Dwight Sullivan is a multi-talented creative professional at Stern Pinball, serving as an executive, lighting designer, and pinball designer. He brings cross-disciplinary expertise from award-winning board game design to pinball, with his board game experience informing his approach to pinball mechanics and design. Sullivan has evolved beyond traditional 90s design paradigms and remains an active voice in the pinball community, including recent media appearances on Super Awesome WPIN Pinball Radio.
No aliases
Dwight Sullivan coded/designed Mandalorian
Dwight Sullivan programmed code for The Munsters
The gameshow draws approximately 400 people per Saturday night at Expo
Corey Stup is Sullivan's essential co-partner without whom the gameshow would not exist
Pinball designer/programmer known for complex code and light show choreography; referenced for Star Wars lightsaber duel and Boba Fett designs
Stern Pinball figure; known Dungeons and Dragons aficionado who wrote the rule set for D&D; suspected to attend GaryCon with Gary Stern
Pinball software designer and programmer credited with WHO dunnit's code and design, known for innovative rule mechanics and pict-o-pops feature that reappeared in later games
Pinball designer credited with Who Dunnit; known for nailing mystery theming
Stern Pinball code developer working on Venom with Raymond Davidson
Pinball programmer; expected to handle code on Transformers with Brian Eddy following D&D work
No linked glossary terms
Sullivan will return to host next year if the 9:30 PM start time is maintained
Sullivan prefers dry humor as hosting style and keeps shows moving forward with jokes
Sullivan has achieved near-universal approval in the pinball community
Sullivan's work on Venom and D&D has shifted pinball toward narrative-driven, multi-game story mechanics
Let's Make a Deal gameshow has been running in its current format for 3 years
The gameshow was briefly scheduled for 10:30 PM but Sullivan successfully negotiated for 9:30 PM start time
Dwight Sullivan is Senior Game Developer at Stern Pinball who designs rules for games
Dwight Sullivan introduced innovations in WHO dunnit that are still being used in pinball today, including equipment perks and continuing story mechanics
The pict-o-pops rule is a Dwight Sullivan code signature that later reappeared in Game of Thrones and Teenage Mutant Ninja Turtles
Dwight Sullivan introduced story progression and equipment perks mechanics to pinball with WHO dunnit that are still being used in modern games
The 'pict-o-pops' mystery slots mechanic is a Dwight Sullivan code signature that reappeared in Game of Thrones and TMNT
The game has 30 unique modes, which is roughly double the typical pinball game
The dungeon crawl feature randomizes weekly, creating significant testing complexity
Save-game mechanic allowing story progression carryover across sessions is core differentiator of D&D vs traditional pinball
Code updates arrive every 2-3 weeks with significant ongoing development and refinement
Three major wizard modes still missing from game; two final climax modes incomplete
All seven D&D ability scores (STR, DEX, CON, INT, WIS, CHA, Luck) now functionally affect gameplay mechanics
Dragon Multiball difficulty scaling was added to reduce frequency at higher character levels to encourage story progression
Darkhold bonus round point values are currently too high and will be reduced
The gameplay demonstrated on the stream 'barely scratches the surface of what you can do' in the game.
Players can choose from four character classes (paladin, cleric, wizard, rogue) each with different specialties and stats
The game has three different story endings determined by player choices and gameplay path
PIN Safe system allows players to save character data and retrieve progress when logging back in
The game map contains seven locations with different shops and available modes at each location
Dragon Wrath multiball features a two-sided battle where the dragon shoots pinballs at the player
A player-activated shield mechanic protects between the flippers when the action button is pressed
Party members automatically assigned based on character choice and roll dice to determine damage dealt
The game's PIN Safe system removes progression barriers allowing everyone to access wizard mode and end-game content
Dwight Sullivan has been in the pinball industry since 1984
Dwight Sullivan games typically use 'ramp, ramp' as the standard mode entry pattern
Dwight Sullivan's Mandalorian contains a game-breaking bug that locks players out of progression and remains unfixed despite being discussed in Pinside threads
Creating wizard modes and in-game currency features costs approximately $100,000+ per feature
D&D ruleset is one of the deepest code sets Dwight Sullivan has ever programmed
Stern will never implement DLC in pinball machines due to development cost and complexity
D&D will be Dwight Sullivan's best code work to date
Dwight Sullivan's D&D code is more complex than AIQ and Game of Thrones
Dwight Sullivan is attempting something 'completely unique and equally ambitious' with the Dungeons and Dragons ruleset
Dwight Sullivan stated this is his deepest rule set ever
Dungeons & Dragons will feature 38 different monsters, with plans to add more post-launch
Dwight Sullivan was a Dungeons Master and founded a D&D club in his town
Game design balances narrative depth with pinball mechanical identity throughout development
Dwight Sullivan coded D&D pinball and previously coded Terminator 2 in 1991
Dwight Sullivan formed a D&D club in the 1980s at age 18-19 and has maintained D&D engagement throughout decades
The weekly dungeon seed system is built into the game code and automatically executes every Sunday via Insider Connected
No online cooperative play between separate machines is currently planned; only local co-op on same machine is supported
The game contains 30+ monsters, some of which are undead, with mechanics that make class choice strategically meaningful
Dwight Sullivan is the code designer for Dungeons & Dragons
The press machine uses beds of nails on top and bottom to dress the playfield
All Stern cabinets are standardized to the same size for production efficiency
The Hannifin press is one of only two in existence worldwide
Alvin Gottlieb originally purchased the Hannifin press in 1957
Stern has doubled production capacity from prior baseline (2X growth)
Dwight Sullivan intentionally shipped Munsters without ball save as a design philosophy choice reflecting simplified rules.
Dwight Sullivan is responsible for approximately 11 out of 18 games he led as programmer, representing over 25% of all video modes across all pinball manufacturers and time periods.
Dwight Sullivan designed Munsters as an intentionally simple rule set but received criticism for being too shallow
Venom is the first pinball game with experience-point progression that saves between plays
Dwight Sullivan handled software development for The Mandalorian
Dwight Sullivan is not an effective marketing/hype spokesperson for Stern games
Dwight Sullivan is the code designer for Venom
Dwight Sullivan is the code designer on Venom pinball
Dwight Sullivan's code design is polarizing, with tournament players frustrated but story-focused players appreciating his approach
The XP progression system with character unlocks and leveling is designed to solve home player completion problems by providing roguelike-style progression carryover
Dwight Sullivan is the lead coder on Venom
Dwight Sullivan has been a longtime Venom fan with personal comic collection
Venom features exceptional LCD animations and sound package
Dwight Sullivan made rules adjustments to Ghostbusters that improved the game and fixed layout issues
Dwight Sullivan originated the Midnight Madness mode concept and pitched it to other Williams designers in the early 1990s
Dwight Sullivan worked in pinball for approximately 20 years before leaving to work at Williams on slot machines
The Mandalorian was designed with awareness that a second season might be released, leaving room for narrative expansion
LED lighting is the biggest technology change in pinball since the 1990s/early 2000s
Dwight Sullivan invested significantly in Mandalorian topper design/code, distinguishing it from toppers designed by non-creator staff
The Mandalorian topper has more RGB lighting than the actual Mandalorian game LCD
Beskar Bonanza requires approximately 200-300 plays to achieve all foundry upgrades as a progressive mode
Dwight Sullivan will be the code designer on the next Stern pinball
Foundry scoop enables RPG-style gameplay where players accumulate beskar currency to purchase equipment (flamethrower, rifle, armor)
All six Insider Connected games cap at 2,000 total achievement points maximum
Insider Connect now gives full XP at home and double XP on verified location machines (changed from half XP at home)
TMNT on Insider Connected has 77 achievements.
Insider Connected XP system uses bonus points for verified location play rather than penalty reductions for home play.
