Bug (real name Corwin L. Emery) is a co-founder, co-owner, and lead game designer at Spooky Pinball, a boutique pinball manufacturer. Standing six feet six inches tall, he represents the second generation of the family pinball business, working alongside his father Charlie Emery. Bug has designed or co-designed multiple successful titles including Halloween, Scooby-Doo, Evil Dead, and Beetlejuice, and is actively involved in all aspects of game development from theme integration and rule design to playfield layout theory and community engagement.
No aliases
Bug indicated potential changes to default Juno mode behavior in future updates
Theme integration and understanding of pinball balancing/rule sets are Bug's core design strengths
Bug took primary layout design responsibility for Beetlejuice while Luke led Evil Dead design
Approximately 90% of IP licensers know little to nothing about pinball
Co-owner of Spooky Pinball alongside father Charlie, involved in Halloween and Ultraman development
Spooky Pinball co-founder/representative; provided video content for roundtable podcast; featured in Hot Ones/Hot Pins collab
Co-founder/co-owner Spooky Pinball; sent prizes to Electric Bat tournament; possibly hinting at Expo announcement
Co-founder/designer at Spooky Pinball; streamed with Ultra VP; involved in Evil Dead development
Co-founder/co-owner of Spooky Pinball, designer of Evil Dead pinball, co-designer of Halloween, Scooby-Doo, and Beetlejuice; six-foot-six tall; real name Corwin L. Emery
Co-founder/co-owner of Spooky Pinball; game designer for Looney Tunes/TCM; emphasizes customer-centric theme selection and artist recruitment philosophy
Expert: Bug (real name Corwin) is NOT co-founder of Spooky Pinball. He is the son of founder Charlie Emery. Charlie is not as involved in day-to-day operations anymore, Bug runs things.
No linked glossary terms
Bug (Spooky co-designer) justified limited production numbers based on value retention and ROI comfort
Beetlejuice designer Bug advocated for this IP for 8 years before obtaining rights and executing the game
Bug took lead playfield design role on Beetlejuice with Spooky Luke's approval, his first such lead
Juno modes use a 'now serving' ticket system where scoop gives number that must be matched on targets
Game contains extensive movie callouts and dialogue from Beetlejuice film
Spooky will consider rule changes to Showtime qualification based on community feedback
Developers discovered shat-shot mechanic during playtesting and plan to formalize it in future code updates
Spooky Speak voice recognition requires saying 'Beetlejuice' three times in Showtime Multiball
Each Sandworm battle features different mechanics and interactions
Purple blinking shots synchronized with music light Beetlejuice modes
Test Your Strength measures actual ball trajectory height and timing as a carnival-style mechanic
Every shot in Beetlejuice performs at least three distinct functions based on game state
Ball can be shot back into shooter lane via shat-shot mechanic
Flippers get taken over during certain modes/sequences
Beeteljuice will be a standard-width body pinball machine
Spooky has more Beeteljuice units allocated for Pinball at the Beach than they had Evil Dead units
Bug expects the next Spooky game to be 'just as reliable if not more' than Evil Dead
Evil Dead has shipped 500 units and is producing 24 games per week
The hidden ramp to sanitarium mode is located in a specific playfield location
The game features a newly updated bonus screen
Boogeyman wizard mode requires super jackpots from house, hedge, and sanitarium multiballs before it can be completed
JackoLantern multiball is triggered when the player starts three modes and attempts to start a fourth
Harder modes in Halloween are worth more points overall even if not completed
The Judith Myers secret skill shot locks a ball for tombstone multiball and provides a quasi ball save if the player drains without starting tombstone multiball
Bug personally plays every Evil Dead pinball machine for at least 2 hours before it ships.
