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Dungeons & Dragons Pinball Review

Pinball Pursuit·video·22m 46s·analyzed·Jul 9, 2026
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Analysis

claude-haiku-4-5-20251001 (batch) · $0.019

TL;DR

D&D: Tyrant's Eye scores 17.75/25—strong theme/design but rules novelty wears thin after beating campaign.

Summary

Pinball Pursuit hosts Mrs. J and Dr. C review Dungeons & Dragons & Dragons: The Tyrant's Eye after 6-7 weeks of home play. The game, designed by Brian Eddy with code by Dwight Sullivan and Elisabeth Kisicki, scores 17.75/25 overall—ranking above Rush but below Jaws on their collection. Reviewers praise the theme integration, voice acting (including Matt Mercer), progress-save mechanic, and dragon toy, but note repetitive battle music, map-heavy visuals, and diminishing replay value post-completion.

Key Claims

  • Dwight Sullivan was the lead code designer on Dungeons & Dragons: The Tyrant's Eye

    high confidence · Mrs. J and Dr. C state this explicitly in the opening design credits section

  • Elisabeth Kisicki was support code on D&D and is now the lead designer on Transformers

    high confidence · Mrs. J mentions this when introducing the design team

  • The game features a progress-save mechanic that allows players to resume campaign progression across play sessions

    high confidence · Dr. C repeatedly praises this feature and compares it to Mario video game save systems

  • Matt Mercer, Critical Role DM, provided voice acting for the game as the DM character

    high confidence · Dr. C states 'Matt Mercer, who was a critical role DM, did such a good job with being the DM of the game'

  • Dungeons & Dragons: The Tyrant's Eye (Premium/LE) edition dragon toy moves omnidirectionally (left/right and up/down), while Pro edition only moves up/down

    high confidence · Mrs. J clarifies the difference: 'He's like omnidirectional on Dungeons & Dragons: The Tyrant's Eye (Premium/LE), and he only goes up and down' on Pro

  • The gelatinous cube toy is underutilized and only appears in one multiball mode

    high confidence · Dr. C: 'I think the gelatinous cube is underutilized. You only get to use it for the one multiball'

  • Battle music repetition became monotonous, especially during extended final boss battles

    high confidence · Dr. C notes: 'My biggest complaint was, because I spent so much time battling...the battle music was always the same'

  • Approximately 80% of game modes involve fighting monsters with similar mechanics

    medium confidence · Mrs. J states: '80% of your encounters are fight a monster. Yeah. And that mechanic was always the same'

Notable Quotes

  • “I really enjoy this game. Obviously, I play it a lot. So for me, again, it's kind of a dream theme, and they really nailed, like, 99%.”

    Dr. C @ ~8:45 — Core thesis of Dr. C's positive assessment; establishes that deep D&D fandom significantly enhanced their experience

  • “I think the novelty and what they did is so incredible...Even though I did get a little bored with it, I think in three months, I would love to play through it again.”

    Mrs. J @ ~42:30 — Acknowledges rule fatigue post-completion while defending the initial design innovation as worthwhile

  • “The save progress thing? Yeah. Such a cool idea. I wish more machines would do this.”

    Dr. C @ ~35:15 — Identifies the progress-save mechanic as genuinely innovative and desires industry adoption

  • “It's an 'if you know, you know' machine...the only thing that I think holds it back for me...Not a universal piece.”

    Dr. C @ ~21:00 — Explicitly frames D&D as niche appeal—requires familiarity with source material to fully appreciate

  • “Everyone. Whether they knew Dungeons and Dragons or not. Yeah, it was such a crowd pleaser.”

    Mrs. J @ ~50:30 — Contradicts the 'niche appeal' assessment by noting the dragon toy created universal appeal despite theme opacity

  • “I love the callouts. I think that's incredible. The sound takes it down a little bit. The music takes it down.”

    Dr. C @ ~27:00 — Isolates voice performance as a strength while generic/repetitive music is a weakness

  • “Once you beat it, because you don't play for score, there wasn't like...once you beat it, there isn't a reason to go back and beat it again.”