Carl Biaggi was the mechanical engineer who designed Star Trek: The Next Generation's complex subway mechanism
Mandalorian is the first Stern game Dwight developed entirely from home
The development cycle from code 9.1 to 9.6 took approximately one and a half to two weeks
Corey Stoop has worked with Dwight on almost every game since Game of Thrones, spanning approximately six years
Stern will continue using Slack, OBS, and Zoom as permanent tools even after returning to in-office work
Remote collaboration tools have eliminated interruption-based workflow losses compared to in-person office work
Dwight's son James wrote the code for the large Stern backbox signs
Mark Wiener ordered Stern staff to work from home before the Illinois governor's mandate
High Speed 2 contains fictional towns in its scrolling map, including Hill Valley (Back to the Future reference)
Remote-only development was more challenging than hybrid in-office/home development
Stern uses Agile development methodology with game design documents as the anchor vision that gets adjusted when proved wrong
Half Shell Challenge is not a standard wizard mode but a separate bonus mode added by Dwight Sullivan
Right ramp scoring bug allows $50M shots instead of intended $5M, creating scenarios with 24x multipliers and $1.2B totals
Foundry mode lighting requires 200 Beskar completion of left bank OR alternative paths via scoop/child/hunter shots
Only one extra ball per game can be purchased from Foundry; other extra balls come from missions or Child random award
Super Jackpots are only available during multiball, not in single-ball play
Upper flipper power strength scales based on encounter level, starting weak and becoming strong at Encounter 3
Impossible Play mode in The Mandalorian is designed for casual players wanting to fool around, not elite players
Impossible Play will not be added to Turtles due to resource constraints requiring artist, programmers, and sound designers
Dwight Sullivan programmed/designed the code for Mandalorian pinball
Dwight Sullivan's rules design is not enjoyable; he retroactively fixes games with post-release updates rather than designing cohesive rule sets
The Mandalorian has only three multiballs with no way to relight them
Impossible mode flipper energy bar takes 2.5 seconds to drain and 5 seconds to recharge
The Flamethrower equipment is described as 'one of the coolest features we've ever done' in pinball game design
The game has 'dozens' of cutscenes and extensive Star Wars: The Mandalorian show footage integrated into gameplay
Dwight Sullivan is the coder for Mandalorian, not Lonnie Ropp
Dwight Sullivan's games tend to stay in Straight Down the Middle's collection longer than average games
The new code on Star Wars pinball is 'really enjoyable' and Dwight Sullivan is known for complicated rule sets
Dwight Sullivan is the lead programmer on the Mandalorian machine
Dwight Sullivan's games tend to stay in his collection the longest due to code quality
Dwight Sullivan is the code designer for Mandalorian
Dwight Sullivan replaced earlier rumors of Lonnie for Mandalorian code
Dwight Sullivan's coding strength is creating cohesive light show experiences that guide player through meaningful story moments
Batman 66 was an exception to code completion standards due to Adam West's health crisis and 30th anniversary production timeline
Larry DeMar established foundational design principles (story integration, simple goals, fun mechanics) that influenced modern pinball through High Speed, Black Knight, and Funhouse
High Speed fundamentally changed pinball by integrating story into physical gameplay mechanics
Dwight works 10-15 hours per day during game development phases
1.0 code status means all planned features are reasonably fun, polished, and balanced; the game would be acceptable if it never received another update
Remote work and Zoom collaboration tools will remain permanent fixtures of game development post-COVID, not revert to pre-pandemic models
Stern's manufacturing output at 50% staffing equals or exceeds pre-pandemic full-staff output
Game development release dates stabilize closer to ship date but remain flexible 6-9 months in advance
Godzilla is confirmed as an upcoming Stern Pinball game
Dwight Sullivan performed a complete code overhaul on Game of Thrones in the most recent update
Mousin' Around was the first project Dwight Sullivan worked on at Williams, doing display effects
Sullivan forgot his formal resume at home during the Williams interview but was hired anyway
Sullivan attended DeVry University in Illinois
Dwight Sullivan was influenced by Bally's Playboy and Williams High Speed as a younger player
Sullivan's programming style across decades (Terminator 2, Game of Thrones, Star Wars) consistently uses 'moments' mechanics like super jackpots and dramatic lighting shifts
Dwight Sullivan designed TMNT rules with good balance between simplicity and depth
Dwight Sullivan's excitement about the project was evident during the initial reveal
The flasher above the ramp makes the upper flipper center ramp shot too difficult to see
Dwight Sullivan's code complexity for TMNT may alienate casual players despite offering depth for tournament/home players
Rules were rewritten approximately 100 times over 7 months during development
Josh Clay created the animations for TMNT
New code 1.044 adds 10% score bonus per level progression, with cap at 30% (level 4)
TMNT development started around February 2018, coding phase began September 2019
Eight voice actors performed 17 total voices in TMNT
A toy on the left ramp was removed due to reliability issues
Stern staff members recognize and remember community content creators from event appearances
Dwight Sullivan indicated that the backhand shot on TMNT can be performed from certain positions
Dwight Sullivan's code work on TMNT represents a comeback from The Munsters reception and validates his capabilities as a coder
Dwight Sullivan's use of dynamic color mood lighting (red for wrong shots, green for correct shots) is an effective engagement technique in TMNT code
In co-op, if one player reaches a wizard mode (e.g., Team Up at 4 episodes), the other player is guaranteed to receive it at the start of their next ball
TMNT is designed to balance appeal across five to six distinct player types: tournament players, home buyers, experienced location players, casual players, and novices
The game's UI/LCD screen design underwent months of iteration and collaboration between Dwight Sullivan and Josh Clay (lead animator)
Dwight Sullivan has been designing pinball games for 30 years
The spinner advances a multiplier value that applies to the Foot 1-2-3 combo, allowing spinners to build meaningful value throughout the game
Co-op mode shares episode progress between players—both players get credit when either completes an episode
Each of the four turtles has four unique level-based perks, for a total of 16 unique perks, but players can only obtain four per game
Teenage Mutant Ninja Turtles contains 110,000 lines of code, positioned between Munsters/Game of Thrones/Ghostbusters (~80-86k) and Star Wars (118k)
Nickelodeon required a specific new theme song for the game, not the original 1987 series theme
The game has 6 initially available episodes with 2 locked episodes that unlock through story-based progression
The TMNT game features 17 total characters with voice acting
Four playable turtles have mechanically distinct effects on scoring, multipliers, ball save, and mode access
The spinning disc mechanic on LE spins bidirectionally with alternating pauses, while Pro spins unidirectionally for 2 seconds straight
Dwight consulted with tournament players Keith Elwin, Raymond Davidson, and previously Josh Sharp for competitive rule balance
Research for the game came primarily from DVDs of the first 5 episodes of the 1987 TMNT animated series, not the 1989 Konami arcade game
Affording original voice actors for all 17 characters would have required removing the glider mechanic from the game
April O'Neill character was intentionally redesigned to avoid damsel-in-distress tropes, instead portraying her as a news reporter actively seeking stories
The Pro version lacks the Kring toy and glider features present in Premium/LE, containing 6 balls instead of 8
TMNT will feature co-op play and multiple tournament mode configurations including 2v2, 3v1, and potentially 4v4
All episodes in the game are based on actual Teenage Mutant Ninja Turtles animated series episodes
Each turtle has four different perks and six total bonuses
Elite version has eight balls; standard version has six balls
The game is designed with four-player tournament potential in mind for co-op team competition
Dwight Sullivan is coding the rumored TMNT pinball machine
A TMNT logo was visible in Dwight Sullivan's Zoom background during Stern's design team meeting
Dwight Sullivan will speak at the YOW software conference in Australia about game design challenges
George Gomez has significantly expanded Stern Pinball's software team recently
The Munsters 2 was designed with the explicit goal of being easy to explain to casual players
The multi-mode selection mechanic in Ghostbusters was inspired by The Walking Dead
Dwight Sullivan intends to revisit Game of Thrones and Ghostbusters with code updates after The Munsters is complete
All current Stern games (as of this interview) are now complete with no pending updates
The Ghostbusters God Mode would not have been as substantial if implemented immediately after Star Wars
The California Extreme audience collaboration idea for a Ghostbusters wizard mode caused delays in the Ghostbusters code
Dwight Sullivan took a 6-year hiatus from pinball design before returning with Ghostbusters
Dwight Sullivan has never needed a passport until planning his December trip to Australia at age 54
Mystery bumpers in Ghostbusters are a signature Dwight Sullivan code design feature
Andy Dan Lee, Jacob Chuck Ernst, and Rob Files were the three standout beta testers who went over and above expectations
The code update would not be ready by the originally targeted release date, likely pushing to the following week
The Ghostbusters code update was originally planned to release while working on Star Wars but was delayed due to Star Wars running longer and personal life issues
The serious development effort on the update began in May with glass removal and comprehensive note-taking
The update maintains the same game skeleton but improves every single part of the game
Ball save is now two per ball instead of one, and is adjustable up to five per ball
Super Jackpots in the left captive ball area now all stack as 1X units instead of having separate 1X/2X/3X multiplier levels
Modes no longer chain into subsequent modes; players return to main play more often
Loopin' Supers, PKE, Mass Hysteria, and other features now run in isolation and cannot run simultaneously with other modes
The new Librarian mini-mode builds value based on play in Teed Off and We Came We Saw modes
Dwight Sullivan is the lead programmer for Game of Thrones, Ghostbusters, and several other Stern Pinball titles.
