claude-haiku-4-5-20251001 · $0.026
Homebrew builder Brad showcases Top Gun Pinball at TPF 2026, detailing VPX-to-physical development and Fast Pinball hardware.
Brad started with VPX virtual pinball to prototype Top Gun before building the physical machine
high confidence · Brad directly explains his development methodology: 'I started with VPX in the virtual platform. Um, I had an idea, concept, drew it out on paperwork, and then I transferred that over to the the program'
Brad used Claude AI to learn coding and implement game features without prior coding experience
high confidence · Brad states: 'I'm using Claude AI to help teach me how to do it. So I I put prompts in there saying, "I want to do X, Y, and Z. Tell me at a first grade level how do I do this?"'
The playfield came from Trident Pinball and was a basic blank that Brad populated with his own layout
high confidence · Brad explains: 'I contacted Ernie from Trident Pinball and uh got a play field that um he sent me just basically the shooter lane'
Brad consulted with Aaron from Fast Pinball via phone to source hardware and guidance for the build
high confidence · Brad details: 'I contacted Aaron from Fast Pinp. Spent about an hour and a half on the phone with him telling him everything I had envisioned... He uh put a package together for me'
Top Gun Pinball features an 'inverted' multiball mode that reverses flippers, inspired by the iconic inverted flight scene in the 1986 film
high confidence · Brad describes the mechanic: 'Reverse the flippers, right? So, it's a multiball, two ball multiball because it's two airplanes that are in the movie. Two ball multiball, reverse flippers'
Brad and his wife are planning a Fast and Furious Pinball homebrew as their next project, focusing on the original 1996 film
high confidence · Brad states: 'my wife and I are on the same page. We both would like to do Fast and Furious... I'm probably looking my right now my mindset is more the original movie'
Marco Pinball witnessed the game in play from Thursday through Saturday at Texas Pinball Festival 2026 and observed positive community reception
high confidence · Marco states: 'I played it for the first time on Thursday night' and Brad confirms: 'It's been on the floor from Thursday to now... what I've seen is excitement'
“I don't like clunkiness. I like flow.”
Brad@ 1:54 — Core design philosophy that Brad repeatedly emphasizes as driving his playfield layout and shot design decisions
“My goal for this game was for people to feel like they're part of the movie, experience the movie, have fun, talk about it, and then walk away and think that's not a garage game.”
Brad@ 12:57 — Articulates Brad's primary design intent and threshold for success; reveals the game exceeded his own expectations
“I didn't know how to do anything. I work in finance marketing... but I wanted to teach myself some some new skills, so this was the opportunity to do it.”
Brad@ 5:33 — Demonstrates homebrew accessibility—non-technical background did not prevent sophisticated machine development
“If you do, shoots the ball up the playfield to eject you successfully. If you don't pay attention, you don't flip the flippers, you die. And it plays the unfortunately plays the goose scene where where he dies in the movie.”
Brad@ 4:26 — Example of theme integration into game mechanics; shows how narrative moments tie to gameplay consequences
“It's Top Gun. It's got to be fast. It's got to be in your face. It's got to keep you on their toes.”
Brad@ 11:37 — Explains design decision to keep ball unpredictable and pacing aggressive, tied to thematic authenticity
design_philosophy: Brad emphasizes 'flow' as central design principle; explicitly dislikes 'clunkiness' and unreliable shot routing; designed ramps with varied ball return paths to keep players on edge
high · Brad states: 'I don't like clunkiness. I like flow' and 'I spent a lot of time making it to where everything feels like it's cohesive and it flows'
design_innovation: Game mechanics directly tied to narrative moments from source films (Goose death penalty, inverted flippers for iconic dogfight scene, eject mechanic tied to movie ejection sequences)
high · Brad describes eject mechanic and Goose death scene activation, and inverted multiball inspired by 1986 film's inverted dogfight shot
technology_signal: Confirmed workflow: VPX virtual prototyping → playfield blank sourcing → physical layout testing (throwing ball without code) → hardware consultation → electronics installation → coding implementation
high · Brad describes progression: 'I started with VPX... about 6 months of that, I got the idea that I can build this for real... I just started measuring out... started populating it... I was just literally throwing the ball around'
community_signal: Non-technical background (finance/marketing) successfully bridged to homebrew via resource stacking: community code sharing, AI tutoring, expert consultation, and iterative learning
high · Brad: 'I didn't know how to do anything... couple guys shared their code with me... I'm using Claude AI to help teach me'
community_signal: Strong positive reception to Top Gun Pinball within first 36 hours on show floor; family-oriented play experience noted; Brad expressed surprise at quality of feedback
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high · Brad: 'what I've seen is excitement, which It warms the heart... Everyone has just been so excited and had such great things to say about it'
gameplay_signal: Game features multiple mode types (training missions with perks, pilot missions with 10+ variations, multiball with dynamic MIG attack system with 10 random punishments), spelling-based mode advancement, switch-based jackpot qualifying, and conditional ball-saving mechanics
high · Brad details training missions with 'four missions' (inverted, missiles, wingman, afterburner) with perks, 'top five from 1986 movie, bottom five from Top Gun: Maverick', multiball with '10 different punishments'
design_philosophy: Brad's primary motivation is family bonding over shared movie interests and honoring military service (dedicated to grandfather and servicemen/women); sees game as facilitating intergenerational connection
high · Brad: 'Something we can bond with... build something in dedication my grandfather and all of his servicemen and women... bonding moment for people... dedicated to familyliness'
rumor_hype: Brad publicly expressing intent to build Fast and Furious Pinball (focusing on 1996 original film) as next major project; wife collaborative partner; timeline and feasibility contingent on financing and time management
medium · Brad: 'my wife and I are on the same page. We both would like to do Fast and Furious... figure out how I can from a time perspective how to make something else... it's not cheap unfortunately'
product_concern: Brad intentionally applied art directly to whitewood playfield to test printing and clear coat durability before final production playfield; final version will iterate based on learnings
high · Brad: 'everyone I talked to, they why do you have art on a whitewood? Said, well, I got to test the printing process and the clear coat as well to see how it looks in production'
gameplay_signal: Marco observes game is challenging but playable; ball control unpredictable by design (varied ramp shot routing); early player feedback indicates enjoyment and desire to replay; some modes still being learned by players
high · Marco: 'I feel like I've gotten to like two modes... I would say that I have watched the ball time on this and it's one of those things where I feel like you can get a hold of it, but then I feel like it's also been really really tough'