    Mrs. J @ ~38:00 — Identifies structural flaw in rules design: campaign-focused scoring model lacks post-completion replayability

  • “It's a really good game. And if you have the chance to have it in your home until you beat it a couple times, I think you should...If you have the chance to buy it and you're planning on switching it out after six months, do it.”

Entities

Dungeons & Dragons: The Tyrant's EyegameBrian EddypersonDwight SullivanpersonElisabeth KisickipersonMatt MercerpersonMrs. JpersonDr. CpersonPinball Pursuitorganization

Signals

  • ?

    design_philosophy: D&D: Tyrant's Eye employs a campaign/story-driven progression system with save mechanics rather than traditional score-chasing, representing a deliberate design philosophy shift from conventional pinball scoring paradigms

    high · Dr. C praises: 'I wasn't playing for score...I loved that it was different.' Mrs. J compares to Mario video game save systems, establishing narrative-first design intent

  • ?

    design_innovation: Progress-save mechanic enabling players to resume multi-session campaigns is identified as novel and desirable for industry adoption

    high · Dr. C states: 'I wish more machines would do this' and 'I wish more machines would do this. I want to see them expand on this idea in the future'

  • ?

    gameplay_signal: Extended play reveals repetitive core battle mechanic (80% of modes are monster fights with identical structure) leading to novelty burnout despite strong initial design

    high · Mrs. J: 'Once I got through the campaign twice, everything started to feel the same...80% of your encounters are fight a monster. Yeah. And that mechanic was always the same'

  • ?

    gameplay_signal: Battle music repetition during extended final boss encounters creates listener fatigue; generic background music fits thematically but lacks memorability

    high · Dr. C: 'My biggest complaint was...the battle music was always the same...I started to get bored' and 'the rest of the music, a little bit on the generic side'

  • ?

    collector_signal: Game positioned as strong rental/6-month ownership title rather than long-term collection piece; narrative completion model creates natural exit point

Transcript

youtube_groq_whisper · $0.015

0:00
3, 2, 1, go! Welcome to Pinball Pursuit! I'm Mrs. J. And I'm Dr. C. What are we doing today? We are going to be reviewing the latest game that we had in our house, Dungeons and Dragons, The Tyrant's Eye. Yes, yes, yes. We had it for about six, seven weeks. Yep. Got to play a lot on it. A lot. We had the premium, which was cool. Which was cool. Had the moving around and the spinning pinballs. Bring it all into it. As usual, our reviews, the two of us rate everything from a one to five. Theme, look, sound, design, rules. Bingo. A little bit about this game. This was designed by Brian Eddy. Kind of, you know, the 90s masterpieces, Attack from Mars, Medieval Madness. People love those games. He came back, did Stranger Things with Stern, did Venom, and he's done Dungeons & Dragons, the Tyrant's Eye. Code was Dwight Sullivan on the lead, and then Elisabeth Kisicki, who's now the lead on the new Transformers game, was the support person on this one. So we're kind of to talk about it.
1:24
Let's get started. Yes. The theme. The theme. Can I start first? Yes. So let it be known that I am not a D&D-er. But you played. I played. I played. That's true. I played through an entire, no, I wouldn't say the entire campaign. We played for a good, like, three months. Yeah, we did play. We met, like, every two weeks for, like, three, four months. Yeah. And you did fine. I did okay. Do you remember what you were? Was I a rogue? Yes. See? My name is Brynlyn. Rugs are the easiest things to play, so that's what I. Helped her build. There we go. Uh, Brenlin, not Rachel. Not Rachel. We thought that Rachel was too common a name. This is how, like, into D&D I am. They're, like, picking Aime, and I was like, Rachel. And they were like, stupid. So, yeah, you were a rogue named Brenlin. Yeah. We were playing in, um... I had a knife. I remember that. Yeah, because you stabbed me. We had good times. It was good, it was good. Um, I got bored during battles, which is, like, the opposite of what should be happening, and that is not an opportunity. Everybody else loved battles, but I was like, can we just not battle anymore? I just want to talk to people in the local pub. And sometimes I was like, okay, can we get to a battle, please?

