# Pinball Brothers - Dutch Pinball Open Expo 2025 - Pinball News

**Source:** Pinball News (Dutch Pinball Open Expo 2025)  
**Type:** video  
**Published:** 2025-11-23  
**Duration:** 53m 38s  
**Beat:** Pinball

**URL:** https://www.youtube.com/watch?v=s4OJyeOOMdk

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## Analysis

Christian and Daniel from Pinball Brothers present Predator at Dutch Pinball Open Expo 2025, detailing the game's design philosophy emphasizing immersive jungle atmosphere, extensive movie licensing (20 minutes of video clips, iconic quotes), and technical innovations using FAST boards and upgraded Linux systems. They discuss their partnership with world-ranked player Arvid Flygare to balance casual accessibility with competitive depth, using examples like the first aid target difficulty scaling to accommodate both player types.

### Key Claims

- [HIGH] Predator contains approximately 20 minutes of video clips from the movie, allowing players to watch a significant portion of the film during gameplay — _Daniel states: 'we have a lot of video clips from the movie, it's about 20 minutes of video clips in the game so you almost if you play it from the start to the beginning you watch like a big part of the movie'_
- [HIGH] Predator's license expires end of March 2026, making this a limited release; Trophy Edition limited to 300 units — _Christian: 'end of March next year you cannot buy the games anymore from us because then we have decided to step out of the license due to the fact that we talked about previously regarding Disney'_
- [HIGH] Pinball Brothers switched completely to Bally/Williams style flippers and flipper mechanics for Predator — _Daniel: 'we have switched completely to bally williams style flippers and and flipper mechs and some other mechs in the game'_
- [HIGH] Predator features three times the lighting capacity compared to Alien, despite Alien's darkness being appropriate for its theme — _Daniel: 'I think we have like three times the lighting in Predator. That doesn't mean that you have to use all the lighting all the time'_
- [HIGH] The minigun feeding mechanism uses an orbit shot that triggers a magnet lock at the top of the playfield, dropping the ball into a subway that transfers it to the minigun — _Daniel: 'when you shoot the orbits, the right or left orbit, you have a lock magnet at the very top. And then the lock magnet drops the ball into a subway, which transfers the ball down here'_
- [HIGH] ABBA contacted Pinball Brothers directly because they wanted a pinball machine made by a Swedish company, being a Swedish band themselves — _Christian: 'we were actually contacted by abba themselves because they wanted to make a pinball machines and they thought it would be sort of a great thing to have a swedish company do it as they are a swedish band'_
- [HIGH] Arvid Flygare is ranked number 4 in the world competitive pinball rankings and has been brought in to help balance game difficulty for pros and casual players — _Christian: 'Arvid Frigere, but he's number four on the ranking list in the world' and 'we are working together with Arvid Flygare'_
- [HIGH] The first aid target mechanic scales difficulty from casual (1-2 ball saves) to pro (impossible to sustain saves) through progressive time windows (14, 7, 3 seconds, then simultaneous) without increasing casual difficulty — _Christian explains Arvid's feedback led to solution: 'first time you hit those targets you get the first aid kit the second time it gets a little bit harder so you have to shoot the two targets within 14 seconds' through to 'both of them at the same time immediately'_

### Notable Quotes

> "I think it's too much bling bling and too much color sometimes and I would like to create the masterpiece instead"
> — **Christian**, early in presentation
> _Articulates core design philosophy of restraint and artistic quality over visual overload_

> "Do we really get the feeling that we are stepping into the jungle? Do we really get the feeling that we are chasing the predator? Do we really feel like we are Dutch?"
> — **Christian**, mid-presentation
> _Defines immersive thematic experience as primary design goal_

> "Predator is really slow frantic slow frantic... when you start a game, it should be a bit calm. And then you step into the jungle and then you build up for stuff and then things starting to happen"
> — **Daniel**, playfield design section
> _Explains pacing philosophy mirroring movie's narrative rhythm_

> "It's a little bit like it's fun while at the same time being very violent. So we wanted to catch all of that, all the aspects of Predator"
> — **Daniel**, design principles section
> _Addresses tonal complexity of franchise_

> "We are not here to do everything like everybody else has done for years. We are here to do something a little bit different"
> — **Christian**, end of presentation
> _Positions Pinball Brothers as innovators within industry norms_

> "I come from the music industry so I try to relate to that what we are looking for let's take from an example Beatles or whatever people children are singing the songs elderly people are singing the songs the youth are singing the song... And people think that that's a very simple song, but it's a very complicated song, but it sounds very easy. And I think that is the trick."
> — **Christian**, difficulty scaling discussion
> _Articulates design philosophy of accessible complexity using music industry analogy_

> "Without going into details and saying that it will happen anytime soon, we are in a good place with many things like Wi-Fi and other improvements"
> — **Daniel**, technology Q&A section
> _Indicates future connectivity roadmap while maintaining caution about timeline_

> "I think you have to combine those two then it's all fantastic... We are absolutely positive that you can combine these things and make it a great game for everybody, but at the same time, you should be able to play it as a pro"
> — **Christian**, difficulty discussion with Jonathan
> _Responds directly to concern about pro-player influence overshadowing casual appeal_

