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Winchester Mystery House Pinball Audio with Dirty Pool Pinball | Ep 176

Indie Arcade Wave·video·31m 21s·analyzed·Nov 7, 2025
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TL;DR

Dirty Pool Pinball's Jeff on sound design innovation and the indie pinball renaissance.

Summary

Jeff from Dirty Pool Pinball discusses his journey from pinball hobbyist to professional sound designer for Barrels of Fun, detailing his work on Dune and Winchester Mystery House. He emphasizes the importance of memorable audio design in pinball, contrasts indie vs. mainstream manufacturer approaches to risk-taking, and explains the technical and creative process behind Winchester Mystery House's sound design and audio-integrated gameplay mechanics.

Key Claims

  • Jeff has worked on sound design for Dune and Winchester Mystery House at Barrels of Fun

    high confidence · Jeff directly states he was brought in to redesign Dune's sound package and then worked on Winchester Mystery House, with David from Barrels of Fun confirming the projects

  • Winchester Mystery House is being produced in a limited run of 525 units

    high confidence · Joe confirms '525 of them or something like that' and Jeff responds 'That's correct. Yeah.'

  • Keith Elwin and Jack Danger both got hired at major manufacturers because of homebrew/original games

    medium confidence · Joe states 'Keith Elwin got hired because of a homebrew. Jack Danger got hired because of a homebrew' but doesn't provide specific details or dates

  • Most modern pinball games lack memorable, hummable musical themes in the last 10 years

    medium confidence · Jeff claims when he asked someone at Pinball Expo to name a memorable song from a pinball machine in the last 10 years, 'nobody could do it' except for Jaws

  • Jack Danger is no longer designing games for Stern, but is now in a content/marketing role

    medium confidence · Jeff states 'I don't know how much this had to do with it but you know Jack is no longer designing games' and Joe confirms he's 'pivoting to a position' as 'content creator / streamer for Stern' and 'taking over their marketing'

  • X-Men was designed with an unconventional extra lane layout by Jack Danger

    high confidence · Jeff calls X-Men 'a big risk' with 'wacky layout' and Joe confirms 'that extra lane that that Jack made'

  • Winchester Mystery House Estate gave the development team creative freedom with minimal restrictions on sound and music

    high confidence · Jeff states the estate was 'super open' and the only restriction mentioned was avoiding referring to ghosts as 'demons or something malicious' to match the brand

  • Jeff has professional background in trailer music and sound design spanning decades

Notable Quotes

  • “I think Stern is is going to produce high quality games that are are bulletproof and are a mixed bag. Sometimes you get a unique one and they're going to be IPs where they don't have a lot of flexibility and then you're going to have companies like the Indie Guys making games that are just kind of weird and wonky.”

    Jeff (Dirty Pool Pinball) @ ~48:00 — Articulates the structural difference between mainstream and indie manufacturer risk appetite and creative constraints

  • “I want it to be the game to kind of like support it and create something special... music is not memorable in the pinball landscape and I want to try to push it”

    Jeff @ ~56:00 — Statement of design philosophy: reversing the typical relationship between audio and gameplay in pinball, making sound a primary rather than supporting element

  • “You never know what's going to be in the collection. And I love I love the stuff you're streaming... it's hiding behind me. It's bolted down for safety.”

    Jeff @ ~12:00 — Casual acknowledgment of the fluid nature of collector inventories and the physical realities of storing valuable machines

  • “As soon as I really stopped trying to make people happy and just be me, it really I think helped take off and the channel, you know, grew naturally”

    Jeff @ ~35:00 — Content creator advice on authenticity and audience building; reflects broader patterns in streaming and parasocial engagement

  • “This is the problem is that music is not memorable in the pinball landscape... name a song from a pinball machine in the last 10 years. Like hum the melody that isn't a band pin or something.”

    Jeff @ ~54:00 — Core critique of modern pinball audio design that motivates his approach to Winchester Mystery House and future work

  • “It's such an interesting weird little like pinball oddity, like making a a essentially a haunted house game again... it was just perfect opportunity for me”

    Jeff @ ~29:00 — Explains attraction to Winchester Mystery House as both IP choice and design challenge; contrast with mainstream IP obsession

Entities

JeffpersonJoepersonDirty Pool PinballorganizationBarrels of FuncompanyDavidpersonKarl DeAngelopersonWinchester Mystery Housegame

Signals

  • ?

    product_launch: Winchester Mystery House pinball by Barrels of Fun launching in limited run of 525 units; heavily featured at Pinball Expo with significant player traffic and collector interest

    high · Joe confirms '525 of them or something like that,' Jeff agrees, and describes high Expo attendance and OB's purchase/anticipation

  • ?

    code_update: Dune pinball received significant sound design overhaul post-release; internet consensus noted game improvement after updates

    high · Jeff describes being brought in to 'take over the entire sound design package' and Joe notes 'the code's a little bit better' and game 'felt way more fleshed out' after playing at Pinball Expo following initial updates

