# The Making of Metallica Remastered

**Source:** Stern Pinball  
**Type:** video  
**Published:** 2025-01-28  
**Duration:** 11m 31s  
**Beat:** Pinball

**URL:** https://www.youtube.com/watch?v=wUGOmpio0n0

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## Analysis

Stern Pinball presents an official behind-the-scenes documentary on the development of Metallica Remastered, featuring multiple team members discussing design decisions, mechanical upgrades, animation work, and community response. The remaster builds on the original 2012 game with new toys (redesigned Sparky mechanism), UV lighting effects, additional song modes (72 Seasons, Hardwired), updated animations, Insider Connected integration, and enhanced artwork by Metallica's artist Reese Cooper. The project was initiated by the band themselves requesting modernization, and was received enthusiastically at the factory expo tour.

### Key Claims

- [HIGH] Metallica band members approached Stern requesting an update with modern technology approximately one decade after the original 2012 release — _Direct statement from designer early in video about band initiating the remaster project_
- [HIGH] Sparky mechanism redesigned from solenoid-driven torso motion to hinged chair assembly with upright post for improved mechanics — _Detailed mechanical explanation of the change: 'Sparky used to have a coil, a solenoid attached to his back that moved the torso...This time I actually took the whole chair assembly and bolted it to a bracket and it's hinged on the playfield'_
- [HIGH] Multiple new song modes added including 72 Seasons, Lux Eterna, Darkness Had a Sun, Hardwired to Self-Destruct, In the Name of Darkness, In the Hands of Creation, and Count Insane — _Explicit listing of new songs by sound/animation designer_
- [HIGH] Band members re-recorded all original 2013 dialogue plus hundreds of additional new lines for the remaster — _'we had them re-record everything that was recorded in 2013, and we had them record hundreds more lines on top of that'_
- [HIGH] Original Metallica animations were created from dot-matrix display data that Brendan Murphy translated into modern cinematics — _'The original art was little red dots. Brendan Murphy did the storyboards, so he's the one that kind of translated the dots to something that's not dots'_
- [HIGH] 30-35 concert videos were made available by the band for music video selection during gameplay — _'We got to pick from like thirty or thirty-five concerts. They were like, "What footage do you want?" We're like, "All of it!"'_
- [HIGH] Storage capacity was increased on the machine due to volume of concert footage integrated — _'we had to go to larger storage on the pinball machine'_
- [HIGH] Insider Connected integration allows players to save progress across games and unlock challenge modes and End of the Line wizard mode — _Explicit feature description of new connected gameplay functionality_

### Notable Quotes

> "Even we designed Metallica a decade ago and now we're going back to look at it again, remaster it...The band basically is the one that kind of approached us and said, 'I think you guys need to update this, you know, with a little bit more modern technology'"
> — **Designer (unnamed)**, Early in video
> _Establishes band agency in driving remaster project, directly contradicting typical manufacturer-led sequel/update patterns_

> "I knew going in I had to make sure everything Lyman did comes through in the game. All the light effects, wanted to make sure the choreography was all the same"
> — **Designer (unnamed)**, Mid-video
> _Acknowledges original designer Lyman Sheets' critical creative contribution and commitment to preserving original vision_

> "Well, been in an electric chair for ten years and all of his flesh burned away and he's a skeleton now"
> — **Designer (unnamed)**, Discussing Sparky redesign
> _Creative rationalization for mechanical redesign, showing thematic thinking behind engineering changes_

> "Metallica just has everything you want in a pinball machine. It's got the risk-reward of the different multiballs that you can work towards, and then when you're playing it, you're jamming out to one of the best bands of all time"
> — **Designer (unnamed)**, Near end of video
> _Articulates core design philosophy: balance of mechanical depth and thematic immersion_

> "They came to me and said, 'Hey, it should be really easy, just, you know, spruce it up,' and I'm like, 'The original art was little red dots'"
> — **Animation/Graphics designer (unnamed)**, Animation section
> _Illustrates scope creep and complexity of translating legacy dot-matrix graphics to modern HD LCD displays_

