# Pinball Brothers Predator Pinball Machine – Inside the Jungle with Predator Pinball!

**Source:** Gonzo's Pinball Flipperama  
**Type:** video  
**Published:** 2025-06-18  
**Duration:** 50m 35s  
**Beat:** Pinball

**URL:** https://www.youtube.com/watch?v=NGmgpDWBD44

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## Analysis

Gonzo interviews Paul Daniel, CEO and lead developer of Pinball Brothers, about their newly released Predator pinball machine. The widebody game is based on the 1987 film, licensed through Disney (who acquired 20th Century Fox), and features gameplay centered on playing as Dutch fighting the Predator with crew management, weapon collection, and three main multiballs. Paul discusses design collaboration, licensing restrictions on Arnold Schwarzenegger's likeness, the Gatling gun multiball mechanism, skill shot variety, and confirms the team's involvement with the original Alien pinball project.

### Key Claims

- [HIGH] Predator pinball started development in 2024 but licensing discussions began much earlier due to existing Disney/Fox relationship from Alien — _Paul Daniel stated licensing happened 'quite a long time ago' with contracts typically 2-3 years, and 'we started the project in 2024'_
- [HIGH] Arnold Schwarzenegger's likeness cannot be used in most game clips due to licensing restrictions unrelated to cost — _Paul Daniel: 'he is in the clips but he's not we're not allowed to use him his face... it has nothing to do with us it's something else' and 'it out of our control basically'_
- [HIGH] The game has three main multiballs: Ramp Attack, Jungle Blast, and Get to the Chopper — _Paul Daniel confirmed: 'there are three main multiballs in the game'_
- [HIGH] Predator pinball uses Fast Pinball electronic systems and features significantly more lighting than previous Pinball Brothers games — _Paul Daniel: 'we have actually a lot more lights in this game than we have had ever before and that is that's partly thanks to us fast pinball collaborating with Fast Pinball'_
- [HIGH] Disney approved an R-rated game design from the beginning, allowing full violence, guns, and gore content — _Paul Daniel: 'Disney has been from the very start... there are quite strict policies... But this game has been R-rated from the beginning, from their side. So we have been given sort of free hands'_
- [HIGH] The game features a power-selectable plunge with four distinct skill shot options depending on plunge power — _Paul Daniel detailed four plunge options: full power to magnet, soft plunge to drop targets, semi-hard plunge above targets, and secret skill shot on hidden stand-up target_
- [HIGH] Pinball Brothers team members from original Alien project (Jim Kelly, Brian Domini, Orik) are involved in Predator development — _Paul Daniel: 'Jim Kelly, who does all the animations... Brian Domini still involved... Orik did the artwork... he did that for all the Alien versions'_
- [HIGH] The game comes in a single cabinet version with an optional 'trophy package' including shaker, invisible glass, green trim, and 60 RGB back box lights — _Paul Daniel: 'the game comes in only one version... you can get the trophy package, which includes a shaker and invisible glass and the green trim and then you also have a back box lighting'_

### Notable Quotes

> "we have been knowing that we were doing Predator for quite a while, but we started the project in 2024. So maybe the very beginning was maybe a year ago, something like that. It's come around quick then."
> — **Paul Daniel**, ~08:45
> _Clarifies development timeline and licensing background relative to Alien relationship_

> "he is in the clips but he's not we're not allowed to use him his face or his in all the clips... the exact reason for that it has nothing to do with us it's something else but we obviously want to be able to add more of him in the game"
> — **Paul Daniel**, ~17:30
> _Addresses major community concern about Arnold Schwarzenegger's involvement and clarifies licensing constraint is out of their control_

> "We have actually a lot more lights in this game than we have had ever before and that is that's partly thanks to us fast pinball collaborating with Fast Pinball for the electronic system"
> — **Paul Daniel**, ~32:15
> _Highlights technical advancement in lighting capabilities using Fast Pinball electronics_

> "Disney has been from the very start... But this game has been R-rated from the beginning, from their side. So we have been given sort of free hands when it comes to what to include and not in the game."
> — **Paul Daniel**, ~19:00
> _Explains how licensing allowed full creative freedom on violent/gore content rare for modern pinball_

> "you are actually playing the game as Dutch because he is the one fighting Predator. So you are stepping into the shoes of Dutch."
> — **Paul Daniel**, ~14:00
> _Confirms player narrative perspective and gameplay focus on Dutch as protagonist_

> "we have the sort of the same, it's definitely the same passion about this theme, to be honest. So everybody are working around the clock to make this happen. and it's not just another job"
> — **Paul Daniel**, ~56:30
> _Shows developer commitment and work ethic on the project_

> "the idea is that you should have at least four different ways of plunging the ball. What's the ideal pitch? If you ask me in two months I could have a different bar but I think for now I think 6.7 or 6.8 something like that."
> — **Paul Daniel**, ~45:00
> _Details plunge mechanic flexibility and suggests optimal pitch range for gameplay_

