claude-haiku-4-5-20251001 · $0.035
Cary Hardy discusses pinball restoration, his collection, and skepticism over Stern's experimental Venom game design.
Jeremy Packer confirmed there are 18 more titles coming out next year from Stern
high confidence · Josh Roop mentions this when discussing interview scheduling with Keith Elwin: 'Well, when Jeremy Packer confirmed that there's 18 more titles coming out next year from Stern, we figured we better stagger those out'
75 percent of Stern's games are designed by Keith Elwin
medium confidence · Cary Hardy speculates: 'Look at the Stern production schedule—75 percent of his games.' This is stated as speculation, not confirmed fact.
Venom is modeled similarly to Multimorphic P3 games with shots concentrated in the upper half/third of the playfield
medium confidence · Cary Hardy analyzes: 'This could have been a Multimorphic P3 game because if you look at the shots, they're all upper half, upper third.'
Venom features XP/experience-based progression mechanics similar to online RPGs rather than traditional mode-based gameplay
high confidence · Cary Hardy explains: 'You have the XP where it's more of a video game feel where if you you're a legend you can stand up and and speed run the game but for the most part you're going Tee'd Off be chipping away getting more experience'
Cary Hardy won the Grand Champion Best Show award at a major pinball show with his restored Getaway machine
high confidence · Hardy recounts his emotional reaction to winning: 'When they did the whole reveal of who won, it was my heart just like dropped... it was just, I got over emotional and yeah, I might have cried a little bit'
Texas Pinball Festival hotel accommodations sold out in less than three minutes
high confidence · Scott Larson states: 'I was unaware that the hotel came online and immediately sold out... in less than three minutes.'
Dwight Sullivan is handling the code for Venom and the game's success depends heavily on code quality
high confidence · Cary Hardy asserts: 'This is going to be weighing on Dwight Sullivan's shoulders for this game because it's going to mainly depend on what he's going for it.'
“The mighty have fallen. You've got Keith Elwin on speed dial, and you get me on here to talk.”
Cary Hardy @ ~2:00 — Hardy's self-deprecating humor about being the 'B slot' compared to Keith Elwin, who appears on the podcast every other week.
“I realized that I like playing video games, but I don't have a passion for it... I realized that when I was editing, I just don't want to do this. It seemed very forced... maybe I should try changing the content up... and that's pinball.”
Cary Hardy @ ~4:30 — Hardy's origin story for pivoting to pinball content creation, explaining his transition from video game streaming.
“I like to see things go from bad to good. It's just something satisfying about it... Watching something that's dirty or non-functional, taking it, and making it look beautiful.”
Cary Hardy @ ~12:00 — Explanation of Hardy's motivation and passion for pinball machine restoration work.
“There are very few times I've just cried over something. And that was one of those moments... right up there with the birth of my kids, sadly, but my kids more obviously.”
Cary Hardy @ ~22:15 — Emotional recounting of winning the Grand Champion Best Show award, highlighting the significance of the achievement to Hardy personally.
“If you strip out Yeti's artwork, the playfield is not that packed. It really isn't. But with Yeti's artwork, it actually makes it feel more full... you do have Tee'd Off feel like you are getting your money's worth.”
Cary Hardy @ ~38:00 — Technical analysis of Venom's visual design and how Jeremy Packer's artwork creates the impression of a busier playfield.
“This could have been a Multimorphic P3 game... if you look at the Venom play field and compare that Tee'd Off a Godzilla play field, you're going Tee'd Off wonder where the assets are.”
Cary Hardy @ ~39:00 — Critical comparison suggesting Venom's playfield design is sparse compared to Stern's recent Keith Elwin designs like Godzilla.
“I typically have a pretty good feeling about certain games when they get released... My thoughts on Jurassic Park—it was one of those games. I remember watching the stream. I was like, 'This game is going to be great. This is an amazing game.'”
announcement: Jeremy Packer confirmed 18 upcoming titles from Stern for next year
high · Josh Roop states: 'Well, when Jeremy Packer confirmed that there's 18 more titles coming out next year from Stern, we figured we better stagger those out because we usually have them on after a release or something like that.'
design_philosophy: Venom uses XP/experience-based progression and video game RPG mechanics rather than traditional mode-based pinball design
high · Hardy explains the XP system where players chip away at experience and battles, contrasting with Keith Elwin's typical mode-based approach used in Godzilla
sentiment_shift: Venom experiencing unexpectedly low community enthusiasm compared to typical new game releases
medium · Hardy states: 'with venom the okay i don't know of one person who was super excited about this direction' and notes lack of community buzz from his typical feeler-put-outs
market_signal: Texas Pinball Festival hotel sold out in under three minutes of availability
high · Scott Larson: 'I was unaware that the hotel came online and immediately sold out... in less than three minutes. It's crazy.'
code_update: Stranger Things initially received poor reception but code updates significantly improved game and community perception
high · Hardy reflects: 'when it first launched, I wasn't impressed with it. Now it's a highly sought-after game... Code evolved and made it better.'