> "We didn't try to reinvent it entirely...Everything that we put into it, we tried to just make it bigger, better, stronger, faster, and prettier"
> — **Designer (unnamed)**, Closing remarks
> _Articulates 'plus one' philosophy: evolutionary improvement rather than revolutionary redesign_

> "It was really cool to be here, basically the day after the game got announced, and seeing people walk into the factory and see it with their own eyes...The response was just amazing—even more so than I thought it would be"
> — **Team member (unnamed)**, Factory expo section
> _Direct evidence of strong community reception and enthusiasm during public reveal_

### Entities

| Name | Type | Context |
|------|------|---------|
| Metallica Remastered | game | 2024 remaster of original 2012 Stern Pinball game; features new mechanics, animations, song modes, and band involvement |
| Lyman Sheets | person | Original designer of Metallica (2012); credited for light choreography, rule design, and creative vision that remaster team preserved |
| John Borg | person | Stern designer who contributed UV lighting ideas and worked on remaster; added UV light underneath hammer mechanism |
| Reese Cooper | person | Artist for Metallica band; consulted for and created playfield and cabinet artwork for remaster; praised for inking quality and thematic sinister tone |
| Brendan Murphy | person | Storyboard artist who translated original dot-matrix animation data into modern cinematics for remaster |
| Jerry | person | Sound effects designer who collaborated with animation team on audio-visual synchronization |
| Sparky | product | Electrocution toy mechanism in Metallica; redesigned from solenoid-driven to hinged chair assembly with UV skeleton effects |
| Stern Pinball | company | Manufacturer of Metallica Remastered; coordinated band involvement and factory expo tour |
| Metallica | organization | Heavy metal band whose members provided new dialogue recordings, selected concert footage, and initiated modernization request |
| Insider Connected | product | Stern's digital integration system; new feature for Metallica Remastered enabling progress saving and challenge modes |
| Expression Lighting system | product | Stern modular LED system synced with music gameplay; prominently featured in Metallica Remastered |
| 72 Seasons | product | Metallica album integrated as new game mode in remaster; triggered by 72 switch closures with dedicated playfield insert |
| Hardwired to Self-Destruct | product | Metallica album integrated as new game mode in remaster |
| End of the Line | product | Wizard mode accessible via Insider Connected progression in Metallica Remastered |
| J.O.D. and Licensing | organization | Licensing company that facilitated band-to-Stern communications for remaster project |

### Topics

- **Primary:** Mechanical design and toy innovation, Animation and graphics modernization, Audio-visual choreography and sound design, Band involvement and IP licensing
- **Secondary:** LED lighting technology integration (UV, RGB, Expression), Digital connectivity and progression systems, Community reception and player response
- **Mentioned:** Legacy preservation and original designer deference

### Sentiment

**Positive** (0.92) — Consistently upbeat and enthusiastic tone throughout video. Team expresses pride in work, appreciation for original design, satisfaction with creative outcomes, and joy at community enthusiasm. No criticisms or concerns raised. Celebratory framing of community response and factory expo tour reception.