### Entities

| Name | Type | Context |
|------|------|---------|
| Pinball Brothers | company | Scandinavian pinball manufacturer with headquarters in Örebro, Sweden; manufacturing plant in Italy; US hub; released ABBA and Predator games |
| Christian | person | Owner of Pinball Brothers for 2.5 years; music/art industry background; focused on aesthetic and thematic design philosophy; not a technical player |
| Daniel | person | Co-presenter from Pinball Brothers; programmer and technical lead; oversees game engine and code implementation |
| Predator | game | 2025 widebody pinball game by Pinball Brothers based on 1987 Predator film; features minigun, Predator toy, chopper, jungle map progression; 20 minutes of movie video; limited to end of March 2026; Trophy Edition limited to 300 units with green trims, backlit translight, shaker |
| Alien | game | Previous Pinball Brothers widebody game; Predator positioned as spiritual successor with similar feel; darker lighting approach; used as design reference for Predator |
| ABBA | game | Pinball Brothers' previous game based on ABBA band; licensed directly by the band; Swedish band chose Swedish manufacturer; major licensing achievement for company |
| Arvid Flygare | person | World-ranked competitive pinball player (ranked #4); newly partnered with Pinball Brothers as consultant; helped develop difficulty scaling for first aid targets; balances pro and casual play experience |
| Alan Silvestri | person | Composer of iconic Predator film theme; music featured in Predator pinball game; inspiration for additional game music by Olof Gustafsson |
| Olof Gustafsson | person | Sound designer for Predator pinball; created extensive original music inspired by Alan Silvestri's main theme for various game modes |
| FAST Pinball | company | Control board manufacturer; Pinball Brothers partner; used in Predator and Funhouse 2.0 remake; provides modular system helping parts availability and assembly streamlining |
| Disney | company | Predator film license holder; licensing relationship complicated game development; required to terminate Predator sales end of March 2026 |
| Bally/Williams | company | Classic pinball manufacturer; Predator uses their flipper mechanics and mechanical standards |
| Marcel | person | Player who tested Predator and provided feedback during presentation; played game multiple times during expo |
| Jonathan | person | Audience member who raised concern about tournament players dominating game design philosophy at manufacturers like Jersey Jack and Stern; questioned balance between pro and casual gameplay |
| Keith Johnson | person | Jersey Jack Pinball employee; ranked competitive player involved in company operations |
| Keith Elwin | person | Stern Pinball designer; ranked highly in competitive play; cited as example of top player working at major manufacturer |
| Funhouse 2.0 | game | Classic Williams game remake being produced at Pinball Brothers' factory using FAST control boards |
| Dutch Pinball Open Expo 2025 | event | Venue where this presentation occurred; location for Predator game display and testing |
| Benny Anderson | person | ABBA band member whose son Ludwig Anderson initiated contact with Pinball Brothers about game development |
| Ludwig Anderson | person | Son of ABBA's Benny Anderson; reached out to Pinball Brothers to propose ABBA pinball machine |

### Topics

- **Primary:** Thematic immersion and design philosophy, Licensing challenges and Disney relationship, Balancing pro and casual player difficulty curves, Technical innovations (FAST boards, Linux upgrades, lighting systems), Playfield layout and mechanical toys (minigun, Predator toy, chopper, map progression)
- **Secondary:** Music and audio design integration, Tournament player involvement in commercial game design, Community building and positive culture within pinball industry

### Sentiment

**Positive** (0.82) — Presenters express pride and enthusiasm about Predator design achievements, thoughtful response to criticism about pro-player influence, celebration of their design approach and technical accomplishments. Some acknowledgment of licensing difficulty as constraint but framed as manageable challenge. Audience engagement appears warm and constructive.