### Entities

| Name | Type | Context |
|------|------|---------|
| Paul Daniel | person | CEO and lead developer of Pinball Brothers; responsible for game design, code, and development team leadership on Predator pinball |
| Pinball Brothers | company | Scandinavian boutique pinball manufacturer that released Predator pinball in 2025; acquired assets from Heighway and developed Alien, Queen, ABBA prior to Predator |
| Predator Pinball | game | Widebody pinball machine based on 1987 Predator film, licensed through Disney; features Dutch protagonist, crew management, three multiballs including Gatling gun mechanism, released 2025 |
| Alien Pinball | game | Previous Pinball Brothers widebody game that established the team's capability; some original development team members (Jim Kelly, Brian Domini, Orik) contributed to Predator project |
| Euro Pinball Corp | company | Manufacturing partnership between Pinball Brothers (majority shareholder) and Pedretti Gaming; located in Italy and responsible for manufacturing Predator and other Pinball Brothers games |
| Pedretti Gaming | company | Italian pinball manufacturer and partner with Pinball Brothers in Euro Pinball Corp manufacturing joint venture; contributed to Predator game development |
| Disney | organization | License holder for Predator IP (acquired from 20th Century Fox); approved R-rated design and granted creative freedom on violence/gore content |
| Fast Pinball | company | Electronic systems provider for Predator pinball's control hardware and lighting system |
| Jim Kelly | person | Animator and screen content developer at Pinball Brothers; worked on Alien and Predator projects |
| Gonzo | person | Host of Gonzo's Pinball Flipperama YouTube channel; conducts in-depth interviews with pinball industry figures and provides community commentary |
| Brian Domini | person | Developer involved in Alien and Predator pinball projects at Pinball Brothers |
| Orik | person | Artwork designer for Pinball Brothers who created playfield and cabinet artwork for all Alien versions and Predator |
| Peter | person | Mechanical designer at Pinball Brothers (Sweden-based) who collaborated on Predator game design |
| Andrea | person | Euro Pinball Corp staff member involved in Predator development; works alongside Fred, Marco, Gabriel, and Alessandro |
| Arnold Schwarzenegger | person | Actor from 1987 Predator film; his likeness restricted in game due to licensing limitations beyond Pinball Brothers' control |
| Jack Danger | person | Figure from Jersey Jack Pinball mentioned in closing of interview (incomplete reference) |

### Topics

- **Primary:** Predator pinball game design and mechanics, Licensing challenges and restrictions (Arnold Schwarzenegger likeness), Pinball Brothers company strategy and development team, Multiball mechanics (Gatling gun, Ramp Attack, Get to the Chopper), Fast Pinball electronics and lighting technology, Skill shot variety and plunge mechanics
- **Secondary:** Nostalgia marketing and theme appeal to collectors, Playfield design and interactive toys (Predator action figure, Gatling gun), Comparison to Alien pinball and team continuity, Community expectations vs. licensing realities

### Sentiment

**Positive** (0.82) — Paul Daniel is transparent and enthusiastic about the game; Gonzo expresses consistent appreciation and respect for design choices and developer honesty about constraints. Both speakers acknowledge licensing challenges pragmatically rather than defensively. Community skepticism about missing Arnold referenced but positioned as understandable given theme passion, not criticism of actual design.

### Signals

- **[business_signal]** Pinball Brothers operates Euro Pinball Corp as manufacturing subsidiary in partnership with Pedretti Gaming, with Pinball Brothers as majority shareholder; indicates vertical integration strategy for production capacity (confidence: high) — Paul Daniel: 'from the beginning, when we relaunched Alien, we worked with... partnership with Pedretti Gaming... eventually led to us setting up the Euro Pinball Corp company together... Pinball Brothers is the majority shareholder'
- **[community_signal]** Paul Daniel transparently addresses community concerns about Arnold's absence and licensing constraints; open to future enhancements and community suggestions (arm wrestle two-player intro noted as future consideration) (confidence: high) — Paul Daniel repeatedly emphasized transparency about restrictions and stated 'we hope to add loads of stuff into the game'; noted community suggestion about arm wrestle animation
- **[design_philosophy]** Game features power-selectable plunge with four distinct skill shot outcomes (full power to magnet, soft plunge to drop targets, semi-hard plunge above targets, hidden stand-up target) allowing player agency in risk/reward shot selection (confidence: high) — Paul Daniel detailed all four plunge options and confirmed 'the idea is that you should have at least four different ways of plunging the ball'
- **[design_philosophy]** Predator pinball centered on Dutch protagonist with crew management, weapon collection, and interactive Predator toy that moves/responds dynamically to player actions; mirrors successful immersive gameplay philosophy of Alien (confidence: high) — Paul Daniel detailed Dutch narrative, crew involvement in fights, weapon/ally collection mechanics, and fully interactive Predator toy with drop targets, leaf switches, movement, and audio cues
- **[licensing_signal]** Arnold Schwarzenegger likeness restricted in game footage despite licensing from Disney; limitation is out of manufacturer's control but future Arnold call-outs and expanded likeness usage remain possible (confidence: high) — Paul Daniel: 'he is in the clips but he's not we're not allowed to use him his face... the exact reason for that it has nothing to do with us it's something else' and 'it out of our control basically'
- **[market_signal]** Predator pinball released in 2025 as fourth title from Pinball Brothers after Alien; Paul Daniel indicates plans to accelerate production rate and improve planning for future games (confidence: high) — Paul Daniel: 'This is our fourth game... you get better and better doing it... we think that we're in a good position to actually make games at a quicker rate onwards'
- **[personnel_signal]** Original Alien pinball team members (Jim Kelly on animations, Brian Domini, Orik on artwork) continue involvement in Predator project, establishing institutional knowledge and design continuity across titles (confidence: high) — Paul Daniel: 'a lot of the people who are involved in the development team now are actually from that time... Jim Kelly, who does all the animations... Brian Domini still involved... Orik did the artwork'
- **[product_strategy]** Single cabinet version with optional 'trophy package' adding shaker, invisible glass, green trim, and 60 RGB back box lights; differs from typical Pro/Premium/LE three-tier model of competitors (confidence: high) — Paul Daniel: 'the game comes in only one version... you can get the trophy package, which includes a shaker and invisible glass and the green trim and then you also have a back box lighting'
- **[sentiment_shift]** Community skepticism about Predator (missing Arnold, theme authenticity) acknowledged as understandable but addressed pragmatically by host and developer; positioning of design choices as reasonable tradeoffs rather than failures (confidence: medium) — Gonzo acknowledged passionate Predator fanatics' concerns valid but noted 'licenses are not easy to deal with' and Paul agreed; both framed constraints as reality, not poor design
- **[technology_signal]** Predator incorporates Fast Pinball electronic systems and significantly expanded lighting architecture (RGB LEDs throughout, 60 controllable back box lights, flashers and spotlights) representing technical advancement beyond previous Pinball Brothers titles (confidence: high) — Paul Daniel: 'we have actually a lot more lights in this game than we have had ever before... collaborating with Fast Pinball for the electronic system and we have flashers and spotlights and RGB controlled LEDs almost everywhere'
- **[licensing_signal]** Disney licensing of Predator (acquired from 20th Century Fox) approved R-rated game design from inception, granting unusual creative freedom on violence/gore/weapons content typically restricted in modern licensing (confidence: high) — Paul Daniel: 'Disney has been from the very start... But this game has been R-rated from the beginning, from their side. So we have been given sort of free hands when it comes to what to include'