  • ?

    design_innovation: Winchester Mystery House implements innovative audio cues integrated with game logic and light timing (e.g., heartbeat synced with shot indicators in basement mode) to guide player actions without requiring screen-checking

    high · Detailed technical explanation of basement mode: 'heartbeat pulses, all of the lights, all the potential shots flash red, but one of them lingers longer' with audio cues directing player attention

  • ?

    personnel_signal: Jack Danger transitioned from game designer role at Stern to content creator/marketing position; no longer designing games

    medium · Jeff states 'Jack is no longer designing games' and Joe confirms new role as 'content creator / streamer for Stern' and 'taking over their marketing'

  • ?

    industry_signal: Clear market segmentation emerging: indie manufacturers (Spooky, Barrels of Fun, Pinball Brothers) positioned as creative risk-takers making 'weird' games; Stern and JJP pursuing accessibility and mass appeal with safe IP-driven designs

Topics

Sound design and audio innovation in pinballprimaryWinchester Mystery House pinball game development and designprimaryIndie vs. mainstream pinball manufacturer strategies and risk-takingprimaryContent creation and building audience authenticity in niche communitiessecondaryDune pinball post-release updates and licensing challengessecondaryX-Men pinball design and layout innovationsecondaryPinball Expo 2025 showcase and homebrew section prominencesecondaryMemorable musical themes in modern pinball vs. video gamessecondary

Sentiment

positive(0.78)— Jeff expresses enthusiasm about his work and creative freedom at Barrels of Fun; positive about indie manufacturers innovating; constructive criticism of mainstream manufacturers' risk-aversion rather than hostile. Joe is genuinely impressed with Winchester Mystery House experience at Pinball Expo. Some mild frustration expressed about initial lack of response from manufacturers and challenges in game development, but framed as learning experiences. Overall tone is celebratory of the indie pinball renaissance and collaborative relationships.