### Signals

- **[business_signal]** Pinball Brothers has navigated tariff challenges and maintained production despite supply chain constraints; maintaining factory in Italy and scaling to support multiple markets (Sweden HQ, Italy manufacturing, US hub) (confidence: high) — Daniel: 'you understand also that we have been struggling with tariffs and stuff the last few years, but we're still here'
- **[sentiment_shift]** Pinball Brothers positioning player recognition and community development as strategic priority; concern raised that top tournament players are <2% of player base but manufacturers over-index on their preferences (confidence: high) — Jonathan's question about Keith Elwin/Keith Johnson involvement and Christian's acknowledgment: 'I think that this has been a thing that why we have hesitated a bit around this topic'
- **[competitive_signal]** Tournament player Arvid Flygare (#4 world ranking) engaged as design consultant; using specific difficulty scaling mechanics (first aid targets) to accommodate both pros and casuals without compromising either experience (confidence: high) — Christian: 'we are working together with Arvid Flygare... we are looking for how do we create something exceptional' and detailed example of progressive time windows solution
- **[design_philosophy]** Audience member Marcel noted Predator's low-paced opening ('felt flat out to me') which aligns with designer intent but may not immediately register as 'Dutch' to casual players on first play (confidence: medium) — Marcel: 'I didn't say it was immediately obvious that he was Dutch... It felt flat out to me, but it might have been the excitement' - Christian confirms this slow-to-energetic pacing is intentional
- **[design_philosophy]** Pinball Brothers explicitly rejecting 'bling bling' aesthetic in favor of refined, 'masterpiece' approach with restrained color palette and careful LED deployment (confidence: high) — Christian: 'it's too much bling bling and too much color sometimes and I would like to create the masterpiece instead' and emphasis on selective lighting use rather than maximum LED deployment
- **[market_signal]** Tension between accessible design for 98% of casual players vs. pro-level depth for top 1-2% of competitive players; manufacturers increasingly trying to thread this needle by hiring ranked players as consultants (confidence: high) — Jonathan's pointed question about Keith Elwin/Keith Johnson and Christian's acknowledgment this is deliberate strategic choice for Pinball Brothers moving forward
- **[licensing_signal]** Predator Disney license expires end of March 2026, forcing hard deadline on sales; company intentionally stepping out due to license constraints rather than non-renewal (confidence: high) — Christian: 'end of March next year you cannot buy the games anymore from us because then we have decided to step out of the license due to the fact that we talked about previously regarding Disney'
- **[community_signal]** Christian brings non-technical music/art industry background to pinball; relies on Daniel and technical team for implementation while driving thematic vision and design philosophy (confidence: high) — Christian: 'I'm not a player myself, and I don't have a lot of technical backgrounds' but 'I would like to create a beautiful game' and consistently frames design vision
- **[product_strategy]** Predator design evolved through iterative testing with competitive player feedback; specific mechanical solution (first aid target difficulty scaling) developed in direct response to Arvid Flygare's 45-minute early session revealing balance issue (confidence: high) — Christian: 'Arvid tested the game and played it for the first times he obviously came in the room and he spotted that he could shoot those two targets over and over again' leading to progressive difficulty solution
- **[technology_signal]** Pinball Brothers upgraded to bleeding-edge Linux OS on Predator with upgraded FAST board integration; preparing infrastructure for future features including WiFi (confidence: high) — Daniel: 'we have upgraded our operating system the Linux system to bleeding edge version now so we are prepared for taking further steps in the in the future' and 'we are in a good place with many things like Wi-Fi'