Dr. C @ ~48:00 — Clear rental/temporary ownership recommendation rather than long-term investment

Stern Pinball
company
Attack from Marsgame
Medieval Madnessgame
Stranger Thingsgame
Venomgame
Critical Roleorganization
Godzillagame
Rushgame
Jawsgame
Forgotten Realmsgame
Xanathargame
Wrath the Relentlessgame
Gelatinous Cubegame
Transformersgame

high · Dr. C recommends: 'If you have the chance to rent this game, rent it. If you have the chance to buy it and you're planning on switching it out after six months, do it'

  • ?

    gameplay_signal: Game succeeds at universal appeal through visual spectacle (dragon toy) and approachable rules, but sacrifices long-term depth and replay value for newer players

    high · Mrs. J: 'Everyone. Whether they knew Dungeons and Dragons or not...it was such a crowd pleaser' combined with 'It's an if you know, you know machine...Not a universal piece'

  • ?

    design_innovation: Premium edition dragon toy features omnidirectional movement (left/right + up/down) vs. Pro's vertical-only movement, materially affecting visual presence and gameplay feel

    high · Mrs. J clarifies: 'He's like omnidirectional on the premium, and he only goes up and down' on Pro edition

  • ?

    personnel_signal: Elisabeth Kisicki progressed from support code role (D&D) to lead designer position (Transformers), indicating internal talent development at Stern

    high · Hosts note Kisicki 'was the support person on this one' and 'is now the lead on the new Transformers game'

  • ?

    gameplay_signal: Campaign-objective scoring model creates divergent replayability curve from traditional score-chase machines; post-completion play drops sharply when narrative beats are exhausted

    high · Mrs. J: 'Once you beat it, because you don't play for score...once you beat it, there isn't a reason to go back and beat it again'

  • ?

    content_signal: Professional voice casting (including Critical Role's Matt Mercer) and character call-outs identified as stand-out audio element, elevating theme immersion despite generic background music

    high · Dr. C: 'Matt Mercer...did such a good job with being the DM of the game. All the different people did such a good job' and 'The voice casting and the callouts is like a five'

  • ?

    design_philosophy: Designers prioritized thematic accuracy to D&D source material (Forgotten Realms setting, art style matching official books) over universal accessibility, creating niche appeal despite broad visual appeal

    high · Dr. C: 'They kept it in the Forgotten Realms...They kept it...such a good job incorporating battling and a lot of the role-playing elements' and 'It's an if you know, you know type of machine'

  • ?

    product_strategy: Premium tier justified through enhanced toy movement (omnidirectional dragon) and additional mechanical features, creating meaningful gameplay distinction

    medium · Hosts discuss Premium vs Pro differences regarding dragon movement and note this was significant enough to warrant separate discussion

