Hello everybody and welcome to another episode of the Wedgehead Pinball Podcast. My name is Alan, host of this podcast, joined as always with my co-host Alex in his basement studio. We have a very special episode of the show this week because our guest is definitely on the Mount Rushmore of pinball, any way you want to look at it. He's done so much in his 40 plus years in the industry, including designing iconic pinball machines such as Monster Bash, Lord of the Rings, and Deadpool, to name but a few. He partnered up with Pat Lawler to design the Pinball 2000 platform, Tri-Save Williams pinball division in the late 90s. He is currently the executive vice president, chief creative officer of the largest pinball company in the world, where he's helped grow and shape the resurgence of the pinball industry with Stern Pinball. And he's responsible for their innovative insider connected platform. He has truly done so much in his career and continues to this day to deliver pinball magic to players all around the world. His career is far too vast to cover it all in this one episode. and thankfully he's been a very generous individual with this time in the past and plenty of other documentaries podcasts and articles have covered a lot of his career very well already so in this episode we are going to talk to him mainly about one of his underappreciated games in depth and pick his brain on his design philosophy and what makes his game so engaging and why they are so good at hooking in new and experienced pinball players alike so without further ado it is a great honor to welcome the legendary mr george gomez on the show. How are you doing, George? Hey, guys. Great to be on. Thanks for having me on. I love to talk about this stuff. So whenever people ask me questions about some of these games, it actually jogs my memory. It's been a while. So let's get into it. Sopranos is kind of an interesting one. It was myself, one of my frequent collaborators, Mr. Lyman Sheets. And we had a great time. uh you know line and rest in peace was we him and i did a bunch of games together all of them are pretty well loved you know i miss them dearly well the reason why i reached out to you george and why we're talking about sopranos is hopefully we can get some good stories and jog some memories but i reached out because there are currently 25 sopranos pinball machines in the portland metro area where my bar where i operate pinball machines is at the game was released 20 years ago this year So we're celebrating a 20th anniversary. And while you were designing it as, I think, an independent contractor at this time, contracting for Stern. That's correct. And so, like, it's massively popular here in Portland. And since its release, we route two of them. And it's a game that consistently earns as well as a brand new release. Players clamor for a Sopranos pinball machine to play. And it's many, many, many different players' favorite machine. Or even players that are very casual. they only play one or two games. Very often it's a Sopranos machine here in Portland. It's become like a cult classic in the Portland area. I don't know if that stretches outside everywhere, but here it's like a top five game. It's crazy to see the reception that Sopranos gets in the area. So we're going to ask you some questions about it, George. And the first one I want to ask you is, can you tell us how the Sopranos game came to you? Like it's a massively popular show. Were you a fan of the show? Did you select the theme? Both Lana and I were huge fans of the show. I took the role that I'm in as Chief Creative Officer for Stern Pinball in 2011. In summer of 2011, I think it was July, right after the 4th of July, I started full-time. I'm really proud of what we've built in that time. When I rolled into Stern Pinball, I had nine people in the development group and the company was just, you know, a year from having survived, you know, a demise, you know, the crash of 08, you know, almost took the company out. And so here we are a couple of years later coming out of the, you know, sort of rising from the ashes when Gary calls me and says, you know, come and run product development. I have a new partner and, you know, we want to grow the company, want to build the company. And so at that time, I had nine people in the studio. I have 50 today. I probably have another 30 consultants on the outside that help us build the games we build. You know, it's just been a heck of a ride. I'm proud of what we've done. At the time, I was a consultant when I was – I did four games as a consultant to Stern Pinball. Playboy was the first. I did, you know, I did Sopranos. I did The Dark Knight. I did Lord of the Rings as a consultant. And Sopranos, you know, both Lionel and I were fans of the show. We were watching it. And Gary always has, he tries to do things that are big in pop culture so that we can take advantage of the fact that people know what you're talking about when you're showing the game. And Sopranos was one of several licenses. I'm trying to remember what else he offered me at the time, but I quickly jumped on Sopranos. You know, Lyner and I set off. You know, we knew the show pretty well. It didn't take much. You know, we sat down to brainstorm ideas for the show and everything just kind of fell out. Lots of ideas were obvious. It was an easy game to design. One thing about, like, the theme in your other games that you were working on, the contract games from Stern for this time, they're all, like, much more mature adult themes. Even, like, Lord of the Rings, it's obviously, I guess, a family-friendly theme, but it's not, like, a kiddie theme. Was that an intentional move from Stern to kind of have you focusing on more adult themes at this point? Like, your games, like you said, Playboy, Sopranos, Dark Knight. It was definitely a shift. So I'm just curious if that was intentional or if like