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## Transcript

 All right, good morning, good evening, good afternoon, and wherever you are, I'm in Australia, down under, in the jungle at the moment, and I have Daniel from Pinball Brothers, who is in Europe. Daniel, how are you? I'm fine, thank you, and thank you for having me. No, thank you, please. It's been a great journey. I've been talking with you guys for ages, and we're coming to you from the past, if you're watching this. It is now the present future. The game has released. We are pre-recording this. So we're flying a little bit blind, but at the same time, we'll go through everything we've got. When I heard this rumor of Predator, and a lot of our viewers will know this, I am a huge ambassador for nostalgia. And I think nostalgia is a very powerful thing. And for boutique companies, I think nostalgia is the secret sauce to making successful games that will sell out. at a good number and we'll touch on that in a second. I think themes like this, like Commando, like Fifth Element, maybe Matrix and Top Gun and Rocky, the boxing movie, those are themes that a company makes them. We know that they're going to sell out pretty quick. And when I heard Predator, I had the same questions as everyone else. Is it the first movie? Who's involved? Everyone keeps saying, is there Arnold? is you know all that type of stuff and you guys are very keen and very um open to have a conversation and i'm very grateful for you to share stuff uh that you've entrusted in me for me not to leak obviously or share with everyone um daniel tell me a little bit first let's start off how were you involved in pinball brothers uh yeah i am i'm actually acting as ceo ceo of the company. So and I've been that since the very beginning in 2020, when we relaunched the alien pinball. And but for this game, and from from last game, and into this game, I've been also been involved with or I'm actually the leading the development team also in the company. So and I'm also doing the code again. So I'm having a bit of lots of hats. Yeah, but I think that is quite common in the pinball community. So yeah, for sure. Yeah, that. And so in relation to Predator as a license, when did it start? Like how many years have you guys had this? Is it something relatively new that you jumped on? Or have you been working on it for a while? We've been working on it for a while. I mean, we had the Alien license and that is from the beginning there was a contract with 20th Century Fox, which became Disney because Disney acquired Fox. So that's how we started talking to or working with Disney. And apparently Predator is also a 20th Century Fox brand. brand. So it was kind of disliked what we did with Alien. And so it was a pretty straightforward discussion, I would say, to add Predator and make a game of that. And that happened quite a long time ago, to be honest, because you have these contracts for licensing that are typically two or three years, and then you have extensions of those contracts and when there is an extension you can talk about future titles or new brands. So that is what happened. And then we, so we have been knowing that we were doing Predator for quite a while, but we started the project in 2024. So maybe the very beginning was maybe a year ago, something like that. It's come around quick then. Yeah. This is our fourth game. So it's a struggle to make the first one. It's a struggle to make every game. But you get better and better doing it. So you know some things that you should avoid. and you do a bit of better planning and so on. So I think this project has been kind of straightforward, even if there's a lot of ups and downs in every pinball project, I can tell you. But we hope that, we think that we are in a good position to actually make games at a quicker rate onwards. And there's still an affiliation, obviously, between you guys and Predretti, right? Yes, we, from the beginning, when we relaunched Alien, we worked with, we had a partnership with Pedretti for manufacturing our games. And that partnership eventually led to us setting up the Euro Pinball Corp company together. And Pinball Brothers is the majority shareholder. So it's technically a subsidiary to Pimberbergs. But it's obviously two brands, but still we work together. Andrea and the other guys, Marco and Gabriel and Alessandro and the other guys at EPC has been involved quite a lot in this project too, of course. So the games are being manufactured in Italy, right? that's uh yeah that's that's true that's true we don't have any any production facilities elsewhere so that's it's a good thing working together is i've always said a lot of these companies especially the big ones i mean there's you know it's a it's a hard work to make a game there's a lot of overheads there's a lot of team there's a lot of people and why not work together i think it's a smart move and on a game like this i think you know i i have a an alien um lv i love the game I know it wasn't technically one that you guys did from, you know, inception, but it was still to take that and elevate it, you know, to a traditional cabinet. And then obviously it was one of the most immersive experiences and pinball game I'd ever played, you know, from the call outs and the theme and the score and the atmosphere it created was very atmospheric. So I can understand there's a lot of pressure here with obviously Predator. And the last two games you did were very niche, I guess, a little bit because they were music pins and you had to particularly not necessarily love the band, but you had to have a, you know, if it was on site, you would play it just because you wanted to play a new game. But to own it, I think there's a little bit of an element there where you need to be into that genre. There is still that with Predator because obviously not everyone's into, you know, sci-fi, horror, you know, action. That's fine. um but i think that it's safe to say this is probably a wider um demographic of people um from what i've seen it looks fantastic it looks jam-packed um and um the design of the game i'm going to pull that up now right so most of you if you're watching this by now uh you've seen the trailer and whatnot and we're going to pull up the design of the game um the layout the Whitewood and the design. Who was that? Was that a collab of guys or was it one particular person? The design of the game is actually it was a collaboration between me and Peter who is our mechanical designer here in Sweden and then Andrea at EPC. We worked together as a team. We had some ideas from the start and then we sort of elaborated on that. So but