  • 2:33
    And I was like, are we battling again? I just wanted this to be like a one-time thing. So I don't know that I'm cut out for D&D, but that's fine.
    2:42
    All that to say, I think that there were a lot of things that were lost on me with this machine. Not that it prevented me from doing anything, but I'd probably think it was cooler if I knew all the D&D things. See, and I know all the D&D things. Yeah. I refused to play for a long time, and then, I don't know, I gave it a chance.
    3:02
    Gosh, it's almost been a decade now. And I've been playing pretty consistently. It saved my sanity during COVID. We had a group that played online. We got together every two weeks.
    3:12
    And honestly, like, I was sequestered. I was working in a city where I didn't have any real friends or anything. I was single at the time. Yeah. And, oh boy, did that help me out. Well, that's good. So I do quite love playing D&D. I still GM a group right now. GM? You're the general manager?
    3:30
    Wow. DM, GM. Do you create their schedules? Game Master. Oh, I only knew the phrase Dungeon Master. See, this is how much I know about D&D. So I've played a variety of characters. I enjoy DMing. So this was like a dream thing for me. Yeah, yeah. For sure. And I love what they did with the machine. They kept it in the Forgotten Realms.
    3:57
    Again, I know all of the fans. Yeah, I don't know what Forgotten Realms is, but I mean, the machine looks cool. They had Xanathar on the back glass. Oh, Xanathar, my favorite. He's the Cyclops eyeball. Gotcha. Probably best friends for Rachel.
    4:13
    So I love what they did with the theme. I really... It's so good. They did such a good job incorporating battling and a lot of the role-playing elements into this game. The one thing I think they missed, and I don't know if you would agree, this is probably something you haven't thought about. Yeah, probably not.
    4:35
    A lot of my D&D playing, there's a lot of humor. Because you're improvising, you end up doing stupid, funny things. But what if the people that you're playing with aren't funny? I've always played with funny people. Maybe there's boring people that play. I'm sure there are.
    4:53
    But I think that was the one aspect of this machine, of the theme that I think was missing. Granted, the world takes itself very seriously, so I understand where they went with this. But as a person who plays, outside of a few minor call-outs that had some humor to them. I was going to say that, it's a score. I always thought that was funny. They have a couple of good call-outs, or I can't Thursday night. One of the guys says that. Oh, really? Yeah, that's another one that gets said. There's a couple of little ones, but they're very minor. I wish there was a little bit more of it in the story. But otherwise, this theme integration was like perfection. I really liked what they did. What was your score? My score on this, again, it's near perfection. It's not quite perfection. Four and a half for me. Okay.
    5:36
    Again I mean I am not a D I mean it is what it is what it is what it is It was fine Like I said there probably a lot lost on me There was like critical rolls critical hits dice rolling I was like I mean this is fun It still fun I just didn know what it meant I gave it a three It was fine Okay, a three. It was fine. You know, that's okay. Yeah. 3.75 is the combo score. I mean, here's the thing. Like, I'll show a picture. I have so many D&D books. Yes, you do. So you're probably seeing this right now. I really enjoy this game. Obviously, I play it a lot. So for me, again, it's kind of a dream theme, and they really nailed, like, 99%. So there you go. I almost gave it a five. Just couldn't quite bring myself to do it. But you know how I feel about fives. I know. I agree. Fives are unicorn status. I don't know. Maybe this is a unicorn in your book. It's not quite there. It's not quite there. But it was really close, which is why I gave it the scroll that I gave it. Okay. Good work. Okay. The look. They got a really talented artist for this. He does, or she, a really good job of capturing the same style of art that's in all of the D&D books. Again, I have so many of them. Cut to that picture again. And it looks like the cover of a D&D manual. So they very much captured the essence of it.
    7:01
    I really like what they did with the animations. I think the sculpt on Wrath, the Relentless, looks amazing. The gelatinous cube looked really cool. Can I pause you right there? I have this in my notes. What is a gelatinous cube? How does it sound? Like, I know what it is on the machine, but there's, like, little things stuck in it. Yeah, so it's basically, like, think of, like... It's like a Neato, or, like, what the kids play with these days? It's basically like living quickstand. It dissolves you as you go into it. It's a monster that you get stuck in and it slowly sucks you in and dissolves you. Does it move? Yes, but very slowly. They're usually traps. Could you fall into a pit that contained a Jalani's Cube and then you would just fall into it? Yeah, and then you would slowly dissolve and die. It's called Mini and Adventurer. If you're in the forest, would you ever find one in the forest? Um, they've always been in dungeons and places. Okay, so let's say you're like walking down the hall and you're like, Daletna's Cube, can you just like squirt, skirt around it? You can probably squirt around it, it doesn't move that fast. You'd be like, just don't touch it. Yeah, yeah, probably. But usually they're like perp traps and stuff. Okay, this is a question I've never asked.