Transcript

youtube_auto_sub · $0.000

Hey, welcome everyone to Today in the Scene by Indie Arcade Wave. I'm Joe, your host. And here on In the Scene, we dive into what's happening in the arcade space from arcade developers, arcade owners and operators, pinball, and just news in the space in general. Now, before we jump in, I am selling Stern pinballs with Compulsive Pinball. We partnered up. If you're looking to add one of those to your collection and or game room or arcade, just let me know. Indie games, ice cold beer, we've got it all. Go ahead and shoot me an email at indiearchcadewave@gmail.com and we will get that figured out for you. Now, this week, I want to bring on Jeff from Dirty Pool Pinball. We've been talking for a while now. I found him before he was doing interviews and was just really interested in how he was streaming, how he was presenting the games because of how knowledgeable he was and he was playing Attack from March. So, I mean, that's that's an easy win right there. So, let's bring Jeff in and talk to him. How you doing, Jeff? What's going on, man? Thanks for having me on the show. Yeah, thanks for coming on. I'm glad I don't have that attack from Mars right now. [laughter] I know. Well, you have you have the Lord of the Rings, right? I do. Lord of the Rings right here. It's hiding behind me. That one's That one's bolted down for I love how people say bolted down and it just means temporarily bolted down. You never know, right? You never know. Yeah, they're going to move, right? They're going to be shifted. You're going to change games. You're going to trade with somebody. Um totally. You never know what's going to be in the in the collection. And I love I love the stuff you're streaming. I loved watching an Attack from Mars. We were kind of going back and forth about it on on one stream. Um, we first kind of started talking and it was awesome to meet you at Expo. You know, finally meeting people that you're talking to online and other content creators is great. Um, let's just jump into you, man. Like, who's Jeff? How did you get into the whole pinball space and like what what's going on with you? Uh, so firstly, like it's also it was great meeting you as well at Expo. It's funny like you see these people online. You've been talking to them like, you know, through through text and stuff and then when you actually run into them in person, it's just like, you know, what this what's this person going to be like? But you were like absolutely exactly as you, you know, as your interviews are. You're just a really genuine person. It was, it was great meeting you. Uh, but yeah, I just, so honestly, like I got into pinball maybe 20 or so years ago. Uh, Pinball Molly got me into it. I stumbled into Pins and Needles, which is a pinball space that she had created in the back of this like punk rock recording studio. And uh, Keith Owen was was working on pins there. And I just kind of got sucked in. And I remember I played I think Alien Poker was like one of the first games that that and Fathom that like really like brought me in cuz some most of her collection was like I don't know system and system 9 like early got leaves that kind of stuff and uh yeah I just I bought a Road Kings. It was all screwed up. It had a bunch of like acid damage on the board and I didn't know you know what the [ __ ] I was doing. And I talked a little bit about it with Keith. He you know helped me kind of troubleshoot some stuff and then I ended up sending the board off to get fixed. Back then you could pick up a game. I think I bought that road kings for like $300, which is, you know, man, it would be amazing if you could even remotely buy a pinball machine for $300 these days. Uh, but yeah, so, you know, that got me into the hobby and then I kind of like I fell out of it when we we like we bought a property and it was owned by a drug dealer and it had this huge like uh panic room in the back and that's where they were growing hydro and I was like, man, it would be so cool to convert this into a pinball space. It's it had a bookcase that like blocked the entrance. You'd never know the space was there. And in my head, I imagine like, God, you open the bookcase, you go in the back, and there's all these pinball machines there. And it's just like absolutely like pinball heaven in the weirdest way. And uh yeah, I put them all back there and I never played it cuz it was inaccessible and just I don't know. It it it was not not ideal. Anyways, we like converted the patio. I put all my pins back out there and then I just dove back in the hobby. People in League were telling me you should start a pinball channel. I didn't really want to do that. I didn't want to be a personality or talk on camera about pinball. I just wanted to like play it. And then uh you know, Twilight Zone, I bought a pin sound kit for it because I wanted to get DCS sound. Pin sound or uh you know, Twilight Zone was supposed to have DCS in it, but instead it got moved to Indiana Jones, which I think was the first game that had digital sound uh at least from Williams. And um so yeah, I I got the pins board and then I was like, you know what, I could actually do sound kit for this. That's my job literally. like I've worked in the trailer and music space and branding for for decades. And I was like, man, I could probably really kill a really interesting Twilight Zone kit and I'm going to do it, make it sound very much like the 50s, make it kind of cinematic and dark. And uh so I did it. I released it and contacted the Pin Sound guys and they put it up on their site. They were like, "This is amazing. Thanks so much." And uh yeah, and then I was curious about like, well, what other games and what other like could I work in like a real pinball space? And I contacted a bunch of manufacturers. I contacted like Spooky and JJP and everybody. Nobody got back to me. And it's just like, you know, it's such a small community. So, I was like, well, I'm going to start a podcast instead. If I can't, you know, work in in the space where I'm talking about games, well, at least I can, you know, or making sound for it. At least I can talk about them. And so, yeah, I started a podcast. It opened some doors to talk to some people that actually work to the manufacturers. And one of the first people I manufact or interviewed was was David from Barrels of Fun. And uh they asked me, I made a joke about how they didn't have anybody on their website that did sound. And uh you know, David was like, "Well, let's talk about that. What have you worked on?" I showed him my portfolio and now I've worked on Dune and Winchester. So yeah, that's that's I guess the short the long short version. I I love the fact that you interviewing him turned into an interview for you, right? like opening all these doors by by becoming a personality, by creating content in the space and telling the stories of what's going on, it lets you into places that you never would have been able to get into, right? You you got your foot in the door just by talking about what he's making and what he's doing and and how you enjoy what he's doing. And I loved how like honest and candid you were when you first got that Dune. You were like, "It's not ready. The code needs to get worked on." And it got it got worked on. It got better. It got better. I was in the same boat. I first played it. I was like, "This is a fun game. It shoots pretty well, but I feel like