# One BIG Thing Hurting Spooky Pinball's Latest Release

**Source:** Cary Hardy  
**Type:** video  
**Published:** 2024-11-25  
**Duration:** 10m 42s  
**Beat:** Pinball

**URL:** https://www.youtube.com/watch?v=wObQYKHHp-c

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## Analysis

Cary Hardy analyzes Spooky Pinball's Evil Dead release, noting that while the game has received exceptional praise for its art and theme integration (96% positive community response), the primary barrier to purchase is theme preference rather than gameplay quality. Hardy previews upcoming official gameplay footage and confirms the game features a safe fan-layout design with extensive bash toys, drop targets, hidden mechanics, and hundreds of Bruce Campbell voice lines with R-rated callouts, emphasizing that code depth and entertainment value compensate for the straightforward playfield design.

### Key Claims

- [HIGH] 96% of 530+ YouTube poll respondents believe Spooky has done well with Evil Dead's art package — _Cary Hardy directly ran poll on his community page; specific vote count and percentage cited_
- [HIGH] Official gameplay video will be 20 minutes long, released Wednesday, featuring Corwin playing multiple games with two versions (narrated and silent) — _Hardy was shown the footage in advance; specific details about format and presenter name provided_
- [HIGH] Evil Dead features a fan layout with standard shots, no unusual ball path complexity, but extensive mechanical features including drop targets, bash toys, roving hand, deadites blocking ramps, and basement/cellar section — _Hardy watched gameplay footage in 4K and provided detailed mechanical breakdown_
- [MEDIUM] The hidden sling flipper can hit multiple shots including left orbit and potentially left ramp, not just a single shot — _Hardy observed this in gameplay but uses tentative language ('I know for sure... maybe even')_
- [HIGH] The dual shooter lane includes a skill shot mechanic where hitting the fire button in sync with Bruce Campbell's varying-tempo 'fire' callout awards bonus points — _Hardy specifically highlighted this as an example of simple mechanic enhanced by code sophistication_
- [HIGH] Bruce Campbell recorded hundreds of pages of dialogue with ad-libbing, including R-rated callouts that can be disabled for family-friendly play — _Hardy references the scale of voice work and specific example callout at game end_
- [MEDIUM] The primary complaint preventing Evil Dead purchases is theme preference (parents with kids, dislike of horror movies), not gameplay or quality concerns — _Hardy synthesized 'variety of reasons' from community feedback into this summary_

### Notable Quotes

> "In the end, whether or not you guys want to admit it or not, but they're not making these games just for you guys to go, yay, it looks good. In the end, they had to sell these."
> — **Cary Hardy**, opening
> _Establishes the core tension: visual appeal alone insufficient for purchase decisions; gameplay must justify the $10k+ investment_

> "You don't need just art. You don't just need the awesome, straight down the middle, like, promotional video that they put together, featurette. You need some gameplay."
> — **Cary Hardy**, early
> _Directly challenges marketing strategy focus on aesthetics; identifies gameplay reveal as critical sales tool_

> "the vast majority definitely believe like over 90 percent that he has done very well for this theme"
> — **Cary Hardy**, mid
> _Quantifies exceptional community reception of Christopher Franchi's artwork and theme integration_

> "it's going to be the type of game that speaks to the majority meaning it going to be safe There not going to be the whole oh I don like an upper flipper where I have to use this or I don like that You know fan layout you speaking to the majority"
> — **Cary Hardy**, mid
> _Explains design philosophy: fan layouts maximize accessibility by avoiding polarizing layout features_

> "but you've got plenty to keep you entertained and that's not even like me including what's like downstairs in the basement with that particular one flipper and the shots that are underneath there"
> — **Cary Hardy**, mid
> _Describes layered complexity: basement section adds secondary gameplay area and multiball chaos_

> "it may be like, ready, aim, fire. And you got to hit it or it might be ready, aim. And it's just going to be kind of drawn out. So it's something so simple as just to hit a button. But to add that little thing into the code to make it more interesting, I thought was pretty cool."
> — **Cary Hardy**, mid
> _Highlights code-level sophistication applied to mundane mechanic; frames code depth as competitive advantage_

> "basically in a nutshell it's safe but it's going to be plenty of entertaining with the amount that you have to do and with the code to back that up"
> — **Cary Hardy**, conclusion
> _Core thesis: safe/accessible layout compensated by code complexity and mechanical variety_

