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Stern Pinball: Making of Iron Maiden Pinball

Stern Pinball·video·4m 59s·analyzed·Jun 27, 2018
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TL;DR

Keith Elwin reveals Iron Maiden design philosophy and creation process as his debut Stern title.

Summary

Keith Elwin, legendary seven-time World Pinball Champion turned game designer at Stern Pinball, discusses the creation of Iron Maiden, his first commercial pinball design. The video covers his transition from competitive play to design, the collaborative process with mechanical designer Harrison and software engineer Rick Nagel, and key design innovations including the four-flipper layout, center lift ramp mechanism, bullseye target, and Newton Ball mechanism. Elwin emphasizes kinetic satisfaction, playfield flow, and the one-year production timeline from CAD to shipping.

Key Claims

  • Iron Maiden was Keith Elwin's first professional pinball game design at Stern

    high confidence · Elwin states 'This is my first game. I was hired to do this design, and Iron Maiden was born.'

  • Stern had not released a four-flipper game in approximately fifteen years before Iron Maiden

    high confidence · Elwin: 'We haven't done a four-flipper game in probably fifteen years. This game brings that back.'

  • The center lift ramp mechanism with underworld scoop is exclusive to Premium and LE models

    high confidence · Narrator states: 'This is the mechanism for the center lift ramp on Premium and LE models.'

  • It takes over a year from CAD files to physical machine production

    high confidence · Elwin: 'It takes over a year from CAD files to it actually getting built.'

  • The bullseye target segments independently control separate switches allowing software to determine highest-value hit

    high confidence · Narrator explains the three-section bullseye target with independent switch control.

Notable Quotes

  • “The upper two flippers allows you to play more of the pinball machine than just the bottom part.”

    Keith Elwin — Explains the design philosophy behind four-flipper layout, emphasizing player control and engagement with upper playfield.

  • “Your Premium offers more kinetic satisfaction because the devices are more interactive.”

    Narrator — Articulates the Premium tier value proposition in terms of mechanical interactivity, a key design goal.

  • “Even if it's a successful hit, it has to feel like you actually hit it.”

    Keith Elwin — Highlights the critical importance of kinetic feedback in pinball design—mechanical satisfaction beyond just rule success.

  • “We're working in the shadow of some giants here at Stern, so we really had to make a splash on the first game.”

    Keith Elwin — Conveys the pressure and legacy context of being a rookie designer at a storied company.

  • “It was just kind of a dream. And, oh, yeah, look, there it is.”

    Keith Elwin — Emotional reaction to seeing the physical machine for the first time, capturing the fulfillment of design-to-product journey.

Entities

Keith ElwinpersonIron MaidengameStern PinballcompanyHarrisonpersonRick NagelpersonZombie YetipersonNewton Ball mechanismproduct

Signals

  • ?

    design_innovation: Newton Ball mechanism—360-degree omnidirectional sensing target—attempts to replicate captive ball satisfaction without the spatial footprint, addressing playfield density constraints.

    high · Narrator: 'The new Newton Ball mechanism tries to bring a captive ball experience without actually having to take up the room of a captive ball.'

  • ?

    design_philosophy: Keith Elwin's design approach emphasizes kinetic satisfaction—mechanical feedback must accompany rule success. Upper flipper placement improves player control and engagement with entire playfield; ramps positioned as challenging shots to create flow.

    high · Elwin discusses 'kinetic satisfaction' repeatedly; explains upper flippers allow play beyond bottom, and ramps kept outside as tough shots to maintain ball proximity to flippers.

  • ?

    personnel_signal: Harrison (mechanical designer) and Rick Nagel (software engineer) were key collaborators on Iron Maiden; Harrison's work translating Elwin's napkin sketches to CAD was critical to prototyping and iteration.

    high · Elwin describes his collaborative process: 'I would approach Harrison with my napkin scribbling, and then he would ask me for a CAD file. He would turn it into a SolidWorks file, and we'd prototype it.'

  • ?

    product_strategy: Iron Maiden implements tier-based feature distribution: center lift ramp with underworld scoop exclusive to Premium/LE models; Newton Ball mechanism varies by tier; Standard (Pro) lacks premium mechanical interactivity.

    high · Narrator explicitly states center lift ramp is 'on Premium and LE models'; discussion of Premium offering 'more kinetic satisfaction because the devices are more interactive.'

  • ?