it's there's not too much going on. Like, there's not a lot to do." And I played it again at Expo. You kind of walked me through, gave me some of the rule sets, and the game feels way more fleshed out, and it's incredibly fun. Now, that sandworm is is super cool. I've never even seen the Dune movies, but I still enjoyed the IP. You'd be surprised how many similar comments there are to that where it's like they don't know anything about Dune, but as soon as they play the game, they're like, "This is a very this is a really fun game." It really is like it flows more unique than a lot of games and it's just like you said it's it's it's a fun game and it's in such a great spot. I really want people to give it a try now, especially now that I have my mark on it and uh yeah, you should. Yeah. I I kind of want to dive back into you were talking about kind of how everything started, how you got into the hobby, how you started collecting and and building and fixing games. What was it that really pushed you over the edge to start creating content to become a personality in the space? And what advice would you give to someone else that you know is interested in starting their own podcast or or wants to get into the space as well? Sure. Um those are great questions. I think Melody from our league was I think one of the biggest motivators who was just like you should you should start doing this. You should you should stream it. And uh in terms of being self-critical is really good. Uh, I watched a lot of my streams over and over again to just see like, you know, cuz you when you're talking about yourself on camera, but then you look at it again later. It's really easy to see what you can improve and how things were like not so great about what you've been talking about. And being being critical in that space so that you can be a good entertainer, I think, is really important. And, uh, when I started streaming on the especially with the Twilight Zone episodes, like I just had no idea what I was doing. I was really driving myself to try to like appease the people that were watching. And I like quickly realized after researching online and talking to people that like you just really have to own what you're planning on doing and do it the the best way that you want to. And the people that enjoy that and gravitate to it are going to and they're going to be passionate and enjoy what you're doing. And the people that don't get it and don't like it aren't. And that's fine. Like you don't have to try to make everybody like you. It's just be passionate and be very focused on what you're trying to contribute and that's going to click with people. So, as soon as I really stopped trying to make people happy and just be me, it really I think helped take off and the channel, you know, grew naturally and that's [clears throat] great. So, [snorts] yeah, I agree. There's there's no point in trying to be someone that you're not, you know, like like you mentioned, like it's all about being genuine, being authentic, just being yourself, because in this space, we're all nerds. We all we all like games. We play a lot of video games. We're streaming video games for fun in our in our free time, you know, to to build something and you never really know where it's going to go. I mean, it got you a job at Barrels. So, let's talk a little bit about that. Like, how did that transition happen? You kind of jumped Did you jump right into Dune with sound design? And where did Winchester come in? Like were you brought in right at the beginning of that project or was it kind of in the middle? So I was I brought I was brought in initially to so Dune had reached the point where they had released it. They were having some licenser issues and the game came out and they had done a cursory level of sound design on it and they were continuing to work on it but they were just like hey look do you want to come in and just take over the entire sound design package for this game as kind of like a test if I could do it. And I was like for sure I'm happy to show you what I can do on this. I have had work in the actual Dune trailers uh licensed. So like I already had sounds in this space. So I was like this is like perfect for me and I I can't wait to show you what I can do. Um so we finished Dune and that was they were very happy. I was very happy and then the internet seemed to be pretty unanimous unanimously like uh feel that the game had improved on a sound level. Uh, so then they were like, "Well, we have another game." And David was like, "Do you want to work on a game that is like essentially completely unknown?" And I was like, "For me, a a pinball IP is irrelevant." Like, I think that the rules and the and the playfield layout uh are paramount, at least for my interests. And I know a lot of people that the IP is more important. Respect that. Joe's really passionate about that. Joe from Pinball Degenerates uh like he was Predator was a mixed bag for him because he really wanted the Schwarzenegger in it. And I I respect people that that the IP is more important, but for me, I didn't care. And when they were like, "Yeah, this is the Winchester Mystery House, and this is the game. It's Carl D'Python Anghelo." And I was like, "One, I've known Carl for a very long time." And that alone was enough of an interest to be like, "Are you kidding me? Of course I want to work on Carl's first game." Um, but secondly, I was just like, "This is such an interesting weird little like pinball oddity, like making a a essentially a haunted house game again." uh that it was just perfect opportunity for me and they were open to me approaching the sound and the music in my own way. There was no real push back at all. Like pretty much any idea I brought I was like I want to do sound design that's similar to like a '90s pin. I want to use the same FM chips you excuse me. I was like, you know, for the music, I want it to be kind of like a score, right? Like I want the transitions between rooms to be like orchestrated piano, like full orchestra stuff. And then when you get into wizard modes and things like that, it can go shift more into like weird electronic space. And like, you know, I had this whole vision for where it would be. And it was so different than what pins are kind of doing right now. And uh they were on board. David trusted me. Carl trusted me. And you know, I think that that's really people seem to be really digging the game even though it's limited and hard to [laughter] get a hold of. So yeah, I mean it's crazy. You guys are doing what 525 of them or something like that. That's correct. Yeah. Um I met some new friends at Pinball Expo. I was with uh with OB who, you know, I went I went in line with him. We were playing some games and I didn't even know this when we were in line. I think I played with him twice before he even said anything. But he actually got one of the games. He he paid for it and everything. He's waiting on it. He's super excited. So we got to actually like Carl and um David walked us through the game. They came over. They they played it with us. They were telling us like shoot for this, shoot for that. It was really cool to get that like personalized walkthrough of the game and I was blown away. I didn't I didn't check any videos or anything about it beforehand. I had no expectations going into it and I thought it was incredibly fun to play. The the sound design was great. I mean, obviously