> "well i never was any good at goodbyes so you guys can just go ahead and f off something of that nature i mean the call ads are definitely going to be high praise for this particular theme"
> — **Cary Hardy**, end
> _Example of R-rated Bruce Campbell callout illustrating voice work quality and personality integration_

### Entities

| Name | Type | Context |
|------|------|---------|
| Spooky Pinball | company | Boutique pinball manufacturer; released Evil Dead; artwork praise focus of analysis |
| Cary Hardy | person | Video creator and pinball analyst; primary speaker analyzing Evil Dead; runs YouTube channel about pinball |
| Bug | person | Spooky Pinball co-owner/creative director; Hardy addresses directly regarding gameplay video timing; confirmed guest for upcoming stream |
| Christopher Franchi | person | Artist credited for Evil Dead artwork; received 'franchise highest ratioed like response' with 90%+ community praise for art package |
| Corwin | person | Player featured in 20-minute official Evil Dead gameplay video to be released Wednesday; will narrate and play multiple games |
| Bruce Campbell | person | Voice actor for Evil Dead game; recorded hundreds of pages of dialogue with ad-libbing; provides R-rated callouts with disable option |
| Evil Dead | game | Spooky Pinball's latest release; widebody machine based on Evil Dead film franchise; $10k+ price point; subject of entire analysis |
| TCM (The Texas Chain Saw Massacre) | game | Previous Spooky Pinball game; Hardy cites it as their best shooter design due to unique flow and flipper feeding; comparison point for Evil Dead layout philosophy |
| Luke | person | Spooky Pinball team member (referred to as 'Spooky Luke'); scheduled for stream with Hardy tomorrow evening |
| Frenchy | person | Streamed with Hardy; divulged Wednesday release timing for Evil Dead gameplay video during stream |

### Topics

- **Primary:** Theme preference as purchase barrier, Gameplay reveal strategy and marketing timing, Evil Dead playfield layout and mechanical design, Code sophistication and entertainment value
- **Secondary:** Community reception metrics and sentiment, Bruce Campbell voice work and callouts, Spooky Pinball artwork/art direction quality, Fan layout design philosophy vs. specialist layouts

### Sentiment

**Positive** (0.82) — Hardy is enthusiastically positive about Evil Dead's gameplay depth, code quality, and voice work despite acknowledging theme-based sales headwinds. His critique focuses constructively on marketing strategy (revealing gameplay sooner) and camera angle choices, not on game quality. Repeated affirmations ('nailed it,' 'high praise,' 'amazing') reflect strong endorsement. The 'one big thing hurting' framing is about market positioning/communication, not intrinsic game quality.

### Signals

- **[business_signal]** Theme preference is primary barrier to Evil Dead purchase conversion, not game quality, pricing, or reliability—suggests market segmentation risk if theme-agnostic buyers form smaller pool than anticipated (confidence: high) — Hardy identifies core complaint: 'it the theme It not a theme for them whether they can have that type of thing in their house due to their kids or they just don like the movies but it all comes down to they just don really care for the theme' and states 'what could be something that could change your mind on that and i believe that thing to be gameplay'
- **[community_signal]** Spooky is implementing multi-format gameplay video release (narrated and silent versions) to accommodate different audience preferences and showcase audio/callout quality directly (confidence: high) — Hardy praises decision to release two versions: 'I want to hear what the game sounds like... it's nothing against your voice it's just that a lot of people want to hear what they're potentially going to be spending ten thousand dollars on'
- **[competitive_signal]** Evil Dead is positioned as 'safe' fan-layout game with emphasis on code/mechanical depth and voice work quality rather than playfield novelty, contrasting with TCM's unique flow design strategy (confidence: medium) — Hardy: 'This is not that type of game [novel ball path]. this is a type of game that's going to have a number of other things to keep you entertained' and frames code/callouts as 'hard driving force'
- **[design_philosophy]** Spooky deliberately chose fan-layout accessibility for Evil Dead to maximize market appeal, prioritizing breadth of player base over specialist mechanics—represents shift from TCM's unique flipper-feeding flow design (confidence: high) — Hardy explains: 'fan layout... it is going to be the type of game that speaks to the majority... you're going to be safe. There not going to be the whole oh I don like an upper flipper' and contrasts with TCM which 'was very unique.'
- **[market_signal]** Spooky's promotional strategy has emphasized visual/art appeal over gameplay footage; Hardy argues this approach insufficient for purchase conversion and calls for gameplay reveal—which was apparently delayed until Wednesday (confidence: high) — Hardy's opening challenge: 'when are we going to see some gameplay for Evil Dead?' and statement that community 'probably haven't been convinced enough. You need more than just the visual appeal.' Subsequent reveal timing (Wednesday) indicates prior marketing gap.
- **[community_signal]** Christopher Franchi's artwork on Evil Dead has received exceptional community response (96% approval, 'franchise highest ratioed' response), establishing him as primary creative differentiator for Spooky aesthetic direction (confidence: high) — Hardy: 'the art that is like franchise highest ratioed like response to a game that has been released with his art package on it he's gotten the most praise for this particular package' and notes 90%+ approval rating
- **[product_strategy]** Evil Dead uses code-level sophistication (varying-tempo callout sync mechanic, hidden flipper multi-shot capability, basement mode complexity) to compensate for safe/accessible fan layout, differentiating through gameplay depth rather than layout novelty (confidence: high) — Hardy specifically highlights fire-button timing mechanic and code additions as 'pretty cool' and 'hard driving force,' contrasts safe layout with 'amount of things that you have to do' and 'code to back that up'
- **[licensing_signal]** Evil Dead game integrates both Evil Dead film parts 1 and 2 content; Bruce Campbell voice work includes R-rated callouts with family-friendly disable option, suggesting negotiated content flexibility (confidence: high) — Hardy states 'they brought that particular set of movies part one and two into a pinball machine and have integrated it top tier' and confirms 'there's definitely r rating when it comes to these call outs but you're able to disable that in the settings'

