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Rick and Morty pinball designers detail development from 2017 greenlight through production.
Rick and Morty greenlight decision happened at Southern Pride Game Room Expo around 2017
high confidence · Scott Danesi stated directly in podcast
Scott Danesi had already designed the horseshoe locking mechanism before greenlight, during TNA production
high confidence · Scott Danesi: 'I had already been drawing like drawing mechanisms and things that I wanted I wanted to put in the machine'
Eric Priepke was specifically requested by Scott Danesi to program Rick and Morty after TNA, following Scott's preference not to program his own designs
high confidence · Eric Priepke confirmed Scott said during TNA production he wanted Eric to program the next game
Spooky watched the entire Rick and Morty series together in a retreat to plan basic rule skeleton before full production
high confidence · Eric Priepke: 'there had already been the retreat that you guys did where you watched the entire series together and took notes'
Scott Danesi uses a SolidWorks-based iterative design process: print blank playfield, draw on it, build 3D elements, print again, repeat
high confidence · Scott Danesi detailed his design methodology at length in the podcast
The pop bumper was placed between the flippers instead of a sling, inspired by games like Andromeda, and was the second major element added after the horseshoe lock
high confidence · Scott Danesi: 'The pop bumper. I bet you people could probably guess that.'
The Rick and Morty locking mechanism is physically complex: ball can move inside lock, 50% of movement is not on a switch, and both ends can open at any time
high confidence · Eric Priepke described the lock as the biggest programming challenge
MagnaSave was added late in development as a negotiating tool for cost reduction but ended up staying in the final game because Charlie (likely Charlie Emery, CEO) loved it
high confidence · Scott Danesi: 'Charlie came over realize there's a slice of pizza on your head... Charlie was playing the game, and he goes, we absolutely cannot remove the MagnaSave'
“I do everything in solidworks in 3d as you can probably tell I have control over over everything then you know it's not just like a 2d drawing, I can make flippers move or inserts move”
Scott Danesi @ ~7:30 — Reveals core design methodology using 3D CAD for complete control and iteration
“I really wanted to put a pop bumper instead of a sling because it's something that's just so crazy. And if any of you played a game like Andromeda, that pop bumper being right there is really cool”
Scott Danesi @ ~12:00 — Explains mechanical design choice and inspiration from classic game design
“Scott had been saying, even during the TMA production, if I design another game, I don't want to program it. I want you to program it.”
Eric Priepke @ ~18:00 — Shows collaborative relationship and intentional division of labor between designer and programmer
“Somebody actually dug up a post I made on Pinside years before the project ever started in one of those. What theme would you like to see threads where I said, I'd really like to see Rick and Morty, but I don't think there's enough following for that.”
Eric Priepke @ ~25:00 — Humorous irony of Eric wanting Rick and Morty before becoming programmer on it; shows how niche show was early on
“when I'm watching people play this thing and I'm watching the pop bumper make shots for people, that to me is the coolest thing”
Scott Danesi @ ~55:00 — Indicates satisfaction with a key mechanical feature after code adjustments made it work properly
“Physical ball locks are just a headache no matter what. Now, imagine a physical ball lock where the ball can move around inside the lock. And for 50% of that moving around, it not on a switch. So you don't know if it there or not.”
Eric Priepke @ ~90:00 — Technical explanation of the specific programming complexity of Rick and Morty's unique lock mechanism
“Charlie came over... he goes, we absolutely cannot remove the MagnaSave. It's so fun.”
design_innovation: Rick and Morty features a unique horseshoe locking mechanism that allows ball movement within the lock with 50% of movement untracked by switches and both ends capable of opening independently. This represents significant innovation in lock design.
high · Scott Danesi prioritized locking mechanism design early; Eric Priepke identified it as biggest programming challenge due to complexity
design_innovation: Pop bumper placed between flippers instead of traditional sling position, inspired by classic game Andromeda. Provides unusual action and gameplay.