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## Transcript

 Okay, thank you. I think we better start with introducing ourselves. I'm Christian and this is? This is Daniel. So, why are we here? Just to give you a little bit more about who am I. I'm one of the owners of the Pinball Brothers and I've been with Pinball Brothers for two and a half years now. I was taking part also of the ABBA release and now, as you probably know, we have released Predator. And just to give you some background about why I'm here, I would say I come from and have been working quite a lot within the music industry and also interested in art and stuff. And I feel like I would really like to come in to the pinball industry as well. And now I'm here. And I think we have something to, how should I say, to develop within the community. Because I really think that pinball is a cool thing. But I also think that we need to improve something. So to bring something from the history, the nostalgic part into the future and also get the, how should I say, a positive atmosphere around us. Like I have some kind of to connect it with surfing industry or skating or whatever and to make it a community, a positive community. And so sometimes I get a question, what do you think about other games and stuff? And I really love what everybody's doing, and I think we're doing this together. But I think we could lift this to a new level, honestly. And for that reason, I'm not a player myself, and I don't have a lot of technical backgrounds and how to play. So I'm more into this because I would like to create a beautiful game. so that was one of the backgrounds for me when it comes to Predator how do we create a feeling that you step directly into the jungle when you start playing the game and also I feel like we could do something more than we are doing at the moment regarding the art because I think it's too much bling bling and too much color sometimes and I would like to create the masterpiece instead and I think honestly but you know that's me I'm part of this release I think that we have succeeded with Predator but I just wanted to give you the background why what is my interest and again it comes from the music and and going to the pinball industry and yeah yeah should I take this as well uh yeah yes some short introductions if you don't know where we are. We have the headquarters up in Sweden, in Örebro, and we have our plant down in Italy, and then we have a hub also in the United States, since the United States is, of course, very important for us as a market. And then you understand also that we have been struggling with tariffs and stuff the last few years, but we're still here. yeah so now predator what is predator then uh i think i said most what i wanted to say again uh i've been more working quite a lot with licenses and also with how the game feels sound and look like so my part of this is to how should i say to be working with do we really get the feeling that we are stepping into the jungle? Do we really get the feeling that we are chasing the predator? Do we really feel like we are Dutch? That's my angle. And Daniel will tell you much more about how it's all built together from a technical perspective. Perhaps I think you should take this. Yeah, okay. I can take part of it at least. Yes, as Christian said, we have been working really hard to get the right feeling of predator. You should really feel that you are in the jungle and you are fighting the predator. And without taking this list in any particular order, we had some driving sort of principles when we started the project, basically. and one of them was if i start from the very bottom that we wanted it to be a sister game to alien obviously so because we know ourselves first of all that we like alien we love alien we think predator and alien belongs together and we have heard that from so many that that are alien owners who have played alien that they like the game and they want to be they want predator to be similar in the way it feels from a thematic perspective. So that was one driving principle. We also, all the team is dedicated to Predator. We really love the movies. We really love everything about Predator. It's a sort of a quite horrific theme in one sense, But to us, it's also about comedy also. Actually, it is a little bit like it's fun while at the same time being very violent. So we wanted to catch all of that, all the aspects of Predator. And one really important part. Or maybe I'm just bad talking in a microphone. I don't know. One thing that we really wanted from the very beginning was to make sure that to catch the movie you really want the movie is really slow frantic slow frantic if you look at it. It's a lot of sequences in the movie where they are just going in the jungle and it's just eerie and mystical. But then suddenly things break loose and you have the camp attack and you have different sort of quite violent parts of the movie. So we wanted the game to be like that, that when you start a game, it should be a bit calm. And then you step into the jungle and then you build up for stuff. and then things starting to happen. I don't know how many of you who play the game, but some of you, Marcel has done it and a few others. Is it correct if I say that? If you have started stuff, things really starts to come alive in the game, but it's a little bit slow paced. Yeah, it's a bit up and down and so on. We wanted it to be that way. So if you play some really energetic parts in the game, you can after that after Jungle Blast Multiple for instance to me at least it feels quite good to take a step back and now it's a little bit calmer so we wanted to work with that we also wanted of course to bring Alan Silvestri's iconic main theme into the game in a good way it's a very special piece of music and we have used it olof Olof Gustafsson our sound guy is is just phenomenal in general but in this game i think he sort of worked around the clock to create some really great great great music we we only work with the main theme from the movie but he has created a lot of music for the game for all the various modes and stuff and inspired by the Silvestri music so it should be really true to the theme and then of course we have a lot of video clips from the movie, it's about 20 minutes of video clips in the game so you almost if you play it from the start to the beginning you watch like a big part of the movie really if you have the time to look up on screen, of course. And we want to have the quotes, all the quotes from the characters. I mean, I don't think it's any movie that has so many iconic quotes like Predator does. So you really have, they are coming. If you watch the movie, there are sort of iconic quotes almost every minute in the movie, I would say. So there's a lot to work with with this franchise, and it's been great doing it. One part that hasn't been so great is to work with a really big company that holds the license because it's really difficult. And I think that is something that is difficult for everybody who makes pinball machines based on big brands or licenses. It's also difficult because there are so many different parties involved. But we get to that a little later, I think. So, shall I continue? Questions? Do we have any questions? I just wondered, how many have played? Could you just raise your hand if you tried it out there? You have? No? You haven't played the game yet, or? Out there, because it's here. Yeah, okay. You have. Only you. And Marcel, you have played it, yeah? Okay. I think it's an important part, because it would be good also to get your feedback about what did you feel when you played it? Do you feel that you were in the jungle, for example, or did you feel that you were Dutch? Do you have a comment? Yeah, I thought about that. You made a copy, didn't you? Yeah, yeah, yeah. I've been thinking about it since. It wasn't immediately