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## Transcript

 In the end, whether or not you guys want to admit it or not, but they're not making these games just for you guys to go, yay, it looks good. In the end, they had to sell these. So it's like, is it something that they're putting out that's enough for you guys to purchase it? And I know that as of right now, you probably haven't been convinced enough. You need more than just the visual appeal. You don't need just art. You don't just need the awesome, straight down the middle, like, promotional video that they put together, featurette. You need some gameplay. So that is where, Bug, I'm asking you right now, when are we going to see some gameplay for Evil Dead? Tell the chat right now, 105 concurrent viewers, when the hell are we going to see how this game shoots? Pressure, thumb applied. Tell us now. so they uh sent me some gameplay now in 4k what's up guys welcome back to the channel where i talk and do everything pinball so if that sounds interesting to you then hit that subscribe button down below look at this point in time i'm pretty sure it's safe to say that the vast majority of you out there really like what you're seeing with spooky's latest release of evil dead i on my community page for youtube i posted a poll asking in from what you can see at this point in time do you feel that spooky has basically done well with evil dead and with 530 plus votes 96 percent of you believe yes they have done well and the same could be said with the art that is like franchise highest ratioed like response to a game that has been released with his art package on it he's gotten the most praise for this particular package now you know art subjective it's not for everybody but it seems like the majority definitely believe like over 90 percent that he has done very well for this theme so with the type of response that they're getting on this game the vast majority believe that this definitely is their best game yet. But what is that one thing that is holding people back from potentially buying this? Now there a variety of reasons people have but I think the one complaint as of right now that seems to be pretty standard is that it the theme It not a theme for them whether they can have that type of thing in their house due to their kids or they just don like the movies but it all comes down to they just don really care for the theme and i like in the same basket as that as well i mean it's not a theme for me yes i've seen the movies but it's like when i saw the movies and then i saw what they put into the game it's like they did what their goal was they brought that particular set of movies part one and two into a pinball machine and have integrated it top tier so when a theme is not up to your par it's not in your wheelhouse what could be something that could change your mind on that and i believe that thing to be gameplay now as of me posting this video we do not have the official release of the gameplay video that will be released this coming Wednesday. But I was shown it, and you're going to be getting a 20-ish minute long gameplay from Corwin. He's going to be playing the game, a couple of games on it, and you're going to have two versions of it. One version is going to be with him voicing over, explaining the game and the code and why he's doing what he's doing and what he needs to do, and the other version is going to be just the game, and that is it. which thank you very much because i know corbin in the past i have given you some shit bug shut up let us hear the game please yes stacking three multiballs really on you talking through the entire damn gameplay video and for me i want to hear what the game sounds like i want to hear those call outs i want to hear the music i want to hear the complete package i want to hear it all and it's nothing against your voice it's just that a lot of people want to hear what they're potentially going to be spending ten thousand dollars on so by you releasing two different videos thank you very much for that and i have watched both of those videos and i'm here to tell you what i think about the game as of right now so this is a fan layout and so that means it's going to be accessible to a vast majority of players out there. TCM, in my opinion, was their best shooter because it was very unique. Basically, one shot would feed to another flipper that will lead to another shot. I like that, but to each their own. But I think a fan layout, whereas it can commonly be easy or just not interesting it is going to be the type of game that speaks to the majority meaning it going to be safe There not going to be the whole oh I don like an upper flipper where I have to use this or I don like that You know fan layout you speaking to the majority All shots look to be pretty standard. Nothing weird going on there. And it's going to be one of those games where the ball is not going to be doing something incredible or something fascinating or whatever. Or a really cool ball path. This is not that type of game. this is a type of game that's going to have a number of other things to keep you entertained you're going to have bash toys galore groovy drop targets with the roving hand the up and