if you guys were targeting a different audience. I mean, it's like really important that designers are into the fiction that they're trying to build games around. And to this day, I use that philosophy when I manage my studio. I don't want to talk someone into doing something. They have to be passionate about what they're doing because you're going to get much better stuff. I don't think there was a lot of thought given to, you know, me as the guy who did more adult themes. I mean, at the time, the company's designers were Steve Ritchie, Pat Lawler, and myself, and John Borg was the only guy on the inside. The three consultants were, you know, Lawler, Ritchie, and myself. And so I think Gary would shop ideas, and, yeah, I think Pat used to lean towards very family-friendly themes. I have nothing against family-friendly themes. I think that we can only afford, even today, we really can only afford niche themes every once in a while. You know, like John Wick was a niche theme, right? But reality is that what we want is we want the broadest possible audience. We want anyone to go up to it, enjoy it as a pinball machine, and it should theoretically go into any location. That said, the business was a lot different when I did Sopranos, right? It was almost entirely a commercial business. That means that the games were going on the street. They weren't going in your house. The focus had to be they weren't going into our caves. Beer caves hadn't really started to happen yet. Right. They were coming. We were on the verge of, but there wasn't that many dedicated pinball locations. There would be locations that had a few pinball machines. It was a street game. It was intended to be that from the get-go. And so, you know, there's a family friendly mode in the game to take all the cursing out of the game. You know, obviously there was stuff like that. I mean, so the game, like you mentioned, has three famous pinball programmers listed on the credits as Lyman Sheets, Dwight Sullivan and Lonnie Robb. Can you describe just sort of like the role? And I want to ask you this question about Sopranos in this game, but also just about the role of programmers kind of in general in a pinball machine. and like what do they do about the rules and the game path for a game how involved are you as the lead designer and especially at this time when you're sort of a contract designer outside like how much was it sounds like it was probably you and lyman doing a lot of this like the game path of sopranos yeah lyman and i absolutely conceptualized progression through the game the concepts in the game and what we wanted to explore etc that's pretty much the way it happens on all design teams, the designer and the lead developer, the software guy that's in charge of software, those two guys are really the creative drive behind all the games. And every design team, there are specialties within that team. And so, you know, the gist of the creative in terms of the direction of the game, the overall architecture and the vision for the game comes from those two guys. I might say something like, you know, the way I work game rules is most of my game rules are very, you know, very tied to physical devices and architecture. I envision a progression, a reveal, an evolution of the feature, right? I'm not a guy that is going to, you know, create the intricacies of interaction between two rules. Like if you start this and you start that, That's the kind of stuff that typically the software engineer really has a bigger hand in, at least on my games. Now, we generalize, but the reality is that teams are different. And so even within my studio today, there are teams that handle this differently. There are teams where the designer is very much driving rules and teams where maybe he's more collaborating on this. I usually lay out a big arc. Like I told Lyman right away, we have to climb the ranks in the mob. Right. That's got to be a feature, right? You got to go up there. Yep. I said, we got to do something with Carmela's food. I mean, we just absolutely have to do that because it's funny stuff, right? All those great names for Italian dishes, right? Yeah. So I would do stuff like that. You know, I want to have an area that represents the Bada Bing. I want, you know, we got to do the fish. We got to do, you know, the Stugats. Like I would say something obvious but ridiculous, right? Like, why don't we get Stugas? It's got to be a two-ball multiball, right? Right. I mean, that's sort of what I do. And then we come away every week. These ideas get battered around and everyone goes off to do their thing. And then when you get together the following week, you know, I might show him the beginnings of a play field. And I might say, here's how I think I'm going to lay out the rank progression in the mob. and I'm thinking that the fish goes over here and it does the things that it does in the show. And he'll come back to me and say, I was thinking that we could create this rule around that, right? So it's an interaction. It's absolutely an interaction. In the case, you mentioned guys that are currently lead developers in my studio and guys that I've also done a lot of great games with, Dwight Sullivan and Lonnie Rapp, both super talented guys. I just did James Bond with Lonnie, right? And that was the last game that I worked on. And in this particular case, they were in helper modes. You know, no modern pinball machine, even going back to the days when we built that, is entirely programmed by one person. There are exceptions. Lyman used to really like to program, you know, a lot of his own games. But in this particular case, in that era, we didn't have a lot of depth in the studio in terms of software engineers. So almost everyone worked on everything. There are games like from that era where Lonnie was the lead and Lyman was the second seat or third seat guy. and the same thing can be