# The Making of Deadpool Pinball

**Source:** Stern Pinball  
**Type:** video  
**Published:** 2018-10-22  
**Duration:** 6m 8s  
**Beat:** Pinball

**URL:** https://www.youtube.com/watch?v=qbblLK-KLUs

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## Analysis

Official Stern Pinball production overview of Deadpool Pinball, featuring designer commentary on the game's mechanics, visual design philosophy, and audio implementation. The video highlights the character's irreverent nature as creative freedom, emphasizes playfield flow and shot design, showcases the interactive Deadpool bash toy and ninja lock mechanics, and details the extensive audio palette including 70+ music tracks, 300+ sound effects, and 3,000+ speech calls with four original songs.

### Key Claims

- [HIGH] Deadpool Pinball features over 70 pieces of music, 300+ sound effects, and 3,000+ speech calls — _Designer explicitly states audio specifications in production overview_
- [HIGH] Four original songs with vocals were written specifically for Deadpool: rap, country, metal, and R&B — _Designer details original music composition strategy_
- [HIGH] The game uses a 1990s video game aesthetic with pixel art created by running modern animation through a pixel pipeline — _Designer explains LCD display visual design process_
- [HIGH] The designer deliberately simplified animations to 3-frame punches to capture authentic retro fighting game essence — _Designer describes elimination of frames to achieve correct look_
- [HIGH] LE Premium version features a lift ramp allowing ball diversion to right flipper for extended play flow — _Designer describes exclusive mechanical feature_

### Notable Quotes

> "Deadpool is a kind of character that the irreverence of the character lends itself to having some fun... that all gave us freedom to create this big mix of stuff—you know, music, visuals, the pixel art, that sounds, every game design."
> — **George Gomez (implied designer)**, early section
> _Core creative philosophy: character's irreverent nature provided broad creative latitude for diverse mechanics and aesthetics_

> "I wanted simple toys, simple ball, interactive stuff... And I hadn't really done a game where I was very focused on the flow of the playfield or the shots for a while. And so in Deadpool, I did that."
> — **George Gomez (implied designer)**, mid section
> _Design priority shift toward playfield flow and shot design, explicit departure from prior design focus_

> "The ball gets whipped around this wireform up this side ramp, and it actually crosses through the playfield unguided by anything into the ninja lock. There's a very satisfying shot. It's not easy, but when you make it, it's like, 'Oh man, that's awesome.'"
> — **George Gomez (implied designer)**, mechanical section
> _Demonstrates deliberate flow design and cross-playfield ball routing as core mechanic satisfaction point_

> "The very first time I had springs on the katanas, but you guys walked in and there was no voice, there was nothing. I just shot it and he wiggled, and all these guys cracked up, and I was like, 'Okay, I'm going somewhere here.'"
> — **George Gomez (implied designer)**, iterative design section
> _Documents design iteration process and how team feedback validated mechanical direction_

> "We have to decide, you know, what are we doing, and what fits? We decided to come up with, you know, 1990s trapped in a video game temple... we had to have stuff that by design is supposed to look like '90s pixel art from, you know, the fighting games of the time."
> — **Designer (audio/visual team)**, LCD design section
> _Explains thematic constraint for visual design and how technical limitations drove aesthetic authenticity_

> "Every switch and every button on the playfield has to have a sound. So there are over 70 pieces of music in the game, and then over 300 sound effects and over 3,000 speech calls."
> — **Audio designer**, audio section
> _Demonstrates comprehensive audio implementation scope and systematic approach to sonic design_

> "There are four original songs that have vocals that were written specifically for the game: there's a rap song, a country song, a metal song, and an R&B song."
> — **Audio/music production team**, audio section
> _Documents unique multi-genre music strategy tailored to character's eclecticism_

> "I think it's got punch, it's loud-mouthed, in-your-face, you'll really enjoy it. I think it's gonna be a classic, and nobody else will ever attempt to do this because it'd be crazy."
> — **George Gomez (implied designer)**, conclusion
> _Designer's confident assessment of game's legacy potential and uniqueness of approach_

### Entities

| Name | Type | Context |
|------|------|---------|
| Deadpool Pinball | game | Licensed Marvel character pinball machine designed by Stern Pinball, featuring pixel art aesthetic, extensive audio design, and interactive mechanics |
| George Gomez | person | Legendary Stern Pinball designer, primary designer of Deadpool Pinball, known for mechanical and playfield design focus |
| Stern Pinball | company | Manufacturer of Deadpool Pinball, major commercial pinball producer |
| Marvel | organization | IP licensor for Deadpool character and theme |
| Deadpool | product | Marvel Comics character that inspired the pinball machine theme |
| LCD display | technology | Central display technology used for pixel art animations and video game sequences |
| Ninja multiball | product | Multiball mode in Deadpool Pinball |
| Deadpool bash toy | product | Interactive toy in center of playfield that player hits to lock balls |
| Disco mode | product | Game mode featuring dancers fighting vampires with mirror ball activation |
| Katana shots | product | Playfield shots themed around katana weapons |

### Topics

- **Primary:** Playfield mechanics and flow design, Audio design and music production, LCD display visual design and pixel art aesthetic
- **Secondary:** Game design philosophy (easy to learn, hard to master), Character licensing and creative freedom, Interactive toys and mechanical features, LE/Premium feature differentiation
- **Mentioned:** Design iteration and team feedback process

### Sentiment

**Positive** (0.92) — Official production content with enthusiastic designer commentary. Tone is confident, celebratory, and proud of execution. No criticism or concerns expressed—entirely focused on accomplishments and creative choices.

