claude-haiku-4-5-20251001 · $0.033
Stern sound designer Jerry Thompson discusses his 20-game career and audio philosophy in pinball.
Jerry Thompson has worked on approximately 20 games for Stern Pinball
high confidence · Jerry Thompson stated directly: 'I just worked on my 20th game. So it's worked out.'
Jerry Thompson started in the pinball industry around 2014 with Mustang
high confidence · Josh Larson introduction: 'He started out with Mustang back in 2014' and Thompson confirmed early contributions to Rolling Stones and Mustang speech work in 2014
Cousin Brucie was the radio DJ who introduced the Beatles at Shea Stadium in 1965
high confidence · Jerry Thompson: 'he introduced the Beatles at Shea Stadium in '65'
Jerry Thompson pitched himself for Ghostbusters sound design despite not having done a full game before
high confidence · Thompson: 'they look at me and they were like, yeah, but you've never done one. And I go, just give me a month, and if it's not working out, get rid of me. But I said, I promise you, I can make this game better than anybody else you have available right now.'
Godzilla features bilingual call-outs in both English and Japanese
high confidence · Josh Larson: 'you did call outs in English and in Japanese' and Thompson confirmed working with Japanese actors to record translated lines
Thompson's first pinball machine was a Twilight Zone purchased in 1998 for $19.75
high confidence · Thompson: 'I bought my first game in 1998, and that was Twilight Zone, and I still have it' and later 'My Twilight Zone was my first game. I got that for $19.75'
David Thiel did the sound package for Mustang, not Jerry Thompson
high confidence · Thompson: 'Mustang, I didn't announce your speech. Um, David Thiel did the sound package on that and a great job, so I can't take credit for working together with him.'
Greg Dunlap and Dennis worked together to create Wonkavator after being reunited at a 2010 seminar in Seattle
medium confidence · Thompson: 'I put them on the plane together, and then they went to a restaurant and decided to make Wonelli while they were here in Seattle. And so they made the four, I think, right? the custom ones.'
“pinball is kind of like the great equalizer. It doesn't matter what you do or if you have a hundred machines or none. You just love pinball. And so everybody's an equal at that point.”
Jerry Thompson @ early in interview — Reflects Thompson's philosophy about pinball community inclusivity and values
“my thing about radio is I did a lot of cool stuff over the years, but it was all disposable. I mean, I voiced thousands of radio and TV commercials and still do. I mean, I have a lot of clients still, but that all goes away. Whereas pinball is something that, you know, 20 years from now, I'll be able to stand in front of that, if I'm still alive, knock on wood, and say, wow, I did that.”
Jerry Thompson @ mid-interview — Expresses the lasting personal satisfaction and legacy motivation for pinball work versus disposable commercial work
“my first thing. I wanted Ghostbusters to sound like the 80s. So, you know, those cheesy synth sounds from the 80s.”
Jerry Thompson @ design philosophy section — Illustrates Thompson's era-authentic sound design methodology
“the biggest thing to me is immersion, you know, because that's one of the things I love about what Chris Graner did in The Lord of the Rings and in Indiana Jones. And just, you know, any game. I don't want to do anything that ever takes anybody out of the game.”
Jerry Thompson @ design philosophy section — Core design principle driving Thompson's approach to sound design across games
“I'm doing this with the rules. I want you to know all of it. And I go, my brain doesn't work like yours. You know, you're, I don't, I can't grasp all that, you know?”
Jerry Thompson @ late in interview — Humorous personal admission about differences in cognitive approach with Dwight Sullivan on rules comprehension
“You know, when you hit something and what you're seeing on the screen is in stereo in your headphones, it is really cool.”