Topics

Game design philosophy and processprimaryFour-flipper layout innovationprimaryKinetic satisfaction and mechanical interactivityprimaryCollaboration between designer, mechanical engineer, and software engineerprimaryTier differentiation (Pro/Premium/LE feature distribution)secondaryProduction timeline and manufacturing processsecondaryIron Maiden licensing and theme integrationsecondaryKeith Elwin's transition from competitive play to game designsecondary

Sentiment

positive(0.85)— Video is an official Stern Pinball production showcasing pride in the design and manufacturing process. Keith Elwin expresses enthusiasm and satisfaction with the game and team collaboration. No criticism or negative sentiment present; tone is celebratory and reflective of achievement.

Transcript

youtube_auto_sub · $0.000

my name is Keith Elwin I'm a game designer here at Stern pinball and this is my game iron maiden how you would hear about Keith Elwin if you got into playing pinball you would hear that hey there's this player who's won you know seven world pinball championships he can keep like four balls I've won flipper and then play pinball with the other Oh is is completely in control I started playing in tournaments when I was around twenty years old I qualified I did really well I've been doing tournaments ever since I've always stuck with it and then I had an opportunity to stand to make it and I said yeah okay he's done everything there is to do in competitive pinball and now he's taking what he knows and he's bringing it to designing pinball machines this is my first game I was hired to do this design and effort was born yeah some mechanical designers name's Harrison so this was his first professional pinball design and soon as I got in the Doros you know on the ground running working on this project our software engineer Rick Naval he was brought on to kind of handle programming called the rules that I had come up with loose game I'm the technical muscle floor rookies pinball knowledge everybody looked up and respected me for some reason because they thought I know what I was talking about so it was great you know we're working in the shadow of some giants here at Stern's so we really had to make a splash on the first game so rookies I didn't know that it was an Iron Maiden game until my first date I started listening to them when I was really young probably younger than I should have been sort of hit the beam jackpot is something I'd like to work on this is definitely a dream theme I really like this design we haven't done a for flipper game in probably 15 years this game brings that back I think that's gonna be unique draw for the player with the four flippers the upper two flippers allows you to play more of the pinball machine than just the bottom part I think when you get stuck at the bottom fire for too long the back looks very distant and then when you have that flipper up there it feels like okay I'm up there I have the control at the upper part of the playfield usually the ramps are some of your easiest shots in the game keep flip the ramps on the outside of the game and spinners and some loops in the middle of the game and make those the big shots and make ramps the tough shots what it actually winds up building is a more flowing game because the ball is always near a flipper and that flipper can always affect it this is the mechanism for the center lift ramp on premium and le models Sony collect enough Eddy letters at the ramp will raise to reveal this underworld scoop the player can then shoot into the scoop the ramp will close will get your mode presentation and then the ramp will be raised and fire the ball back at the player I would approach Harrison with my David Hankin scribbling and then he would ask me for a CAD file he would turn it into a SolidWorks file and we'd prototype it sure enough it would work and then we'd move on to the next device one of the big main features that Keith wanted on every model of Iron Maiden was gonna be the bullseye target the segment is broken up into three sections so you have an outer ring a middle ring and then those Center bullseye target so those all independently control a switch on the back and then our software can determine which one was the highest value that you hit your premium offers more kinetic satisfaction because the devices are more interactive it's a key spec thing during the development this game was to make sure that he was kinetically satisfied and for the longest time I had to figure out that Matt turns out even if it's a successful hit it has to feel like you actually hit it the new Newton ball mechanism tries to bring a captive ball experienced without actually having to take up the room of the captive ball so it's a 360 degree omnidirectional sensing target kinetics and distraction I think it's fun to shoot the rules are good the sounds good the artwork stunning so that that's gonna draw the new players in our artist extraordinaire zombie Eddie he's a big Maiden fan and he he was all excited about it you know it takes over a year from CAD files to it actually getting villain but you know the whole time I was just what's it actually gonna be like the missus on the line I was so busy leading up to that point I don't think I really had time they're like just inhale and take it in the day came up faster than I thought it was just kind of a dream that's oh oh yeah look there it is and it is very cool to walk down the line and see something you built and getting shipped off to Italy Germany and all these other places they're going right now
Bullseye target
product
Center lift rampproduct

manufacturing_signal: Manufacturing lead time from CAD completion to physical production and shipping exceeds one year; reflects complexity of mechanical design, sourcing, and assembly.

high · Elwin states: 'It takes over a year from CAD files to it actually getting built.'

  • ?

    technology_signal: Four-flipper layout represents re-introduction of legacy pinball design after ~15-year absence from Stern's portfolio, signaling renewed interest in upper playfield engagement and classical design principles.

    high · Elwin: 'We haven't done a four-flipper game in probably fifteen years. This game brings that back. I think that's gonna be a unique draw for the player.'