Indiana Jones inspired Evil Dead's mode qualification system design
Mode-select screens kill replayability in pinball machines
1990s pinball trailers functioned as rule/mechanic tutorials more explicitly than modern trailers
Dennis Nordman is Bug's favorite pinball designer
Movie footage licensing was easier to acquire in 1990s than in 2025
Bug was a guest on Flip n Out's previous live stream to discuss Evil Dead game design philosophy
Cabin multiball can be stolen during gameplay
The game feels code complete according to multiple playtesters, but developers assess it as 50-60% complete
Evil Dead is designed to be accessible for casual players while maintaining competitive depth
Multiple multiballs can stack with modes for significantly higher scoring potential
Linda Tricks will have different negative effects implemented in each individual mode
Double Deadite Multiball is the second most fun multiball in the game
Hack to Bits mode received positive community feedback on its simplicity
Roaming skill shot was redesigned to be faster after playtesting showed original version was too easy
Bruce Campbell callouts are not yet fully implemented in the current code version
Cutting shrink wrap before leg installation will cause the head to fall off and smash into the floor
Front leg levelers should be set fully into the leg; back leg levelers set to approximately 3/4 inch through the leg achieves 6.5-7 degree pitch
All protective foam must be removed from inside the cabinet before powering on, or servo and stepper motors will be damaged
If front legs are not tightened snugly, constant rocking of the game can cause long-term cabinet damage
A 160 lb person can successfully lift and install back legs on the Evil Dead machine without assistance
Setting tempered backglass on concrete can cause corner nicks and damage
Felt protectors should be pre-bent to leg shape before installation for easier mounting
The head bolt provides additional stability and is a recommended optional installation
Bug will stream new Evil Dead code on January 23rd on Twitch channel Bug Screamin' Stream
Fathom machines are difficult/punishing to play well
Roto Dave can execute tap pass maneuver on Fathom
Fathom spinner is the optimal scoring strategy across most ball play
Bug from Spooky Pinball appeared on Flip n Out's stream earlier this week to help explain Looney Tunes Pinball
Call-out frequency will be reduced after the livestream from its deliberately elevated demonstration setting
Linda possession mechanic can rotate flippers to three configurations: right two, front two, or all three flippers
The hand toy in Give Me Back My Hand mode uses a stepper motor and includes automatic ball search to recover scooped balls
Evil Dead is the fastest release-to-public-livestream in Spooky Pinball history
Ben Heck is a skilled animator and programmer contributing to Evil Dead design and code
Workshed mode was added to Evil Dead approximately one week before the livestream
Insanity Mode timer is still being tuned and not finalized at the time of the livestream
Evil Dead is more accessible to average players than The Texas Chain Saw Massacre but comparably intense
Christopher Franchi maintains a day job outside of pinball in addition to exclusive Spooky Pinball work
Fans of Evil Dead have been requesting the theme for approximately 10 years based on Pinside forum history
Evil Dead pinball was signed late into Halloween production, approximately summer timeframe
Halloween pinball sold over 1,200 units in less than a day
Christopher Franchi is now exclusive to Spooky Pinball as their artist
The sling flipper was invented spontaneously by Luke as an accident/joke while Bug was out of the office
Evil Dead pinball represents the culmination of Spooky Pinball's design experience across all previous titles
Evil Dead pinball received the most positive reception of any Spooky Pinball game to date
Spooky Pinball is moving away from dual-theme games
Evil Dead wide-body design plays mechanically like a standard-body game due to design philosophy
Linda's head mechanic is currently being implemented in code and will have positive/negative gameplay effects based on position
Movie selection determines which set of modes players must complete sequentially before accessing the other movie's modes
Cabin multiball is the only multiball that blocks other multiballs and modes from stacking
Double Deadite multiball features two balls with deadites popping up and jackpots accessible at left and right ramps
The hand ramp progressive award system mirrors Addams Family ramp design with super spinner and extra ball rewards
Boomstick multiball 'Ready Aim Fire' timing is randomized differently on each playthrough
Hello Lover is Bug's favorite mode in Evil Dead because it has multiple distinct phases with different shots and mechanics
Ben Heck is actively developing additional modes beyond those shown in the gameplay demonstration
The sling flipper is essential for ball control and accessing left-side playfield shots effectively
Evil Dead is a widebody machine with features tucked to the sides that makes filming challenging from overhead angles
Bug (Spooky Pinball) stated the company prioritizes maintaining secondary market value of games for customers over maximizing Limited Edition production volumes.