it was pretty clear from the beginning that the centerpiece of the game should be should be the Predator itself. So maybe that is too obvious. But I think Predator as a theme is quite obvious. And it felt natural to do it. So yeah. So this is based on the first film in 1987, correct? That is correct, yes. All right. And, I mean, one question that everyone's been asking and wanting to know, do you play as the Predator or do you play as a soldier in this game? Or neither? Is it more like a UN outsider experiencing the movie? It's a very good question. And we decided that from the very beginning that you are actually playing the game as Dutch because he is the one fighting Predator. So you are stepping into the shoes of Dutch. Dutch. Yeah. And then you have in the user interface, you have the rest of the crew, and you can bring them into special missions. And you have to bring them especially into the fights with the Predator when he attacks because otherwise it's going to be really hard. And you have to bring a lot of guns into the fights and ammo also. I was looking at the play field and I gathered by all the weapons and everything that there is that element and obviously you've just confirmed it for me. Collecting weapons, collecting allies and things like that, fighting against the predator, which is, you know, it's a simple, straightforward, but it works. I think sometimes it's better not to overcomplicate code, especially with some of these games that are quite deep. So you play as Dutch. Now, I know and I've dealt with licences and other scope of work that I do and stuff, and I know it is very difficult to get voice actors and stuff like that. Arnold Schwarzenegger is an expensive asset. I'm well aware of that. And, you know, I'm very understanding to that. Some of the community obviously was like, oh, it's got to have Arnold. It's got to have Arnold. I did see in the movie poster, which I'll share in a minute, that it does specify that you do have scenes from the movie and call outs from the movie. Do we have Arnold Schwarzenegger callouts from the film? Currently, it is a voice actor. So that is the straight answer to that. And I will be completely transparent with everything I can be transparent about, because there are some things I can't really say. Did you use Cengiz? No, we didn't. We used another guy. another guy but on another the thing is this we we decided early on that you should step into the shoes of Dutch and play the game with Dutch and we but we obviously even if it fits the narrative of the game in that context that you are basically Arnold then so you don't have to yet have to show him in the game and on and so but but everybody should say that we are just doing that because we couldn't afford to have him in the game and so on and to some extent that is true not that we couldn't afford because it has nothing to do with that there are other sort of complications but we are we are he is in the he is in the clips but he's not we are not allowed to to use him his face or his in all all the clips that we are kind of kind of limited you could say and and the exact reason for that it has nothing to do with us it's something else but but we obviously want to be able to to add more of him in the game and that is still that is still a possibility and even call the call outs is also a possibility so but it out of our control basically we are not we are not the park in that situation at all so that all I can say But apart from being kind of restricted when it comes to Arnold, we have all the actors and all the call-outs from the movie. So you will have Dylan and the Hawkins and Blaine and so on. So it's kind of cool. And it's also cool that Disney has been from the very start, because another thing that is kind of hard these days is there are quite strict policies when it comes to violence and guns and blood and gore and stuff like that in a game. but this game has been R-rated from the beginning, from their side. So we have been given sort of free hands when it comes to what to include and not in the game. So it is really a full Predator experience in my mind. Look, I really appreciate and respect your explanation of that and I think unfortunately, and we did touch on this already before, Or the pinball community has an element of, you know, stamping their feet and kind of going, well, if this hasn't got this, I'm out. Or why did they even bother doing the license and blah, blah, blah. And there are elements where I can understand real passionate Predator fanatics. But I think, you know, licenses are not easy to deal with. We've heard that from many other manufacturers. We've heard that sometimes it's not even the license. It's whoever owns that particular part of the film. I believe Predator, and can you confirm this, the film license is actually owned by different people in different continents? I haven't heard that, to be honest. I can't confirm that. I heard somewhere, and I can't remember, it may have been maybe if the game was maybe before it was sold to obviously Disney, but I'd heard that Predator is a film license that was owned by different people in America or Europe, and that's why there was different licenses, multiple licenses, which I've heard before in some games. So, okay, so we know that. And look, I'm okay with a voice actor at the moment. We may get like the Arnold Schwarzenegger edition like we did with the Ripley. But if like everything else is there, and I think sometimes the element of the design, which I'll pull up again, if the game is packed and it's got toys and mechs and we've seen, you know, the machine gun and the shots and the predator toy, like for me i think there's plenty in there that is still going to keep the passionate predator people happy with the game um this element here with the rattling gun um which you guys teased on the internet today um which is very fast and i'm assuming that's where you lock your balls and that shoots out the multi balls yeah that's one of the multiples you have um that whole sequence is quite long actually you have a at the very top of the play field you have a magnet that grabs the ball when it um not that one it's another one yeah behind that and it actually drops the ball into subway and that subway leads all the way down to the right side at the you have that arm net there yeah there's a book and the ball comes up there and there's a lock post so under that army net I don't know if that's the correct term in English. Yeah, yeah. But the balls are sitting on that wire form, waiting to be released when you have qualified for jungle blast multiple. And then they are fed to the minigun one