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Community reception to Venom has been lukewarm with very few people expressing genuine excitement about the game direction
medium confidence · Cary Hardy observes: 'I don't usually and carrie you have a take on this in your video usually there's a lot of people you put feelers out... with venom the okay i don't know of one person who was super excited about this direction'
Stranger Things experienced a significant reversal in community perception after code updates and changed gameplay experience
high confidence · Cary Hardy reflects: 'My thoughts on Stranger Things... at first, when it first launched, I wasn't impressed with it. Now it's a highly sought-after game, and my thoughts eventually did change on the game over a year ago at Pinball Expo.'
Cary Hardy's Riviera EM machine from the early 1970s was a home-use-only game with original documentation from that era
high confidence · Hardy states: 'He had documentation of when they bought it. Really strip your back in the '70s, in the early '70s... Reviews from like '72, '73, somewhere on there.'
Cary Hardy @ ~32:00 — Hardy's self-assessment of his predictive ability regarding game success, establishing his track record on Jurassic Park and Godzilla.
“I haven't played Venom yet. But from looking at the gameplay stream and everything, it seems like a typical fun layout... It's going to mainly depend on what [Dwight Sullivan is] going for it on the code.”
Cary Hardy @ ~33:30 — Hardy's early assessment of Venom based on streams, acknowledging code quality as the critical factor for the game's success.
“Well, they're gimmicks, right?... it's supposed Tee'd Off just – Jon Hey, here's like your – do you remember like the old video games where there was like an Easter egg and you ended up like playing Space Invaders in the middle of a game or something like that?”
Cary Hardy @ ~42:30 — Hardy's critical view of video modes in pinball, comparing them to Easter eggs rather than integral gameplay features.
“I don't know what it is about this game. I just, I don't really have the urge Tee'd Off own one. Like, Venom's all right. Like, I'm not opposed Tee'd Off him. I know of a few people who are buying it.”
Cary Hardy @ ~43:30 — Hardy's lukewarm personal response to Venom and observation that community interest appears minimal compared to typical new game releases.
design_innovation: Venom implements RPG-style experience point progression and online game mechanics in physical pinball
medium · Hardy discusses 'the XP where it's more of a video game feel where you're chipping away getting more experience getting better at the battles and it's saving your progress'
product_concern: Venom's playfield layout is relatively sparse compared to recent Keith Elwin designs like Godzilla despite similar visual density from artwork
medium · Hardy notes: 'if you look at the Venom play field and compare that to a Godzilla play field, you're going to wonder where the assets are... If you strip out Yeti's artwork, the playfield is not that packed.'
personality_signal: Cary Hardy demonstrates track record of accurately predicting game success based on gameplay streams
medium · Hardy states: 'I typically have a pretty good feeling about certain games... My thoughts on Jurassic Park... Same thing with Godzilla... it's just reigned true'
restoration_signal: Cary Hardy won Grand Champion Best Show award at major pinball show for Getaway restoration
high · Hardy describes winning the award with significant emotional reaction: 'When they did the whole reveal of who won... I got over emotional and yeah, I might have cried a little bit'
content_signal: Keith Elwin appears on LoserKid Pinball Podcast approximately every other week
high · Josh Roop states: 'Well, Keith only interviews with us every other week... Yeah, that's a possibility as well. Yeah.'
gameplay_signal: Venom features accelerated ball play due to wire form ball return hoppers that release balls at inlanes faster than traditional games
high · Hardy explains: 'he did that on the return back to the in-lanes... those balls release when they're coming down the wire forms or ball paths/guides on playfield. And so, yes, it's not your typical game. It will automatically play faster'
design_philosophy: Stern's marketing of Venom did not emphasize the RPG/XP progression system which Hardy believes is the game's primary appeal differentiation
medium · Hardy criticizes: 'they were selling it like a typical game... if you look at the Venom play field and compare that to a Godzilla play field, you're going to wonder where the assets are... But the bottom line is it's a different style game'