obvious. It's got a few months. Want to? I didn't say it was immediately obvious that he was Dutch, and you said about he's slow to start with. It felt flat out to me, but it might have been the excitement of wanting to do it, because I'd seen a release, I don't know when you released it, two months ago, you started letting people know it was coming, and I knew it was here, and I was thinking that could be the next game for the collection, or the second one, the second table for the collection. So I think I was a bit too excited about actually playing it, and then to work out where I was in it all. But you said about the music and the soundtrack, I mean, I grew up with Predator, so for me it means a lot, the film, to me, and my friends coming around and watching it, that was my age group, and to hear that going through it all, all the way through it is yeah definitely got me that part of it yeah yeah you like the movie i i guess yeah the movie yeah growing up with arnie and all that and you seem to pick the big themes don't you so alien was another one you must pick the hardest licenses to get because they must be the abba i mean how did you get that the licenses about that was abba one of your ones as well yeah yeah yeah i mean that's it that's another huge license for you isn't it yeah we shouldn't talk too much about that today but i can just since you asked i have to respond to that because it's a really funny story behind abba we were actually contacted by abba themselves because they wanted to make a pinball machines and they thought it would be sort of a great thing to have a swedish company do it as they are a swedish band so uh it was actually the son of um benny anderson ludwig Andersson who reached out and we started talking about it and then the game came alive, came to me. So that is the story. But yes, it's hard to work with the big licenses, we can tell you that. And this was no walk in the park. But I think the question is very interesting from another perspective as well, because there are a lot of actors and artists that really would love to have a pinball machine made so that in in in a relation to that on the other hand sometimes or very often we need to pay a lot to get the license of course but the best thing of course is like with abba then we have the they wanted to have the game and we wanted to do the game that's the best approach for a corporation. Yeah. Yeah. Daniel could we perhaps take this together then Just again I forgot to mention one thing that was also important for us and for me as well is that we really wanted to have this fully loaded. It should be a lot of things on the play field. It should be a lot of things happening. And the worst comment I would like to have is that it looks empty or anything. So we said from the beginning, this should not be looking empty. This should be loaded. And I think it is loaded, honestly. And I also think perhaps that might seem like it's an easy thing to do, to get it loaded, because you cannot load the machine too much, because then it becomes like a bling-bling, like I said, which I think it's very easy to go, to take it too far. so but if we go through the play field a little bit uh yeah why should we start i mean the shopper is is quite obvious it's it's not the major part from from from from our games in in abba that was the the major part because it was a mechanical solution but this is more it's also mechanical but it's it's not the major part of course the predator in the in the middle is is one of the made your toys in the game. And yeah, I don't know what to say, but it's a mechanical solution. You hunt the predator, shoot at the predator, and it moves with lights and sound, of course. I could also mention the camp because this is more from an artistic view than from a technical view. we wanted it to how do we do a camp that you get the feeling that you relate to the movie and of course it's a it's the the truck and it's something we say could could we get impression that the ball is being shut shut out from from the camp um perhaps you should say something about the minigun or daniel yeah i can do that we we from the very start as christian said the predator was obvious it's an obvious main team main toy in the game you have to fight the predator in a predator pinball machine and it has to be center so that was kind of a key starting point when we started to work on the layout for the game also we knew from the very beginning that we wanted the minigun device in there because it's also kind of iconic to the movie you we also knew that we wanted to a chopper in there so the predator the chopper and the minigun and the very first drawing of the layout of the game actually contained those three pieces that was the sort of very very beginning and then along the way we we obviously uh evolved on the idea and we came quite quickly to uh thinking about the yautja display the the display on the apron that shows the alien characters that he is using in the movie to blow the blow everything up in the in the end of the movie or he uses it for different different things so so we we thought that we should really be cool to implement this and even if it's partly in the game is therefore looking great and and be a fun sort of thing is also used for countdowns and a bit of other stuff in the in the it's obviously not so easy to read it if you are not an alien but you uh you can see that it counts down because it it's the characters goes goes out one after each other so and that is matched with the countdown sounds and stuff like that so so that is the four four main things and and also christian mentioned a little bit about the camp when it comes with project could also say something about map and yeah yeah I was just about to do that we big part of the movie is of course the trek through the jungle they they are getting dropped off there disembark in the jungle and then the whole movies is a journey to the end of the jungle basically so we knew early on that we really want to have that journey implemented in the game so that is the map in the middle of the playfield when you start the game you obviously start from the from the bottom and then you work your way towards the towards the top so and there are different hurry up modes and and other things that you that you play along the way but that is one key part of the of the game that you should make your way through the jungle below that you have you have it's a little bit like an i don't know what to call it classic classic way of describing or showing to the player the main parts that you have achieved in the game so you have you have a number of items there i will get to those later and you have three multiples the main multiples in the game and then you have the modes which we call the special missions in the from the movie there are the five rectangles so it's it's kind of easy it should be easy we wanted it to be a little bit old school in that sense that it should be easy to follow where you are as a player how much you have achieved in the game how far have i gone on the map how many modes have i played how many items do i do i have and so on so um yeah i think what yeah one more thing to add i think is that the minigun wasn't that easy to actually get into the game in a good way, but we are really happy with how it turned out. I don't know if you who played the game, if anybody knows how to feed the minigun. Actually, no, it's not that obvious. You actually feed it. There is a magnet at the very top of the playfield. So when you shoot the orbits, the right or left orbit, you have a lock magnet at the very top. And then the lock magnet drops the ball into a subway, which transfers the ball down here. And then it comes up here. And when you have loaded all the balls from the jungle blast multilayer, They are fired into play and as mentioned before they are coming shooting out through the camp