claude-haiku-4-5-20251001 · $0.031
John Borg shares 37 years of pinball design stories from Premier Technology through Sega.
Star Wars was Data East's biggest run of all time, selling over 10,000 copies in a three-month period
high confidence · Borg states directly: 'that ended up being our biggest run of all time. It did probably about 500 units more than Lethal Weapon 3 did. And uh, that was my first game, so I was really stoked that I you know, had a game that sold over 10,000 copies in a three-month period.'
Data East was manufacturing 200 games per day in a 30,000 square-foot building during Star Wars production
high confidence · Borg describes: 'We were making 200 games a day in a 30,000-foot building. It was it was ridiculous.'
Joe Kaminkow told Borg to convert his dinosaur game into Star Wars after learning Stephen Spielberg was making Jurassic Park
high confidence · Borg recounts: 'Joe comes in and he says, uh, "Stephen Spielberg is making a game called Jurassic Park. He goes, I really like to do that game myself, so I want you to change your dinosaur game into Star Wars."'
Hook sold significantly more units than prior Data East games (6,000-7,000 vs typical 3,000-4,000)
high confidence · Borg states: 'And when Hook came, I think we did probably about six or seven—it it just exploded.'
Axel Rose was difficult to work with during Guns N' Roses recording; only produced 4-5 usable speech lines from a 3-hour session
high confidence · Borg describes: 'I think I got about four or five speech lines out of that whole recording session for the game. I was like horrified.'
Borg attended the Frankenstein movie premiere in 1995 with Paul Ferris and encountered Danny DeVito
high confidence · Borg recalls: 'I was uh, in the washroom standing next to Danny DeVito looking down. You know, I'm like, "Oh my gosh! I didn't know! I didn't realize how short he was!"'
Jim Lovell played Apollo 13 pinball at his home years after it was delivered and wrote that he plays it regularly
high confidence · Borg states: 'she got a Polaroid of him. And he wrote on the Polaroid, "He says John, I love this game. I play it all the time." And that was like five or six years after we made the game.'
“I took the job in pinball because I knew it would be more fun and it has been. It's been great. It's been a glorious ride.”
John Borg @ ~0:45 — Establishes Borg's philosophy and passion for pinball work despite lower salary than alternative offers.
“We were making 200 games a day in a 30,000-foot building. It was it was ridiculous.”
John Borg @ ~8:30 — Captures the extraordinary production scale and intensity at Data East during Star Wars success.
“Good boy. Don't don't eat me.”
John Borg @ ~14:15 — Humorous recounting of a dangerous moment being pinned by Slash's cougar; demonstrates Borg's storytelling style.
“I have to take the DAT tape back with me to Chicago because we have to put it in the game as soon as we can.”
John Borg @ ~18:30 — Shows the operational pressure and urgency in getting Axel Rose's limited usable audio into Guns N' Roses production.
“If I fall asleep, I'm never going to make that flight.”
John Borg @ ~19:45 — Illustrates the exhausting realities of celebrity-collaboration work in the '90s pinball industry.
“I bumped into a couple of people um that were famous stars. I was just like, 'Wow! This is awesome!'”
John Borg @ ~21:00 — Captures Borg's genuine enthusiasm and awe at celebrity interactions during movie premiere experiences.
“He says John, I love this game. I play it all the time.”
Jim Lovell (via Polaroid message) @ ~27:15 — Validates the impact of Apollo 13 pinball on one of the game's celebrity subjects years after release.
“Why didn't you make it a regular-size game?”