Game of Thrones beta code makes Lannister mode very strong with purchasable playfield multipliers
Dwight Sullivan of Stern Pinball deserves credit for Game of Thrones code update revival
Work on the Game of Thrones (Premium) update resumed after The Munsters (Premium) was completed
Game of Thrones (Premium) was Dwight Sullivan's first game after returning to pinball
The Game of Thrones (Premium) update was started in 2017 but abandoned due to life circumstances
The Ghostbusters update is larger than the Game of Thrones (Premium) update and will come after GOT
Lannister house now provides 143% more gold with the update
Targaryen is a new house choice option not previously available in Game of Thrones (Premium)
Castle Multiball scoring is significantly increased and multipliers are now multiplicative rather than additive
The update will release in 'a couple of days' and community feedback is being solicited before final release
Getting to Castle Multiball is now 'much easier than it used to be'
The upper playfield scoring is currently 'a bit whacked' due to interaction with the new multiplier rule and needs community feedback
Dwight Sullivan was the third episode guest and is the most frequently returning guest on Special When Lit
Jeff Teolis convinced Dwight Sullivan to consume Fireball shots at Texas Pinball Festival
Dennis Kreisell is my favorite podcaster
Dwight Sullivan stated that he doesn't consider Monster Madness level 1 to be a wizard mode, just a multiball event
Ghostbusters will receive code attention after Munsters work is complete, but no specific timeline will be promised
TIE Fighter Assault in Star Wars uses every-other-button mechanic, not continuous tapping
Monsters was designed with no ball save as intentional callback to 1990s simple games like T2
Secret Mania is a flipper code in Munsters that is findable but not yet widely known to the general community
Munsters v.92 code was released yesterday and fixes Munster Madness multiplier stacking bug from v.91
George Gomez championed making Monsters a simple game like T2 after the complexity of Star Wars
Stern software department has been expanded and is now at equilibrium after being stretched thin previously
The five character modes in Munsters (except Lily) are not stackable by design
Tim and Keith (internal Stern testers) almost never reach Level 2 Monster Madness
Playing Munsters on both playfields simultaneously with separate flipper buttons creates a fundamentally different experience than single-button dual-playfield games
Munsters was designed with no ball save from the beginning
High Speed's no ball save design and volatility created memorable, compelling player experiences
The Zap button mechanic in Munsters has never been done before in pinball games
Dwight Sullivan has worked on machines that sold more units than any other coder since the 1990s
Munsters received universal positive reception across multiple fronts
Game of Thrones' upper playfield was not sufficiently integrated into main game progression
Dwight Sullivan previously stated his next game after Star Wars would not be as complicated in rules as Star Wars
Munsters code offers sufficient depth for tournament play while remaining accessible to casual and family players
The Munsters has no ball save by design, not as optional addition
Keith Elwin and Dwight Sullivan independently conceived the skill shot time bonus mechanic simultaneously
The game is designed to be easy to reach Monster Madness Level 1 with modes close to start button
Multiplier meter times out after ~60 seconds if not refreshed by hitting Kitty target
Monster Madness wizard mode spans dual playfields with simultaneous gameplay
Skill shots award bonus points based on completion speed within 10-second window
Super Jackpots increase in value when stacked; two stacked are worth ~3x single jackpot value
George Stern directed Dwight Sullivan to simplify the ruleset by studying T2 as a model of simple, fun gameplay.
The game eliminates the standard ball save at the start of play and only applies ball save during Herman Multiball.
The Munsters lower playfield uses a 5/8-inch (0.625-inch) diameter ball.
The lower playfield features a multiball mode and can be accessed via the Grandpa scoop (trap door) mechanic.
The game offers a 10-second window to attempt the skill shot before it expires.
Dwight Sullivan worked 12-14 hour days for the last couple of months of development.
Dwight Sullivan programmed The Munsters
Dwight Sullivan and Jim Sullivan programmed Avatar pinball code
Josh Sharp will not win a major tournament in 2019
Dwight Sullivan's favorite pinball designer is Pat Lawlor
Dwight Sullivan is 'one of the best coders in the world' for pinball
Star Wars contains 118,000 lines of code compared to T2's 10,000 lines
Development cycle from first whitewood to line production was approximately seven months for Riverboat Gambler
I started working at Williams in 1989 when Earthshaker had just been released
Pat Lawlor and Larry Rosenthal created Banzai Run in Pat's garage before bringing it to Williams
I considered myself above average intelligence and creativity before Williams, but at Williams I was average or less
Keith Johnson was the lead designer on Lord of the Rings and Simpsons Pinball Party, not me
I was lead programmer on Riverboat Gambler, T2, Getaway, Next Generation, Roadshow, Whodunit, Junkyard, Champion Pub, Revenge from Mars, Sharky Shootout, Playboy, T3, Pirates of the Caribbean, Game of Thrones, Ghostbusters, and Star Wars
The most important part of a pinball game is the playfield design (shots, mechanics), not the code
Dwight Sullivan stayed at Stern Pinball from 1999 to 2008
Dwight Sullivan spent time at WMS Gaming between 2008 and 2014
Dwight Sullivan worked at Williams Pinball starting in 1989 on Terminator 2, High Speed 2, and Star Trek: The Next Generation
Dwight Sullivan has led software design for Game of Thrones and Star Wars since returning to Stern in 2014
Dwight Sullivan expressed interest in revisiting Game of Thrones Premium Edition code
Stacking Wall Multiball with Winds of Winter Multiball, or Winds of Winter with Blackwater Multiball is likely intended design, not a bug
Winds of Winter Multiball super jackpot currently uses base hurry-up values rather than multiplied values
Star Wars Pinball received a code update that adjusted multipliers and fixed stacking mechanics
Jedi Multiball is a new feature being added to Star Wars code
New Match and Bonus animations have been created for this code version
The Force targets activate five different effects: mystery, escape, video mode, double multipliers, and lightsaber duel
The multiplier arrow system can reach 40x on the Hyperloop shot
R2-D2 character only needs one mission completed before accessing Death Star multiball
Star Wars pinball has 16 total missions but players can complete game without doing all 16 depending on character path
Star Wars pinball supports stacking up to three simultaneous multiballs
R2-D2 is easier to complete than other character paths
Players can move the multiplier arrows left or right using the flippers at any point during play
Dwight Sullivan programs games with Easter eggs including a 'death lift code'
Skill shot design allows players to choose between left flipper (lanes) and right flipper (blue targets) control
Mass Hysteria can no longer be immediately re-entered; ghosts must be collected again
Scolari Brothers mechanic now lights 3X Super Jackpot multiplier
LE version has a multiball mode that Pro version does not have
House selection at game start offers power-up incentives varying by house choice
Dwight Sullivan was fired during Star Trek: The Next Generation development
Dwight Sullivan has been a huge Star Trek fan since age 5
Star Trek: The Next Generation is Dwight Sullivan's most proud design work
External player feedback helps prioritize real design issues
Dwight Sullivan designs board games as a hobby outside pinball
Dwight Sullivan will no longer give factory tours at Expo
License holders rarely stop production after initial approval
Steve Kordek is the most significant person Dwight Sullivan has met in pinball
Rules designer for TMNT pinball; credited with balanced rule design
Stern Pinball code designer/programmer; described as leading D&D code vision going forward with Elizabeth (game designer)
Pinball code designer whose work tournament players sometimes find unbalanced; collaborating with Raymond Davidson on future projects
Stern employee who led factory tour; demonstrated foam-making machine and production capacity insights
Stern Pinball designer/developer; credited for Game of Thrones code update that revived game interest
Guest on episode alongside Brian Eddy and Zombie Eddy; specifics of contribution unclear from transcript
Coder for Venom pinball machine; provided Q&A about character unlocks and game mechanics on Pinball Network livestream.
Stern designer; co-designer of D&D; credited with showing creativity and passion on the game (referred to as 'Dwight' by Kaneda)
Lead game developer at Stern Pinball; interviewed for Special When Lit Podcast about his work on master code and light shows
Coder for TMNT; delivered complete code at launch (version 1.10), regarded as passionate about the project, created challenging difficulty unlike Munsters or Ghostbusters extremes
Senior Game Developer at Stern Pinball; lead programmer on 17+ games including Star Wars, Ghostbusters, Game of Thrones, Pirates of the Caribbean; started career at Williams in 1989
Stern Pinball representative; demonstrated Munsters machine to Ken and Bill; invited to Munsters unboxing
Colleague who visited James Cameron's studios with Ritchie for Terminator 2 consultation
Lead programmer for Munsters Pinball at Stern; implemented ruleset and code; influenced by George Stern to simplify design; inspired by Haunted House's four-flipper architecture; known for working 12-14 hour days.
