claude-haiku-4-5-20251001 · $0.032
Mad Max Fury Road homebrew by McNulty & team showcased at Pinball Expo 2025 with 5-year dev cycle.
Mad Max Fury Road was developed over 5 years with periodic in-person collaboration between designers in Vegas and Southern California.
high confidence · Nathan states: 'He lived in Vegas. I live in Northern San Diego, Oceanside area... every about every 3 or 4 weeks he'd come for a weekend and we would just work really hard.'
The game uses FAST boards and MPF (Mission Pinball Framework) for software.
high confidence · Directly stated when asked about build platform: 'We use fast boards and MPF for the software.'
Justin McNulty had no prior pinball coding experience before this project but learned through MPF documentation and community.
high confidence · Justin: 'before we started this uh I haven't really coded I I knew a little bit about it but I haven't really coded anything nothing on this scale.'
The game was made more accessible after shows like TPF where players drained in 30 seconds due to difficulty; ball saves and mode difficulty were adjusted.
high confidence · Nathan: 'At TPF there was like there was only four homebrews there and there was like a 45 minute hour long wait and most people got up and the game's brutal and just we're done in like 30 seconds and we felt horrible about that. So he we put in some uh longer ball save times, tweaked the code a little to get to the multiballs easier.'
The three ramps in Mad Max represent the water pipes from the film, inspired by the opening scene with Mortuary Joe opening the valve.
high confidence · Nathan: 'we decided we wanted three ramps and the three pipes because in the movie at the beginning of Morton Joe opens up the valve and the water comes shooting out of the pipes.'
Nathan's father purchased four machines (Godzilla, Alien by Pinball Brothers, Black Knight Sword of Rage, Stranger Things) which influenced the game's rule design.
high confidence · Justin: 'my dad bought those four machines and those were... Godzilla, uh Alien from Pinball Brothers, uh Black Knight, Sword of Rage, and uh Stranger Things.'
The designers plan to potentially work on a head-to-head game for a future project but have not begun serious development.
“I actually got to play this at Golden State, and I'm telling you, this is a banger.”
Marco (host) @ Opening — Sets the tone of high anticipation and positive reception for the game at community venues.
“the fun sort of found us.”
Justin McNulty @ Mid-interview — Describes the organic, iterative process of discovering fun in homebrew design rather than designing for it upfront.
“At TPF there was like there was only four homebrews there and there was like a 45 minute hour long wait and most people got up and the game's brutal and just we're done in like 30 seconds and we felt horrible about that.”
Nathan @ Mid-interview — Illustrates the real-world tension between home balance (fun on free play) and show balance (need for accessibility with queues).
“if we're going to do another one, it's going to be something crazy. Probably some sort of head-to-head game.”
Justin McNulty @ Late interview — Hints at ambitious future direction for the design team beyond single-player homebrew.
“So, you know, some decisions are really risky and they like change the game completely. Like our uh inlane outlane switch where we kind of have it like fathom where the in lanes are the death lanes.”
Nathan @ Late interview — Reveals a deliberate risk-taking design philosophy inspired by classic games like Fathom.
“his dad had four. So it is a gateway drug almost.”
Marco (host) @ Mid-interview — Humorous observation about how building a homebrew introduced the family to pinball collecting.
“I I really like the Newton ball lock where we can lock a ball behind the Newton ball and it's physical only and then and it's stealable like any player can take it cuz it's a physical lock.”
Justin McNulty @ Mid-interview — Highlights a key mechanical innovation in the design with stealable physical locks.
design_innovation: Mad Max features a stealable Newton ball lock (physical lock behind Newton ball) and an upper flipper with a minimal upper playfield for jump shots, described as unique mechanics not commonly seen in homebrew.
high · Justin: 'I really like the Newton ball lock where we can lock a ball behind the Newton ball and it's physical only and then and it's stealable like any player can take it... I think this jump shot is pretty unique off that upper upper flipper with the tiniest upper playfield in pinball.'
gameplay_signal: Mad Max was originally brutally difficult, causing player frustration at shows (30-second drains with hour-long waits). Designers made significant code adjustments post-TPF to increase ball save times and ease mode access, demonstrating adaptive design based on venue feedback.
high · Nathan: 'At TPF there was... only four homebrews there and there was like a 45 minute hour long wait and most people got up and the game's brutal and just we're done in like 30 seconds and we felt horrible about that. So he we put in some uh longer ball save times, tweaked the code a little to get to the multiballs easier.'
design_philosophy: Designers deliberately balanced complexity (influenced by Godzilla's deep rule set) with simplicity (influenced by Black Knight's straightforward progression), aiming for multi-playstyle accessibility while maintaining a coherent main objective.