said for Dwight right so everybody sort of collaborated if you will all hands on deck like to get the product done it just means that and the way that works is let's say Lyman you know has an idea for a you know particular multi-ball rule and he's working on the overall you know framework of the game he might hand that to Dwight and say hey Dwight I'm thinking it works like this now when Dwight gets into it Dwight is going to say you know maybe not like this, but like that. After this happens, you know, we start a timer and you make the shot, you know, we restart the multiball or whatever. There's creative collaboration in the teams from everyone, right? Everyone has ideas, contributes the mechanical engineer, the electrical engineer, the, you know, the artist. Everybody has the opportunity to collaborate if it's done right. And so, yeah, the designer and the lead software developer might lay out the grand vision, but lots of amazing people make a contribution to the grand version. Yeah, that makes sense. I think it's interesting to hear about your specific approach with Lyman. I think that's a big part of why so many of your guys' games together are so highly regarded by both beginners and experienced players alike. With you kind of focusing on those broad strokes, basing the rules off of shots, that's, I think, huge for beginner-friendly games, where it's like, the mode is this shot, and that's something that people inherently understand. And then, of course the incredibly talented lineman kind of fleshing everything out making sure it's balanced it's just uh it's kind of like the dream combination i think sopranos it's got an incredible job of like theme integration right like the boat the talking fish the dancers at the bing characters get whack you even get like the ducks and the duck call outs and the ducks on the dmd screen and you feel like you're in the world of the sopranos and it's something that you're particularly good at and with your games in general and i'll just say for the listener monster bash corvette lord of the rings nba fast break deadpool james bond you look at those games and you're like these are all great examples of theme integration and execution can you tell us about the way you look at games and how you think about theme integration so a couple things right So you mentioned that the games earn well, and you mentioned that they seem to work for everybody. When you have a game that earns well, basically what that's telling you is that it's approachable by a novice, casual player. It's also a game that a very good player can park on and spend time with. It is a traditional concept in game design, and some people can do it better than other people, but the traditional concept is easy to learn, hard to master, right? So I try very hard. I come from an era when prime directive in the era in which I started designing pinball machines or coin-operated games in was they had to make money. That was the thing that I grew up learning and trying to learn how to do. And so what that means is that you have to be able to make a game that when a novice walks up, even if he goes three up, three down in terms of drains quickly, he still has to enjoy something. He has to feel like, you know, he should feel like I want to try that again because I think I could do better as opposed to this game screwed me. Right. So it's a really fine line to walk. Like I always ship my games. I watch my games. I percentage them. I go through all of this and I ship my games with the intent that they're going on the street because I don't know which ones are and which ones aren't. Yep. And it's much easier for someone in their home to, you know, drop the game to six and a half degrees and close down the outlanes and, you know, and maybe set some things to easy in the game rules and stuff like that. And that's very doable. But an operator should be able to take my game out of the box, you know, set it up at seven and a half degrees, get it priced the way he wants it and go to town. You know, just the background that I came from and where that was the measure of a good game. The measure of a good game was not how pretty it was, and the measure of a good game was how much money did it earn. You know, I have people call me all the time and go, man, this game is so mean. Why did you set this? And I'm like, well, you know, this is just closed down. And let's talk about theme integration, right? So when we do it right, when it's done correctly, it is exactly as you said. You know, you are, I want to take you and I want to put you in the world of that fiction as much as I can. And that means lots of attention to detail, the speech calls, the music, the theme setting stuff. I want you to recognize elements from the world, right? It brings me great joy. You just read out things that I said. These are things that are recognizable components from the fiction. And I have to create features around them in order to make people easily relate to it. They'll know about the ducks. They'll know that the fish talks. They'll know all this stuff, right? So that's a goal. I try to teach it in the studio to all my design teams Some teams do it better than others Also has a lot to do with how passionate or how much a designer understands property that he working with That makes sense. That makes sense to me. To get off the Sopranos for just a second, what won me over the first time I played a Corvette was realizing it wasn't just a generic V8 in the back. It's an actual LT5 out of the ZR1. And you're like, oh, a car guy was actually involved with this. Like somebody that knew what this was did it. I mean, that's really important stuff. It really is because it adds like that authenticity and it makes the people that care about the theme happy to see it done right. Yeah. And even me who knows nothing about Corvettes, I love the drag racing Corvette mech in that game.