and that is also something that we have made some let us make some really great light effects and stuff and sounds obviously to go with that when the ball comes flying out of the camp. So that is a rough overview I think. Is there any questions regarding the play field? Anything you wonder about? Let's go for that. Yeah, I move on. And then we switch to the technology side of things. I shouldn't dwell too long about this, but But it's a lot of work that has gone into Predator, really. And a lot of the work I hope you can see and enjoy when you play the game the first time. Like light shows and the sound, obviously. Because we have been working really, really hard with those parts. But there's a lot of things going on that has been going on under the hood also. And that is quite important. As you know, we are also making the remakes, the Funhouse remake at EPC, our factory, and we use the FAST system there. And we thought that it would be a good way to streamline our organization and assembly line by using the same system. It would also help people who buy the game to get spare parts because there will be more games out there using these boards. It's a really good modular system. So that is one thing. So we have a great partnership with Fast. and we also now even if we have used it before partly we we have switched completely to bally williams style flippers and and flipper mechs and some other mechs in the game also but we have also made a big big big step when it comes to the internal working of the of the game engine you could say so we have we have upgraded our operating system the Linux system to bleeding edge version now so we are prepared for taking further steps in the in the future so this lets us control things in a much better way and it makes for a better game a better game flow in general I would say so yeah Yeah, it's a lot of work summarized in two minutes really here. But trust me, we feel really, really great about it, I would say. If I should say something, I can say that the lighting system in particular has been improved quite vastly. So we are, even if Alien is a really, really great game, and we love playing Alien also, and to some degree Alien is dark, and it should be dark. So you shouldn't have like 5,000 LEDs, I think. So maybe it's right as it is. But I think we have like three times the lighting in Predator. That doesn't mean that you have to use all the lighting all the time. you have to use it wisely but we have the power to use it in a much much greater way I would say so being a programmer of the game I really love how I what I can do with a game now it's it makes yeah it makes it more enjoyable also to develop the game but the result is is something we are really proud of Yeah. Questions on that, on technology? You trust me. That's great. Wi-Fi is not enabled yet in Predator, but it's a good question, really good question. I can say that what we have done prepares us for that in a good way. So without going into details and saying that it will happen anytime soon, we are in a good place with many things like Wi-Fi and other improvements. Yeah, I know. Yep, yep, yep. I know. You are right. is something we are looking to do, we wanted to do but we had to do all this sort of game engine updates first I think to get to where we are now anything else? yeah and going back to the license that we have for how long is it possible to buy the game or for how long could we sell the game end of March next year you cannot buy the games anymore from us because then we have decided to step out of the license due to the fact that we talked about previously regarding Disney. And so that also led to the conclusion that this will be a very limited release of course And the trophy edition that we with the green trims and backlight and shaker and the additional trans light like this one uh would be uh limited to 300 units and then you have the stealth edition also of course but but um this is uh the trophy edition that we are mentioning here And you will get – the buyer will get an additional Translight and also a certificate that shows that this is one of the 300 games. And then you will get a certain – it will also be numbered down at the display like this. I don't know if you can see it, but it says it's a number, that 300. So to be honest, we also, from the beginning, we had an idea that we might do two games out of Predator. So this night, we were thinking about the night game and the day game. And so this comes from that idea. But we felt like since we are stepping out now, we will not do that game. but we have done the artwork and we felt like it could be a nice gesture to the buyers that they will get both. So if you want to have a look, perhaps you have already seen it, there are two machines out on the floor right now where you have both Translight beside each other. Yeah. So I think that's basically, is there anything more you would like to say about this. There are some people who have bought the games already, but they will get everything shipped out from us afterwards now. We released this, I think, two weeks ago or something like that. Do you have any questions regarding the limitation? I think we... I have a question about, you mentioned the coloring of the whole pinball machine. Yeah. That it's not so colorful. You have a – Do you mean what I mentioned about how I wanted – yeah, I mean it is colorful. But what I meant – what I wanted to say that was important for us is that, I mean, I wanted to – we wanted to have a beautiful machine. And you cannot mix thousands of colors and get it beautiful. And that's exactly what it is. Beautiful. Yeah, it's beautiful. And it really stands out. It's from team integration. You've done a great job. Okay, thank you. And from lightning, when you mentioned the lightning and all the LEDs, when you play the game, you experience the game, so to say, to get in the jungle. So it's really from that perspective. I played the game and I didn't know that it was the thoughts behind it, but that's what it was. That's great to hear. Yeah, it's a really great job. Okay, thank you. Thank you. That's very important for us and good to hear. Do we have any – should we go succeed with the next – yeah, I think we should do that. Or if you don't have anything more to add. No, maybe. I'm dragging it out a bit because we are next. Next slide is actually introducing someone new to our team. And I really hoped him to be able to come here. So but we can't wait any longer, I guess. So we just I don't think so. I think he plays all too well. Let's show because I think the important part with this is, of course, that we are working together with Arvid Flygare. He has also been working with us regarding this game. And I think there is a lot we can mention about that. But from a company perspective, you can fill in afterwards, but from a company perspective, this is a new approach from us. And we will probably work more in this aspect for the future. and perhaps also work with other. I don't know if you know Arvid Frigere, but he's number four on the ranking list in the world. So he's a good player. And what we are looking for here is to, I mean, we're looking for how do we create something exceptional? And we think that one way to do that is to work with the best players in the world. and that's also we wanted a guy who could also share our common values what we want to do to create this positive and interesting community that it could be and it's also I think the youth, the young people I think are the one who will help us with that and I think all the people like me, we just need to hang on to them and try to make this community what it should be. So there is a mixture between what we would like to do regarding the nostalgic part and the future part and also have the more advanced part. So what we're looking for is to get a game that is open for everybody, but also open for the