    8:12
    The burning questions. I love how they have like Raphael's sigh though, like as a little Easter egg inside of it. I don't know who he is. Raphael? No. Is he a ninja turtle? He's cool but rude, yeah. Oh, the ninja turtle is in there? No, his Psy is. Oh, I thought that was just... No one uses a Psy, but Raphael. Rachel did? No, he used a knife.
    8:31
    I don't know what the difference is. Anyway, I think the animations looked really good. The animations team, like, man, they pulled an all-nighter with this one. Like, it's so good. Yeah. My one complaint, and I understand why they did it, is that so much of the playfield is that map. I thought that was, like, a part of it, though. It is, but it's not very easy to look at. That's true, you're right. So it conveys a lot of information and is super important to the game. Yeah.
    9:01
    It kind of took away from me because I stared at it so long that I kind of got... Like, that's my only real complaint with the look. What about you? No, I thought it looked really cool. Have you played a pro where the dragon head doesn't move? So he goes up and down. He goes up and down. But he doesn't go all... Okay, because I thought that that was like a huge part of this whole play field was that big dragon onto the side, which looks really cool. Oh, he looks so cool. He still looks the same. He just doesn't go left and right. He just doesn't move the same. No. Okay, that's interesting. He's like omnidirectional on the premium, and he only goes up and down. Okay. Not that that's going to change my score. I was just curious, you know, because we always like to talk about the pro versus the premium. So I was wondering if that was going to make a big impact, because he is like a large presence. Oh, yeah. It looks very cool. He's very cool. He looks very cool. And on the premium, the way he moves back and forth, people would come to our house, we played it, and we're like, oh my gosh, Dragon's so cool. Yeah. So, I mean, like you said, you were particularly drawn to the art because it was similar to the books and the things. I mean, I thought it looked fine. I was like, OK, this is good, you know, D&D art. Gelatinous cube was, you know, the thing that I had the question on.
    10:08
    Didn't offend me. Sometimes the art, I'm like, oh, this is terrible. This is ugly. But I think also I've seen your D&D books. Yes, you have. So I'm like, OK, I've been exposed to this art. No, I thought it looked good. I thought it looked fun. Like I said, the dragon is such a huge presence that I feel it draws a lot of people in. For sure. And is a very memorable thing. I give it a 3.5. Okay, you give it a 3.5. Okay. I gave it a solid 4. Okay. Yeah, so I think it's, like I said, I think it does a really good job. It looks fun. It looks great. Yeah. It's not like blow me out of the water. It's a if you know, you know type of machine. Yeah, I think so. And I know a little. Yeah. And I think that's the only thing that I think holds it back for me. Like I said, the map gets a little boring. And it's an if you know, you know. It's not a universal piece. All right, now let's go to the sound. The sound. So, Hot Take on the set, maybe not Hot Take, Hot Take for me, I feel like. It was very kind of generic and not super memorable, but it fit the machine. It felt like, because when he plays Dandy, he sometimes has music in the background. I put like tavern music. Yeah, tavern music, like music that fits the scene. And I feel like the music fit the scene. True. So while it didn have music that I singing now that the machine is gone it had music that made sense Yeah And it had different music based on where you were So again the music made sense Yeah And the call were fun The call-outs are where this machine shines. Yeah. They got so many incredible voice actors. Matt Mercer, who was a critical role DM, did such a good job with being the DM of the game.
    11:42
    All the different people did such a good job with what they were doing. I kind of agree with you, the rest of the music, a little bit on the generic side. My biggest complaint was, because I spent so much time battling, especially that final battle against, to say, King Radek, the battle music was always the same. Okay. And I think that's where I started to get, not with the callouts, but the music. I started to get bored. You were over it. I was over it. And so for me, I was like, I love the callouts. I think that's incredible. The sound takes it down a little bit. The music takes it down. Even though it fits, it got a little boring after a while. It's fair. So that's where my kind of thought process is. So again, like the voice casting and the callouts is like a five. Yeah. Music got boring. And so for me, the combined score, three and a half. I get a 3.5 as well. Okay. All right. So there you go. Easy peasy. Love that.
    12:37
    Design. I want to hear your thoughts on the design. The design. There were a lot of cool things in this design. We already talked about the dragon. That's a huge part of the design. The dungeon, thank you, that goes up and down. Really cool. Really fun. The shield. I loved. I loved. It was great. For the multiball especially. He was like, put that up for your multiball. It was amazing. But I don't think even once I was able to pull it up to save my ball. And that's what I wanted it for. Maybe that was not the purpose at all. Maybe it was just, hey, keep this up and your multiball goes forever. And those multiballs, sometimes it just kept on spitting out more and more. And it was like, ah! Yeah, and I got to the point where I was using the shield offensively. Because the shield tilts during single ball play to be perfect for a couple of shots. Just rest the ball and then line it up. So that is incredible. Those are favorite things that I love. And I love that the shots were easy to read. Very much so. I was, me being me, sometimes I struggle with that. It was nice to know exactly where I needed to hit my shots. Yep. Very clearly labeled. Yes.
