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Ernie Silverberg's handmade Monsters Inc. homebrew pinball game showcased at Pin DevCon 2025 with Roger Sharp feedback.
Monsters Inc. is Ernie's fifth homebrew pinball machine
high confidence · Ernie explicitly states 'This is number five' and names all four prior games: League of Legends, Beus and Butthead, Fox Machina, and Adventure Time.
The current playfield is not the final version; a direct-print playfield with minor target adjustments will be completed within a month
high confidence · Ernie states: 'This is actually not the final playfield... I do have another playfield that will be a direct print. Um, that'll be done here in the next month or so.'
Ernie designed the layout using Adobe Illustrator, not 3D modeling
high confidence · Ernie: 'I use I'm not into 3D modeling yet. I'm working on it. I'm learning. But, uh, so this is all done in AI.'
Shot geometry and playfield flow are prioritized over difficulty; Ernie favors designs where missed shots lead back to subsequent shots rather than dead-ends
high confidence · Ernie: 'I like a shot that say you miss a shot, it leads to another shot. So, it's not like, oh man, you bounced it off a wall and you're you're done for.'
Roger Sharp praised the machine's shot geometry and upper playfield ramp design while noting the narrow entry point on the left flipper
high confidence · Roger Sharp: 'I think one of the issues with a lot of the games today is you lose sight of the ball... the overall geometry of it is kind of nice.'
“Electricity wants to flow.”
Ernie Silverberg @ Early in conversation — Ernie's philosophy for troubleshooting pinball electrical issues; became an inside joke or teaching moment in the community.
“It's 100% my best layout that I've done. And it is a very, very fun layout to shoot.”
Ernie Silverberg @ Mid-interview — Ernie's confidence in Monsters Inc. as his strongest design to date among his five homebrew machines.
“Nobody likes till. Um, this is actually not the final playfield.”
Ernie Silverberg @ Early gameplay discussion — Ernie's design philosophy against tilt sensitivity, and acknowledgment of ongoing refinement.
“I think one of the issues with a lot of the games today is you lose sight of the ball. And then the bigger issue is it's not so much the entry, it's the exit.”
Roger Sharp @ Mid-interview — Roger Sharp's professional design critique highlighting ball flow and visibility as key concerns in modern pinball design.
“Money talks.”
Ernie Silverberg @ Licensing discussion — Ernie's response to whether Disney/Pixar licensing would be possible for a commercial Monsters Inc. pinball game.
“My wife likes to tell me I have ADHD, which I probably do. And I get hyperfocused on stuff when I'm like in it.”
Ernie Silverberg @ End of interview — Personal insight into Ernie's creative process and intensity of focus during game design.
design_innovation: Ernie's Monsters Inc. homebrew features novel shot design emphasizing ball flow, with sequences where missed shots feed into subsequent shots rather than ending play. Upper playfield includes a challenging ramp shot requiring precise flipper timing from the left flipper tip.
high · Ernie: 'I like a shot that say you miss a shot, it leads to another shot.' Roger Sharp notes: 'the overall geometry of it is kind of nice' and praises the upper playfield ramp design.
design_philosophy: Ernie's design process relies on iterative physical prototyping: initial 2D layout in Adobe Illustrator, then screwing parts to playfield and shooting to test feel, with many shots resulting from 'happy accidents' and incremental adjustments until the shot 'feels good.'
high · Ernie: 'got parts all over the place... you know, it's kind of a process of screwing things to the playfield, shooting it, saying, Okay, that's cool.' and 'a lot of the shots that I do, some of them are intentional, and then some of them are me just moving something a little bit in a happy little accident.'
technology_signal: Homebrew designer Ernie Silverberg uses Adobe Illustrator for initial playfield layout design rather than 3D modeling software, stating he is still learning 3D tools. Suggests a common alternative workflow among indie/homebrew designers.
high · Ernie: 'I'm not into 3D modeling yet. I'm working on it. I'm learning. But, uh, so this is all done in AI.'
content_signal: Pin DevCon 2025 featured homebrew machine showcases as content; Marco Pinball documented Ernie's Monsters Inc. machine with interviews and gameplay footage. Indicates growing media coverage of indie/homebrew pinball design.
high · Video title and format: 'Homebrew Showcase: Monsters Inc Pinball by Ernie Silverberg' filmed at 'Pin DevCon 2025' with Marco Pinball hosting.
positive(0.85)— Overwhelmingly positive reception of Ernie's machine from both the host and Roger Sharp. Ernie is confident and enthusiastic about his design. Roger Sharp's feedback is constructive and appreciative. No criticism or negative sentiment detected; all critique is framed as professional design advice rather than flaws.
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design_philosophy: Ernie prioritizes shot design for non-expert players. States: 'because I am not a very good player, I like a shot that say you miss a shot, it leads to another shot.' This suggests homebrew designers may balance competitive depth with accessibility differently than commercial manufacturers.
high · Ernie: 'because I am not a very good player, I like a shot that say you miss a shot, it leads to another shot. So, it's not like, oh man, you bounced it off a wall and you're you're done for.'
product_launch: Ernie's Monsters Inc. homebrew machine will receive a second playfield version with direct-print artwork and minor target adjustments to improve shot access. Indicates ongoing refinement of the one-off machine.
high · Ernie: 'This is actually not the final playfield... I do have another playfield that will be a direct print. Um, that'll be done here in the next month or so. It's got a couple adjustments.'
community_signal: Roger Sharp's brief appearance and feedback at the homebrew showcase signals industry mentorship and recognition of indie designers. Sharp praised original design versus remakes, indicating community values for novel work.
medium · Roger Sharp: 'it's nice when you see original designs versus some of the games that have been, you know, redone and remade with new themes. And uh it's it's interesting. I I take my hat off to to you and everybody else who takes the time, effort, financial, and otherwise to actually build stuff like this.'
licensing_signal: Discussion of licensing Monsters Inc. for commercial production. Roger Sharp notes that 'money talks' and raises the critical question of bill of materials and manufacturing scalability versus taking away features. Suggests Disney/Pixar licensing is theoretically possible but financially and operationally challenging.
medium · Host asks 'How hard would it be to license this?' Ernie: 'You know, money talks.' Roger Sharp: 'just the financials... what's the bill of materials and how affordable is this to build in scale versus what you have to take away.'
restoration_signal: Ernie is known in the homebrew community for teaching electrical troubleshooting. Marco mentions Ernie helped him fix a game (taxi) by explaining basic electrical principles ('Electricity wants to flow'). Suggests Ernie has become a mentor figure.
high · Marco: 'Ernie taught me how to fix my game... Ernie just said ground, guys... Electricity wants to flow.' This became a running gag about Ernie's troubleshooting wisdom.
collector_signal: Ernie explicitly states Monsters Inc. is 'a work of art, you know, one off, you know, not will probably never be a commercial game.' He created it as a personal keepsake and tribute to Disney/Pixar, not for commercial production. Reflects the one-off collector mindset of some homebrew builders.
high · Ernie: 'because this is a work of art, you know, one off, you know, not will probably never be a commercial game. You know, I wanted something that I could keep and and have almost as a piece of art in the house.'