Bug has never beaten Rob Zombie Hellbound wizard mode before this stream
TCM topper comes free with machine purchase
Leatherface provides a hint about which room the victim is hiding in during The Family mode
The Family mode is similar to Stalker mode from Halloween pinball
Bug has never played The Family mode as well as during this livestream
Players can hold the right flipper at start to light all top modes, or left flipper for bottom modes
Luke Peters is the rules director, code director, and 'Spooky DJ' at Spooky Pinball
Wysnow collaborated with Bug on The Family mode design over the phone
Scooby-Doo has three wizard modes with the final one being 'Scooby-Doo, where are you?'
Spooky Pinball offers FaceTime customer support, contrasting with competitors who are difficult to reach
Rocket Skates Multiball was always designed to be the second phase of Giant Rocket Multiball
The 'Infernal Gallop' song was chosen for Satan's Waiting mode because it descends into hell in the opera, connecting to the spooky theme
Rocket Skates Multiball crate shot value is multiplied by both the number of double jackpots collected and the number of balls in play
Eric Bowa is a professional callout performer who knows when to write stuttering in scripts
Working with Ben Heck for one hour costs approximately one day of mental capacity
Looney Tunes is a popular first-time pinball game for new collectors
Christopher Franchi designed Spooky Pinball merchandise shirts
Don Garrison is better at podcasting than early Spooky Pinball podcast hosts
Weekly code updates for Flipper Football are scheduled throughout October
Flipper Football is the host's favorite game in all of pinball
Flipper Football is the only Capcom game that matters
Spooky has one primary European distributor (RS Pinball) who is their second-largest distributor overall
Spooky Pinball would be the ideal manufacturer to produce a Simpsons Treehouse of Horror themed machine
Expanding into the Australian market requires tens of thousands of dollars in electrical approval processes
Spooky is relocating to a new facility in Benton within the next couple of months
Butter cabinet manufacturing process takes approximately one month from intake to completion
Looney Tunes is limited to 888 units of production
Spooky's mid-tier edition offers equivalent features to competitors' top-end editions for $2,500-$3,000 less
Current lead time for Looney Tunes orders is mid-to-late January (approximately 6 months out)
Texas Chainsaw Massacre is performing surprisingly well in the European market, particularly in France
Looney Tunes is being produced at a 3:1 ratio to Texas Chainsaw Massacre
The Spooky Pinball factory culture involves team members 'insult[ing] each other all day long' and making fun of each other
Looney Tunes has received three new modes in the most recent code update
Tazmania is a sub-wizard mode that is difficult to reach and may receive difficulty adjustments in future updates
Every stream, Bug changes one thing in code to make the game easier
Scaredy Cat mode requires eliminating 100 mice to complete, with mice counted down from 100% to 0%
Luke Peters is the rules designer/code developer responsible for Looney Tunes light shows and mode mechanics
Pink Porky shots in Scaredy Cat are only visible when thunder strikes illuminate the playfield white
Long-Haired Hare mode features a shaker motor that builds in intensity throughout the mode
Scooby-Doo received a major scoring rebalance across all modes including character modes
Five-player co-op mode makes it possible for casual/poor players to reach Wizard Mode
The Wizard Mode is accessible by visiting (not defeating) all villains in Scooby-Doo
The slings in Wizard Mode have active effects (flash and thunder) that enhance the mode
The reverse flipper mystery award effect creates significantly higher difficulty
Spooky Pinball is attending Texas Pinball Fest next week with a major booth and special guests
The Wizard Mode is a 10 out of 10 in quality and feels like an entire Scooby-Doo episode
The beta code update will be released live within a few days pending menu accessibility refinements
Bug never personally met Python Angela, though his father and Ben Heck were around him towards the end
Looney Tunes Collectors Edition code is fundamentally different from Texas Chainsaw Massacre—all mode rules, mode startup mechanics, and backboard lock qualification are completely different
Marvin mode difficulty is adjustable in the menu with default around 15 spins and Bug's setting at 20-30 spins
Looney Tunes Pinball has many different callouts and character voice lines across different sections and modes