really good players. And that is of course very it's a challenge, but it's a challenge that we look forward to even more. and we have started now with Arvid and we have ideas about bringing in more people from the list, so to say, the ranked list. Is there anything more here or should we... Any questions, by the way, regarding... Does anybody know who Arvid is? I think the great players aren't always that recognized. Some are, of course, but... yeah but it's also a very important thing that you said there christian that we of course we want to add this um really great skill and and great um experience that this guy has uh even if he's very young he's played like thousands of tournaments and and uh he has a lot of experience uh and he's he's had really great input on predator for for some parts and i I can tell you a couple of things later. But Jonathan, it looks like you want to ask a question. I do. Yeah. So it's a trend that we see with a lot of manufacturers that they get the very skilled players involved in the company, so to speak, and as well as in either programming the game. I mean, Keith P. Johnson is working at Jersey Jack. there's Keith Elwin and a bunch of others at Stern that all have been ranked very very high but those tournament players are in the end maybe 1 or 2% of all the players in the world if you want to please the other 98% you still need a game that's fun to play right from the get go and that's something that it seems these tournament players involved in companies seem to forget. They want a deep game and it should be strategy this, strategy that and if you combine those two then it's all fantastic. I'm not such a good player. I will never get to see that anyway but I still want to enjoy myself when playing a game. Yeah, I perfectly understand your question. I think that this has been a thing that why we have hesitated a bit around this topic because you are obviously right. I don't think they are even 2%, but it's obvious that they are better. But the thing with Arvid is, and this is something we have talked to him about a lot, I mean, he loves playing pinball, not always for competition. And he is completely aware that there are different things when it comes to competition and playing for casual fun. So we are absolutely positive that you can combine these things and make it a great game for everybody, but at the same time, you should be able to play it as a pro and you should really have a challenge to get to the very end. I cannot say that we will succeed with this but we have a very very clear idea what we want to create Jonathan and again I come from the music industry so I try to relate to that what we are looking for let's take from an example Beatles or whatever people children are singing the songs elderly people are singing the songs the youth are singing the song. It's the same with ABBA, honestly. And people think that it's a simple song. So let's take Dancing Queen with ABBA for one example. And people think that that's a very simple song, but it's a very complicated song, but it sounds very easy. And I think that is the trick. We are not going to create the symphony with our machines. We need to have this, it needs to be fun to play from the beginning, the first seconds. But we think that if we can also add the skill level, we could reach something even better. But it's perfectly understandable, the question. And we have been thinking about it a lot. And we think this is the way forward, honestly. But I can give you one example where Arvid came in and we changed something in predator that became a lot better for for pro players while at the same time it didn't do it make it difficult for the casual players it sounds like an impossible equation but it it wasn't to the left in the on the play field you have two stand-up targets which are called the first aid first aid targets in the game so you you shoot those those two targets to get the first aid kit and the first aid kits are basically ball saves in the game so you light up the out lane where you um yeah save the ball basically so and when arvid tested the game and played it for the first times he obviously came in the room and he spotted that he could shoot those two targets over and over again to get the ball save and he played like 45 minutes the first time he touched predator so that was a bit of a we felt like oh we have made a really easy game and we have there has been hundreds of people test playing the game and everybody has felt that it has been quite difficult so how do you do it to to make these two worlds work at the same time in the same game so then then we worked with our then we came up with the solution that the first time you hit those targets you get the first aid kit the second time it gets a little bit harder so you have to shoot the two targets within I think the default settings are 14 seconds and if you get it it will be even even then a little harder for the third time so you have to shoot the targets within seven seconds and then you have to shoot them within three seconds and then from then on you have to shoot the targets both of them at the same time immediately in the middle and that made it quite difficult for even Arvid to sorry to make it so he this is solution in the game now so for for a casual player you get one or two ball saves typically for a game and then it it's not at all more difficult than before but for a pro player it gets impossible to to keep getting the ball saves so that is there's the other one example of how to mix difficulty with still fun to play casual games, I would say. I just want to add one thing again. I mean we are not here to do everything like everybody else has done for years We are here to do something a little bit different also What I wanted to say i talking a little bit about the community and i think you mentioned that we hardly know who is the best player in the world or who the 10th player or i mean for me that's a obvious reason for the community to step up a bit also because everybody knows who's the best football player in the world but nobody knows who these guys are then i think to some extent we also need to challenge the community to be more interesting because it is a challenge it's a game, it's a skill game to play pinball and I think we have a responsibility there and I think we can do something but something needs to be changed Where are we? I stepped back I don't know if there are any more questions on that with Arvid or Yeah, anything? Yeah. Did you think about to integrate something like a scorebit or another solution to measure the tournament points against each other? Yeah, that is part of the plan going forward, whether it will be a scorebit or something else that is too early to say. but it's for sure something that we are looking into. Yeah. And that's also part of what I said before with the steps we have taken with the whole sort of technology platform that we we have now that we have a lot. It's a lot easier to to look at those kind of enhancements. So good question is a good thing. Mention the word community there. a few times. Yeah, I did. That idea of a pinball brothers community, okay, when you've got the Wi-Fi and the feedback, it's all very well, the rankings and all that, but I actually quite like the idea of there are other people that own Predator somewhere in the world, or whatever you can play. I mean, it's great diagnostic data for you to see who's playing what and how far they're scoring and that gives you a great insight into their game. But yeah, I like that idea of the community bit, which of course, which Stern with the Insider connected is getting. And I think a lot of the youngsters want that. They want to tap on, go back to their phone later and go, oh, that was a really good game, and, oh, look what I scored on that and stuff like that. So definitely the way forward if your technology can have that as a