### Signals

- **[community_signal]** Comprehensive audio design strategy with 70+ music tracks, 300+ sound effects, 3,000+ speech calls, and four original songs demonstrates extensive content investment (confidence: high) — Audio designer provides detailed breakdown of audio implementation scope and composition approach
- **[design_philosophy]** Designer explicitly prioritized playfield flow and shot design as core focus for Deadpool, representing departure from prior work emphasis (confidence: high) — Designer quote: 'I hadn't really done a game where I was very focused on the flow of the playfield or the shots for a while. And so in Deadpool, I did that.'
- **[community_signal]** Design iteration process validated through team feedback; katana mechanical prototyping led to voice integration decision (confidence: high) — Designer recalls: 'The very first time I had springs on the katanas... all these guys cracked up, and I was like, Okay, I'm going somewhere here'
- **[announcement]** Official Stern Pinball production overview confirming Deadpool Pinball design specifications and features (confidence: high) — Direct designer statements about mechanics, audio implementation, and visual design philosophy in official production video
- **[product_strategy]** LE Premium version features exclusive lift ramp mechanic for extended ball control and flow compared to base model (confidence: high) — Designer describes: 'The very first feature of the LE Premium is a lift ramp that allows you to divert the ball back to the right flipper to continue shooting'
- **[technology_signal]** Deadpool employs innovative pixel art animation technique with intentional frame reduction (3-frame punches vs. 30-frame originals) to achieve authentic retro aesthetic (confidence: high) — Designer explains: 'eliminated three out of four frames of animation' and 'switched just to who you're gonna fight against' with LCD display pixel pipeline

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## Transcript

three-two-one everything that's Deadpool is in this camp weapons and katanas dinosaurs little Deadpool Megalodon chimichanga truck to go to the disco he travels back in time mutant Sabretooth mystique it's crazy with ninjas and you've got Deadpool narrating at all hello welcome to my game I am Deadpool it's based on the character Deadpool from the comic book the populaire the character got so great in the world that uh mr. he's ready for his own pinball machine Deadpool is a kind of character that the irreverence of the character lends itself to having some fun see that's what I'm talking about I love Deadpool and historically he's done everything and so there's his life his loves his foes the insanity inside his head you know that all gave us freedom to create this big mix of stuff you know music visuals the pixel art dat sounds every game design you talk to I think will tell you that you know it's all about easy to learn hard to master I wanted simple toys simple ball interactive stuff and I hadn't really done a game where I was very focused on the flow of the play field or the shots for a while and so in Deadpool I did that Deadpool's got a lot of interesting ideas put into it you've got different shots you've never seen you've got a really interactive toy right in the middle and you've got this shot on the left flipper shoots the right side of the play field to feed a side ramp the ball gets whipped around this wire form up this side ramp and it actually crosses through the play field unguided by anything into the ninjalock there's a very satisfying shot it's not easy but when you make it it's like oh man that's awesome the little Deadpool bash toy is a lot of fun just to interact with him by hitting him and he's like cut it out you can knock the targets down and hit little Deadpool and then it'll lock the ball for you behind the three bang and you have a hurry-up timer where you find release it again and then it starts a multiball for you a very first time I had Springs on the katanas but you guys walked in and there was no voice there was nothing I just shot it and he wiggled and all these guys cracked up and I was like okay I'm going somewhere here part of the feature of the Elian premium is a lift ramp that allows you to divert the ball back to the right flipper to continue shooting these disco moves then you've activated this mode where dancers fighting vampires and it activates the Mirrorball there's like all kinds of flow all over the place you can keep the ball going as long as you make the shot it's very energetic and intense when we sit down to make these things now that we've got the LCD display we have to decide you know what what are we doing and and what fits we've decided to come up with you know 1990 trapped in a video game temple basically they created a video game in addition to the pinball machine they were making because you know we had to have stuff that by design is supposed to look like 90s pixel art from you know the fighting game of the time fighting these limitations are what drove the look of those games eliminate color palettes smoothing out shapes and things like that and now we have like pretty characters and then we shoot them through a pixel pipeline and we'll have you know 30 frame punches and we actually had to throw away all of it to get it down to the purest essence of what you know a punch is a three frame thing you know eliminated three out of four frames of animation and now you nailed anytime you go into a battle or a quest in the game you're actually going to see a video game being played that reacts completely to the way you play the game we switch just to who you're gonna fight against and then they they start fighting so when you make shots Deadpool is hitting Sabretooth and he's taking itself down and then you have this opportunity to make a final shot that's gonna cash out a bunch of points then you make that shot and it's a big the fun part to me is looking at these things and thinking what should they sound like every switch and every button on the play field has to have a sound so there are over 70 pieces of music in the game and then over 300 sound effects and over 3,000 speech calls it's not that big of a deal there's some funny sounds on Deadpool and there's some classic pinball sounds too for a chunky low bit kind of stuff and it's mixed in also with with music there are four original songs that have vocals that were written specifically for the game there's a rap song a country song a metal song and an R&amp;B song this is I'm Deadpool I'm a cool guy I'm gonna make this mixtape for myself and this it's all music Bob so it's a really interesting mix of stuff but it all works really well it's actually one big piece of art let me put it this way I think it's it's been a work of art for each one of us in each of our respective medium ed pool it's Danny it's crazy in the balls while I think it's got punch it's loud-mouthed in your face you'll really enjoy it I think it's gonna be a classic and nobody else will ever attempt to do this because it'd be crazy that's that poopin well that was awesome

_(Acquisition: youtube_auto_sub, Enrichment: v3)_

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*Exported from Journalist Tool on 2026-04-13 | Item ID: e7f3ded7-984f-49a3-94da-ca67e76df0c3*