Looney Tunes is an excellent entry point for first-time Spooky Pinball players and is 'starting at the top'
Once players learn the shot locations in Looney Tunes, the game becomes an 'absolute flow monster'
The scoring multiplier under the upper left flipper can be increased up to 8x by repeatedly shooting that shot
Latest code version is required before topper installation; older versions will cause malfunction
Cables routed improperly will create shadows on the back glass when lit, affecting appearance
The original topper uses four screws (two front, two back) that must be preserved for new topper installation
The red cable plugs into the topmost port of the Pico board
Gray USB cable can connect to any of three USB ports on the computer; port selection does not matter
Bug played four different Spooky Pinball machines on the same day as the stream
There are modes and features in Looney Tunes Pinball that Bug did not show in this reveal video
The game ends with the classic Looney Tunes 'That's All Folks' closing sequence
Matt Montgomery composed the music for Looney Tunes Pinball, incorporating the classic Looney Tunes theme
What's Opera Doc mode has the most shots of any mode in the game
The Acme item system works similarly to Mario Kart power-up mechanics
Luke Albin Peters designed the rules for both Looney Tunes and Scooby-Doo pinball machines
The community expressed high demand for Gossamer as a character mode
All multiballs in Looney Tunes Pinball are stackable with modes and with each other, allowing up to three simultaneous multiballs
Bug has not yet completed the nine reactors challenge on TNA in front of people
An Exorcist pinball machine would be difficult to market due to the film's intensity
Bug's dog Garth was named after the Wayne's World character Garth Algar, not Garth Brooks
Bug's cat Ginger is named after the heavy metal band Ginger, with a requirement that all pets have G-names
The video mode requires players to feed Scooby Snacks to Scooby while avoiding the villain, with one villain hit eliminating the player from the mode
The Scooby-Doo code update introduces a co-op mode that synchronizes player scores and mode progress, allowing collaborative rather than competitive play
The new topper displays episode-specific footage from Scooby-Doo television episodes coordinated with playfield modes
Green Ghoul mechanics now track sling hits with a clock and spawn two roaming ghouls that can be collected for jackpots, with progress loss if they reach the end of the playfield
Character perks now include having the selected character's mode lit at the left VUK from game start, providing an advantage for character selection
Bug and Spooky Luke spent a full day assembling the first production playfields for Texas Chainsaw Massacre and Looney Tunes
The inner orbit loop in TCM is the smoothest, slickest repeatable shot of the year
Ben Heck spent 1.5 to 2 years developing the ruleset for TCM
TCM received the most positive game launch reception in Spooky Pinball company history
The Pam sub-wizard mode is advanced exclusively via the under-flipper shot on the upper right flipper
TCM and Looney Tunes share identical playfield layouts but completely different code and insert configurations
TCM includes a wizard mode and multiple sub-wizard modes shipping at launch
The upper right flipper may have the most shot options of any upper flipper in pinball history
TCM shipped with more advanced code at launch than any previous Spooky Pinball game
Eric Bauza performs all voice work for Looney Tunes characters in the game
Spooky has developed multiple independent development teams as the company has grown
Matt Montgomery composed the most tracks he has ever done for any pinball game
The game is designed with four ramps and four flippers enabling extensive shot interchange
Texas Chainsaw Massacre represents Spooky Pinball's best theme integration to date
Ed Neil (original Hitchhiker actor) provides voice callouts for the game
Players physically place balls on metal hooks to trigger Hook Multiball
Texas Chainsaw Massacre pinball has 14+ gameplay modes at launch
Looney Tunes is the follow-up to Scooby-Doo in response to customer demand for Saturday morning cartoon pinball games
Halloween wizard mode has eight or nine total locations to progress through
Shots in wizard mode have 2x multiplier value on second hit within same location
The wizard mode final sequence is a 60-second frenzy with seven balls at the Art Myers house
Locations progressively require more shots to complete as player advances through wizard mode
Gas refuel mechanic uses drop targets or upper playfield spinners as collection method
Wizard mode tracks individual location completion times and allows speedrun replay attempts