Stern Pinball designer/developer, recently interviewed by Special When Lit, will autograph Batman 66 Translite sweepstakes prize
Guest host from Stern Pinball; programmer; first interview guest on Special When Lit, returns for holiday special six months later
Stern Pinball designer working on Teenage Mutant Ninja Turtles
Programmer for Munsters; appearing on panel discussion and was active on CES stream answering questions
First guest on Episode 3 of Special When Lit; personal friend of hosts; helped establish podcast credibility
Stern designer known for detailed/wordy insert text; involved in Ghostbusters and Munsters design decisions
Pinball code designer; worked on Whodunit; current designer for Munsters rule set
Lead programmer for Ghostbusters, Game of Thrones, and multiple Stern Pinball titles; implemented major Game of Thrones code update
Lead programmer at Stern Pinball, multiple guest appearances on Special When Lit
Lead programmer at Stern Pinball; first interview guest (Episode 3) and most frequent returning guest to Special When Lit; involved in game design discussions
Stern Pinball representative; attended Epic Expo tailgate
Stern Pinball representative; highlighted Game of Thrones and Ghostbusters code updates as 2019 achievements; predicted connectivity features for 2020
Created flipper codes for Star Wars and Munsters featuring St. Charles Pinball Club imagery
Pinball designer referenced for potential evolution/creature mechanics in custom pinball designs
Designer; possible collaborator with Brian Eddy on April 2025 Stern cornerstone
Referenced as having been at TPF 2024; attempted to contact Dennis via Joel Engelberth to discuss a video game project.
Lead software engineer at Stern; known for TMNT, Ghostbusters, Mandalorian; first collaboration with Raymond Davidson on Venom
Code developer/programmer at Stern Pinball for D&D; former D&D dungeon master, board game enthusiast
Pinball designer known for 'eye-bleeder' lighting effects (referenced humorously in Ice Speed 2 context); not yet contacted by Keith Johnson
Referenced as designer of victory multiball mechanics the host criticizes
Williams programmer; worked on Barry Oursler's later games
Stern designer known for complex, multiplier-heavy rule sets; suspected coder of Dungeons & Dragons
Programmer at Williams who worked with Adam's dot matrix assets
Legendary Williams designer who responded to Cameron's fan email and facilitated his hiring interview
Stern Pinball code programmer; responsible for software coding of Dungeons & Dragons; discussed regarding code approachability
Code developer releasing Game of Thrones beta code on tilt forums, making balance changes to Lannister mode.
Stern Pinball staff member; kind and helpful to Chris Bucci during his visit; discussed Batman 66 availability
Stern Pinball creative lead and pinball designer; co-designer of D&D: The Tyrant's Eye with responsibility for code, rules, story integration. Background in board games and D&D hobbyism since 1980s; also worked on Venom and Teenage Mutant Ninja Turtles.
Programmer of Game of Thrones pinball
Stern rules designer for Ninja Turtles; known for complex rule sets; referenced on The Loser Kid podcast
Veteran codemaster at Stern Pinball; posted new Star Wars code V1.20
Pinball coder; suspected to be coding James Bond based on multiplier mechanics and apron button design
Programmer of D&D rule set at Stern; described as ideal choice for complex RPG-style rule design; known for complex explanations
Code designer for The Getaway; known for blinking and lighting work
Pinball designer/engineer, leading one of two 2025 Stern design teams with Brian Eddy
Code developer for Stern's Venom; praised for evolving and creative code
Designer and programmer of Stern's Mandalorian topper; described as deeply invested in the project with extensive code integration and 3D holographic display implementation
Stern Pinball coder; last known work on Mandalorian; speculated as possible coder for upcoming project
Lead software engineer on Venom; known for TMNT, Ghostbusters, Mandalorian code work.
Code designer for Star Wars LE; criticized by Kaneda for code quality
Code programmer at Stern; designer of D&D ruleset; known for focusing on scoring, stacking, and mechanical complexity
Coder/designer of Mandalorian for Stern; spontaneously joined Tommy's stream to watch gameplay and engage with community
Lead designer at Stern Pinball; primary guest/expert discussing TMNT design, mechanics, and philosophy; 30-year veteran of pinball design
Williams pinball designer (1990s era), worked on Whodunit and other 1990s Williams titles, originated Midnight Madness mode concept
Stern Pinball staff; present during Don's visit
Programmer of D&D; Kaneda mocks his tendency to put audiences to sleep discussing rulesets
Stern code programmer; known for RPG-focused code work on titles like Venom; referenced as likely collaborator on D&D
Stern Pinball programmer; coding Dungeons & Dragons; Kaneda notes his tendency toward complex multiplier-heavy designs
Rumored code programmer for Dungeons & Dragons pinball; Kaneda praises his RPG-style coding approach.
Stern factory tour guide; conducted manufacturing facility tour for Ryan Kuyper and others
Software 'dungeon master' (code designer/programmer) on Dungeons & Dragons pinball at Stern
Stern designer; told Rachel and Kale at Expo that Ghostbusters flipper gap was a mistake; contradicts Swinks' technical analysis
Stern software engineer; worked with Steve Ritchie on Munsters; mentioned as senior developer in Stern history; Ron met with him at Pinball Expo discussing action buttons
Pinball code designer; coded games hosts have had mixed experiences with; cautioned approach with TMNT despite strong design team
Stern tour guide who requested promotion of his Let's Make a Deal game show at Pinball Expo; described as enthusiastic and lovable
Rumored co-designer of Stern's Dungeons & Dragons game
Software designer/programmer for The Mandalorian at Stern Pinball
Likely code designer on Stern's Venom
Long-tenured senior engineer at Stern with over a decade in the pinball industry; mentioned as a technical resource and mentor.
Stern Pinball programmer/coder; lead programmer on Venom; grew up as Venom comic fan
Stern coder; criticized for weak marketing presentation skills in Venom code explanation video
Software engineer at Stern Pinball; designer of TMNT code and rules
Coder of TMNT game; also coded Ghostbusters, Star Wars, Terminator, Getaway, Doctor Who, Whodunit, and T3 pinball games; participates in chat during stream to provide rule clarifications
Stern Pinball coder known for experience-point progression systems; worked on Venom and Stranger Things code
Harry Potter enthusiast and trivia host; appearing in Don't Panic segment with George Fisher and others at Flipping the Script event
Stern Pinball coder; collaborated with Thompson on Game of Thrones, Godzilla; known for rules depth knowledge
Pinball industry figure mentioned as Amanda's associate
Stern Pinball employee, appeared at Interium pre-Expo event
Code designer for Venom, critical to the game's success according to Hardy's analysis
Designer/coder on Venom; collaborated with Packer on character and location representation; known for excitement and comic book knowledge
Designer/creative lead on Dungeons & Dragons at Stern Pinball, praised for innovative mechanics and passion for the game
Designer credited on Lord of the Rings (2003)
Host of 'Let's Make a Deal' charity event at Expo 2025 Saturday night
Pinball code designer at Stern; rumored for D&D code; worked on Game of Thrones, other Stern titles
Senior Game Developer at Stern Pinball; game show host; rules designer for Venom and Dungeons & Dragons; creator of narrative-driven pinball mechanics
Code/ruleset designer for Dungeons and Dragons, credited with building on Venom foundation and creating 'ambitious' new rules
Stern Pinball designer, working with Brian on next game, involved in software
Code/rules designer for Venom; developed the RPG progression system and XP mechanics; known for extensive post-launch code updates to games (Game of Thrones, Ghostbusters, TMNT)
Pinball designer and executive at Stern; co-designer of Star Wars pinball with Steve Richie; also worked on Game of Thrones
Pinball game designer; designed Ghostbusters Stern, Teenage Mutant Ninja Turtles, Star Wars, and Game of Thrones; noted for quality work by the group
Pinball personality, attended Flippin' Out Tailgate Party
Long-time Stern coder; appeared on 'Enter Your Initials' Twitch stream with Orville Albert; expressed interest in visiting Nova Scotia
Pinball software designer at Stern, known for intricate light show programming; did not work on James Bond lighting
Lead designer/programmer credited for Venom's save game progress, XP, and speedrun systems
Presumably a designer or rules programmer; host references 'Dwight Sullivan' in the notes regarding Ambush mode terminology
Pinball code designer who programmed The Champion Pub
Pinball designer and software programmer; most proud of Star Trek: The Next Generation; also blogs about pinball and designs board games
Former/longstanding Stern colleague; Borg expresses missing him
Chairman/executive at Stern Pinball; worked with Thiel on Pirates of the Caribbean; created instructional video for Thiel
Programmer/code designer for D&D pinball; interviewed by Loser Kids podcast about game design and current code state
Pinball designer who hired Cameron Silver and introduced him to game mechanics; programmed the song 'La Grange' for a pinball machine
Software designer/coder for D&D:Tyrant's Eye; praised for coding quality; participated in hour-long interview on Gonzo's channel