that's that's you. Um the the rules were fun and I I like that they had the seance multiball turned on for ball three. Whether you were there or not, it was super easy to get. just to see a little bit more of the game. I thought it was it was great the way that everything was structured and it it seemed to be the busiest spot of the entire show. Um, probably next to home, right? Those two were just crazy busy. You had to be in line no matter what you were going to play there. Homerew section was amazing. I love that a lot of the creators have been talking about how the homebrew section was like kind of the star of the show. I understand that like to a certain degree like you gota you have to pick a manufacturer and a game for all the like media buzz but I personally man who gave me a tour of like the entire homebrew section and to me that was my favorite part of the show like it was fun showing people the games and my first experience meeting people and and fans that have been like following the channel since it started in January like that was amazing peak experience but when it comes to expo like the homebrew just took it away they knocked it out of the park so absolutely yeah it was it was awesome I did a video with a moto We kind of did a tour of the whole thing. She kind of broke it down who did what and everything. And it's it's crazy to see these creators and when you think about it like you know Elwin got hired because of a homebrew. Jack Danger got hired because of a homerew. So it's like you never know who's going to be the next Elwin or Danger that's that's going to come out of that space and it's really cool. Um, since we're already on that topic, I wanted to talk to you about kind of your opinion on what, you know, Barrel, Spooky, uh, Turner, and all these homebrew guys are doing to innovate the space that's going to push people like JJP and Stern to continue innovating and taking more risks, right? A lot of people talk about how Star Wars is it's it's a solid game, but it was safe. It was a very safe play on the license. So what do you think these smaller manufacturers and home brewers are doing to really push the space forward and and force these bigger players to to take risks? So I mean I think that this is just every industry has this mentality right? If you look at Hollywood, you know, the indie films, you know, films like The Substance and stuff like that, uh, Weapons, you know, they they push these ideas that are just like no major studio would take this on and and produce it at a mass scale, right? Um, and I think that's synergistic with what is the pinball market space. Spooky and Barrels and Pinball Brothers are like the indie film producers of pinball and they're the ones making weird unique games that are able to take risks that don't have as much distribution in terms of how many units are being manufactured at least to try to make this comparison. And uh some of that stuff I think is going to filter into the big two which is you know Stern and JJP like you said but to a certain degree I don't think it ever will because Stern and JJP are selling large numbers of games. accessibility is important for them. They want the experience to be more uh total packaged whether you're an experienced player or a beginner player. I just don't think it's ever going to happen. Um and the times that Stern does take risks, they get criticized. You know, X-Men was a pretty big risk, I think, in terms of its wacky layout and everything. I think X-Men's a really great game. I think the flow of it super unique and uh it received a lot of negative criticism you know and I don't know how much this had to do with it but you know Jack is no longer designing games and that's a shame in my opinion cuz I think that that was Stern's opportunity of bringing in a home brewer like you said to try to do something that was more risky in a way that was pushing what pinball could you know be on a large scale. Um so yeah I I just I don't think it's ever going to happen. I think Stern is is going to produce highquality games that are are bulletproof and are a mixed bag. Sometimes you get a unique one and they're going to be IPs where they don't have a lot of flexibility and then you're going to have companies like the Indie Guys making games that are just kind of weird and wonky. Yeah, I think that's a that's a perfectly fair point. I mean, I thought X-Men wasn't my favorite game. and the code's a little bit better. But that that extra lane that that Jack made, again, not my favorite, but I think it was such a cool adaptation. It's a cool innovation. It's something different that you're not seeing in every single pinball. So huge there. Um, and you know, I don't know exactly the whole story behind him not designing anymore, but at least he's pivoting to a position that he's incredibly good in. I mean, he's he's got dead flip. He's already a personality, so taking over their marketing is is a great spot for him, and hopefully it's going to help Stern grow and help him grow. Um, let's talk a little bit more about your side with with Winchester. Like what all did you do? Kind of kind of unwrap like what it was like working on this game from scratch with Carl and and really having like this is an IP. I mean, you just mentioned it, right? There there restrictions when you have a big IP and everything like that. like this is an IP where from what I heard from David in the interview like he was saying that they pretty much had freedom, right? Like you can do whatever you want. So what was it like to to have full freedom on a project like that? I mean it's any creative person's like you know feverdream or you know perfect scenario. Uh Winchester Estate was super open. You know the one time that they got all of uh assets to to review they were just like sounds great. You know I mentioned in the behind the scenes that uh I I misqued. I said that you couldn't use the term ghost. It was more that they didn't want the ghosts referred to as like demons or something malicious like that. It's just it's not on brand with what Winchester is. Um but you know, other than that, I have to of course shout out the rest of the team. Like I worked very directly with Eric who's the programmer. You know, I worked close with Trent who was one of the animators, Josh, who did uh the 3D modeling and stuff for the environment. and you know less so with Brad because the the Playfield artwork even though you know we would talk about it in our meetings but you know it's just for me I'm not waiting on assets from from him to like to do my job u but yeah so essentially I gave a pallet of sounds for the playfield for like a starting point and this was important because the switch timings you can't really see initially and I don't have the prototype with me I was driving out to Carl's place to check out the prototype and because Carl has his video set up great you know he's able to capture video for me so I can see what the timings are. There's inductive switches that are underneath the playfield. There's optos, there's all sorts of stuff. And being able to know what the timing is for these in order to make the sound effects like actually like motivate what the ball motion is is like really important. And uh so when I was told the theme, I started writing music tracks and talked to Carl. Carl came over and we sat down. I played him some music from trailer music that I had done that was like