high · Scott Danesi: 'I really wanted to put a pop bumper instead of a sling because it's something that's just so crazy'
design_philosophy: Designer Scott Danesi employs iterative SolidWorks-based approach: create blank field, hand-draw mockups on printed layouts, build 3D elements incrementally, print and redraw. Discards all intermediate drawings.
high · Scott Danesi detailed full methodology with specific examples of layering flippers, locks, pop bumpers in sequence
product_strategy: MagnaSave was intentionally added late as a negotiating tool for cost reduction but was retained after executive playtesting showed player value.
high · Scott Danesi: 'i actually threw in something in the game that we could remove as like a as a thing to give me leverage when the negotiations happened'
design_innovation: MagnaSave uses bouncing/pulsing effect rather than holding the ball, making it a skill-based tool rather than guaranteed save. Scott believes this hasn't been done this way since Black Knight.
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The Rick and Morty MagnaSave implementation differs from traditional saves—it has a bouncing effect rather than holding the ball, making it a tool rather than guaranteed save
high confidence · Scott Danesi contrasted it with past implementations, citing Black Knight as potentially the last similar design
The game is deliberately difficult and the challenge was balancing story pacing with player frustration in code design
high confidence · Scott Danesi: 'it's a very hard game though and I think that's one of the one of the things that's probably makes Eric's job a little bit tough too'
Scott Danesi @ ~75:00 — Shows business decision-making and executive input on mechanical features, and MagnaSave's importance to final product
“i actually threw in something in the game that we could remove as like a as a thing to give me leverage when the negotiations happened where we needed to remove money out of the game and that was the magna save”
Scott Danesi @ ~74:00 — Reveals designer strategy in cost negotiations; shows MagnaSave was initially a negotiating position, not guaranteed inclusion
“the most rewarding thing for me is making sure that the key shots in the game flow nicely and helping other people to adjust them so they do”
Bug (Host/Playtester) @ ~62:00 — Shows testing-phase satisfaction and knowledge transfer; playtest team building at production facility
“i like that a lot it's unconventional... when you can do things like oh you shouldn't do that because traditionally you shouldn't do it and you do it and it's successful”
Bug @ ~68:00 — Highlights design philosophy valuing emergent, unconventional play strategies within rule structure
high · Scott Danesi contrasts innovative bouncing MagnaSave with traditional ball-holding implementations
gameplay_signal: Game is deliberately difficult; design team balanced story pacing against player frustration. Playtester training reveals shot consistency and flipper control are critical.
high · Scott Danesi noted game is 'very hard'; Bug described training others on shot feeds and flipper technique
design_innovation: Dimension-based rule variation system allows rule changes, playfield feature deactivation/reorientation, and scoring multipliers. Over 100 dimension concepts were developed and filtered down.
high · Scott Danesi and Eric Priepke discussed dimension brainstorming and how dimensions change fundamental game behavior
personnel_signal: Scott Danesi deliberately requested Eric Priepke as programmer, declining to program his own design. Shows structured designer/programmer division of labor at Spooky.
high · Eric Priepke: 'Scott had been saying, even during the TMA production, if I design another game, I don't want to program it'
product_launch: Rick and Morty is in active production and playtesting phase at time of podcast (likely mid-2020 based on context). Prototype exists at Pinball Life; multiple production units being tested.
high · Podcast discusses active playtesting, code adjustments, prototype at Pinball Life, and training new testers
manufacturing_signal: Spooky has developed internal playtesting capability and training processes for production workers at manufacturing facility. Bug's role shows formalized quality control and playtest standardization.
medium · Bug describes training new employees on playtest procedures and shot consistency in the shop
community_signal: Rick and Morty show grew from niche (Season 1-early 2) to mainstream hit (mid-Season 2 onwards). Eric Priepke's old forum post showed doubt about sufficient following pre-popularity surge.
high · Multiple speakers confirmed show grew from niche to massive following; Eric's old Pinside post predicted insufficient audience
content_signal: Spooky Pinball podcast format includes live playtesting demos, designer interviews, and integration of adjacent businesses (Pinball Life merchandise giveaways, venue fundraisers).
high · Episode structure shows podcast segments, product giveaways, community fundraising integration