Code designer and programmer at Stern Pinball; discussing D&D pinball mechanics, updates, and design philosophy
Co-designer/developer at Barrels of Fun who watched others play D&D during reveal instead of playing himself
Pinball code contributor to Riverboat Gambler (mentioned alongside Jim Sullivan)
Pinball designer and programmer, co-credited on Sam Stern Playboy
Software programmer for The Simpsons Pinball Party
Code designer for Ghostbusters; referenced in knowledge base as having worked on game software
Implied as game programmer; mentioned in context of future bug fixes and v1.0 release
Code designer; mentioned as originator of Mystery bumper feature used in Ghostbusters
Stern Pinball code designer credited with Monsters, Teenage Mutant Ninja Turtles, and other titles; discussed as struggling to balance difficulty across games
Code/rules designer for TMNT Pinball
Code designer for Game of Thrones; host mentions making official feature requests to him
Lead programmer/coder on Star Wars: The Mandalorian; known for risk-taking game design and theme integration
Stern Pinball programmer/coder; worked on TMNT code; known for dynamic lighting and mood effects; prior work on Star Wars and The Munsters
Code designer on Star Wars Pinball and recent Stern games (Game of Thrones, Ghostbusters); hosts express confidence in his coding
Stern rules designer credited on Venom; known for tournament-style scoring philosophy; polarizing among competitive players
Possibly code designer on Venom pinball (George expresses uncertainty: 'sounds like it's maybe')
Rumored code developer for Star Wars pinball
Artist/designer at Stern working on rumored Venom game; known for serious themes like Game of Thrones and Star Wars
Pinball code designer for The Munsters; Zach expressed loyalty ('Team Zach'), but Greg notes he's trying to convince Dwight to join his team
Coder/designer associated with Star Wars Pinball; praised for quick code update implementation
Stern Pinball developer; worked on Dungeons & Dragons; participated in feedback discussions on shield mechanics
Developer/code maintainer at Stern Pinball, intended recipient of bug report from Chuck Wurt
Code designer/developer for Game of Thrones Pinball; potential to provide future polish passes on code; host hopes he will address known bugs and code wishes
Mentioned as possible code designer for James Bond; community speculation about who might be coding the game
Stern Pinball code designer; Kaneda criticizes his overly complex stacking code approach
Code designer for Munsters; intentionally simplified code from Star Wars toward 'classic pinball' approach per George Gomez suggestion
Code designer; described as 'one of the best coders in the world'; worked on Star Wars, Ghostbusters, and Game of Thrones pinball games
Stern Pinball executive/designer; reportedly approached hosts at Pinball Expo as fan, joining Zach's team
Code/rules programmer for The Munsters pinball machine
Code designer for TMNT; praised by hosts for depth and complexity; referred to as 'moment maker'
Co-coder of Ghostbusters (Position 8); known as 'moment maker' for theme integration and lighting/callout synchronization
Credited for skill shot award during gameplay sequence; appears to be Stern pinball designer/developer
Stern Pinball designer; designed Barnyard alongside Jim Sullivan
Stern Pinball facility tour guide who provided historical and technical explanations of manufacturing equipment and processes
Specialist in clear insert design; likely involved with Monsters Premium/LE lower playfield (unconfirmed)
Stern Pinball rules/code programmer; designing Monsters code; frequently criticized by community for brightness and code simplicity
Person Jack plans to share high-score clip with; likely involved with Star Wars Pinball development or analysis
Programmer for Avatar pinball; will host technical Q&A stream Thursday with direct audio/video capture
Stern Pinball designer/programmer referenced regarding flipper codes; Jack notes he changes flipper code implementation across different Stern games
Pinball designer/programmer, rules architect for The Mandalorian; explained detailed rule systems, Beskar economy, Foundry, mini-modes (Hunter, Bounty, Ambush), and Encounters
Programmer of Star Wars: The Mandalorian pinball machine; present in stream chat answering questions
Programmer/code designer for Star Wars: The Mandalorian pinball at Stern; interacts with Jack during stream
Lead programmer/coder for Ghostbusters pinball at Stern
Stern Pinball code designer; responsible for Game of Thrones code overhaul/updates; frequently referenced during stream commentary
Stern Pinball designer; mentioned in stream context related to game development
Stern Pinball code designer/programmer; designer of Game of Thrones (Premium) and The Munsters (Premium); presenter of this update; also host of Mystery Pinball Theater
Programmer of The Munsters pinball machine; son of Jim Sullivan; leads rules explanation; emphasis on intentional design philosophy
Programmer for Stern Ghostbusters, added code and hidden Easter eggs to the game
Star Wars pinball programmer/coder; discusses code updates and gameplay features; appears in stream
Pinball programmer; creates Easter eggs and 'death lift code' in games he programs
Stern Pinball code designer and programmer; provided comprehensive rules explanation and gameplay guidance during the live stream
Stern Pinball code designer; mentioned as providing flipper code for Ghostbusters and Game of Thrones
Mentioned jokingly in context of The Mandalorian Pinball; appears to be designer/developer on game
Lead designer/programmer of Ghostbusters pinball at Stern; responsible for code design and implementation direction; speaking as primary authority on update details
Stern Pinball game designer; present in chat to answer technical questions about TMNT code and mechanics; authorized to discuss version/feature details
Referenced regarding backhand shot mechanics on TMNT Pinball
Stern staff member; recognized Rebecca at Stern events
Programmer/developer at Stern Pinball; primary technical explainer during reveal, directed gameplay demonstrations
Stern Pinball code designer and programmer who implemented recent rule changes and code updates for Ghostbusters LE
Stern Pinball programmer/designer credited with programming The Munsters
Pinball designer; attended Flippin' Out stream party
Designer known for RPG-style code mechanics; worked on Dungeons & Dragons; speculated for Fallout design
Code designer for Mandalorian; implemented co-op mode for second time; provided code explanations during stream
Stern Pinball code designer; worked on Ninja Turtles; host acknowledges his effort despite machine QA failures
Code designer for Dungeons & Dragons at Stern; Hardy speculates he had extra development time and hopes for mature 1.0 release code, worries about complexity.
Stern Pinball programmer; programmed D&D ruleset which Hardy notes is Sullivan's deepest rule set ever; co-wrote game story
Code/programmer for Teenage Mutant Ninja Turtles pinball; noted for complete code launch at release
Coder/designer on TMNT; previously worked on Ghostbusters code which remained unfinished for extended period
Programmer at Williams Electronics; encouraged Grupp to transition from electrical engineering to software; wrote Breakout game for WPC system
Current pinball designer who told Borg that he has designed more games than anyone except Wayne Nines
Deceased friend of Eric Stone who was a Star Wars pinball player and would say 'they screwed me' when experiencing glitches in the original Star Wars code. Passed away from cancer a couple years prior to this recording.
Pinball programmer; collaborated with Steve Ritchie on approximately 50,000 games; states Pat Lawlor is his favorite designer
Stern Pinball coder who did Q&A about Venom character system and gameplay mechanics
Code programmer for Mandalorian; replaced earlier rumors of Lonnie; speaker expressed cautious optimism about his work despite community skepticism from Star Wars and Munsters
Stern Pinball coder; praised for Mandalorian light show and code design; designer mentioned favorably for potential video appearance
Code designer for Mandalorian; previous work on Game of Thrones, Star Wars, Monsters, Ninja Turtles with emphasis on complex rulesets and start-button game modes
Stern Pinball code designer; created intense light show for Mandalorian wizard mode that host found nearly blinding
Stern Pinball designer who confirmed Godzilla as upcoming game on Pinside forum
Stern designer involved in Jurassic Park, Mandalorian, and Family Feud sessions at Expo
Coder for Venom; participated in Q&A during Pinball Network community live stream, confirming character progression and Null playability
Co-creator of D&D original story; writer/designer at Stern Pinball
Stern Pinball employee, code designer for Terminator 2, conducted factory tour
Stern Pinball staff member met during the media event
Stern Pinball designer; encountered at factory event playing Dungeons & Dragons, teaching others; discussed Crazy Bob's history
Stern code designer; worked on Ghostbusters; mentioned in interview about flop flipper design
Software/code designer for Star Wars The Mandalorian at Stern Pinball; co-host of vault celebration stream.
Stern Pinball rules designer who adjusted Ghostbusters rules a few years ago, improving gameplay and fixing layout issues
Lead rules programmer for Venom, also led Mandalorian rules; known for RPG-style ruleset design
Stern Pinball game designer/programmer; worked on TMNT achievements (77 total); joined livestream to discuss Insider Connected mechanics and XP system.
