claude-haiku-4-5-20251001 · $0.027
Hardy reviews TMNT (8.6/10): great design & code, but left outlane & display animations are major issues.
Stranger Things was not fun and was poorly received; secondhand market was full of LEs indicating low demand
medium confidence · Hardy, opening context about Stern's previous title and market conditions
TMNT launched with complete code version 1.10, which is unusual for Stern and reflects Dwight Sullivan's passion for the project
high confidence · Hardy, code section: 'game launched with complete code which really speaks volumes because that is not typical of stern'
The left outlane area is problematic and is believed by players to have a magnet, causing most ball drains
high confidence · Hardy: 'I believe everyone that has talked about this game...they believe that there might be a magnet over there because that is where majority of their balls tend to drain'
Most owners have not legitimately completed the final battle on three balls without extra balls
medium confidence · Hardy: 'I can guarantee you that a majority of the owners of this title have not legitimately made it all the way through the final battle'
The 1-2-3 combo activation is too frequent and annoying, with limited call-out variety (only two phrases remembered)
high confidence · Hardy discusses combo activation repeatedly: 'I feel like that needs to be nerfed...there's only like two different phrases'
The ball lock mechanism has a coil pulse that's too short, causing balls to get stuck and requiring manual intervention
high confidence · Hardy: 'the coil...doesn't pulse long enough to allow the balls to roll down...Gravity cannot do its job because the coil quickly goes click-clack'
April's character model looks poor in the display compared to her cabinet artwork by Zombie Yeti
high confidence · Hardy: 'April does not look good...she just does not look good...not alone on this...she looks so great the way zombie yeti drew her and then you look on the display...very off-putting'
TMNT is Stern's best game since Jurassic Park and will likely outsell it
“the left out lane is so bad that it's actually what straws the score down for design for me”
Hardy@ 2:42 — Identifies the single biggest design flaw in the game, a recurring complaint
“Dwight did not go easy on this code. I can guarantee you that a majority of the owners of this title have not legitimately made it all the way through the final battle.”
Hardy@ 5:17 — Emphasizes the difficulty and depth of the code, differentiating TMNT from previous Stern titles
“game launched with complete code which really speaks volumes because that is not typical of stern to do something like that”
Hardy@ 4:28 — Highlights unusual industry practice and reflects on developer passion
“I think what really draws the score down for me is that I even care to watch the animations I skip through them because I not impressed with them”
Hardy@ 13:39 — Major criticism of display animations; actively degrades gameplay experience for reviewer
“I really enjoy my boy mark silk's voice on the game...my favorite by all means was crane that was even better than what i remember on the cartoon”
Hardy@ 15:43 — Positive reinforcement of voice acting quality, specific character praise
“if you settle for a pro you're not even really settling you're still going to get a great game”
Hardy@ 17:00 — Strong endorsement of base Pro tier despite premium options available
product_concern: Left outlane repeatedly identified as problematic by Hardy and apparently multiple players; suspected magnet causing unexpected ball drains; major detriment to layout quality
high · Hardy: 'I believe everyone that has talked about this game...they believe that there might be a magnet over there because that is where majority of their balls tend to drain due to Borg's design'
product_concern: Ball lock mechanism fails to release balls properly; coil pulse too short, requiring manual intervention and glass removal; frustrating recurring issue
high · Hardy: 'coil quickly goes click-clack up and down...doesn't give it the ability to release the ball...you either reboot the game or go in manually'
product_concern: 1-2-3 combo activation too frequent with limited voice variety; spinning pizza disc also overly activated; needs code tuning to reduce annoyance
high · Hardy: '1 combo is activated way too often...there's only like two different phrases...I feel like that needs to be nerfed'
product_concern: Display animations significantly weaker than cabinet artwork; April character model poorly rendered; animations skip-worthy compared to competitors like Black Knight Sword of Rage
high · Hardy: 'I even care to watch the animations I skip through them...nothing really impressive...I skip past those whereas these, they're not going to be winning any kind of awards'
code_update: TMNT launched with complete, bug-free code version 1.10, unusual for Stern; only minor tweaks needed going forward; reflects developer passion and quality
positive(0.72)— Hardy is overall enthusiastic about TMNT and recommends it strongly (8.6/10), praising design, code, art, and voice acting. However, he has significant criticisms of the left outlane design flaw, display animations (especially April), mechanical ball lock issues, and overly frequent combo activations. The positive sentiment is tempered by these technical frustrations, but the 'one more game' quality indicates strong appeal despite flaws. The backorder situation and comparison to past Stern titles (Stranger Things, Jurassic Park) suggest industry recognition of success.