by one and fired into play. So that is like... They come down this wire form into the gun. Yeah. and then they are fired into the game and it's a kind of wild multiple so um um yeah and uh how many multiples are in the game three yeah there are three main multiples in the game and that is a camp attack which is qualified in the bumper area and where you obviously have the camp um um sitting on top of the bumpers yeah and and then you have the jungle blast multiple that we talked about um before and then you have the get to the chopper obviously now i'll actually pull up the other one because i just realized i will do this one because this one actually has i really like the way you guys did this uh one thing i really like leaning on speaking about nostalgia and the 80s and all that i love the fact that the the teaser had the voiceover that was kind of like an 80s 90s movie trailer and the fact that your posters look like posters that were put up on a bedroom because it's got the creases right um i thought that was i thought that was a great touch um thank you that is exactly daniel break is uh uh doing i would say yeah no that is a that is a great touch because i think it adds that element of with again nostalgia i always say it's a is a really powerful way of going back in time for that minuscule second that you remember seeing something for the first time or touching something for the first time you know when you were 10 years old or 15 years old and this really just reminds me of the movie posters you know i had a predator movie poster you know such an iconic movie poster um but to treat it like this where it looks aged and has creases it was a great touch so this is the camp sculpt that you're talking about and i'll zoom in on that a little bit now so there's um a bumper under there yeah it's two bumpers in the in the bumper in the camp area so you have in the camp area you have um the camp scoop in front of it where you collect a mac and you collect weapons and also the sort of mystery in the game and then you have the two stand up targets to the left, which are first aid kits, which is basically ball save. And then you have a secret target that you can't see on this picture that is above slightly above to the left of the right bumper. So it's behind there. Yeah. So it's a bit to the right from where you're pointing now actually yes it is the the bumper where the barrels are on top okay yep it is but it's in there at least so you can you can get some stuff from that so so that is that makes up the whole um camp area and then the get to the chopper uh we saw a teaser trailer of that where you locked the balls in and the helicopter was there was there a plan that you guys thought should we reuse the abba helicopter for this uh it i mean in the early days right before abba maybe there was some somebody saying something like that but i think that was never it never made it into any sort of design real design discussions you could have got away with it i reckon you could have some people always criticize companies for reusing mechs i think this you could have got a way of but look i understand the chopper makes cool it interacts the spin the blade spin um you know i'm sure people will make mods and all that type of stuff anyway if they wanted to make it bigger or more interactive we we see a lot of that in the pinball community um the predator actual toy that we've seen is that tell me more about that so that's got drop targets in front of it correct yeah it has drop targets in front of it and then behind the top targets you have a number of leaf switches also so that's that's where you where you hit him so to speak when you fight fight with him see but he is fully interactive he is moving up and down left and right and the follow the ball and he shows when he is getting hit in the big way and in the growls and snarls and makes all the sounds from the movie. So it's kind of really fun to moment to fight him to be honest. Your light show interacts in that mode I would assume? Yes a lot, a lot. We have actually a lot more lights in this game than we have had ever before and that is that's partly thanks to to fast pinball we are collaborating with fast pinball and for the electronic system and we have flashers and spotlights and RGB controlled LEDs almost everywhere I would say so there's a lot it's a lot more to it than then you can see here actually when it comes to lights. It has a similar lighting strip in the side of the game that the Alien LV has, right? Yeah, it has that on the side. The difference is that we don't have RGB lighting on the sides because it doesn't really work that great with the artwork. But these ones are controllable in the way that they can be on and off. You can fade them. You can flash them. So you can use them quite a lot in light shows still. But there are, the apron has 20 LEDs and you also have RGB LEDs from the back. So we can really work with different color schemes in the game in a really cool way that we haven't been able to do before. I really like your art blades where they got the plastic protection built into them. Yeah, yeah. I think that was a cool trick. I don't think I've ever seen that done before, so that was cool. Sorry, I'll cut you off because there's a bit of a delay. No, no problem. I just wanted to say that also we have, I mean, the game comes in only one version because we think Predator. But we also wanted to add something extra and you can get the trophy package, which includes a shaker and invisible glass. and the green trim and then you also have a backbox lighting in that package. So you actually get 60 RGB controllable lights on the back of the backbox and that helps quite a lot when you go into modes like the assignment for instance when everything turns red and the helicopter is uh rotary spinning you you get that red uh calorie in behind the game also it's it's kind of effectful actually so yeah look i think it's um it's a great combination i i actually really love the artwork there's the element of the jungle the map um kind of feels very 80s sense like an 80s pinball 90s pinball um the skulls obviously we know there's a lot of skulls in this game because predator skins his uh his victims etc um the apron in relation to the interactive sacrifice so when does that activate or is that kind of always playing random no it's a it is one of those those things that will uh um develop over time we we use it for various um things it it animates when you get the jackpots and super jackpots and yeah but we also intend to use it for countdowns and and things like that it could it could be a little bit hard to read though