Stern Pinball representative in chat; confirms kit availability details, production schedules, Expo activation plans
Ownership chain: owned original Steve Ritchie High Speed machine before selling it to Lyman Sheets
Game designer/programmer at Stern Pinball; made joke about Keith's retirement plans
Stern Pinball coder known for complex mathematical code implementations
Pinball programmer who worked alongside Keith at Williams and Stern; referenced as comparison point for engineering philosophy
Venom coder at Stern Pinball; appeared in official Stern promotional video explaining how to play the game alongside Brian Eddy.
Stern Pinball game designer; lead on rules development for TMNT; appeared on Jack Danger's stream explaining game rules
Programmer at Stern, spoke with Dennis at TPF event
Stern programmer who worked with Ritchie on Star Trek pinball (circa 2012)
Designer associated with Munsters pinball; mentioned in context of rules/mode design philosophy
Stern pinball designer who visited Lightstorm Studios with Ritchie to work on Terminator pinball.
Head programmer for Munsters at Stern Pinball; previously worked on Star Wars
Code designer at Stern known for Game of Thrones rules
Stern code designer; credited with coding The Mandalorian; praised for integrating show's spirit into ruleset
Code designer for The Mandalorian pinball; also worked on Star Wars pinball; known for complicated rule sets
Stern Pinball code designer who won inaugural Harry Williams Legacy Award at 2022 PIAs with 14% of votes
Stern code designer who helped on Star Trek; contributes to multiple Stern titles
Pinball code designer and programmer; co-designer of D&D rules and programming with Elizabeth Gieske
Stern code designer; likely responsible for game changers and dynamic Sunday ruleset changes
Stern Pinball code designer; primary coder for Dungeons & Dragons pinball; praised for complex, sophisticated rule set design; Orbital Albert predicts this will be his career-best code work
Stern Pinball code designer; co-designer of Dungeons & Dragons: The Tyrant's Eye
Pinball code designer at Stern, programmed new Mandalorian topper DLC modes
Stern Pinball designer/programmer; veteran of industry since 1984; worked on Dungeons & Dragons and other Stern titles; legacy designer from Williams/Bally era
Pinball designer credited for Star Wars: Fall of the Empire work alongside Steve Ritchie
Pinball designer at Stern. Co-designer of Munsters with John Borg. Also designed Teenage Mutant Ninja Turtles.
Programmer at Stern; unlikely to be recruited away in hypothetical resurrection scenario
Game software designer at Stern, developer of ToPS system
Stern executive; one of few familiar faces for Youssi when transitioning from Williams
Pinball designer; collaborated with Ted Estes on Roadshow and Twilight Zone at Williams
Lead programmer on The Munsters, referenced as Easter egg on playfield artwork
Software designer at Stern; laid off October 2008
Stern Pinball representative discussing 'Inside Stern' in panel
Stern Pinball Lead Programmer who led factory tour groups and explained manufacturing processes including wiring looms
Stern Pinball software engineer and designer; worked at Williams 1989-1999, rejoined Stern 2014-present; designed Game of Thrones and Star Wars
Software designer; presented Ghostbusters creation Q&A at MGC 2016
Playboy pinball programmer; previously programmed Terminator 2 and Star Trek: The Next Generation
Stern Pinball staff; conducted factory tour for Jason Fowler and Ryan Kuiper; praised for accessibility to visitors
Stern Pinball designer/programmer; first collaboration with Brian Eddy on The Mandalorian; brought XP/Beskar system mechanics
Stern Pinball representative in chat; confirmed kit rollout details, universal inclusion policy, Expo game availability, and original October timeline
Lead code programmer at Stern Pinball; designer/programmer on Mandalorian, Turtles, Beatles, and other games; manages team of remote coders; appears regularly on streaming content
Stern Pinball code designer and programmer; designed The Mandalorian pinball machine; appearing live on stream to discuss game mechanics and answer player questions
Lead programmer on Mandalorian Pinball, known for integrating theme into game code (Game of Thrones, TMNT)
Stern Pinball game designer credited with creating the Half Shell Challenge mode for TMNT pinball
Stern Pinball employee and Playboy machine co-designer; formerly at WMS, designer of WhoDunnit
Stern Pinball code programmer/designer; recently completed Ghostbusters and Game of Thrones updates; defended by Ken for code quality and team effort
Programmer on Venom; Stern Pinball code designer
Lead coder on Venom pinball at Stern Pinball; appeared in stream comments to share development details
Code designer/programmer on D&D Pinball; discussed game design philosophy and mode balancing in Stern stream
Stern Pinball game designer; traveling to Australia for conference appearance
Stern programmer rumored to provide coding for Venom pinball
Pinball code designer at Stern; co-designer of The Mandalorian; signature design pattern is 'ramp, ramp' mode entry; known for complex games with stacking potential.
Programmer assigned to Haunted House/Playboy Pinball 2000 project
Pinball code designer and programmer at Stern; code for first 2023 cornerstone
Stern Pinball designer/programmer; co-worked with Mike Vinacore on Venom and other projects
Game designer/programmer at Stern Pinball; expected to be on code for next title according to Zach Meny
Stern Pinball code designer and programmer; served as tour guide for factory visit. Praised for passion and ability to engage large groups in loud factory environment.
Stern Pinball lighting designer; guest personality on episode
Stern designer; described by Gomez as having moved beyond 90s design mindset; award-winning board game creator whose experience influences pinball design.
Stern Pinball executive; confirmed Toho Godzilla production via Pinside post under username 'Zachary'
Stern pinball programmer/designer; co-designer of Mandalorian; specializes in video integration and code; previous Star Wars pinball experience
Stern Pinball code programmer; credited with deep ruleset programming on D&D
Code/concept contributor to WHO dunnit; advocated for increased storytelling elements in pinball
Software engineer who assisted Mark Panacho on Bond 60th Anniversary rules/code development.
Coder and programmer at Stern Pinball; conducted factory tour; explained manufacturing processes
Stern designer; implemented saving/progression feature in Venom; represents collaborative design approach
Stern Pinball code designer/programmer; presented D&D rules and guided media day playtesters through game modes alongside Elizabeth
Pinball designer at Stern; co-designer of Dungeons & Dragons pinball machine
Programmer/code designer for Dungeons & Dragons at Stern Pinball
Pinball rules programmer; referenced for Ghostbusters VPX code redesign
Stern Pinball programmer/code designer; credited with speedrun feature implementation and complex ball-logic mechanics
Designer of TMNT; known for signature layout elements like under-flipper shots and specific ramp configurations
Stern rules programmer; designed rules for Mandalorian, Game of Thrones, Star Wars, Ninja Turtles, Ghostbusters; subject of skepticism regarding rules quality and player enjoyment
Stern factory tour guide; led group of ~24 through facility
Rules/code designer on Venom; known for high-scoring rules and inconsistent quality
Stern code programmer; co-designer of D&D with Brian Eddy
Rumored code designer for Dungeons & Dragons Pinball; also coded Venom
Code programmer rumored to be working on Dungeons & Dragons pinball
Stern Pinball programmer; participated in live reveal presentation with Don; coined 'pin save' term for save-game feature
Code programmer at Stern; created story framework and master design vision for D&D; led overall narrative structure
Rules and code designer at Stern Pinball; working on Dungeons & Dragons; discussed with Don about feature design costs and community preferences
Stern code designer; D&D programmer; positively referenced by Don for code quality
Stern Pinball lead developer; background visible in Zoom call with TMNT logo, rumored to be coding TMNT pinball machine.
Stern Pinball game designer/programmer; jokingly referenced as factory tour guide in episode
Pinball designer referenced for 'moment maker' style games (Shadow, Mousing Around); Drew expresses appreciation for this design philosophy
Stern Pinball designer; promoting Chicago Expo seminar 'Feud Without the Family' with interactive submission element
Stern code programmer; speculated to be working on next Cornerstone release with John Borg
Appeared on Flippin' Out Pinball stream; critiqued Beetlejuice art package for missing Geena Davis representation
Stern's 'coder extraordinaire'; posting weekly Mandalorian code updates
Stern pinball designer credited with writing Venom's 32-page rule set PDF; also designed Munsters with intentionally simple rule set
Stern Pinball game designer; co-designer of D&D; conducted media day presentation and guided playtesters through game modes
Stern pinball designer; sent complaint emails about Ron Hallett's treatment, leading to Ron's suspension before episode 242
Won Harry Williams Legacy Award recognizing excellence over long career; Bruce jokes about his Star Wars design despite longstanding reputation
Pinball player encountered at Northwest Pinball Show; played Black Knight 2000 and X-Men with Chris Davis; competitive pinball community member
Stern Pinball programmer and designer; worked on Game of Thrones and Ghostbusters; initially skeptical of Thompson doing full sound package alone, but became mentor and collaborator.