Jerry Thompson @ headphone kit discussion — Highlights appreciation for premium audio presentation and stereo sound design implementation
personnel_signal: Jerry Thompson is a veteran sound designer at Stern Pinball with approximately 20 games completed, making him a key technical authority on audio implementation in modern pinball machines.
high · Thompson stated 'I just worked on my 20th game' and portfolio includes Godzilla, Game of Thrones, Ghostbusters, The Beatles, Iron Maiden, Deadpool, Jurassic Park, and others.
design_philosophy: Thompson's core design principle emphasizes immersion and era-authentic sound design, using period-correct instruments and styles (e.g., 1980s synths for Ghostbusters, Ed Sullivan Show-style fanfares for The Beatles).
high · Thompson: 'the biggest thing to me is immersion' and 'I wanted Ghostbusters to sound like the 80s. So, you know, those cheesy synth sounds from the 80s.'
design_innovation: Godzilla features innovative bilingual call-out system with both English and Japanese language tracks, with coordination through Rick Nagel for integration and selectability.
high · Thompson confirmed work with Japanese actors and Rick Nagel's implementation: 'give the script to a couple of Japanese actors and say, cut these lines, label them exactly like you did in English'
content_signal: Episode 90 features a deep-dive interview with a senior Stern Pinball sound designer, likely to reach enthusiasts interested in technical game design and audio implementation.
high · Full episode dedicated to Jerry Thompson's career, methodology, and 20-game portfolio discussion
gameplay_signal: Audio presentation is critical to player experience; Thompson notes that playing modern pinball without sound is 'boring' and that premium speaker configurations (home vs. location) significantly impact sound appreciation.
groq_whisper · $0.217
“I love playing the games at home because I can hear them. Like location games, that's one thing that feels distant to me is because a lot of times the location games have the volume turned really low or everything's so loud that you can't really appreciate the sound package.”
Josh Larson @ location game discussion — Identifies venue audio presentation as a challenge for appreciating sound design
“Well, I usually say when somebody says they have an issue with something, I usually say not my department. But I guess this is kind of my department.”
Jerry Thompson @ knocker sound discussion — Humorous acknowledgment of responsibility for sound design decisions
high · Thompson: 'if you go turn your sound off and play your your newer pinball game, it's not the same experience. It's boring.'
manufacturing_signal: Sound design process is complex and multi-layered, requiring sounds for every switch, target, ramp, plus video content audio, call-outs, and music integration. Modern games with LCD screens significantly increase audio asset requirements.
high · Thompson: 'There's so much planning with a team of storylines and storyboards, animations... just I mean, there's so much... I didn't realize how many sounds are in a game.'
community_signal: Seattle pinball community organized first annual show in 2008, grew organically with speaker lineup including Steve Ritchie and Steve Wiebe, leading to industry connections and later project collaborations.
high · Thompson: 'And in 2008, we were like, you know, this has gotten so big, maybe we can have a show... we had Steve Ritchie and then Steve Wiebe from the King of Kong.'
product_concern: Community has persistent feedback about knocker sound design; Thompson acknowledges it as potentially his department but defers to Mark Guidarelli (systems engineer) on whether standardized knocker sounds will change in future releases.
medium · Josh Larson: 'can we please change the knocker sound?' Thompson responds: 'I usually say not my department. But I guess this is kind of my department... I'm going to put that off on Mark Guidarelli, you know, systems guy.'
market_signal: Thompson reflects on rapid price increases for classic pinball machines over past 20+ years; examples include his Twilight Zone at $19.75 (1998), Jurassic Park Day at $800, and Gilligan's Island at $900, noting difficulty in acquiring pre-appreciation-era machines.
high · Thompson: 'I got that for $19.75... I'm glad I got one before prices went so crazy... I paid $800 for that one years ago. $900 for my Gilligan'
technology_signal: Premium audio experience revealed through Stern's headphone kit option, which allows players to appreciate stereo panning and detailed sound design that is lost in loud arcade environments.
high · Thompson: 'Keith asked me early on... he's like, have you heard this with headphones?... I do a lot of stereo pans and stuff like that. And you get it all in headphones.'