high · Nathan: 'we were trying to balance those two in sort of our game... you wanted it to have that, uh, sort of I can beat this, but you can't really beat it sort of feel.'
technology_signal: Mad Max demonstrates mature homebrew tooling: FAST boards for hardware control, MPF for software framework, Solid Works for professional CAD design, and Adobe After Effects for GUI/screen graphics with point80 GDAU plugin integration.
positive(0.87)— Strong enthusiasm from host and community reception. Designers show collaborative spirit and genuine care for player experience. The only tension is around difficulty balance adjustments based on show feedback, but this is framed constructively. No negative sentiment toward the game, manufacturers, or community.
youtube_auto_sub · $0.000
medium confidence · Justin on future plans: 'We haven't done any work. We're just kicking around some ideas... if we're going to do another one, it's going to be something crazy. Probably some sort of head-to-head game.'
The playfield originally had many more inserts but had to be reduced due to lack of space for artwork.
high confidence · Nathan: 'At first, we had way more inserts on the playfield. And then the uh the guy who was doing art was like, "Where where am I going to put art? There's no room for art."'
high · Team uses: 'fast boards and MPF for the software,' Solid Works CAD (Nathan: 'I'm a machinist, so I do CNC programming'), and Justin: 'That was all done in uh Adobe After Effects using uh the point80 GDAU on MPF.'
community_signal: Justin McNulty (mechanicist/CNC programmer) and Nathan (software/GUI specialist) successfully collaborated across 5 years despite geographic separation (Vegas/Southern California), meeting in-person every 3-4 weeks. Team cites MPF documentation and community support as critical to learning.
high · Nathan: 'He lived in Vegas. I'm in Northern San Diego, Oceanside area. And uh a lot of the decisions we were just talking over the phone... every about every 3 or 4 weeks he'd come for a weekend and we would just work really hard.' Justin on community: 'a lot of people uh a lot of things in pinball are very uh like cookie cutter like uh mechanic... you can always talk to the community and figure uh how to get something done.'
design_innovation: Three-ramp design directly represents water pipes from Mad Max Fury Road opening scene, with multiball mode requiring simultaneous ball locks in each pipe and thematic callout ('Do not become addicted to water') when failing the sequence.
high · Nathan: 'we wanted three ramps and the three pipes because in the movie at the beginning of Morton Joe opens up the valve and the water comes shooting out of the pipes... There's actually a multiball you to get to where you have to lock a ball in each one of the pipes... you hear Martin Joe just say, "Do not become addicted to water."'
gameplay_signal: Mad Max incorporates intentional risk-reward design inspired by Fathom, where in-lane switches function as 'death lanes' rather than safe recovery shots, dividing player opinion on design philosophy.
high · Nathan: 'Some of it was trying to combine uh complex with simple... a lot of time is spent trying to figure out what's the best thing to do... our uh inlane outlane switch where we kind of have it like fathom where the in lanes are the death lanes... Some people really don't like that kind of stuff. Some people really like it.'
design_philosophy: GUI design prioritizes minimal information display and intuitive visual cues. After initial complex 'accounting book' version failed, redesigned to show only essential data (score, ball, free play) with playfield inserts guiding player actions.
high · Justin: 'You have to balance that out with letting people understand what they're saying... we had a GUI that just had numbers everywhere... didn't look fun. Just looked like uh like an accounting book... a lot of work was spent trying to keep it as simple as possible, you know, only showing the player what they need to see.'
product_concern: Five-year development timeline partially attributed to 'option paralysis' due to open-ended design decisions and deliberation about risk/reward mechanics; designers acknowledge some decisions could have been finalized faster.
high · Nathan: 'a lot of time and toil is spent on just... Is this a good idea? This seems like, you know, some decisions are really risky and they like change the game completely... it's uh it's just a lot of time is spent trying to figure out what's the best thing to do.'
sentiment_shift: Designers shifted from home-play-focused design (fun brutality on free play) to show-aware design after witnessing player frustration and guilt over wasted time at TPF, demonstrating community responsiveness.
high · Nathan: 'When it when it's home play, it's fun to have a devast game cuz it's just on free play... But at these shows [we] felt horrible about that.' Justin: 'I actually felt bad like I wasted I wasted an hour of their time at the show cuz they just triple drain really fast.'
future_product_strategy: Design team hints at future ambitious project direction: a head-to-head game concept, but currently in early ideation stage with no active development.
medium · Justin: 'if we're going to do another one, it's going to be something crazy. Probably some sort of head-to-head game.'