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Homebrew Pokemon Pinball interview showcases widebody design, TNG inspiration, and collaborative homebrew community.
Owen and Luke started the Pokemon Pinball project in 2022, bringing an early version to that year's Expo that was completely different from the current iteration
high confidence · Owen stated '2022 is when we started. Uh we brought a game to 2022 Expo that was like technically Pokemon, but it was completely different.'
The game has been mostly stable since 2024 Expo, with recent improvements including side rail lights and quality of life enhancements
high confidence · Owen: 'ever since 2024 Expo, things have mostly been stable. Uh we added these like side rail lights to make it easier to see and then we've just been doing quality of life improvements since then.'
The Pokemon game is inspired by Steve Richie's The Next Generation, including the iconic Picard maneuver (left orbit into third flipper shot)
high confidence · Owen: 'It was my favorite game. Uh I had one for a long time. Now, this is the only game I own, but definitely inspired by it... And the Picard maneuver is, for people that don't know, that's the left orbit into the third flipper shot.'
The Gyarados 3D sculpture was created by a freelancer found on Fiverr in multicolor print that took 4 days to produce
high confidence · Owen: 'We gave him the shape of our VUK uh and said, "Can you build a Gyarados around it?" And he did... that was a 4-day print actually um because we did it in multicolor.'
The game uses custom widebody construction with a CNC-machined cabinet and playfield, with Luke handling all CAD work and Owen handling approximately 99.9% of the code
high confidence · Owen: 'in terms of dividing the work, this was a mostly shared effort, although Luke always does 100% of the CAD and I do like 99.9% of the of the code.'
The playfield art was created by Owen's brother Luke, with cabinet art by Chris Johnson who they met at Expo
high confidence · Owen: 'my brother Luke actually did the playfield... Chris Johnson... he did, um, this the cabinet art'
CPU fans on flippers are critical for preventing flipper fade—their first Expo appearance without fans resulted in flippers dying after 30 minutes
“We wanted the ramps to be really attractive and really big so that they were like easily hitable. Like our our main goal was to make this game flowy.”
Owen Underwood@ 1:12 — Design philosophy emphasizing accessibility and continuous play flow over difficulty
“I normally don't like fan layouts, but you found a way to put four flippers in a fan layout.”
Jeff@ 7:28 — Recognition of innovative mechanical design solving traditional layout constraints
“I think it's incredible. It's nice to have someone motivate you. Uh, and then you can motivate them back so a project never goes stale.”
Owen Underwood@ 10:41 — Insight into collaborative homebrew development benefits versus solo design
“every iteration is a learning process and and eventually you'll know when you're ready to complete a game.”
Jeff@ 6:42 — Advice for homebrew developers on managing project scope and completion
“The homebrew section is probably one of my favorite sections yet again from another pinball like show, right?”
Jeff@ 15:34 — Indicates growing quality and diversity of homebrew games at festivals
“the homebrew community really does kind of band together to try to make every project kind of kick and flip as best as possible because when they're all amazing it really benefits the whole area.”
Jeff@ 15:24 — Describes non-competitive, collaborative culture of homebrew pinball community
design_innovation: Four-flipper fan layout design with bent entrance ramp to accommodate upper flipper passing and improve center ramp shot consistency
high · Owen discusses designing four flippers in a fan layout (typically three-flipper), attempting upper flipper ramp passing, and using a bent ramp as a late-stage compromise solution
design_philosophy: Intentional design emphasis on large, easily-hittable ramps and flowing playfield rather than tight challenge shots, with combo mechanics rewarding continuous play
high · 'We wanted the ramps to be really attractive and really big so that they were like easily hitable... main goal was to make this game flowy.'
community_signal: Homebrew community exhibits non-competitive, collaborative support culture where developers help each other achieve quality—each game's success benefits the entire community
high · Jeff: 'the homebrew community really does kind of band together to try to make every project kind of kick and flip as best as possible because when they're all amazing it really benefits the whole area.'
manufacturing_signal: Widebody construction requires sourcing or fabricating custom components (e.g., aprons) unavailable off-the-shelf; CNC access critical for rapid iteration and control
high · Owen: 'we had to make our own apron cuz we couldn't find one... we have all the tools to do everything custom. So we had a CNC'
product_concern: CPU flipper fans are critical component for preventing flipper fade during extended play at festivals; first iteration without fans failed within 30 minutes
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high confidence · Owen: 'I think our first Expo we didn't have fans and then they just died after like 30 minutes.'
The Pokemon catching mechanic is based on hitting three specific shots to spell 'GYM', unlocking eight different badge modes
high confidence · Owen: 'all shots are lit white, and if you spell, you hit three shots to spell gym... there's eight different badge modes uh that you can play.'
high · Owen: 'I think our first Expo we didn't have fans and then they just died after like 30 minutes... ramps are tall, so if you lose flipper power then like you can't hit things'
technology_signal: Freelance platforms like Fiverr enabling homebrew developers to source 3D sculpture design and artwork, reducing barriers to professional-quality aesthetics
medium · Owen found Gyarados sculptor on Fiverr; Jeff notes Monsters Inc. used Fiverr for playfield artwork, indicating emerging pattern in homebrew outsourcing
content_signal: Dedicated homebrew game showcase at Texas Pinball Festival 2026 with new machines appearing every 6 months, representing growing showcase quality and audience interest
high · Jeff: 'the homebrew section is probably one of my favorite sections yet again... I've seen new ones every year... it's great to have new games coming in like every every six months.'
design_innovation: VUK-fed shot with adjustable power and metal deflector that launches ball across playfield, creating Houdini-style mechanic central to Pokemon catching gameplay
high · Owen explains VUK with adjustable power piece and metal deflector that can shoot ball to other side, integrated into Pokédex catch mechanic
personnel_signal: Brother collaborative team: Luke handles all CAD/design, Owen handles ~99.9% of code; partnership prevents project staleness through mutual motivation
high · Owen: 'Luke always does 100% of the CAD and I do like 99.9% of the of the code' and 'it's nice to have someone motivate you... a project never goes stale'
gameplay_signal: Two-track mode progression: Badge modes (8) unlocked via GYM spelling, and Pokemon catching/evolving via combo shots and Pokédex, culminating in legendary bird modes and Mewtwo wizard mode
high · Owen describes 'eight different badge modes' and separate Pokemon catching track with evolve qualifications, leading to Articuno/Zapdos/Moltres and Mewtwo final modes