in kind of a spooky vein and I was like, you know, I feel that this is a great start. He had sent me some references like seventh guest. I had mentioned that in a podcast before one of my if probably one of my favorite like FMV90s video games, you know, it's like a puzzle game where you travel around in this old house. And uh so, you know, I started writing music and I was like, he's got this huge brief. It's 100 pages long. Every room has a description. I'm like, I'm going to make every single room have its own personality, have its own score that you can have an earworm win. You know, I hope that people walk away from Winchester and find themselves like humming the melodies from some of these rooms because I think that's what's missing in a lot of pinball machines is like, you know, I asked um [ __ ] who was I talking to at Expo. Uh I think it was it was Zack at Flipping Out or uh it doesn't matter. I was like, name a name a song from a pinball machine in the last 10 years. Like hum the melody that isn't a band pin or something. And like nobody could do it. It was Jaws. they'd be like throwing on and I'm like this is the problem is that music is not memorable in the pinball landscape and I want to try to push it and uh I can't wait to do more. I feel like there's such a large space to continue to explore in this and uh I plan on as much as I can innovating and doing the weirdest possible [ __ ] that I can to make pinball music and pinball sound design kind of come back into the limelight instead of just supporting the game. I want it to to the game to kind of like support it and create something special. So, yeah. Yeah. I mean, you're you're dead on with the whole idea of like I can't think of a single pin that I can think of the sounds that isn't a rock band or a movie, right? But then you think about video games and like who doesn't know Halo? Who doesn't know uh Super Mario Brothers? Like all of these games are so instrumental. Pokemon, right? the anybody can sing those songs, right? They're just they're just so popular. So, I think the idea of a pin holding more presence in that audio space is really important. Um, and to our point with the the indie thing earlier that you had mentioned too, like I feel like the indie landscape from film is another place where unique scores and unique sound design bloom. Like a lot of indie films are put on the radar for having like really unique, really crazy scores. Yeah. I mean, go all the way back to like Areron Oski, right? Like Recording for a Dream, Pie. like those films, even though Pi was like Needle Drops and stuff like that, they it really pushed uh kind of a unique envelope and it and it put the game on the or put the movie on the map for being unique because of that. And uh to a certain degree, I think that the the pinball landscape's like that as well. Indie games, indie pins, can we use that term? Can we say indie pins? Indie pins. Homebrews. I mean, yeah, we can call them indie pins, why not? Right. So, these indie pin games can be used for that, I think. Right. Yeah. I I think I think that's a great point. And I was I'm thinking back to what you said earlier with with all the rooms having their own personality in Winchester. What was your favorite room to work on uh currently? Well, witch's cap is really neat even though it's not in the game currently. But uh I would say that I'm looking over at my Twilight Zone thinking that it's uh a Winchester and it's not probably the basement. Basement had one of the more interesting challenges. So, like Carl, the way the basement works is that uh you initially have to do a training light hit where you hit the you hold the center button and it swells up the lights on the side of the game and kind of sends off a flash bulb. And the flash bulb gets rid of the ghost that's coming at you on the Pepper Ghost. So, if you look at the little Peppers ghost screen, you can see this ghost getting closer to you. And then when it gets really close, there's a large audio cue that's like a scream. You know that something's going on. There's a call out that tells you to hit the button. You hold the button down, it flashes the ghost. And there's like a training moment that happens when it starts. But then when you're in the actual mode, all the lights go out and there's this heartbeat. And so the original music cue was the basement kind of like ambience drone because it's supposed to be this dark spooky area and the heartbeat was like the percussion in the song. And it didn't work because we wanted the lights to be synced with it. So we had to come up with a way to have the heartbeat section of it synced with the music but be on its own layer so that it could control the lights. So when the So we moved this, we removed it from the song. We put it into the actual like game logic so that it would trigger on the lights. And so when the heartbeat pulses, all of the lights, all the potential shots flash red, but one of them lingers longer and that's the shot that you're actually supposed to hit. So it just has all this different technical stuff. So it's it's interesting music in the background. It's got this percussive heartbeat thing that's integrated in with the actual lights. You've got this button press. All of the audio music and the call outs like help give you a like direction on what you should be doing. And that was something else that, you know, I felt was really important. They trusted me to do the direction for the call outs. And, you know, I want the game to be you understand what you're doing from just hearing what's going on, right? So, like when you hit the key drop targets, you you know that that's a key sound and then when you hear the completion sound, you know that you've acquired a key. You shouldn't have to look up at the screen and see your key number go up or a call out say like you have another key. That stuff there should support it. But, you know, I want the audio landscape to help navigate you through the game. so that it's less confusing and more engaging. So I that that's a great point. I mean I one thing that I always talk to about my uh pinball with my wife is she's like I hate looking up at the screen. I just I can't play and look at the screen. It's just too much going on. So having that audio cue where you don't need to look up to understand what's going on is is great and it just ties into immersion, right? Like it's just an extra point that helps new players get deeper into the game without having to look up and and drain, right? It's so frustrating. three of those. You know, there's like three ey lines for this now. You know, you have your you have your regular screen up on the top where you can see score and everything. You have your peppers ghost where you're looking at the back of the playfield when you're trying to hit shots that is giving you additional information. And then all the way down at the flippers, you know, you have the apron now which has, you know, it does countdowns on there when it gets to like 9 through zero. So, you know, there's, you know, we tried to put in different layers of where your eyes are going to be and to kind of feed you information just in the background. and you're not like you don't have to actively like pay attention to it, but it's just there while you're playing. Yeah, I I think that's great. You know, more immersion is better. It it makes the game more memorable and more fun to play. Um, what