Spooky's Halloween game 'kicks ass' and represents strong design quality
Collecting the knife item from Nichols Hardware Store doubles all jackpots for 30 seconds
Matt Kemp and Luke Albin Peters deserve primary credit for Halloween game design and code quality
The ball save/generosity timer was intentionally extended in Halloween's development/tuning
Extra ball can be earned by unmasking two villains, visiting five locations, or collecting 50 Scooby Snacks (with 100 additional Scooby Snacks for subsequent extra balls)
All members of Spooky Pinball design team own at least one dog
Bug hears Scooby-Doo theme song approximately 28 times per day during development and testing
Scooby-Doo contains Easter eggs hinting at next Spooky Pinball game and possibly games after that
Character perks can be toggled off for league and tournament play
Mystery Machine multiball caps at three balls and can stack with Scooby Snack multiball (two-ball multiball)
Bravery meter provides 2x-4x playfield multiplier and functions as a timer for staying in location modes
Captain Cutler multiball repeat now includes henchmen-themed hurry-up sequence before allowing re-qualification of multiball
There are 26 possible permutations of 'Let's Split Up' character combos
Combo system awards 10,000 points per shot with linear scaling (two shots = 20k total, three = 30k total)
Bug is pushing for a potential code update to Alice Cooper's Nightmare Castle
Spooky is currently producing 28 games per week
Steel costs during peak COVID spiked from $2,500 to $11,000 per load
Spooky has more than doubled in-house manufacturing capabilities since COVID era
Bug was the lead designer on Scooby-Doo at Spooky Pinball
Bug plays TNA with tilt not set as a personal streaming preference
Bug's carpet is too stiff to execute death saves reliably during streaming
TNA has become well-known enough that 'everybody knows the rules on TNA at this point'
Achieving 8 reactors on TNA is a significant accomplishment, though the goal was 9
TNA gameplay is analogous to Dark Souls in requiring safe, boring play over risky strategies
Bug updated TNA code today with new features like Spinner The Champ, and beta code is available on the website
Spooky is adding three Wizard modes to Scooby Doo
Spooky Pinball does not have the Harry Potter license
Combo shots are coming to Scooby Doo in a future code update
Bug loves the idea of Saturday Morning Cartoon themed pinballs and is interested in Looney Tunes, Hanna-Barbera, Flintstones and Pink Panther
Mystery Monsters including Ghost Clown and Snow Ghost are being added to Scooby Doo
The Mummy is the most requested Monster and Spooky is working on getting it into Scooby Doo
Bug will host the inaugural Twitch livestream on Friday at 4:00 PM Central
The scoring changes will make the game significantly harder and will affect tournament play
Finding Velma's Glasses without hitting orange shots first scores significantly higher points
Dig Dug Dog shot in Fred's Plan mode can be repeatedly shot for increasing points, then cashed out by hitting Captain Cutler helmet
Spooky Pinball has been releasing code updates weekly for approximately one month
The code update changes how players should strategically approach the game overall
Fred's Plan mode is probably easier for beginners to start with because the right orbit shot is easier
The bravery meter multiplier system can reach 4x when kept full and overflowed with Scooby Snacks
Playing as Fred in Fred's Plan mode grants one use of a shot-spotting ability via action button
Shaker motor on spinners and Captain Cutler helmet is now toggleable in game menu
Spooky Pinball will host their first Twitch livestream the following Friday
Judith Tombstone target now serves multiple functions: extra ball, multiball, expert mode qualification
First Kill expert mode is the most requested code update feature Spooky has released
All audio in Halloween 1.11 has been rebalanced with player-adjustable volume controls in the menu
Night He Came Home wizard mode is coming very soon in the next Halloween update
The children singing clip from Halloween's opening was previously missing from the game
First Kill mode requires completing three combo sequences in 20 seconds each to beat
Spooky Pinball has live streaming equipment set up and plans to begin streaming soon
First Kill expert mode is harder than or comparable in difficulty to Stalker mode
America's Most Haunted could be Spooky Pinball's first live-streamed game
Spooky is planning stalker mode tournament-style gameplay with infinite timer for future update
