claude-haiku-4-5-20251001 · $0.034
BlahCade covers Scared Stiff gameplay, Frankenstein beta impressions, and Zen Pinball updates.
Mary Shelley's Frankenstein was released by Sega in 1995 and uses a higher-resolution DMD with approximately twice as many dots compared to standard DMDs of that era
high confidence · Jared and Chris discuss the technical specifications of Mary Shelley's Frankenstein as it appears in TPA's beta, noting that the larger DMD required Farsight to change how they implement DMDs across the platform, temporarily affecting other DMD tables in the Android beta
The 1995 pinball release year included prestigious titles from Williams (Congo, Dirty Harry, Jackbot, Johnny Mnemonic, No Fear), Midway (Attack from Mars, Indy 500, Theatre of Magic, Whodunit), Sega (Apollo 13, Batman Forever, Baywatch, Mary Shelley's Frankenstein), and Premiere (Big Hit)
high confidence · Chris and Jared reference IPDB when discussing the historical context of Mary Shelley's Frankenstein
Attack from Mars and other Williams DCS titles used live instrument recordings with bands performing songs, whereas Sega's 1995 titles used MIDI-based audio, resulting in noticeably lower audio quality in Sega games of that era
medium confidence · Jared explains the audio quality difference between Sega and Williams systems when discussing Mary Shelley's Frankenstein audio in the TPA beta
The Pinball Arcade (Android) beta for Mary Shelley's Frankenstein has temporarily disabled DMD functionality on all other DMD-equipped tables due to changes required to support the larger Mary Shelley's Frankenstein
high confidence · Jared notes that as a caveat about beta feedback, the Android version currently has all DMD tables broken because of the Mary Shelley's Frankenstein implementation
Scared Stiff pro mode on TPA is locked behind a paywall (approximately $5 on Steam), and the feature was poorly implemented on cabinet switch tech in earlier seasons
medium confidence · Chris and Jared discuss their reluctance to purchase pro mode despite its relatively low cost due to historical implementation quality issues
“It doesn't need to be long, probably no more than 10 seconds long. And if you just give us the raw audio of it, I can do funny things with it in GarageBand. You realize you're just going to get 10 seconds of farting.”
Jared Morgan @ ~00:05:00 — Humorous exchange about community submissions; the title 'Ten Seconds or Less and No Farts' is a direct callback to this joke about content quality expectations
“It's got these little tiny mutant arms and they're at such an odd angle... It's very weird.”
Chris Friebus @ ~00:45:00 — Critical assessment of the Frankenstein toy design in Mary Shelley's Frankenstein, highlighting the mechanical awkwardness of the upper playfield toy
“It reminds me so much of Jurassic Park. Even the ramp is almost in the same place. And the big head is basically where the raptor, not raptor, the T-Rex was.”
Chris Friebus @ ~00:48:00 — Playfield layout comparison suggesting that Mary Shelley's Frankenstein shares structural similarities with other games, indicating potential design patterns or reuse in Sega's portfolio
“I way prefer the [movie] soundtrack because the Edgar Wright one it just sounds like a bad 80s table... it doesn't match any recreation of a song.”
Chris Friebus @ ~00:52:00 — Opinion on audio quality differences in Mary Shelley's Frankenstein soundtrack options, noting that the Edgar Wright-composed soundtrack is less effective than the original movie score
“This is feedback about a beta that's currently being tested. This is not reflective of the final product. Take this as you may.”
Jared Morgan @ ~00:58:00 — Important caveat emphasizing that beta feedback should not be interpreted as final product quality assessment
“I do agree. I think the beta times are a bit short. It would be better if we could have a little bit longer to do... this one's got a few more issues. They could have actually done with an extra week, I think.”