Code designer/programmer at Stern Pinball; lead designer on Star Wars pinball; collaborating with Elwin on score balancing and tournament mode design
Pinball player known to Sharpe; played Riverboat with him recently
Software developer for Indiana Jones; coined term 'close to the start button' (events happen soon for novice players).
Programmer of Dungeons & Dragons: The Tyrant's Eye
Mentioned as code designer on previous Star Wars game iteration (2017); created lightsaber and boba fett moments
Pinball code designer at Stern; known for complex, deep ruleset orchestration on games like Dungeons & Dragons; contrasted with Ray Day's accessibility approach
Stern Pinball code designer; praised for D&D leveling system and code quality improvement over Venom
Code designer of previous Star Wars pinball; Kaneda criticizes narrative/code prioritization on that game, predicts Ray Day will execute Star Wars 2025 better
Pinball code designer/programmer at Stern; co-designer of D&D Tyrant's Eye; present during gameplay demonstration
Co-designer/programmer on The Munsters; requested mini-playfield/lower playfield feature (Grandpa's Laboratory); assisted with black and white art direction discussion
Programmer credited with designing Foundry RPG system mechanic; enables strategic currency and equipment gameplay
Stern code designer; worked on Terminator 2 which inspired Gomez
Stern Pinball game designer/programmer who collaborated with Gomez on Playboy as one of his first contractor projects
Stern Pinball code designer; defended Monster Madness level 1 as not being a wizard mode in Pinball Profile interview; pushes back against community semantics
Stern Pinball code designer; had breakfast with Neil at TPF; discussed D&D code base scope
Passion for Dungeons & Dragons code development; working with Elizabeth (unnamed designer)
Williams software engineer who encouraged Bill to transition from electrical to software engineering; wrote Breakout game on WPC system
Stern rules designer; D&D: The Tyrant's Eye rules lead; history of hit-or-miss code (Venom innovation vs Mandalorian game-breaking bugs); prone to radical mid-production changes
Stern pinball code designer/programmer; released Munsters V1.10 code update after 21-month gap
Stern Pinball employee; met by Zach at Louisville Arcade and Pinball Show; beat by Zach in Teenage Mutant Ninja Turtles gameplay
Stern code designer; speculated by Zach as potential lead coder for Venom (Mandalorian tandem collaboration
Designer and programmer of Mandalorian topper; deeply invested in topper project; integrated holographic display, RGB lighting, and code features; met with Zach at Expo
Creator of Mandalorian Topper Masterpiece ($2,000); accessory receiving code support and community acclaim
Lead software engineer on Venom (first collaboration with Raymond Davidson); prior work on TMNT, Ghostbusters, Mandalorian
Stern Pinball programmer; co-lead software engineer on Venom with Raymond Davidson; first collaboration between the two; previously worked on TMNT, Ghostbusters, Mandalorian
Stern code designer/programmer; lead designer on Venom's rule set featuring non-mode-based progression system; appeared on Flippin' Out Pinball walkthrough video
Stern Pinball programmer; voice call-outs featured in Venom 0.97 code arguing with game hosts
Game designer/programmer at Stern; one of few Stern personnel host Zach has ongoing communication with
Senior coder at Stern; reportedly cited Back to the Future as a main dream theme; described as having been at Stern 'forever'
Stern Pinball game designer/programmer; approached Zach at Expo; credited with insights on Uncanny X-Men rule reveal timing
Stern Pinball code designer; rumored possible designer of Dungeons & Dragons cornerstone game.
Lead programmer at Stern Pinball; co-creator of D&D storyline (Tyrant's Eye concept); previously programmed Star Wars, Monsters, TMNT, The Mandalorian, Venom, Indiana Jones; presented D&D launch video with structured gameplay explanation
Lead programmer at Stern Pinball; guest on Flippin' Out Pinball YouTube stream discussing D&D gameplay
Stern Pinball designer known for deep rule sets; also designed board game that Fowler owns and plans to have signed
Stern Pinball lead developer; confirmed in chat that upper management discussing release delay options
Stern Pinball code developer; designing Venom code; identified as creative force in game development.
Coder for Venom and The Mandalorian; confirmed via YouTube chat exceptional topper development
Coder on TMNT with John Borg; Stern Pinball programmer.
Stern Pinball code designer/programmer; posted Star Wars Pinball V1.20 update
Programmer providing three code updates for Munsters (v1.21)
Stern programmer; active on Tilt forums addressing Mandalorian code issues related to center ramp strategy
Stern Pinball coder; promoting Mandalorian code; appeared on Freeplay Pinball Podcast discussing Harry Potter pinball possibilities; self-described Harry Potter nerd preferring book-based design
Stern Pinball code designer for Mandalorian; hosts enthusiastic reveal stream; discussion of game rule presentation style
Code designer for The Mandalorian; also coded TMNT. Zach describes him as 'my boy' and expresses strong approval
Stern code designer; programmed Mandalorian rules featuring video game-inspired currency and item shop mechanics; known for complex rule integration
Stern coder; Zach expresses desire to see paired with Brian Eddy; not extensively discussed in recent Stern projects
Coder of TMNT; appearing as special guest on Flippin' Out Pinball stream July 13th
Stern programmer; Craig suspects he may have identified Bobby as source; noted as 'no-nonsense'
Stern Pinball code designer; known for dual-color GI effects alongside John Borg
Game designer/programmer at Stern; worked with Zombie Yeti on TMNT LE cabinet art redesign; involved in Pirates development.
Pinball programmer at Stern; coded Teenage Mutant Ninja Turtles
Stern Pinball designer on 2023 cornerstone game with Brian Eddy; known for creating 'fun experiences' and Dwight shows.
Pinball coder known for strong moments/light shows; popular with casual players but sometimes criticized for competitive balance
Stern Pinball game designer/programmer; designed Star Wars; listens to podcast per hosts
Code designer at Stern Pinball; designing Mandalorian with RPG-style progression and story-driven modes; known for incorporating narrative moments and wizard mode accessibility; previous work includes Ninja Turtles, Avengers, Led Zeppelin, Game of Thrones, Ghostbusters
Stern Pinball game designer/programmer; coded Mandalorian. Engagement with competitive community via Twitch chat. Known for 'Dwight shows' (light show sequences).
Stern Pinball code designer/programmer for Venom; described as having polarizing coding approach emphasizing story/moments over traditional tournament mechanics
Stern Pinball code designer; creator of XP progression system in Venom; known for cooperative play mechanics and character progression features across Game of Thrones, Teenage Mutant Ninja Turtles, The Mandalorian
Stern Pinball coder; recently moved to work on Mandalorian; previously coded John Borg's games; affects designer/coder pairing dynamics
Stern Pinball designer/programmer; appeared in stream chat to answer questions about Insider Connected achievement design, XP distribution, and game features; confirmed achievement point values and tier-exclusive content plans
Stern Pinball code designer/programmer on D&D; stated at media event there will 'never be DLC in pinball'; demonstrated personal passion for board games and D&D knowledge during design discussion
Software lead programmer on Stern's Venom pinball; known in community for heavy flasher usage
Stern Pinball designer/programmer; mentioned in context of Star Wars ball save additions
Stern code designer; identified as having 'buggiest code'; TMNT at 1.57 code revisions
Lead software developer on Brian Eddy's 2024 Cornerstone.
Stern programmer criticized for rule design issues on Turtles, Mandalorian; hosts suggest his work quality has declined
Programmer at Stern Pinball; designer of Mandalorian; heavily criticized by Bruce for flasher usage and swing target mechanics
White coat designer (mechanical/game design) on Mandalorian; known for co-op features; introduced 'impossible play' mode; previous work on Star Trek Next Generation
Stern programmer; working on Dungeons & Dragons 50th Anniversary title; hosts joke about 'buggy' and 'blinding' design
Stern pinball software/code designer; led software development on Venom
Programmer/coder of Dungeons & Dragons, featured in Stern Insider podcast discussing D&D development
Co-designer with Brian Eddy on 2023 Stern cornerstone game
Lead coder for TMNT pinball at Stern.
Senior software engineer/coder at Stern Pinball; interviewed about game code for TMNT; one of most experienced coders alongside Lonnie
Stern Pinball code developer; led Ghostbusters 1.16 update; responsible for software across multiple Stern titles
Lead programmer at Stern; Game of Thrones designer; programmer for D&D; associated with complex code implementation
Stern Pinball code designer; co-hosted video explaining Venom game features; hosting 'Let's Make a Deal' event at Pinball Expo
Stern Pinball team member; credited on Teenage Mutant Ninja Turtles pinball alongside John Borg and Mark Silk
Pinball community member who has hosted trivia contests at Pinball Expo for four years; ran feud-style trivia competition with Corey
Pinball code designer; philosophy emphasizes casual player experience, presentation, light shows, and sound integration over pure competitive depth; examples: Game of Thrones, Ghostbusters, Munsters
Lead code designer at Stern Pinball; primary interview subject; designed code for Monsters, Munsters, Star Wars, Game of Thrones; hobbyist magician and stand-up comedy enthusiast
Code designer at Stern Pinball; worked with Tremonti on Venom music implementation
Stern pinball code designer; McKay was tempted to show him Turtles cards but instead communicated with another lead programmer at Stern
Pinball programmer and designer; known for complex games with video game mechanics, progression systems, power-ups, and house/skill selection; cited as design influence by Ian Harrower
Stern Pinball representative; promoting 'Let's Make a Deal' seminar at 2024 Expo.