are your like Barrels has this interesting way of getting different uh IPs and it seems to be a little more unique than some other companies. So, give me an idea of like what's a dream pin for you if there like give me three like three dream pins that you would love to work on. Well, I [laughter] mean, many of them have been like rumored that Barrels has these IPs, but that like for sure Bladeunner is up there, Fifth Elements been talked about. Like these are games that I would absolutely love. You know, again, for me saying that I'm not an IP person, there are IPs that I just resonate with. And Back to the Future, I would say, and I know that, you know, Back to the Future has been heavily rumored that Dutch is coming out with that. I can't wait to see what it is. Uh, so yeah, I I would say that those are the three I mean, those are three killer themes. I would love to see a fifth element. That'd be so cool. U Dallas Multiball, it like writes itself. [laughter] There's so many major scenes from that movie that could be incorporated like the the flying taxi and like there there's man that that could be a fun one. I maybe a home brewer needs to just make that and we can go from there. I think also that that the fifth element kind of nails like the pinball vibe for me, right? Like I think that pinball machines can be serious and really engaging, you know? I think Dune tries to do that. I think Harry Potter kind of does that to a certain degree. Like it just you're very like sucked into the world. Everything about it is in that style. But Fifth Element is like it's funny, but it's also serious. It's action-packed. It's also like goofy. Like it just it hits all these different tones perfectly. And and I think that you think about like Medieval Madness or like Attack from Mars, they're in that same vein where it's just slapstick but not it would make a great pin. So yeah. While while you're talking about that, I'm just thinking about like all these funny scenes in that movie that that are very comical but then incredibly serious moments later. Um, and it kind of takes you on this emotional roller coaster, which would be great for a pinball, right? Like just immersion immersion would be great on that one. Super super green hurry up. I'm a I'm a meat pops I'm a meat popsicle like uh two ball multiball or something. [laughter] There's there's too many options, man. Like that could that could really go a lot of directions and you have a lot of depth with that code. Totally. Um, let's talk about what you have left for Winchester before we wrap everything up. Like, what are you working on and and what's to come? Uh, we've got four or five more rooms. Um, a lot of the music for those is done. There's multiple there's two wizard modes, I think, coming in. Um, there's the roaming ghosts that kind of like when you fail a room, it releases a malicious spirit uh through the house. Um, and then you run into that. I think uh something that I did want to mention, you know, some of the pinside comments were talking about how much they loved the trailer music and I had wrote I wrote that track. That's my music as well uh from music library work. Um but they were talking about how much they wanted in the game and we're working to make that happen cuz uh you know when feedback is given if it's presented in a constructive way like you know who doesn't want to hear it? It's just we're trying to make the best game that we can, but uh you people have a lot of great ideas out there and if they like intersect with doable things like it happens. Uh so yeah, I'm trying to we're trying to make that happen. So I think it's pretty good. I say it's like pretty pretty good going to be in. So if you have seen the trailer and you do play the game, keep your ear out. You're going to find it hopefully. Awesome. Yeah, I'm I'm glad to hear that you're still working on stuff. There's more to come. I'm sure there'll be another game coming across the table pretty soon here that obviously you can't talk about for a while, but um I just want to say thanks for coming on, man. Go ahead and shout out any social medias. Let people know where they can follow along with your journey and keep up with what you're doing. Uh I mean, sure, I'm on Instagram and YouTube and stuff like that. I hate doing plugs. If if you if you dig my content, find me and I would love for you to check it out. I try to take a lot of photos and and do cool stuff online. My computer's been rebuilt, so I'm trying to stream more now. Um, you know, I got I got some more work to do on Dune. We've got one more wizard mode coming in and uh and obviously a lot on Winchester. You know what I'm going to say? Here's what I'd like to plug. If you have a Winchester and you do get one, stream it, please. I want to see it. I want to see it. I want to hear it. It's great for me to watch other people stream it to see kind of like what's working and what's not on like a like a another fine-tuned comb uh of potential audio work. You know, for me, it's great to hear it just on a direct out on a stream just to make sure that everything's good. And I just I want people to be exposed to the game. I know a lot of people are upset that we didn't make more and they aren't going to have one, but you know, I'm sorry it's not something that we were under control and it's certainly not our intention. They think that there had been a number of rumors that this was like a malicious plan to try to sell out and it's just so funny, man. Like, you know, we were afraid that this game wouldn't even sell 100 units or something. And so that's that's why a low number happened, but people really loved it and they bounced off of it. And I [clears throat] think that it's a lot of different factors that came together to make this game a success. I hope the future ones are also like that. But uh you know, David said over and over again that Barrels is like a company that really does give a [ __ ] about the community. We do listen to feedback and people that are on team Barrels are pretty happy and they love their games and we're going to keep trying to make the best goddamn games we can. It's that simple. Yeah, that's awesome. I'm going to throw all your links down in the description so people can check it out. I It was great meeting you and David. I mean, David was incredibly genuine. He was incredibly passionate about what you guys were working on, and I mean, it it really shows in the games. So, I'm He drove those games up in a big truck, like 16 hours up from Texas to get them to Expo and then drove him 16 hours back down. So, he was operating off like almost zero hours of sleep and still was in the booth answering questions, talking to people for the entire whatever 3 or 4 days that we were there. So I, you know, I I slept on a flight over there. I didn't have to do any of that. [laughter] You flew in, you did what you had to do, and you left. Um, yeah. I mean, he he seems incredibly genuine, and I I I am a fan of what Barrels is doing, and I can't wait to see what you guys do next. Um, thanks again, Jeff, for coming on. For anyone that's still watching, don't forget to like, share, and subscribe. It helps us a ton. The wave will continue to grow. We can all ride it together. Again, if you're looking for any new games, whether that be Sterns, Ice Cold Beer, Indiegame, email me at indiearchadewave@gmail.com. And until next time, peace. Praise the great pyramid.