groq_whisper · $0.055
medium confidence · Hardy: 'this is probably...your best game since jurassic park...but i have a feeling that turtles is going to end up selling better than jurassic park'
TMNT is on backorder until at least October, with some customers unable to receive Pro versions until then
high confidence · Hardy: 'This title is on back order at least until october some people are not able to get their pros until october'
The center ramp shot can only be made accurately using the upper flipper and is tricky due to ball speed
high confidence · Hardy: 'that shot can only be made using the upper flipper with accuracy...sometimes too damn fast'
“It has the...quality to it, which I believe is going to be very good for location pins to just keep throwing that money in there”
Hardy@ 16:30 — Predicts strong location/operator appeal, indicating commercial viability
“the spinning fuck you disc...will divert your ball to where you don't anticipate, and even worse, I've had this thing turbo-charge the ball and shoot it straight down the damn middle. Not cool.”
Hardy@ 3:39 — Describes frustrating mechanical element designed to create chaos; can be overshooting
high · Hardy: 'game launched with complete code which really speaks volumes because that is not typical of stern...code is not perfect, but all it should need from now on is just some bugs and some polish'
gameplay_signal: Game is significantly challenging with deep code; majority of owners have not legitimately completed final battle on three balls; high replayability with 'one more game' appeal
high · Hardy: 'I can guarantee you that a majority of the owners of this title have not legitimately made it all the way through the final battle...Dwight did not go easy on this code'
product_launch: TMNT on backorder through at least October; Pro versions unavailable until then; indicates high demand and supply constraints
high · Hardy: 'This title is on back order at least until october some people are not able to get their pros until october'
sentiment_shift: TMNT generating strong community interest post-Stranger Things; market recognizing it as top-tier Stern title; being noticed as 'very good game to own'
high · Hardy: 'It is being noticed more and more by people out there that this is a very good game to own...I think this is your best game since jurassic park...turtles is going to end up selling better than jurassic park'
design_philosophy: John Borg intentionally designed challenging layout (fast/furious) and Dwight Sullivan avoided both extremes of Munsters (too easy) and Ghostbusters (code stuck in development); resulted in substantial difficulty curve
high · Hardy: 'People had their concerns...they didn't want it to be another Munsters where the code was too easy...or another Ghostbusters where the code took years to complete. Well, guys, Dwight did not go easy on this code.'
venue_signal: TMNT positioned as strong location/arcade machine with 'one more game' quality; expected to drive sustained coin-in due to difficulty and progression hooks
high · Hardy: 'It's very good for location pins to just keep throwing that money in there just to see if you can just go a little bit further this time'
manufacturing_signal: Prior Stranger Things suffered from COVID-19 factory shutdown; TMNT backorder situation suggests either sustained demand or continued supply chain constraints
medium · Hardy: 'covid19 that steps in and puts stern's factory to a screeching halt for weeks...when they bring out their next cornerstone title it needed to be a good one'
market_signal: Stranger Things secondhand market 'full of LEs' indicating low demand; TMNT receiving backorder demand suggests inverse market health and stronger collector/player interest
medium · Hardy: 'you could tell with the secondhand market how it was just full of le's that obviously it wasn't a well-loved game' vs. current TMNT backorder status