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John Borg on designing Star Wars and Walking Dead remaster simultaneously with accessibility-first philosophy.
Metallica came out in October, followed by discovering the Star Wars license in December and The Walking Dead remaster assignment in early January
high confidence · John Borg describing his timeline directly
Star Wars license was negotiated to include the entire Original Trilogy, not just one film
high confidence · John Borg: 'they negotiated the whole trilogy. So I was able to use anything I wanted from all three movies'
Death Star rejection issues have been fixed with a new bracket kit that allows easier ball entry
high confidence · John Borg: 'we made a bunch of Star Wars games last week or the week before and we used this new bracket and they shot like butter'
Walking Dead remaster will include ball save features (bit feature in outlanes) instead of specials, making it friendlier than the original
high confidence · John Borg describing remaster design philosophy: 'The bit feature in the outlanes on Walking Dead is going to save your ball for you'
The Jedi magnet system has dual functionality as both a ball save and offensive tool depending on which letters are lit
high confidence · John Borg explaining mechanics: force save vs full Jedi spelling with different outcomes
Walking Dead remaster will receive code enhancements over several months, including easier zombie kill collection and intermediate milestone rewards before Last Man Standing
high confidence · John Borg: 'We'll probably be working on the code for another few months yet'
Star Wars uses new Spike 3 sound system with four speakers on LE models that is significantly improved over previous systems
high confidence · John Borg: 'The sound is just amazing. The sound system, I just love it'
Both games required dealing with licensing approval for design elements, with Disney requiring ADAT guns on Star Wars
high confidence · John Borg: 'Disney said you got to put the guns on'
“I'm just now out of game jail. Everybody last summer told me that they were that by the time I got on vacation, I was going to be sitting in my backyard with my shorts and a t-shirt and sitting in a lawn chair with a drink with an umbrella with 4 inches of snow on top of it. We got our snow. We got 10 inches of snow.”
John Borg @ early interview segment — Illustrates the extreme workload of designing two games simultaneously; reveals personal toll and humor in discussing the intensive project schedule
“This is the first game I think I've ever made where I could plunge the ball and I could probably hit every shot within the first 30 seconds.”
John Borg@ 7:04 — Key statement about Star Wars design philosophy prioritizing accessibility for casual/new players over traditional difficulty
“I was told once a long time ago, it's better to make a good game that works great than a great game that works good.”
John Borg@ 23:38 — Reveals Borg's core design philosophy balancing ambition with reliability and longevity
“I like wire ramps. Remember Tales from the Crypt? That thing was had wire ramps all over it.”
John Borg@ 24:32 — Demonstrates how Borg references classic pinball history to justify contemporary design choices
“If you buy one of these, I go, you know, you set the volume level at 32 and it sounds great. And I go, if you put it up to 55, all your neighbors are going to know you have one.”
John Borg@ 14:45 — Casual endorsement of Star Wars sound quality with humorous commentary about Spike 3 audio improvements
“When I started working on Star Wars, I had the ADAT set back a little farther than he is in the production game... Disney said you got to put the guns on.”
personnel_signal: John Borg designed two major games (Star Wars and Walking Dead Remaster) simultaneously, demonstrating extreme industry workload and limited designer capacity in the market
high · Borg: 'I took both projects on at the same time. So everything I did I did twice... it was a lot of work and days and nights. I didn't even vacation last summer.'
design_philosophy: Star Wars designed with dual approach: highly accessible entry ramps for casual players (center shot emphasis, easy repeats) while maintaining deep competitive rules via Ray and Andrew
high · Borg: 'I could plunge the ball and probably hit every shot within the first 30 seconds... people are going to feel rewarded... the rules on the game are really deep for hardcore players'
design_innovation: Novel dual-mode magnet system on Star Wars flippers offers both defensive (ball save) and offensive (throw-between-flippers) modes depending on letter progression, inspired by Golden Eye
high · Borg explained force save vs full Jedi mechanics with timing-based skill variation, compared to Mike Vinikour's Golden Eye reference
product_concern: Death Star rejection issue identified and resolved with bracket kit allowing easier ball entry; kit was being tested on new production runs
high · Borg: 'we have a kit. It's a simple bracket that mounts on the front of the Death Star ball lock trough... we made a bunch of Star Wars games last week and they shot like butter'
technology_signal: Spike 3 platform features significantly upgraded sound system (4 speakers on LE vs 2 on older systems) highlighted as major technical improvement by designer
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John Borg@ 21:41 — Shows real-world licensing constraint impact on mechanical design decisions
“If you spell Jedi all the way, when you keep shooting the spinners and you spell Jedi all the way, it'll actually stop the ball and bring it to a halt and then it'll throw it up between the flippers.”
John Borg@ 19:07 — Technical explanation of signature Star Wars gameplay feature with skill-based variation
“The crossbow mechanism is driven with a cylindrical motor now instead of the little pear-shaped motor... you're going to have an encoder on it, so I can actually know exactly where the cannon is pointing.”
John Borg@ 13:12 — Reveals specific engineering upgrade prioritizing durability and future code possibilities
high · Borg: 'The sound is just amazing... if you set volume at 32 it sounds great, at 55 all your neighbors are going to know you have one'
licensing_signal: Disney licensing required ADAT guns on Star Wars design despite durability concerns; required multiple approval rounds for character likenesses and mechanical features
high · Borg: 'Disney said you got to put the guns on' and discussion of Jody handling licenser approval calls requiring design changes
code_update: Walking Dead Remaster planned for several months of code enhancements including easier zombie kill collection, intermediate milestone rewards for Last Man Standing mode
high · Borg: 'We're going to add a couple of things... at 30 you'll get something cool, at 60 you'll get something cool... we'll probably be working on the code for another few months'
design_philosophy: Walking Dead Remaster follows Metallica Remaster template: increase ball saves, remove outlane specials, add friendly features while maintaining competitive depth
high · Borg comparing old vs new Metallica: 'you can definitely tell new Metallica is friendlier... more ball saves... Walking Dead bit feature will save your ball'
manufacturing_signal: Walking Dead Remaster features upgraded mechanical components: cylindrical motor for crossbow (vs pear-shaped), encoder for position tracking, simplified prison door linkage
high · Borg: 'crossbow mechanism is driven with cylindrical motor now... more expensive but will work forever... has encoder so I know exactly where cannon is pointing'
design_innovation: Spike/SAM platform standards created new design constraints: back panel now structural (moved 0.5 inch), steel rails replace vinyl-coated wood, affecting ramp geometry and shot angles
high · Borg: 'back panel is now a stiffener support for playfield... wood rails replaced with steel... all ramp trimming had to be redone'
design_process: John Borg's design process: CAD line work → solid model via SolidWorks → detailed documentation (access holes, switch positions) → minimal revision by mechanical engineers → rapid prototype
high · Borg: 'I start at CAD, lay out line work... when done it's all real... mechanical engineer does Z and extrudes parts... I want him to have very few problems'
content_signal: LoserKid Pinball YouTube channel publishing long-form designer interviews, demonstrating continued community media engagement around Stern releases
high · Extended interview format covering design process, mechanics, and upcoming enhancements