Pinball enthusiast present during interview, admiring the Lego pinball machine and providing game design commentary
Pinball programmer at Stern who collaborates with Ritchie on game design.
Lead game designer at Stern Pinball; designer of Ghostbusters, Monsters 2, Game of Thrones, and Star Wars pinball machines; known for Family Feud game show format at expos.
Pinball code designer credited with Getaway's blinking lights and code
Williams pinball programmer; moved to Stern alongside Keith; co-worker on multiple games; shared insider critique of Stern's engineering culture
Former Williams engineer; worked on Stern games post-Williams closure; described technology drop from Williams to Stern as going 'from the holodeck on the Enterprise-D to back to the old original series'
Programmer who worked with Larry DeMar; met Keith Johnson at Expo 1997
Software developer on Terminator 3; part of T2 team reunited for T3
Legendary pinball code programmer at Williams Electronics; pioneering designer known for complexity and 'moments' in game design; subject of this episode
Senior coder/programmer at Stern; programmed D&D pinball; also coded Terminator 2 (1991). Recognized as legendary in industry with extensive career.
Stern Pinball game programmer; co-hosted D&D gameplay session and technical walkthrough with Don and Colin
Stern designer credited with concept and software for Sharky's Shootout; part of 'Sega-era Stern Dream Team' with Borg and Yowsey
Co-designer of Terminator 2; engaged in extended collaborative conflict with Steve Ritchie on game design.
Legendary pinball programmer credited with introducing modern video modes to pinball; worked on ~18 games with ~11 featuring video modes (60%), representing over 1/4 of all video modes in the industry
Team member on Star Trek: The Next Generation pinball alongside Greg Freres and Steve Ritchie
Stern code designer; Monsters coder; received criticism for shipping without ball save; criticized for complex rule sets
Software engineer on Star Trek: TNG; praised for rules design offering three viable strategies (warps, multiball, modes); coded video mode with known exploitability
Stern programmer/co-designer mentioned in D&D context (co-designer of D&D per knowledge base).
Ghostbusters designer; faced critical confrontation from attendee at Texas Pinball Festival
Software engineer/programmer who worked on The Sopranos in helper mode; currently lead developer in Gomez's studio at Stern; has worked on multiple major titles
Stern Pinball code designer. Mentioned as primary designer at Stern currently implementing co-op mode on multiple games post-TNA.
Programmer credited on High Roller Casino alongside Keith Johnson and Lonnie Ropp
Stern programmer; one of four employees represented as bobblehead on Wheel of Fortune playfield
Assistant programmer on World Poker Tour
Stern pinball designer; coded Ghostbusters, Star Wars, and Game of Thrones; games discussed as commercially successful on location despite critical divisiveness.
Pinball programmer at Williams; colleague and friend of Greg; known from pinball community.
Stern programmer cited as collaborator with Steve Ritchie on Ghostbusters and other titles; described as 'oil and water' collaborator who brought out best work
Programmer on Terminator 2; designed first video mode in pinball; early career Stern programmer
Programmer who worked with Elizabeth Geiske on Dungeons & Dragons; described as 'absolute legend'
Stern co-designer with Brian Eddy on Mandalorian, keeps licensing details confidential
Senior software engineer and game developer at Stern Pinball; primary interview subject discussing game development philosophy and process
Stern tour guide; enthusiastically led content creators through manufacturing process; had comedic moment knocking over foam packing insert stacks.
Code designer/programmer at Stern Pinball; praised for TMNT code implementation and lighting effects integration
Stern Pinball designer/programmer; described Munsters as passion project; demonstrated game code in Chicago showroom
Stern Pinball designer who mentioned Mark Silk favorably on Special When Lit podcast, leading to TMNT voice work collaboration
Lead software engineer and game designer at Stern Pinball; designed/co-designed Terminator 2, Star Trek: The Next Generation, Game of Thrones, and Teenage Mutant Ninja Turtles pinball machines
Senior Stern designer/coder on D&D; praised for bringing video game expertise; contributed to D&D's philosophy of mixing pinball with adventure-based gameplay
Stern code designer; passionate about Dungeons & Dragons project; likely on Star Wars code per seniority; D&D shows game-breaking bugs at high play levels indicating complex coding challenges
Stern lead designer; known for 'juice timer' playfield multiplier implementation in Munsters, Star Wars, Ghostbusters
Pinball designer/programmer; designed WHO dunnit (#11 ranked 1995 game); creates noir-style mystery atmosphere
Software/code designer for WHO dunnit; also coded Terminator 3: Rise of the Machines, Game of Thrones, and Teenage Mutant Ninja Turtles; known for 'pict-o-pops' mechanic signature
Stern Pinball developer; George mentioned having to 'rein him in' on Dungeons & Dragons code complexity
Stern Pinball software engineer and designer; participated in autograph session
Stern Pinball team member involved in Family Guy software/design
Code designer/programmer for Mandalorian pinball; known through friend Norma's gameplay experience
Code designer; created D&D code; described as 'genius'; passionate developer; previous Star Wars code work referenced
Code designer for The Munsters
Code designer; known for 'elaborate flow charts'; host suggests him as potential Pokemon code designer
Pinball code designer; mentioned as potential member of hypothetical dream team for Addams Family sequel game
Code programmer for previous Star Wars pinball (1992 Ritchie design); known for creating 'amazing moments' in games; friends with Greg Bone who explained multiplier mechanics
Designer of Champion Pub; created unique mechanical features
Game coder criticized for creating interesting modes (Boba Fett in Star Wars, Mandalorian Ambush) that lack scoring incentive, causing players to time them out
Pinball personality; hosting 'Let's Make a Deal' event Saturday night at Expo 2025 with Corey, Tanio, Jerry Thompson, Mark, David, and Kyle Spateri
Software developer for The Mandalorian
Lead designer/architect of Venom; explains playfield layout, mechanics, host system, and overall game philosophy.
Person Ryan streamed Oktoberfest with at TPF (Texas Pinball Festival)
Software developer for Mandalorian pinball machine
Software 'Dungeon Master' / Designer, explained connected PIN-safe integration and procedural generation
Designer of Munsters; stated goal of implementing simpler ruleset; had appearance on Head2Head Pinball podcast
Software developer for The Mandalorian
Software developer for The Mandalorian pinball machine
Implied member of D&D development team; sympathy expressed for pricing constraints
Stern developer; committed to D&D game despite lower sales of X-Men and John Wick.
Stern Pinball staff member known for giving excellent factory tours. Mentored Kyle on tour procedures at first Expo. Later recommended Kyle for tour duties.
Rules designer for Monsters; described as 'a great guy' by panelists.
Code developer/designer who receives audit files and feedback from players for game improvements
Senior game developer at Stern Pinball; coder of Game of Thrones, Ghostbusters, Star Wars, and Munsters; noted as greatest pinball coder of 2019
Co-designer of Dungeons & Dragons with Brian Eddie
Lead designer credited with creative direction on D&D; previously worked on Venom; established pinball designer
Programmer and lead designer of Dungeons & Dragons
Lead software engineer on Game of Thrones project at Stern Pinball; responsible for code/rules development
Programmer at Stern; works with Brian Eddy on game design/rules; described as 'best programmer in pinball'; co-designed 3 games with Eddy including Dungeons & Dragons
Lead software designer/dungeon master for D&D; presents core gameplay mechanics, character system, procedural generation, PIN Save integration, dungeon crawl, and story integration
Designer/spokesperson providing gameplay overview and design commentary for D&D: The Tyrant's Eye
Pinball design veteran; worked ~20 years in pinball, moved to Williams/Psygnosis for slot machines, rejected as designer there, recruited back to Stern by George Gomez; known for playfield layout and toy design
Co-presenter at Stern headquarters during gameplay premiere
Code designer; creates high-energy, exciting games; prioritizes player engagement over tournament balance; has multiple machines in Melbourne location where host operates
Designer associated with Munsters, designed multiball accessibility philosophy, made ball save default OFF decision
The Munsters developer; co-signer of VIP art print; praised by Franchi for code intentions supporting both casual and hardcore players
Software developer for The Mandalorian pinball machine