Distributors (via Borg) @ ~32:45 — Shows market feedback that killed the Mini Viper prototype; illustrates the importance of standard cabinet sizing to the industry.
business_signal: Data East achieved extraordinary production capacity (200 games/day) during Star Wars peak, indicating market dominance and sustained demand for a single title.
high · Borg: 'We were making 200 games a day in a 30,000-foot building' and Star Wars sold '10,000 copies in a three-month period' — approximately 500 more units than prior best-seller Lethal Weapon 3.
community_signal: Borg's career demonstrates the importance of prestigious game licensing in Data East's commercial success; Star Wars became company's best-seller after being strategically prioritized.
high · Star Wars redirected from dinosaur concept; became '10,000+ copies in three months' — largest run; Hook followed with '6,000-7,000 units' vs prior 3,000-4,000.
design_innovation: Borg developed a dinosaur mechanism concept that was reused across multiple games (originally intended for unnamed game, then Frankenstein), indicating design modularity and mechanical reuse practices.
high · Borg: 'I had that mechanism that I had designed for the dinosaur game that I thought was going to be my first game. So I used that in the... Frankenstein game.'
design_philosophy: Borg pushed industry adoption of micro switches over traditional rolling gates with leaf switches, representing modernization of mechanical design standards.
high · Borg: 'I started to push that [micro switches]. Um, so um, so after I worked on Diamond Lady... I was like, why don't we use micro switches? You know, look at the ones that you know, Williams is using micro switches.'
licensing_signal: Arnold Schwarzenegger likeness approval process for Last Action Hero required significant backglass redesigns; final version featured extremely large head for arcade visibility.
positive(0.85)— Borg expresses deep satisfaction with his pinball career despite sacrifices; nostalgic and warm tone when recounting collaborations and celebrity interactions; some frustration expressed about Axel Rose and game production challenges, but overwhelmingly celebratory and grateful tone throughout.
youtube_mirror_subs · $0.000
Mini Viper one-off prototype sold for approximately $20,000
medium confidence · Borg mentions: 'I heard that game sold for like $20,000, and it ended up overseas and it came back and it kind of bounced around a little bit.'
Last Action Hero had the backglass redesigned three times; Lyman Sheets was credited as designer despite multiple contributors
high confidence · Borg explains: 'we changed the backglass like three times... nobody really wanted to take—nobody wanted to be named as the designer of that game because so many people worked on it. Um, so we put Lyman and Sheets' name as the the game designer for for for Last Action Hero.'
medium · Borg: 'the final version was of Arnold Schwarzenegger's head about this big because they wanted it really large. They could see it. You could see it across an arcade.'
market_signal: Mini Viper one-off prototype failed to generate production interest despite distributor feedback; heavy, oversized designs faced market headwinds for mass production economics.
medium · Borg: 'all of our distributors said, "Why didn't you make it a regular-size game?" So we we ended up scrapping that' and 'The game was huge and it was heavy.'
community_signal: Borg maintained collaborative relationships with celebrities across multiple projects (Slash, Bill Paxton, Jim Lovell); experienced both excellent (Slash, Jim Lovell) and difficult (Axel Rose) collaborator dynamics.
high · Stark contrast: Slash 'personally visited' and was 'very personable'; Axel 'showed up a couple hours late... was angry... got about four or five speech lines out of that whole recording session.'
personnel_signal: Joe Kaminkow made strategic pivot decision to convert Borg's dinosaur game to Star Wars based on Spielberg's Jurassic Park announcement, demonstrating rapid design flexibility and IP acquisition strategy.
high · Borg recounts: 'Joe comes in and he says... Stephen Spielberg is making a game called Jurassic Park... so I want you to change your dinosaur game into Star Wars.'
product_concern: Last Action Hero had backglass redesigned three times and multiple designer contributors; credit given to Lyman Sheets despite not being primary designer — suggests design-by-committee challenges.
high · Borg: 'we changed the backglass like three times... nobody really wanted to take the designer credit... so we put Lyman Sheets' name as designer.'
product_strategy: Data East maintained parallel development of experimental/redemption games (Derby Days, Roach Racers, Black Light Bowling) alongside main production line; experimental prototypes never reached production.
medium · Borg: 'we made a couple of those, and we didn't go into production with those' and 'we went to the trouble of making it and... they just decided that... wasn't shipping it.'