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Scott Danesi and Eric Pripke detail Rick and Morty's full development from concept to production.
Rick and Morty project was greenlit around Southern Pride Pinball Expo in 2017
high confidence · Scott Danesi stated this directly when asked how long after TNA before the next Spooky game was known
Scott Danesi designs entirely in 3D SolidWorks and prints physical iterations for playtesting rather than physical prototypes
high confidence · Scott Danesi explained his design methodology: starting with blank playfield, printing with basic elements, drawing on printouts, then building in 3D
The horseshoe lock mechanism was the first major feature Scott Danesi designed for Rick and Morty after flippers
high confidence · Scott Danesi: 'the big thing is that new locking mechanism that's in Rick and Morty... was actually the first piece besides the flippers that went into the solidworks drawing'
A bumper was chosen over a slingshot as the second major playfield feature, inspired by Andromeda
high confidence · Scott Danesi: 'The bumper. I bet you people could probably guess that... if any of you played a game like Andromeda, that bumper being right there is really cool'
Eric Pripke posted on Pinside years before Rick and Morty was greenlit expressing interest in a Rick and Morty pinball game
medium confidence · Eric Pripke: 'Somebody actually dug up a post I made on Pinside years before the project ever started... where I said, I'd really like to see Rick and Morty, but I don't think there's enough following for that'
Rick and Morty show gained significant popularity in late season 2/early season 3
medium confidence · Eric Pripke: 'early on in that show, it didn't catch on necessarily right away... probably late second season early third season when the show really started to catch on'
The game's bumper was initially weak during playtesting and Eric Pripke and Scott Danesi made a code adjustment that made it 'come alive'
high confidence · Scott Danesi: 'there's a few weeks when we were play testing it and the bumper was just like very weak... we were like oh we just need to change this one thing'
“I do everything in solidworks in 3d... I have control over everything... it's not just like a 2d drawing, I can make flippers move or inserts move”
Scott Danesi@ 3:03 — Reveals the technical sophistication of his design methodology and control over game mechanics
“Matt Scott had been saying, even during the TNA production, if I design another game, I don't want to program it. I want you to program it.”
Eric Pripke@ 5:54 — Explains how the designer-programmer team was formed for this project
“There's at least 750 of them [Rick and Morty fans]. Yeah, exactly.”
Eric Pripke / Bug@ 7:53 — Casual reference to the 750-unit production model Spooky uses; shows the tight correlation between fanbase and production targets
“When I'm watching people play this thing and I'm watching the bumper make shots for people, that to me is the coolest thing.”
Scott Danesi@ 17:59 — Designer satisfaction with a key mechanical feature and its gameplay impact
“Charlie came over... he goes, we absolutely cannot remove the MagnaSave. It's so fun.”
Scott Danesi paraphrasing Charlie Spooky@ 29:44 — Shows how player/operator feedback overrides cost-cutting negotiations in feature retention
“You just trap up and you Backhand Pinball that bumper and it works every time you know but if you try to do it while it's wild it sucks”
Bug@ 23:48 — Reveals hidden/unconventional gameplay techniques and player skill expression on the bumper
design_innovation: Scott Danesi designed a novel horseshoe lock mechanism that serves as the centerpiece of Rick and Morty's playfield; it was the first major feature designed in SolidWorks after flippers, establishing the entire playfield layout from that anchor point
high · Scott Danesi: 'that new locking mechanism... was actually the first piece besides the flippers that went into the solidworks drawing... I aligned that locking mechanism in the middle and started going from there'
design_philosophy: Scott Danesi uses a hybrid digital-physical iteration process: printing SolidWorks layouts, hand-drawing improvements on printouts, then building those into 3D models, rather than building physical prototypes directly
high · Scott Danesi: 'instead of trying to prototype things in 3D because it's not very quick to prototype things in, I will actually just print that out... and I'll draw on it again and I'll just keep iterating'
design_innovation: Rick and Morty features an innovative MagnaSave implementation with a loose bouncing effect rather than the standard ball-grab approach; positioned as a skill tool rather than guaranteed save
high · Scott Danesi: 'the magna saves hold on the ball they don't have that loose uh bouncing effect like this one does... it's more of a tool than it is a guaranteed save'