Audio balance was a frequently requested feature that is now implemented with independent control of music, SFX, and voice volumes
Scoring has been significantly adjusted for Bemular and Science Patrol super jackpots to enable bigger scoring potential
Spooky plans to release weekly code update videos for multiple games in the near term
Wizard modes (Zeton) can now be replayed multiple times and stacked with multiballs
Naranga mode requires defeating the kaiju three times at drop targets, then completing a crossover shot
Naranga is a new expert mode that is more intense and bigger than most wizard modes
Ultra Brothers wizard mode based on Ultra 7 series is coming to Ultraman
Luke Albin Peters wrote the Naranga mode and performed well during internal testing
Find Velma's Glasses mode is currently Bug's favorite mode in the game
Bug prefers Jack Jack Danger's livestream execution approach as a model for Spooky's upcoming streams
Bug uploaded a new gameplay tutorial for Scooby-Doo to YouTube
The Super Jackpot in Mystery Machine Multiball is difficult to achieve and requires precision ball control
Shooting the left lane and hitting the bottom-most drop target is a hidden/secret skill shot
The theme song with vocals in Mystery Machine Multiball mode was changed to instrumental version after the first play to avoid repetition
Scooby Snack Multiball is the only multiball in Scooby-Doo that stacks with all other modes
Minor mode (safe cracking) should not be paired with Scooby Snack Multiball because it resets on incorrect shots
Find Velma's Glasses mode will be added in the next code update
Character perks feature is planned for future updates to Scooby-Doo Pinball
Bug plays Scooby-Doo Pinball daily
Easy difficulty Bemular Battle has 30-second timer in pre-multiball phase
First location Scooby-Doo placement occurred at IO Pinball Bar in Madison
Science Patrol multiball can be carried into other modes for 4-ball multiball scenarios
Scooby-Doo production line consumed significant development time recently
Matt Kemp developed the 1.10 update while dealing with a literal cyclone
Naranga expert mode will require Science Patrol Assists to qualify
Science Patrol target hits light orange assist shots that appear on timer-based basis
Gamora mode reduced shot count and lit more shots simultaneously to decrease mode duration
The 1.10 update adds three difficulty levels to Bemular Battle with easy as default
Bemular Battle previously had no timer and no way to exit the mode without completing it
Scooby-Doo is the most ideal theme for Spooky Pinball because it hits a wide audience, maintains monster/horror elements, has nostalgic appeal, and features scary scoring
The original Scooby-Doo Where Are You has only two-three seasons (27 episodes total)
All five voice actors (Shaggy, Scooby, Fred, Velma, Daphne) were successfully cast and recorded without any concessions from first-choice selections
Spooky intentionally designs unconventional/unorthodox games to differentiate from Stern's standardized approach
LCD screens have massively increased pinball development workload compared to DMD era
The upper bookcase shelf flipper is believed to be a first-in-pinball feature
Matthew Lillard and other cast members were professional and outstanding to work with
Scooby-Doo will launch with seven main modes, three multiballs, and significantly more code than Halloween
The Collector's Edition will feature 16 playfield sculpts and custom art from Jeff Zornow
Spooky plans to have future games further along in code development than Scooby-Doo
Warner Bros. licensor was unusually permissive and enthusiastic about Spooky's design direction, approving voice talent, assets, and gameplay concepts without major restrictions.
Scooby-Doo game development began approximately three months before Halloween Ultraman launch.
Scooby-Doo pinball license had been held by another party but lapsed before Spooky re-acquired it.
Spooky re-recorded all original series footage with new voice actors (Matthew Lillard for Shaggy, etc.) to preserve original clips while licensing new talent.
Spooky intentionally wore Scooby-Doo merch at shows for 1–2 years as teaser/leak strategy for community to discover.
All 16 sculpts on Scooby-Doo are injection-molded after $600k+ tooling investment.
Halloween and Ultraman lack great flow and strong shooting mechanics
Bug designed Halloween and Ultraman for Spooky Pinball
Halloween animations are intentionally held back to ensure quality before release.
Operators requested auto-plunge functionality for extended ball sitting in shooter lane.
Ultraman's health system replaces the timer system, decreasing continuously during modes.
Jirass mode progress-saving feature was heavily requested by players.