because you have to know the of course the language but yeah but it's it's kind of cool actually it it works really well i um i um i wasn't sure to be honest that it would actually come out as good as it did. So that's a really nice touch. Look it one thing that when we saw the teasers that were being dropped that you know as soon as everyone saw that it was such an iconic piece of equipment in movie history Most people would see it and know that it's from a Predator film, even if they haven't really seen Predator. So, look, I think it was a great choice. The wrist blade gauntlet knife ramp. So it was, again, because I haven't seen the video gameplay of this. But so does this work as in like a quick kickback into the wire form? How does that work? No, it's actually a reversal ramp. So you, you, it's a quick ramp shot that that turns the ball back to if you think of the reversal in alien at the center of the game that you have, you have, you actually have one of the, one of one reversal ramp on each side of the game. They are kind of hard shots, but they are really important in the game. So the wrist blade is one of those reversals. So it loops the ball back into the wire form and returns to the right flipper. And you also have that between the bumpers. You have a shot on the other side in the camp. You actually shoot between the stand-up targets and the scoop. Yeah, exactly. and so and then so there are actually two two exits in within that camp because one is coming from the minigun firing and the other one is is the reverse so underneath so so that those yeah now in relation to the plunge and obviously you guys have a push plunge no problems um this goes and correct me if i'm wrong i think you can see my cursor on the screen um i'm assuming it comes out and then spins around that way is it more of a longer plunge on this game it's actually it's actually um uh what's the word uh you can you can choose the power you can actually hold the button and you you can see from the inserts what power you you have yes these ones here i was going to ask about those yeah yeah so yeah you you either you can just push the button and give it full plunge and then it can go all the way as you said It can go up the ramp and get caught on the magnet at the top for a special skill shot. But you can also actually soft plunge into the game and you can also make the drop targets at the center. and then you win a weapon. Yeah. And then you get a weapon from that skill. And then you can go for the semi-hard plunge, which goes not into the ramp, but on top of the, above the drop targets. Yeah. And then it drops down in the bumper area, and then you can have a secret skill shot on the stand-up target that is hidden in there. so uh but all of that is obviously uh a bit of um it's going to be different on different games because it depends on what pitch you put the game in on and you can also adjust the power so you can you can get it to your your liking but the idea is that you should have at least four four different ways of plunging the ball what's the ideal pitch a few people actually i've come across have asked me my ideal pitch for Alien, what would be the ideal pitch for this game? Have you found a sweet spot? If you ask me in two months I could have a different bar but I think for now I think 6.7 or 6.8 something like that. So I'm assuming the map has to do with the modes and where you're traveling, you're traveling across the jungle? Yeah, that's the idea. You do that. It's one of the tasks, so to speak. But that is actually not the modes. It's actually... You have to the right of the predator, you have something that says Jungle Event on an insert. Which is actually not going to be called Jungle Event. It's going to be called Jungle Encounters. And it's going to say just jungle on that insert. So when you get the call out saying quick, shoot the jungle, you know that the jungle is that shot. You start jungle encounters in there, and there's an up post behind the right ramp. And when you have a jungle encounter qualified, the ball stops there and there's an intro played. And all of the steps on the map is actually one jungle encounter. So you have small encounters and you have bigger ones that you can think of them as maybe smaller mini wizard modes or something like that. Ablutions. Yeah. But the whole map is about hurry ups. So you have a lot of, you have, the idea is to, you can score quite big, but you have to succeed and play them really well, those encounters. And if you do that, if you play a jungle encounter perfectly or good enough, you will actually win an item. There are five kind of famous items from, iconic items from the movie. You can see them on the, yeah, down there. That's the binoculars and the knife and map and the hoppers badge and the torch. And those items give you some benefits when you play different things in the game. They are related to the special missions at the bottom or down below. you have five special missions those are sort of bigger episodes from the movie so you have the assignment which is basically the start of the movie where they are flying in helicopters to the jungle and your mission is to disembark all the soldiers and then you have green berets, you have setting traps, you have hunter and prey and the hostage. So those are sort of special missions. So they're the modes basically. Yeah, that's the bigger modes and the map is more about hurry ups and quicker encounters, you could say. Yeah. So this is a three flipper game? Yeah, it is. Okay. Yeah, three flipper game. one question I've been dying to ask you and I was like when we play two player and we push the second player do we see Dylan and Dutch do the famous arm wrestle catch you don't I want to see it ok ok ok I will write that down yeah as I said before we hope to add loads of stuff into the game we are adding loads of stuff so it's just a question of what we can add and how much but yeah i will keep that in mind that's i'm sure their biceps aren't licensed just don't show the faces as long as i just see the biceps like that that scene if you do a search like if i'm texting friends and i do a search for um uh high five or um that comes up right and it's no connection to predator and a lot of people use it back to me and they've never even watched a predator film or they don't know that the red polo is so iconic i went to a party once and a friend of mine was wearing a red polo and i said to him well are you trying to be um a dutch from predator and he's like what are you talking about you know but there are elements where certain parts have become so um um pop culture you know and the arm