Jared Morgan @ ~01:15:00 — Criticism of Farsight's short beta testing windows, suggesting that one-week betas are insufficient for comprehensive issue identification and resolution
gameplay_signal: Mary Shelley's Frankenstein exhibits shot diversity and decision-making similar to Bally/Williams games rather than typical Sega designs, surprising the hosts positively
medium · Chris: 'I almost could fool myself into thinking that it was a Bally Williams game. So to me, that's high praise right there... there seemed to be quite a bit of shot selection'
product_concern: Farsight's one-week beta testing windows are insufficient for comprehensive issue identification; recent tables have been released with more issues than previous rounds
high · Jared: 'once again, we basically get the beta and then a week later it's actually released to the general public. I don't think that's enough time to actually truly beta test a table' and 'this one's got a few more issues. They could have actually done with an extra week'
product_concern: Mary Shelley's Frankenstein's large DMD required architectural changes to TPA's DMD system, temporarily breaking all other DMD tables in Android beta
high · Jared: 'because of that, they've had to change some things in the way that they do DMDs, and that's meant that all other tables with DMDs aren't working at the moment... someone switched off the DMDs and all the other DMD tables'
gameplay_signal: Mary Shelley's Frankenstein's upper scoop in TPA beta version kicks the ball out too softly compared to real machine behavior, allowing unintended trapability on flipper
medium · Jared: 'my memory of the upper trough kick out was that it really threw that ball back super fast... but on the version at the moment it's not behaving that way it's really softly kicking it out so much so that if you hold the the flipper up you can kind of trap it on the flipper'
groq_whisper · $0.139
“6-0, baby. 6-0. That's a full game.”
Chris Friebus @ ~01:28:00 — Celebrating a shutout victory in Zen's Super League Football (soccer table), illustrating engagement with achievement/trophy systems in the game
“Once you get the timing right on that jump ramp, it's just as much fun as No Fear, getting the loops around it.”
Jared Morgan @ ~01:32:00 — Positive assessment of Zen Pinball's Ghost Rider table after spending focused time learning its mechanics, drawing comparison to No Fear's loop-based gameplay
design_innovation: Farsight's treatment of large playfield toys (Frankenstein, Boxer, Champion Pub) results in poor upper-playfield lighting, leaving toys insufficiently illuminated compared to real machines
medium · Chris: 'the upper third of the table is relatively dark it's not well lit and this always happens whenever farsight has put in one of these giant toys... they don't light it and i don't understand why they don't light it because any photo i've ever seen even in dark mode the the toy will be completely lit'
market_signal: TPA's pro mode pricing ($4-5 for individual tables, $10 for season passes on Android) is affordable but historically poor implementation has deterred adoption despite low cost
medium · Chris: 'It's probably a stupid analogy it's what $4 to unlock the pro on that one... it's probably well last time I checked on Steam it was $5 to unlock the entire season in pro' but 'I generally don't go pro... i don't really feel a need to do it'
content_signal: BlahCade Podcast experiments with live Blab.im streaming while recording, managing technical challenges with microphone placement, camera visibility, and audience interaction
high · Chris discusses audio issues with mic distance picking up ceiling fan, considers webcam upgrades, and notes audience presence affecting naming conventions; this is their second week using the Blab.im platform
design_philosophy: Mary Shelley's Frankenstein's playfield layout mirrors multiple classic machines (Jurassic Park, Whirlwind, Harley Davidson) despite different themes, suggesting possible design template reuse
medium · Chris: 'It reminds me so much of Jurassic Park. Even the ramp is almost in the same place... I always said Jurassic Park was a mirror of Whirlwind... Pinball Whiz makes a good point here that it actually looks a bit like Harley Davidson as well'
product_concern: Mary Shelley's Frankenstein's MIDI-based Sega audio from 1995 is noticeably lower quality than Williams' DCS live instrument recordings from the same year, creating jarring experience in TPA
high · Jared: 'the way they were doing the audio which i think was mostly midi... whereas in on games like attack from mars and all those they use dcs which allowed them to basically sort of do live instruments pretty much and record it using like proper like really proper live instruments'
gameplay_signal: Zen Pinball's Super League Football (soccer) features dynamic difficulty scaling, team AI behavior affecting ball control duration and defensive lane requirements, with achievement/trophy unlocks for shutouts
medium · Chris explains how opponent difficulty levels determine ramp hits needed to extend ball time and defensive lane counts, and describes unlocking trophy for shutting out a hard opponent 6-0
gameplay_signal: Zen Pinball's Ghost Rider requires specific looping techniques (directional variation rather than repetitive same-direction loops) and timing on jump ramp to access Lost Souls and flip-flop ramp features
medium · Jared: 'you have to actually loop in a certain way. You can't just loop backwards and forwards the same direction... Once you get the timing right on that jump ramp, it's just as much fun as No Fear, getting the loops around it'
community_signal: Zen Pinball leaderboards show significant skill gaps between casual hosts and engaged community members (Kasania achieved 3x higher scores), creating motivation through comparison
medium · Chris and Jared both mention being surprised by Kasania's much higher scores on Super League Football and Ghost Rider, with Chris joking that Kasania is making his PC 'feel so depressed'