The next gameplay video in the series will feature Ultraman
Stalker Mode will be moved to the mode select menu in the next update, where it will be locked until the player beats three modes, after which Jack-o'-Lantern multiball will auto-start
There is a code bug after house mode completion related to stock remote progress that lifts the ball out of ball search; this is already fixed for version 1.06
The right orbit is generally considered the hardest shot on the Halloween machine by most players
Hedge multiball includes a restart timer of approximately 10 seconds if the multiball is lost
Future scoring updates will drastically affect how beating modes in one multiball impacts scoring in other modes
Counting Bodies is categorized as an intermediate difficulty mode and becomes harder to manage during multiball stacking than in single-ball play
Spooky Pinball is establishing a home studio for gameplay video production with planned improvements including direct display capture to laptop and multiple camera angles
Bug's personal favorite mode in Halloween is Let Me In due to its skill challenge and spectator appeal
A new Rob Zombie's Spookshow International code update featuring additional Sid Haig dialogue was released on October 31st
Rob Zombie released new music on October 30th, coordinated with the pinball game code update
Rob Zombie was heavily involved in game development and insisted on cursing and adult content
Co-owner and designer at Spooky Pinball; presenter of Beetlejuice Pinball gameplay reveal via Bug's Scream and Stream
Spooky Pinball team member contacted by TWIP editor regarding pricing/unit count strategy questions; did not respond as of publication
Co-runs Spooky Pinball with Charlie Emery; visible during Beetlejuice launch day operations
Spooky Pinball co-owner; creating exclusive Beetlejuice POV content showing voice-interactive Spooky Speak features; recording episode with Don tomorrow (We Are Pinball)
Co-runs Spooky Pinball; discussed production strategy and quality control in prior podcast episode; mentioned protective secondary market strategy
Co-owner of Spooky Pinball; leads licensing efforts and design philosophy conversations; emphasizes multi-functional shot design principle
Co-runs Spooky Pinball; designed Beetlejuice; previously designed Scooby-Doo (negatively referenced); presented gameplay footage
Host/narrator of gameplay video, providing detailed mechanical explanations and gameplay commentary
Host of 'Bug's Scream and Stream' YouTube channel; admits being 'terrible' at Rob Zombie; brings Roto Dave on to teach gameplay; participates in gameplay segments
Co-runs Spooky Pinball; noted for community interaction; mentioned as playing Beetlejuice on stream during analysis
Co-runs Spooky Pinball; mentioned alongside Luke regarding game mechanics
Co-runs Spooky Pinball with Charlie Emery; interviewed by reviewer; couldn't specify total Bruce Campbell callout count
Co-founder/co-operator of Spooky Pinball; known for emphasis on proper setup instructions
Co-runs Spooky Pinball with father Charlie Emery; discusses company history, design philosophy, and current operations
Spooky Pinball co-operator; met by Walt; described as nice/good spirit
Co-runs Spooky Pinball with Charlie Emery; demonstrated enthusiastic body language and energy during Beetlejuice stream; Walt praises his energy as key engagement driver
Spooky Pinball representative; met Walt at Expo tournament, gave him Zagnut candy bar Easter egg, demonstrated Beetlejuice voice mechanics
Co-owner of Spooky Pinball (based on domain context)
Spooky Pinball representative; Hardy indicates plans to interact with Bug on purchasing Beetlejuice in person
Spooky Pinball co-owner/leadership; approved Hardy's pre-reveal information disclosure
Spooky Pinball co-founder (Corwin) interviewed on Dirty Pool Podcast Episode 21 about Beetlejuice development
Spooky Pinball co-owner; hosted Bug's Scream N' Stream live stream of Beetlejuice
Spooky Pinball co-owner/operator, working on Beetlejuice assembly
Co-owner of Spooky Pinball; Don is occupying his former bedroom in the house Don purchased
Co-runs Spooky Pinball; collaborated with Don on Beetlejuice playfield work
Co-owner of Spooky Pinball; provided final trailer to Don for event screening
Spooky Pinball technical support/engineering; interviewed by Don regarding Dead Bar; confirmed design specs and future integration plans
