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It's podcast time with RAYDAY! Raymond Davidson of Stern Pinball known for titles like Rush, Metallica Remaster and of course Fall of the Empire. We’re lining up topics around rules design from a player mindset, how code evolves after location testing, and how modern games balance competitive depth with accessibility. Also getting into team workflow, post-launch updates, and how tournament play shapes coding decisions.
What’s one rule in a modern game that actually changed how you approach it?
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00:00:00 - Intro and Raymond Davidson joins the podcast
00:01:00 - Seattle pinball roots and early tournament access
00:03:00 - Traveling for tournaments and the $2 bill payout
00:04:07 - PAPA, getting humbled, and improving through competition
00:05:23 - Getting hired at Stern and starting on Avengers
00:06:01 - First Stern lab stories and working with John Borg
00:07:32 - Led Zeppelin and getting real rules design ownership
00:08:04 - Using code to bring out the best parts of a layout
00:09:38 - Led Zeppelin wizard mode and pressure after multiball
00:10:46 - What carries over from older code frameworks
00:11:29 - Whitewood testing and finding out what is actually fun
00:12:38 - Watching streams to see how players really behave
00:14:02 - Death Star cashouts and risk versus reward
00:14:48 - Rush combos, Foo Fighters moments, and rewarding mastery
00:16:23 - Making deep games accessible within a few shots
00:18:18 - Scoring balance and why big points matter
00:19:56 - Unexpected bugs and the secret Metallica add-a-ball
00:21:08 - Favorite final code and what still nags at him
00:22:00 - Revisiting Led Zeppelin and skipped multiball objectives
00:23:17 - Filtering community feedback without chasing every opinion
00:24:42 - Remastering older games and constant rules ideas
00:25:44 - Favorite butthole shots and Lord of the Rings design
00:27:32 - Why Simpsons Pinball Party still works so well
00:28:11 - Theme integration versus scoring balance
00:30:22 - Roving shots, Death Star 2, and avoiding gimmies
00:31:18 - Speeder bikes and thematic mechanical action
00:33:10 - Bonus missions without blocking Jedi progression
00:34:16 - Star Wars as the first Spike 3 release
00:36:18 - Stream friendly UI, bigger scores, and real constraints
00:39:32 - Making the best of design limits
00:40:05 - John Wick, rejects, and code improving a harsh game
00:40:32 - Zach working across Star Wars, John Wick, and X-Men
00:42:13 - Video modes and what actually holds up
00:42:46 - Licensing limits and what can appear on screen
00:45:18 - Named Stern updates and the Rebel Rebellion problem
00:47:01 - Stern office tournaments and absurd employee scores
00:48:34 - Tournament travel, PTO, and Stern supporting play
00:49:23 - Jedi Mania, streaming games, and learning from co-op
00:51:29 - Development speed bumps beyond licensing
00:53:23 - Spike 3 video formats and H.265 workflow
00:54:42 - Spike 3 hardware questions and upgrade limits
00:56:10 - Simple layouts, deep rules, and matching code to playfield
00:57:20 - Why teams matter more than manufacturer labels
00:59:00 - AI, internal tools, and what should never reach final assets
01:01:02 - Stern Insider, multiplayer possibilities, and score visibility
01:03:33 - Wrap up and final Raven choice
01:04:33 - Great Pyramid outro and cult signoff
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