product_strategy: Scott Danesi intentionally included the MagnaSave as a negotiating concession point to potentially remove if costs escalated, but it was retained after Charlie Spooky played the game and loved it
high · Scott Danesi: 'i actually threw something in there the game that we could remove... that was the magna save... but Charlie came over... and he goes, we absolutely cannot remove the MagnaSave'
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Scott Danesi intentionally included a MagnaSave as a negotiating tactic but it was retained because Charlie Spooky loved the implementation
high confidence · Scott Danesi: 'i actually threw something in there the game that we could remove... that was the magna save... but Charlie came over... and he goes, we absolutely cannot remove the MagnaSave'
The Rick and Morty MagnaSave implementation uses a loose bouncing effect rather than the standard ball-grab approach
high confidence · Scott Danesi: 'the magna saves hold on the ball they don't have that loose uh bouncing effect like this one does'
Physical ball locks are the biggest programming challenge Eric Pripke faces on the game, especially switch reliability
high confidence · Eric Pripke: 'the biggest headache is easily the new lock mechanism... Physical ball locks are just a headache no matter what'
“The tricky bit that I spend most of my time trying to figure out how we're going to work around is when we're drafting out, let's do this new adventure. The number one thing I'm concerned with is how are we going to present it on the screen”
Eric Pripke@ 14:41 — Highlights the constraint of using actual show video assets and how that shapes rules design
“I'm surprised he doesn't want to kill me yet but you know it's just going back and forth figuring out what's the best representation and what's the simplest way”
Scott Danesi@ 15:44 — Acknowledges the challenging iterative process between designer and programmer
code_update: During playtesting, the bumper was initially weak and not making shots; Eric Pripke and Scott Danesi identified and fixed the issue with a code change that made the bumper mechanism work properly
high · Scott Danesi: 'there's a few weeks when we were play testing it and the bumper was just like very weak... we were like oh we just need to change this one thing... and the bumper just like came alive'
design_innovation: Rick and Morty features a unique dimension system that alters playfield mechanics (flippers reoriented, bumpers deactivated, scoring multipliers) to create diverse gameplay and integrate with narrative adventures
high · Scott Danesi: 'we can literally change everything about the game just by getting into a different dimension... that flipper blocks the shot... the fart dimension for laughs... dimensions where things are literally deactivated like the flipper or the bumper'
manufacturing_signal: Rick and Morty is at an advanced stage of production with playtesting ongoing and minor design decisions like insert additions being made too late in process
high · Scott Danesi: 'we did want to add some inserts but it was kind of too late in the process'; Bug: 'quite a ways deep into production now'
product_concern: Physical ball lock mechanisms present significant programming challenges, particularly around switch reliability and ball tracking; identified as the biggest headache for the Rick and Morty programmer
high · Eric Pripke: 'the biggest headache is easily the new lock mechanism... Physical ball locks are just a headache no matter what... if switches fail it's a problem'
personnel_signal: Scott Danesi assembled a dedicated development team for Rick and Morty rather than using the established TNA team, with Eric Pripke as the programmer; this marks a shift from previous Spooky development model
high · Bug: 'when rick and morty came along we essentially allowed Matt Scott to assemble a whole new team of people to work on this game'; Eric Pripke: 'Matt Scott had been saying, even during the TNA production, if I design another game, I don't want to program it'
licensing_signal: Using actual video footage from the Rick and Morty show as the primary display asset creates tight constraints on adventure design and presentation; every on-screen element must blend with or match the show's visual quality
high · Eric Pripke: 'we decided to for the most part do the display as video from the show that kind of locks us into certain things... everything has to look as good as that or at least look like it blends in with that'
gameplay_signal: Rick and Morty allows skilled players to intentionally use the bumper as an active shot target in Pickle Rick mode by trapping the ball and backhanding it, diverging from traditional pinball expectations
high · Bug: 'you literally just trap up and you Backhand Pinball that bumper and it works every time... everyone goes oh you just can't do that... but you do and it's successful'