down deadites that are blocking your ramps and then you have the cellar or the basement door that comes up and you have bash targets to hit there you're going to have things to hit there's like up teen i said in the previous video you got what eight drop targets here a hand and then like 20 plus shots probably or things that you can hit so it may be a safe fan layout but you've got plenty to keep you entertained and that's not even like me including what's like downstairs in the basement with that particular one flipper and the shots that are underneath there you have that going on and there's going to be a portion of the game where you're playing only the basement and there's also a portion of the game where you're going to have a multiball going where you're playing the basement as well as what is on the main play field which seems like it's going to be pretty damn chaotic and along with other things to keep you entertained you have things that are not in other pinball machines you have the hidden sling flipper which is going to be available for multiple shots the hand the drop targets and even all the way up to potentially that left ramp i know for sure the left orbit but maybe even that left ramp so that one hidden flipper isn't just for one shot it can hit a bunch of things then you have your dual shooter lane and something i liked about that in particular moment is that you have something so simple as just hitting the fire button that they have turned into a small little type of you know skill shot in a way is that when you load it up you're going to have Bruce Campbell call out that it's not going to be the same every time there's going to be a different cadence or a different tempo to it And if you hit the fire button when he says fire, you're going to get basically more points. So it may be like, ready, aim, fire. And you got to hit it or it might be ready, aim. And it's just going to be kind of drawn out. So it's something so simple as just to hit a button. But to add that little thing into the code to make it more interesting, I thought was pretty cool. And I think that's what's going to be a hard driving force on this game. Like yes once again fan safe layout But I think the code and the amount of things that you going have to do is what gonna keep you entertained so that pretty much it like I said you getting the gameplay revealed this coming Wednesday they will release that it I don't know what the time but they will be releasing that Wednesday that was divulged during the stream with Frenchy I do have a stream coming up with spooky Luke and spooky bug tomorrow evening here on my channel where we will be discussing everything Evil Dead, and by all means, be in chat to ask them all the questions that you want answers to. And I think definitely this is a game that is going to be even more enhanced and entertaining when you're actually playing it. All of my opinions and everything and judgments that I'm giving you right now are from merely watching a video. And by the way, the video is, the camera is going to be in a position that you may or may not like. and just let it be known the reason for this placement is because if it was in the direct point of view where it's just looking straight down on the play field which a lot of us look as being the standard you're not going to get that big of a show on showing the deadites and the cellar or the basement you're going to get a much better angle from this particular perspective so just something to be you know be wary of is that when you see the video you're gonna be like why is the camera there it's there for a reason guys so that way you get a better idea of what the game looks like from the player's perspective so topper badass i didn't lie to you guys about that the way the game looks they nailed theme integration didn't lie to you about that the game looks amazing then you're going to have the gameplay coming up and i'm telling you basically in a nutshell it's safe but it's going to be plenty of entertaining with the amount that you have to do and with the code to back that up oh my god i almost forgot about call outs so you're gonna have bruce campbell call outs galore on this game and i only saw like the 20 some odd minute gameplay thing so there's like hundreds of pages that they gave to bruce to say and he like kind of like did all kinds of ad-libbing as well gave it his own little flair but there's definitely r rating when it comes to these call outs but you're able to disable that in the settings if you want something a little more kid friendly but if you're wanting something that's going to have the curse words you're going to get it definitely on these call ads in particular like when he ended his game and you're typing in your initials for the player he's like well i never was any good at goodbyes so you guys can just go ahead and f off something of that nature i mean the call ads are definitely going to be high praise for this particular theme all right guys that's it until next time peace out

_(Acquisition: youtube_groq_whisper, Enrichment: v3)_

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*Exported from Journalist Tool on 2026-04-13 | Item ID: 8d442cd2-3f75-435a-8d95-9fde62604b87*
