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Stern sound engineer Jerry Thompson shares his journey from radio to pinball and insights on comprehensive audio design.
Jerry Thompson created sound packages for Ghostbusters, Batman, Star Wars, and Iron Maiden at Stern Pinball
high confidence · Jerry Thompson directly states these are games he worked on as Stern's sound engineer
A typical pinball sound package contains hundreds to thousands of individual sounds, with Batman containing approximately 3,500 files
high confidence · Jerry Thompson explicitly states 'thousands' of sounds and confirms 'three and a half thousand' for Batman
Jerry Thompson first full sound package was Ghostbusters, working with programmer Dwight Sullivan
high confidence · Jerry Thompson directly states 'Ghostbusters' was his first full sound package with Dwight Sullivan
Game sound package development typically takes approximately one and a half years from start to finish
high confidence · Jerry Thompson states 'these days, a year and a half' for a typical game
Jerry Thompson helped organize the Northwest Pinball and Arcade Show in Seattle in 2008
high confidence · Jerry Thompson states 'I was one of the organizers of the Northwest Pinball and Arcade Show' in 2008
David Thiel previously handled Stern sound packages for Spider-Man and Pirates of the Caribbean
high confidence · Jerry Thompson states he learned from reading Pin Game Journal that David Thiel 'had just done Spider-Man and Pirates of the Caribbean'
Jerry Thompson contributed voices to the Mustang and Woe Nelly pinball machines
high confidence · Jerry Thompson states 'I ended up doing several voices in the Mustang game' and did 'some sounds for that and some speech' on Woe Nelly
Rick Zieff, a voice actor in L.A. who plays Spike the Dog on Tom and Jerry, was nominated for an Emmy and provided voice work for Batman and Iron Maiden
high confidence · Jerry Thompson identifies Rick Zieff as voice talent, mentions Emmy nomination and Tom and Jerry role, confirms work on Batman and Iron Maiden
“I'd describe it as my dream job, really. I mean, you know, how fun is that to get to do something that you love? You know, my job and combine my passion, which is pinball.”
Jerry Thompson @ early in interview — Thompson's core motivation and passion for sound engineering in pinball
“Every sound that's in the game I have to provide. And so, you know, that's hundreds of sounds. I mean, you know, when you think about anything that's on the display, that has to have an effect that goes with it.”
Jerry Thompson @ early section — Explains the comprehensive scope of sound engineer responsibilities
“I'd describe it like doing Foley for movies where, you know, you've got to recreate the footsteps and all that. I mean, everything has to have a sound, you know, every switch, every button.”
Jerry Thompson @ early section — Clarifies the Foley-like nature of pinball sound design work
“If I've done my job well, you don't notice it. It just feels right. But, you know, like you said about the spinner, if it's wrong, then you notice it.”
Jerry Thompson @ mid-interview — Thompson's philosophy on sound design effectiveness: good design is invisible
“Here I am in the factory at night working with George and Lyman getting Batman ready for Expo. And I'm thinking, this is so surreal because, you know, I mean, here I was, you know, asking these guys for their autograph and now I'm getting to do a game with them.”
Jerry Thompson @ mid-interview — Reflects on his journey from fan to collaborator with legendary designers
“I thought, yeah, so I thought, you know, I had a package together for it and I thought, wow, this is not bad, I'm done. And then the work started.”
Jerry Thompson @ discussion of Ghostbusters scope — Illustrates the underestimation of work required for full sound packages
“I love going to work. And so George asked me that night, he said, so is making a pinball game everything you thought it would be? And I said, it's a whole lot more work than I thought. And it's, you know, it's just, it's more fun than I, you know, I did radio and all that.”