platform. Yeah, that's a good thing. That's a good point. I also think, I mean, Patrick should just mention that we're trying also to, I mean, there are a lot of other successful areas, other businesses that are very successful working with pioneers and working with community, taking in development and stuff from the community. and I would say that we have increased that so we have more like brought in other players that helps us developing things they are not doing the development themselves but we get feedback about perhaps we should go that direction and not shoot like this and it will give that point and stuff like that so I think at this point we are more like we know that we want to do this we want to connect people we want to get them together we want them to play against each other and share things. And we think that's a success factor. And the only reason for why we haven't done it more yet is that we need to find the structure and how to do it honestly. And of course, the connectivity is a major part of that. Yeah. I wanted to touch a little bit on the rules in Predator it's not a deep dive at all it's just a very sort of brief overview but you can find the rule set on our support page so if you go to pinballbrothers.com support you can get through the Predator FAQ you can get to the get the the the whole document it's like 25 pages or something so and that is still an overview i would say but it gives you a very good understanding of how to play the game and and what are the the important parts of the game so uh obviously the predator movie is a lot about weapons and guns so we we uh i'm personally not that fond of guns but when it comes to predator and some some movies i i i understand they are they um they have a place and and in predator you really can't have a predator game without it so uh and even that is without going into that again but that is also something that is not obvious when you are doing a license like this that you should be able to actually be using guns and violence and stuff like that so yeah yeah yeah perhaps we should just go through very quickly the rules and and then yeah yeah yeah i will do that yeah so you you collect the you collect six different weapons in the game and you can see all the time which weapon you have at the at the top and you also have ammunition that you collect in the game and you use the weapon by hitting the launch button on the game so you you use a weapon clip for every time you touch it and then because you since you are playing the game is Dutch you also have want to gather all your crew members and they are also in the user interface at the very top at the right right top corner so that's a good thing you you want to have big guns a lot of ammunition and a lot of crew members basically that's a very good good thinking and then you can make progress on the map as I talked about before and you do that by playing something that is called jungle encounters and they are hurry up modes and you when you do when you play your way through the jungle you can you can get items and those items are on the play field as inserts you can see the binoculars the knife the map the hoppers badge from the movie and also the torch so those are really iconic items you could say or very significant items from the movie and they give you benefits in the game so you should always try to get these items and in the game you have five modes that are we call special missions and those are thematic modes where you play different parts of the movie and they are very significant to each part of the movie so you have the assignment for instance that is covering that mode is covering the very start of the movie where they get the assignment obviously and they get into the jungle they disembark from the helicopter and start a journey and then you have the setting traps and and green berets green braces obviously where they are looking for there for the crashed helicopter in the trees the hostage is about the girl Anna which they find in the camp and they bring her with with them and she will try to break free in this mode and you will have to try to catch her in to make her stay with with the group and then you have a mode called hunter and prey and that is the right before the end the end fight in the in the game you you have this quite long sequence after the the yet to the shopper run into the jungle and in the river and this is the part where the hunter where predator and and dutch are trying to locate each other and and and shoot each other so it's right before the sort of end scene and this is this is some pictures from this mode so you can see that it's a sequential mode where you go from you you work your way through it and there's a lot of scenery from from the movie in every mode so this is just one example yeah and then obviously we have the predator attacks and that is a big part of of playing the game as Christian said in the very beginning the whole game is about fighting the predator and killing the predator eventually so there is the whole purpose and along the way you meet the predator at several occasions just like they do in the movie and you you fight him and you hopefully survive so you can you can fight him in the end fight in the of the game later on just one piece of advice is to bring crew members when you fight the predator, because when the crew members, he's starting to kill your crew members, that is his way of being I guess so when you are out of crew members, the predator attack mode is over, and you should also bring big guns obviously when you fight him so that's a very short, quick tour of the rules of the game. So now you know everything, how to beat the predators. Is it time out or are we? Okay. I just have one more thing to add. And I mean, when we present things like this, it's like we're talking about how it is. and of course you need to know what's behind and everything. But the best advice, of course, is to go out there and play the game. It's here now. It's a possibility to try it. And if you want, you can bring what we have said so far and see does it match. Do you feel like you're in the jungle or not? Do you think the game is beautiful or not? but my advice to you is that go out and play it and play other games as well and if you find another game better than Predator buy it any questions? I do have a question since this is the Dutch Pimel Open I must say Jonathan by the way to all of you arranging DPO. A fantastic show. And we really love to come here. And you have done a fantastic work. Well, it's mostly Marcel. I know it's Marcel. We appreciate you coming over as well. Thank you very much. I know you didn't have the time actually and it was very hectic and last minute. But we appreciate you coming. What I was going to ask, is there a specific distributor for the Netherlands for your games, Pinball Brothers games? Distributor. Yes. If people want to buy the game, but they don't want to buy it right now, who should they reach out to? I know that our Pinball is active in one way. Yeah, I think Skillshot is acting for all the Benelux. Ah, okay. That is the situation as it is right now. But that could, I mean, if there would be someone interested, if you know somebody, that would be an interesting thing to talk about. But from the guys that are active here at the exhibition, I know that you can get the games from RS Pinball. You can also get the game from Pinball Universe. They are also here. And I think, is there anybody else? I don't think so. There are not so many distributors here, is it? But those two you can contact. Did you guys get stickers? If you didn't, you should really come here and get some. They say build to hunt, and that's good. Okay. Thank you, everybody, for coming. Thank you. you

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*Exported from Journalist Tool on 2026-04-13 | Item ID: e303e00d-4b3a-47b2-9c62-d8c6bae6a4d6*