the the arm thing i thought was a great when i first heard this rumor the first I thought it was two-player. What a great way to introduce a two-player person. But look, I really love what you've done. It reminds me a lot of the immersive layout that Alien had. Obviously, I understand it wasn't one that you guys did yourself, but I'm assuming you've taken a lot of inspiration from that game, considering that was a very popular title for you guys, right? Yeah, sure. But it is also not really true that we didn't do it because a lot of the people who are involved in the development team now are actually from that time. I mean, Kelly, who does all the animations and the things on screen, we also have Brian Domini still involved, and Orik did the artwork, of course. He did the Playfield artwork and the Cabinet artwork, and he did that for all the Alien versions. so um well i'm glad you cleared that up because a lot of anytime there's been any conversations in forums or discords everyone's like yeah but you know they didn't do alien yeah but you know i did hear a rumor that you guys were involved and i didn't know the full story and i wanted to ask you this as well but obviously if you're saying uh it was a few of the original team then you know there is a um a connection there which is like i think it's great Yeah, I mean, yeah, we, I think, because I was actually around at the time I was in the prototype room for Alien as well, even if I didn't was designing the game. But we, I would say we have the sort of same, it's definitely the same passion about this theme, to be honest. So everybody are working around the clock to make this happen. and it's not just another job, if I put it that way. It's something completely different. And hopefully that shows in the end. So we are doing the best we can, obviously. Look, like I said, I implore everyone that hasn't played Alien to try and get to one. I've been a big ambassador for that game, had the SV version, sold that because at the time it was money and space, and then eventually I said one day I want to get an LV, which is what I've done. It's safe to say that the cabinet size head box is identical to Alien, the same shape and everything, nothing's changed? That's a really good question. If something changed, it's not much, at least that much I can say. But there are a few things that have changed. I don't think I'm not entirely 100% sure about the measurements if they are exactly the same. But we have removed the lock and moved it upwards into the which is a much better solution, of course, because you don't want to have that lock in the middle of the predator log. work yeah so um that that is one change then the cutouts for the speakers are a bit different but that doesn't affect the size obviously no so i asked you because as a as a person um that likes putting specific games together it was interesting to see i mean if they're different it doesn't matter either don't get me wrong um but it was just interesting to see how similar they would complement each other um because they will look they'll look amazing next to each other obviously Yeah yeah yeah So I shouldn ruin that But I just not sure it 100 but it is very very close that is um is it um the idea of going back i had an interview recently with jack and i said for jack granieri from jjp and i said to him look uh not going back to white bodies and he said well we're set up for normal games and to start doing white bodies again means we've got to change everything um you had done obviously alien as a wide body is your preference wide body because there's a nostalgia element there with wide bodies or is it just something that you guys want to kind of be like your calling card that you do wide body action games uh i think uh uh first of all he's right that it's it's a it's kind of of in one sense from a business perspective it's kind of stupid to mix to do both but we thought honestly that this one had to be a wide body no matter what we just had to one of the reasons obviously was to make it match alien yeah so that we want that too so that so that was sort of a no-brainer for that but but we we make it hard on on ourselves to be honest because it is uh it is is not that easy to uh to mix but uh but we thought that this this one really needs it so i i can't say that we have any sort of firm decision moving forward because um uh we are doing um at At EPC we are making Funhouse right now also and ABBA. And they are sort of standard bodies. And there are probably more remakes coming. And that could be wide bodies or they could be standard bodies. So I guess we have to live with the fact that we have decided to make both, I guess. And I'll just quickly go through some of the stuff that's on this poster and again, great poster. So we spoke about the fact that it's wide body, the predator icon cut out black stealth trims. Is that what you're referring to in relation to the speaker grilles? No, that is the side rails that we made. Oh, the side rails, okay. Oh, yes, of course the red, sorry, I should have known that. It's really hard to see that on the picture, but you actually have that Yurtja characters stamped into them. So you actually have some text there. And that's still the same, even though you don't get the trophy package, it would just be black or silver? Is it just black? Yeah, exactly. It's just sort of normal powder coating. Yeah. Yep. We spoke about that. It's a three flipper game. There are two pop bumpers, three jungle mission spinners. I was going to ask you about the spinners. I'm a huge fan of spinners. I think every game should have a minimum of two. So I was really excited to read that this had three. Is there a specific sound that each one makes or do they all make the same sound when you hit the spinner? They make... Out of mode I think they currently make the same sound but they obviously have different sounds depending on when you play the assignment mode for instance you have a certain sound and so on. Awesome. Now I'm a sucker for spinners. Yeah, yeah, yeah, me too. So I really like them. We actually had four spinners from the beginning, but one of my ideas didn't work out. So we had to scrap that one. But three is enough then. Now the super stand up targets, because this is something that I don't often see. Can you explain a little bit to the viewers what super stand ups are? This is where the market department and the development team maybe are going. Well, let me ask you this because I actually done a bit of research because I had one view of super drop targets and another view. One of them was the super drop targets are more precision control. They've