design_innovation: Jerry Thompson uses Foley-like production techniques, looping spinner sounds to test timing, and layering music with effects to ensure proper audio blending and prevent clashing
high · Thompson explains: 'I try to replicate what it's going to do in a game...a spinner sound will end up being like half a second to three quarters of a second. And I do. I put them together in a row and see if it sounds good together' and describes playing music tracks while layering individual sounds on top to adjust volumes
design_philosophy: Thompson's core philosophy is that excellent sound design should be unnoticed by players—it should feel right and immersive without drawing explicit attention
high · Thompson states: 'If I've done my job well, you don't notice it. It just feels right. But, you know, like you said about the spinner, if it's wrong, then you notice it'
collaboration_signal: Sound design at Stern involves tight collaboration between sound engineer and programmer; programmer makes final decisions on sound priority, timing, and implementation, while sound engineer provides options and creative input
high · Thompson explains: 'That's up to the designer and mainly the programmer' and describes working closely with Dwight Sullivan, Lyman Sheets, and Rick Nagel, with extensive phone calls and regular visits to Chicago
personnel_signal: Stern sound packages rely on Jerry Thompson's curated network of external talent: musicians, voice actors, and orchestral composers selected for specific project needs
high · Thompson describes being 'like a casting director' and leveraging long-time relationships with music collaborators and voice talent like Rick Zieff
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George Gomez and Lyman F. Sheats Jr. worked with Jerry Thompson on Batman
high confidence · Jerry Thompson explicitly states 'getting to do a game with George Gomez and Lyman F. Sheats Jr.' regarding Batman
Theremin sounds were used in Ghostbusters for Magnus ring effects, an idea suggested by programmer Dwight Sullivan
high confidence · Jerry Thompson states Dwight Sullivan suggested using theremin for Magnus ring sounds and praises the result as 'one of my favorite things in the game'
Jerry Thompson @ Batman discussion — Summarizes the difficulty yet reward of pinball sound design work
“I love that feature. It never fails to scare the crap out of any of the vicinity. I mean, I just, I love the Ghostbusters game.”
Jerry Thompson @ Ghostbusters discussion — Thompson's enthusiasm about specific sound design elements, particularly the loud scream feature (Dwight Sullivan's idea)
“Man, there's not a bad apple in the bunch in the whole building. I mean, everybody gets along, and there's no, you know, I'm going to better you or snake you. I mean, everybody wants to make a great pinball game.”
Jerry Thompson @ late interview — Describes the collaborative culture at Stern Pinball
“I have to trust my gut on it...I've owned games for so long and I play and I got a good feel of what a fun game is and so I kind of have to trust my gut on it.”
Jerry Thompson @ forum feedback discussion — Thompson's approach to balancing feedback with his own creative judgment
community_signal: Jerry Thompson exemplifies the trajectory from passionate community member (collector, show organizer) to insider professional within Stern Pinball, reflecting broader industry pattern
high · Thompson transitioned from organizing Northwest Pinball Show to being recommended by industry contacts (David Thiel, Lonnie Rott, Greg Ferreres) and eventually becoming Stern's primary sound engineer
product_concern: Poorly timed spinner sounds that overlap due to long duration relative to spinner rotation speed create auditory clashing, as exemplified in Magic Girl
medium · Host mentions: 'Magic Girl...you hit the spinner and the sound is too long for how quick the spinner is. So it just overlaps on top of each other'
manufacturing_signal: Sound engineers initially underestimate the scope of pinball sound packages; work expands significantly from initial concept to final implementation
high · Thompson describes initial assessment of Ghostbusters: 'I thought, wow, this is not bad, I'm done. And then the work started. So then it's like, Dwight's like, well, we got all these display effects to do'
design_philosophy: For licensed IP games like Ghostbusters, sound designers deliberately use period-appropriate instruments (Lindrum, Simmons, theremin) to create immersive era-specific audio
high · Thompson states for Ghostbusters: 'I wanted the music to have that...I've got a Lindrum machine...I've got a set of Simmons drums too...I want to use this stuff and have period authentic...sound in the game'
content_signal: Community members actively speculate and express concerns about unreleased game content before official reveals; feedback patterns emerge around licensing and repetition fears
high · Thompson describes Ghostbusters announcement: 'People complained before the game was even shown. When they announced that Roy Parker Jr.'s Ghostbusters thing was going to be in there, everyone was like, oh my god, if I have to hear that song every single time'
industry_signal: Stern's internal culture emphasizes collaboration, mutual respect, and shared commitment to excellence; no internal competition or politics; everyone motivated by making great games
high · Thompson states: 'Man, there's not a bad apple in the bunch in the whole building. I mean, everybody gets along...I mean, everybody wants to make a great pinball game, and that's the cool thing about it'
licensing_signal: Licensor approval processes vary significantly by IP; some licenses (e.g., Batman) are more permissive with large sound file libraries; programmers may create 'island of misfit tunes' with unused content
high · Thompson explains: 'Every license is different...Batman was a nice license because we had so much available' and mentions Lyman calling unused tracks 'the island of misfit tunes'
product_launch: Modern Stern Pinball sound packages take approximately 1.5 years from initial assignment to final production, with ongoing work throughout programming and refinement phases
high · Thompson states: 'Usually a game will take, I mean, these days, a year and a half' and describes continuous daily involvement with multiple projects simultaneously