### Signals

- **[community_signal]** Factory expo tour generating strong spontaneous community enthusiasm; players waiting extended times specifically for Metallica Remastered (confidence: high) — 'people were coming off the end of the tour and walking over and crowding around the game...The response was just amazing—even more so than I thought it would be'; closing question 'Why would you wait two and a half hours to play this game?' answered 'For this Metallica'
- **[competitive_signal]** Additional song modes (72 Seasons, Hardwired, etc.) and wizard mode additions suggest expanded rule complexity and tournament-depth gameplay options (confidence: medium) — Specific mention of new modes and End of the Line wizard mode as progression unlock via connected play
- **[design_philosophy]** Explicit 'plus one' evolutionary upgrade strategy: preservation of original mechanics/light choreography while adding modern technology, rather than reinvention (confidence: high) — 'It's still the old game, but it's like "plus one"' and 'We didn't try to reinvent it entirely...just make it bigger, better, stronger, faster, and prettier'
- **[personnel_signal]** Team includes sound/animation designer with experience in dot-matrix-to-LCD conversion, mechanical engineers, and graphics/3D animation specialists working in coordinated workflow (confidence: medium) — Multiple unnamed team members speaking to specific expertise areas; Jerry as sound effects designer; Brendan Murphy as storyboard translator
- **[product_strategy]** Comprehensive mechanical and artistic upgrade to Metallica addressing 12-year-old baseline: Sparky redesign, UV effects, three-bank drop target rebuild, slingshot skull mechanisms, new song modes, Insider Connected integration, LCD display animation recreation (confidence: high) — Multiple detailed descriptions of new features, retrofitted assemblies, and integrated technologies across all design departments
- **[product_strategy]** Insider Connected expansion continuing with new features for Metallica Remastered including challenge modes and End of the Line wizard mode progression (confidence: high) — 'so now if you log in you can save your progress on all the items you've collected across games, use them to play challenge modes or save up to play the End of the Line wizard mode'
- **[technology_signal]** Migration from dot-matrix display to HD LCD with custom 3D animated cinematics; requires increased storage capacity; artistic style designed to avoid uncanny valley through stylized 3D/comic book hybrid approach (confidence: high) — Extended discussion of animation conversion from original red dots through Brendan Murphy translation; 3D animation with shaders and motion blur; had to upgrade storage
- **[licensing_signal]** Band directly involved in modernization decision-making, content curation (30-35 concert videos offered for selection), re-recording of dialogue, and artistic approval (Reese Cooper artist consultation) (confidence: high) — 'The band basically is the one that kind of approached us and said...they contacted J.O.D. and Licensing'; 'They were like, "What footage do you want?"'