got a different sensor in them to detect exact position. can be used for dynamic rules if i'm not mistaken that's the part i wasn't sure about um i was going to do a bit more research um and they reset and drop faster from my understanding okay okay yeah but um i don't think that to be honest i don't think that that much uh thinking has gone into the the word super in this case but we what we have done is that um these these stand-up targets are used in Funhouse also and they are an evolution of the stand-up targets we have used before. And I know that we have been criticized quite heavily for the stand-up targets in the past. I think the good thing about them is obviously that you can light them up in different different colors and and so in alien for instance these ones are just lit up in white light but they are and they are thinner thinner than the ones used before and they are sturdier and they so they work really really well so um in this game you don't have we don't have stand-up targets that are they are kind of strategic in the game of course they are important but they are not that many and they are in um in kind of strategic spots so you don't you don't shoot them um that much as as an alien for instance so uh but uh um yeah no that's okay cool i was just going through this so three outposts we did touch on that before um we got two playfield magnets now one of those magnets was in the right orbit if i'm not mistaken where was the other one again yeah you have one in the right orbit which actually is kind of cool because you when that is active it can be active sometimes when you loop with the upper flipper you can actually loop both in the left orbit and get the ball back and loop again and you you also can go looping in the left ramp and sometimes during young encounters for instance the magnet uh the right orbit magnet actually grabs the ball on the way back to the flipper and calms it down and drops it to the flipper you can also it's also in some um some situations you actually activate it from below so you can actually pass the ball yeah from the lower flippers up to the up to the magnet and then it drops down drops the ball back down to the upper flippers you can actually feed the upper flipper using that magnet and i think that's really useful in the game uh the other one is the other one it's a bit like the one in alien yeah yeah yeah but it's but it's uh yeah exactly and it's quite quite uh in use quite a lot and then you have the other magnet at the very top It's behind everything. I think you can see it just in a bit up there. It's hard to see, but it's actually more or less to the right of the wire form there, wire form ramp below there. I'm not sure if that is the magnet showing there or not, but it's it's dropping the ball it's catching the ball and dropping it down in the subway so that is nice okay cool cool all right so i'll stop that one um in relation to it's um sorry if i'm deep diving too much it's what we tend to do no it's fine it's totally fine yeah no sorry what were you saying uh um i have to ask this about the time yeah um because i i have another appointment in four minutes no no problems no we'll get through this now um so yeah so obviously we know it's loaded a lot of people would have seen this already we know about the predator trophy package um we've got uh iconic predator sound clips movie quotes call outs which is great uh original score by alan silvestri um how did uh you've used alan before haven't you uh no we haven't first time yeah yeah um he does a lot of scores for tv shows and movies doesn't he yeah i believe so yes yeah yeah his name sounds so familiar and i was going to look him up and i i i didn't um and uh we got newly composed predator pinball soundtracks which is great i think that's and again if it's anything like alien such an immersive experience um was there anything that kind of it had to be in the game like what what had to be in there that you guys thought we really need to make sure from the beginning that this had to be included uh i think uh obviously the predator i mean the whole movie for us is that uh it's kind of obvious but it's it is the predator is really the the unique um creature and we had to get him into the game and we need to make him, you have to feel that he is there and you are fighting him. That is sort of the essence of the game, I would say. That doesn't mean that you do that all the time or even a lot, but he's lurking around there and he's always there to attack you. So that's an important thing. And I also think that what we have really tried to do is to to have this uh to to catch those contrasts from the movie with the calm there's a lot of calm um sections in the movie where they are actually moving in the jungle nothing much happens and and then suddenly hell breaks loose and there is a lot of action and i think that is something that the game is is reflecting in in a good way they can be calm moments you are stepping into the jungle when you start the game it doesn't feel that dangerous but then then things happen and then it sort of come to life so which is part of creating that immersive experience there's a lot of moments in the movie where it's quiet it's very calm and then boom you get this intense jump scare and and i think it's done well and i think i get criticized between a lot of my movie bus friends where i say mediter predator for me mediter predator is a masterpiece of a film and considering that like they had so little like it was a small cast it was a small set um it was a was a lean script it was a small script but yet they they managed to create something that was intense captivating the more you watch it the better it get it was a really intelligent film and i think it's such a a great translation into what you guys have created and from what i've seen i think it's going to be magic um i know there's going to be some pushback on some of the stuff with noah and all that but you know you you've explained that really well and i appreciate that and look I know we've gone over time, so thank you very much. I'm sure we'll speak again. We'll probably get some gameplay of this game. And, yeah, we'll get more info from you in the future. Sure. Thank you for having me. It was nice. No, pleasure, pleasure. Thank you. And, guys, again, like, subscribe, tell your friends, and please make sure you play Alien if you haven't, because that will give you a really good indication of what they've created here with Predator. Bye.

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*Exported from Journalist Tool on 2026-04-13 | Item ID: a3a9e6a6-f3cc-4a37-a829-e0a37446ab3b*