Spooky Pinball co-owner; supported midnight launch party initiative; first encountered by Don at trade shows
Co-founder/operator at Spooky Pinball; streams Thursday nights on YouTube; participated in live music mixing stream for Evil Dead composer
Co-runs Spooky Pinball; discussed production details and next game with Don
Co-owner of Spooky Pinball; game designer (Halloween, Scooby-Doo, Evil Dead, Beetlejuice); shown design evolution/growth across releases
Co-founder of Spooky Pinball; attended Expo Saturday on behalf of Spooky despite Beetlejuice not yet publicly revealed
Spooky Pinball co-founder credited with distinctive shaker motor implementation on Evil Dead
Spooky Pinball representative/co-owner who acknowledged streaming visibility issues with Beetlejuice's pulsing lights and indicated willingness to add brightness adjustment
Co-founder/co-owner of Spooky Pinball; mentioned as driving community excitement
Spooky Pinball co-leader with Charlie Emery; represents company accessibility and community engagement philosophy
Co-owner/operator of Spooky Pinball; provided hospitality during factory visit; romantic partner runs Haunted Tours in Galena, Illinois area
Co-owner of Spooky Pinball, host/interviewee discussing Beetlejuice design philosophy, playfield layout theory, innovative mechanics, topper development, and production strategy
Co-designer of Beetlejuice (with Luke/Spooky Luke); justified 999-unit limit on Loser Kid Pinball Podcast interview regarding value retention rationale
Spooky Pinball co-owner; mentioned as sharing facility equipment
Co-president/head of Spooky Pinball; handles social media, marketing, and leadership operations; discusses manufacturing improvements and game reliability
Co-owner Spooky Pinball; performed gameplay streams (narrated and unnarrated); design contributor on Beetlejuice
Co-runs Spooky Pinball; discussed Halloween/Ultraman quality issues on previous Beetlejuice podcast episode
Co-runs Spooky Pinball; tournament player (pretty decent); not elite tier compared to Ray Day/Keith Elwin
Co-owner of Spooky Pinball; initially skeptical of midnight release event concept but reportedly convinced of its success after execution
Co-owner of Spooky Pinball; personally invited Don to play Evil Dead; participated in midnight release party
Co-runs Spooky Pinball with father; described as being in early 20s; represents second generation of family pinball business
Co-owner of Spooky Pinball; present in studio during interview
Associated with Spooky Pinball; directed Kaneda's removal from Chicago Pinball Expo
Co-founder/operator of Spooky Pinball; Tim Burton fan; manages licensing relationships
Spooky Pinball team member; attributed with statement about maintaining secondary market value for customers
Co-designer of Beetlejuice at Spooky Pinball
Co-founder of Spooky Pinball; praised for listening to feedback and collaborative decision-making
Runs Spooky Pinball with Charlie Emery
Spooky Pinball leadership mentioned in context of company achievement
Spooky Pinball leadership (co-runner with Luke); praised for company direction and innovation
Co-designer at Spooky Pinball; focuses on theme integration, rule design, and game balancing; son of company founder
Co-runs Spooky Pinball with Charlie Emery
Spooky Pinball co-operator; credited for company culture
Co-operator of Spooky Pinball (alongside Charlie Emery); praised for passion and business success
Co-founder/operator at Spooky Pinball; confirmed to Kaneda that Don's ideas may be used in future games and that Kaneda's idea is being implemented
Spooky Pinball co-founder/representative; active in Kaneda Patreon community; mentioned as making merchandise
Spooky Pinball team member
Co-owner of Spooky Pinball; part of design team with Don Garrison
Source of insider chatter on Beetlejuice quality; contact of Kaneda
Charlie Emery's son; now co-runs Spooky Pinball; has appeared on recent podcasts as adult (previously known to hosts as child)
Spooky Pinball co-founder (mentioned as part of team in glossary context)
Spooky Pinball personnel; praised for high visibility and community engagement
Leadership at Spooky Pinball; attempted to contact customer with playfield issues
Team member at Spooky Pinball; praised alongside Franchie and Luke for game quality
Co-operator/designer at Spooky Pinball; mentioned as open and friendly collaborator