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## Transcript

I had a lot of people come up to me that say they love the game and it made them love the band even we designed Metallica a decade ago and now we're going back to look at it again remaster it we've added some new interesting game rules to the game and a lot of new interesting features so the band basically is the one that kind of approached us and said I think you guys need to update this you know with a little bit more modern technology and they contacted jod and and Licensing and they basically made it happen I had previously played the old Metallica And I I loved it and I was excited to be able to redo it even better this was kind of an interesting project because it's almost like I had the answer key where I could look at the old game and see if I did it right so we went and just tried to pick at the game and make every assembly work a little better we retooled and remolded all the toys we were pretty conscious of people love the game so we kind of had to balance like it's still the old game but it's like plus one I knew going in I had to make sure everything Lyman did comes through in the game all the light effects wanted to make sure the choreography uh was all the same with the amazing electric chair intro with that light show that kind of times with the display effect people asked me you know how come Sparky changed and I said well been in an electric chair for 10 years and all of his flesh burned away and he's a skeleton now Sparky used to have a coil a solenoid attached to his back that moved the Torso and then the head is on a spring so that would give him the the writhing motion uh this time I actually took the whole chair assembly and bolted it to a bracket and it's hinged on the Playfield and I have just an upost that pushes it that makes the whole chair moved to and fro this time around we had some UV light that helped us make the display effects and light shows even better so when Sparky's rocking in his chair in addition to getting lights on him he shows a skeleton real quick and that was really cool to work on the disappearing ball mechanism we changed the spring and we changed a little bit of the assembly another thing that I thought was cool was Borg added a UV light underneath the hammer and I was like that's kind of interesting I wonder what I could do with that cuz the old game the ball would just kind of lock without telling you and you wouldn't know that it's ready but now with the UV light you see the this key just pulsing on the Playfield kind of appearing out of nowhere and it's telling you hit me lock the ball we went back and redid the three banking line drop Target it's a very robust assembly with a regular opto instead of a reflective we added UV skulls to the tops of the slingshots that are RGB lit these skulls will change colors as you advance your mystery level from one to four in the game I really like all the new additions the insert between the flippers for the 72 Seasons the hardwired inserts the stern expression lighting system that SNS with the music as you're playing and then the Metallica letters on the back that show your progress as you're getting those ramps during play the original version of Metallica didn't have Insider connected so now if you log in you can save your progress on all the items you've collected across games use them to play challenge modes or save up to play the end of the line wizard mode we added quite a few songs to the game 72 Seasons uh Lux etera Darkness had a sun and then we had hardwired to self-destruct in the name of DES in the of in the of creation count insane we're so [&nbsp;__&nbsp;] [&nbsp;__&nbsp;] out of lock hard to going back and redoing the animations and making them better with tighter Graphics than the dot matrix display allowed uh that was a lot of fun too the animation turned out really great it's stunning to look at and it it really fits with the whole theme of the game they came to me and said hey it should be really easy just you know know Spruce it up and I'm like the original art was little red dots Brendan Murphy did the storyboards so he's the one that kind of translated the dots to something that's not dots so we used that to kind of guide a lot of the cinematics on on the whole thing so I started with black and white on the screen and created some you know test images and stuff to send to the band to see if they dug it and they loved it just the way it is we did all the artwork in 3D cuz it made it really easy to change later if you don't know a lot about 3D they have this thing called uncanny valley where if you do a a 3D person and it looks just real enough kind of get weirded out by it but you don't know why so what we ended up doing was kind of creating like an animated comic book version but in 3D with the shaders and the animation in motion blur lines and stuff like that very stylized it also kind of helped blend it in with like the new version of Sparky and the awards and things that were kind of tied in the band we made them look like they're all in the same world I wanted to make sure that all the information from the old game still comes through on the new game so that way people that are used to checking their you know jackpots and crank it up they can look up they see the numbers on the screen they know how much time is left you know we kept the same types of animations like when you're showing information all that was kept the same it's just now in a beautiful LCD screen having the footage from the band was a huge help we got to pick from like 30 or 35 concerts they were like what what footage do you want we're like all of it oh the concert footage is great I went through libraries of footage for each of the songs and picked the best videos that I could find we wanted to keep as much video footage on the screen as possible in between Awards and things like that and so much content actually we had to go to larger storage on the on the pinball machine For Whom the Bell Tolls the band members all recorded speech obey your pinball bastard we actually went back and had them re-record everything that was recorded in 2013 and we had them record hundreds more lines on top of that hell yeah one more shot time for you to fry fry that [&nbsp;__&nbsp;] as a sound designer for the game that means I'm responsible for every sound in the game every switch every Target every button has to have a sound as well as all the video graphics obviously when you're going around a r ramp you would hear like a woso sound or maybe the orbit when you're traveling fast if you see Sparky being electrocuted you like okay I got to go find zapping and electrocution screaming I try to try to make every sound associated with the area in the Playfield appropriate to what's going on in the art and in the game play it was really easy working with Jerry I would just send him animations and he'd send me really cool sound effects whatever I do for sound has to match what's happening in the videos all the action and everything I have to choreograph with whatever's on the video screen so I love doing that it's one of my favorite things to to match sound to the animations when we started to work on the artwork for the game uh we consulted James Rees Cooper who is a artist for Metallica and we saw his work and we thought that he would be perfect to work on this game when I first saw the the Playfield and cabinet Arts I was blown away I was just like oh my gosh this is so cool it's a little more Sinister it's a little more rough it's a little more reys does amazing work his inking is you know second and none there's so much to look at in this game you can sit and look at it for an hour and you'll find things that you didn't see before fling up the action turning the reaction we got rip the to our wayno all the isay thear L the obession can i k a batter can i k a b battery is found back it was really cool to be here uh basically the day after the game got announced and seeing people walk into the factory and see it with their own eyes when we had the people come for the Expo tour people were coming off the end of the tour and walking over and and crowding around the game it was a great opportunity un for me to be there on the factory floor watching all the people come in they were asking me questions uh talking with John and I was chatting with people and talking with people and showing them the new features the response was just amazing even more so than I thought it would be people were uh very happy we didn't try to reinvent it entirely Metallica just has everything you want in a pinball machine it's got the risk reward of the different multiballs that you can work towards and then when you're playing it you're jamming out to one of the best bands of all time the game has a lot of Personality everything that we put into it we tried to just make it bigger better stronger and faster and prettier we're all really happy with it I think it turned out pretty goodu why would you wait 2 and 1/2 hours to play this game for this Metallica that's why

_(Acquisition: youtube_auto_sub, Enrichment: v3)_

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*Exported from Journalist Tool on 2026-04-13 | Item ID: d60cd9cf-f778-4d4c-adc9-577104b5ee78*