high confidence · Jeff states 'I've worked in the trailer and music space and branding for for decades' and 'I had work in the actual Dune trailers uh licensed'

Dune
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Keith Elwinperson
Jack Dangerperson
Spooky Pinballcompany
Jersey Jack Pinballcompany
Stern Pinballcompany
Pinball Expoevent
Pinball Mollyperson
Keith Owenperson
Kyleperson
Pinball Brotherscompany
OBperson
Ericperson
Trentperson
Joshperson

high · Jeff articulates this directly: Stern makes 'high quality games that are bulletproof' with 'IPs where they don't have a lot of flexibility' while indie companies make 'weird and wonky' games; contrasts Star Wars as 'safe play' vs. X-Men as 'big risk'

  • ?

    content_signal: Content creation (podcast/streaming) served as pipeline for professional opportunities; Jeff's Dirty Pool Pinball podcast interview with David from Barrels of Fun led directly to hiring as sound designer

    high · Jeff describes starting podcast when manufacturers didn't respond to direct outreach, then 'made a joke about how they didn't have anybody on their website that did sound' during David interview, David responded 'Well, let's talk about that,' and hired him

  • ?

    design_philosophy: Jeff advocates for reversing the traditional pinball paradigm where audio supports gameplay; instead wants audio/music to be primary with gameplay supporting it; sees pinball audio as underdeveloped vs. video game scores

    high · Jeff states 'I want it to be the game to kind of like support it' and compares modern pinball negatively to iconic video game scores (Halo, Super Mario, Pokémon) that are independently memorable

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    licensing_signal: Winchester Mystery House Estate provided minimal creative restrictions; primary constraint was avoiding negative ghost characterization; otherwise development team had full creative freedom

    high · Jeff: 'Winchester Mystery House Estate was super open' with restriction being 'they didn't want the ghosts referred to as like demons or something malicious' but 'other than that' no limitations

  • $

    market_signal: Winchester Mystery House 525-unit limited production generated significant collector demand and venue popularity at Pinball Expo; long wait lines to play

    high · Joe describes it as 'the busiest spot of the entire show' with long lines necessary to play; notes OB 'paid for it and everything' and is waiting for delivery

  • ~

    sentiment_shift: Dune pinball underwent significant reputation improvement post-release sound redesign; Joe's initial impression was lukewarm ('not too much going on') but after Expo exposure with sound updates and rule explanation, perception became very positive ('incredibly fun')

    high · Joe: first play 'not a lot to do,' after Expo walkthrough by Jeff/Karl 'game feels way more fleshed out, incredibly fun now,' sandworm feature impressed him despite not having seen Dune films

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    event_signal: Pinball Expo 2025 homebrew section emerged as surprise standout; multiple content creators highlight it as favorite part of show; notable designer discovery pipeline from homebrew to professional roles (Keith Elwin, Jack Danger cited as examples)

    high · Joe emphasizes homebrew as 'star of the show,' Jeff concurs 'homebrew just took it away they knocked it out of the park,' both note Keith Elwin and Jack Danger were hired from homebrew projects

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    gameplay_signal: Winchester Mystery House implements audio cues as primary gameplay guidance mechanism to reduce cognitive load of screen-watching; multiple eye lines (top screen, Pepper's Ghost display, apron info) supported by audio to help players understand objectives without constant attention

    high · Jeff explains extensive design with audio callouts, button press cues, key sounds, completion sounds, and heartbeat sync 'to help navigate you through the game so that it's less confusing and more engaging'; Joe's wife complaint about screen-watching validated as design problem