeleton If the world needs heroes then the world also needs bad guys right So he's gonna be the bad guy to inspire heroes to come out into the world. And his plan is to reformat cities and reformat humanity. And apparently rock and roll is antithetical to his grand plan. Well, okay, now that we have this giant robot, the Overlord has to have something to match that. So the Overlord's got this giant robot now, and there's like a space battle, and things just get out of control. If you get deep enough in the game, there's more epic battles where the Foo Fighters all come together and form the FooBot. FooBot. FooBot was Zombie Yeti. One day he showed us this picture of this robot that looked like a toy but it sort of had the face of Dave Grohl and it said Grohlbot on it. Both Jack and I saw it and I was like, oh my god, yes. I had a very specific idea that I wanted like animation. Not your typical like just moving pictures, animations, like I wanted animation animation. It was a lot like making a mini TV show, I guess. Like we used a lot of the production processes from what Phil had learned in his many years of doing that. At previous jobs I had had the opportunity to work at a cartoon studio for six years. Before we started drawing anything, they mentioned that the band has a sense of humor, they wanted it to be funny, and I said, I have an idea. And I went and I drew really crudely in Photoshop. Photoshop, just a hand flicking through tapes in the center console of a car, shoving it into the cassette deck, and then you just punch it in, and then you crank the knob, and that wound up being the game start sequence for the Foo Fighters game. So coming up through Pinball as a Fan and like learning about how all the designers approach how they do things, you know, some start with like ideas on napkins, others go right to CAD and stuff, the whole time I'm working on anything, I'm keeping everyone involved. Like Tanya, you know, Partner, Mart unloading plated your pockets into your hands to save money specified warfare Chik Info, Laez at ticket illusionist, In the cultural ayuda and somebody first thought it was Sloven, boss interviewee at the big Miz, Mark Fen dispos, Peter, Africansprüyorsun attorney at Our사를 COME will do you與 IX soon brief preview of eachand everybody' set of its Go Friends are pat zelfils,, Saturday it is a Saturday through St. kleinen, Povelhytnie, Chiska Javingska An reconoc e scores for the exp combination of pastHaveAthlean dramatic unique castles and Bernie Val Leonard and Rcarnaela razor tri Pil connect back to the escape uncovered Xca mogn bananas de TVZN at bar idea checa int Magy support tests couplers of crossover shots which are one of the most difficult things to achieve in pinball So that was the thing that we really needed to nail down quickly and work out the smoothness of those shots to make it playable and repeatable Yeah, the right orbit on this game is really unique in the fact that you shoot the right orbit and it actually comes backwards down the upper loop and then crosses over and then comes down this little side lane and then can kinda end up anywhere on your flippers so it's high risk, high reward. It flows very very nicely I'd say. It's very fast but it's not so fast that you can't control it. One of the unique visual things on our game is we broke the bottom third of Stern's typical Italian bottom as they call it where the flippers and the in-lane slingshot are We introduced a target in the inlanes there. The inlane targets are very interesting. That was one of the first things that I noticed. It was, I think, a pretty clever application of a target to give you something that you wouldn't necessarily expect or have seen before. We also have the overlord toy. He's just sitting there and he's got his big Omega mech that we made up and Jeremy brought to life. But going through the process of actually making the toys, it's the first time I've ever done that. Some of those features remind me John Papadiuk at pinballств له Pendjetz, the human who inspired the gold medal at admiral ado output, UPSAVE slapstick brickhead, adapterway brothers��� spoonar obsessed trolley Whoa,Beenavas ma'am a Ken Is a lot of back an forth on all of that stuff. Ins Bry A set of switches, and a magnet, and a coil, and a toy, but he's got a personality, and as you beat him he'll react to what you'r doing. Some of the few things I brought to stern pinball was the dead post. The pinball is not only a cool feature, but it feels like an accomplishment once you get it down, you can react to it quickly and it's kind of a mini win. And that was the coolest thing for me when he told me just hold down the left flipper when that's lit up and it pops right back up. It made me feel like I was better at pinball. I freaking love that thing so much. Team Project I want to reiterate how much of a team project this was and how much everyone had a piece of input on every aspect of what's going on. The rules more notably was something that a lot of people had a lot of input on. So when I first started on the Foo Fighters project I just saw the white wood that all we had and I just started playing it And you got to feel out the shots and see all the cool ways the ball can travel and it kind of gives you ideas for rules such as it felt good when I could hit this captive ball from the upper flipper I should make that a rule But the main idea for the modes is all the cities you visiting when you in the van So you hit several white shots lights the van ramp shoot up there Dave Grohl opens a roadmap you choose where you want to go Get a multiball from him and you can shoot the right ramp or if you're on a premium, the right ramp in the upper playfield and that's Area 51 multiball. We are doing some really unique stuff with Insider on this game. We've got your achievements that you get from playing the game, obviously. We got some hard ones, we got some easy ones. It kind of can guide people through the game because you can have an achievement and people will want the achievement. They'll have to look up the rules or kind of dive a little deeper and teach people the game. They've got the things called quests coming out where when the band is playing a show during a tour, if you're also playing on that same day, you're going to win an achievement for that. Contradiction provider Placasneboficial How emboraư أخرى ايه Pinball C Picnic dinner AKA income animations are credible are intelligent, the music is dope, I think it turned out great. Music Foo Fighters, more f**ks than any other game. Bitcoin wait for DEPO's

_(Acquisition: youtube_groq_whisper, Enrichment: v3)_

---

*Exported from Journalist Tool on 2026-04-13 | Item ID: ba745d9a-5a7a-424b-9c8e-5ba1ae291bcb*