    13:50
    The design of this game is really, like I said, Wrath is such a cool piece. I love the gelatinous cube. I think the gelatinous cube is underutilized. You only get to use it for the one multiball. It's only effective. This is rules more. But I wish that was used more in the design. But the design of it is cool.
    14:09
    I got a little bored with the eject up to the cube to the side shots. Gotcha. And so much of it revolves around that particular game flow. That got a little boring to me.
    14:22
    But it is a well-designed machine. The shots feel great to hit. I think after so long, again, that loop of hit to the VUK, send it up, go over, it got a little repetitive. I think I probably on the design of this machine, I do think it's better than a lot of other ones we played. It's more dynamic and I love that amount of it. So I'd probably go with a 3.5. I gave it a 4. You gave it a 4? Okay, okay. I did. Hey, that's fine. No, it's great. I mean, again, this is where the two different perspectives come in at. Okay, last but not least, the rules. The rules. You go first on the rules. Oh boy, I have a lot to say on the rules. This is a game that initially the rules were like a five. You were obsessed. I loved it. I loved that it was different. I wasn't playing for score. Yeah. And I liked playing to get through an objective and it would save progress. I love the save progress. The save progress thing? Yeah. Such a cool idea. I wish more machines would do this.
    15:24
    I want to see them expand on this idea in the future. It was so cool. Like, I would love to see a machine that saved you towards the wizard mode like this one basically did. So much fun. So many things to go and do. And again, not playing for score. I love that. Once I got through the campaign twice, everything started to feel the same. Oh. Because 80% of your encounters are fight a monster. Yeah. And that mechanic was always the same. And then sometimes it would be like, don't hit the slings, be sneaky. And that was really cool the first two or three times I played it. Then that was over. Yeah. And so I think for me, like that novelty was incredible at the beginning. and then wore off after I unlocked two of the characters. You beat it. I beat it. Yeah. And once you beat it, because you don't play for score, there wasn't like, I play a game like Godzilla or some of the other ones that we've had in the house, and my goal is to get the highest score possible. I really wanted to, because you don't play the game for that reason, once you beat it, there isn't a reason to go back and beat it again. And so I think I got a little, a little bored after a while. It was done. I was done with it. So highs and a little bit of lows on this machine when it comes to those rules. I don't know. That's kind of where I'm at. Give me your thoughts. And it funny hearing your thoughts on it and putting it with mine and seeing the full story because I put it feels like Mario Because you can come back and pick up your progress where you were And then going back to that Mario once you done with Mario how often do you go back and play Mario again Like, maybe you will, but probably not for a little while. You set it down. You're like, I did that. I beat all the levels. I know how to defeat the boss. Okay. Yeah. I never made it that far. So I love the progress save aspect. Because so many times, like we played it quite a few times in an arcade and it just almost felt like starting over again because we would only go back once every few months. Yeah. And so I wouldn't remember where I was at or what was going on or what I was doing. And so it was fun to have it in the house because then I could proact to be like, OK, yeah, I really want to beat this one. OK, what's next? You know, you were excited about it. Zombie sailors.
    17:54
    It's a new view. Yes, they did. I beat them though. Don't worry. I never made it through as far as you did though. And so I was still in love with that progression aspect, but I can see how, okay, I beat it. Here it is. I don't think you ever got to the point that I got to. Again, I played with almost any machine. I probably played three to four times as many games as you played. Oh yeah, 100%. That's just always the case. But it was just a really fun change up. Like you said, it was just a totally different game. A different objective. It was really focused on completing those goals. Yeah. And that part of it, like I said, is so cool. Yeah. And I just, like I said, I got kind of bored after a while because so many of the modes are similar and they're driven by the story. But what did you know the story?
    18:44
    That's it. It's it. So, yeah, I want to know where you put the score. I gave it a four. You gave it a four. I thought it was really cool. I thought it was really fun and unique. And I didn't get through it all, you know. I didn't get burnt out on it. I don't want to say burnt out, but I mean, the novelty was over. Yeah. See, here's the thing. Even though I did get a little bored with it, I think in three months, I would love to play through it again. Okay. And it was such a novel experience, but I don't dock it that much for that because I think the novelty and what they did is so incredible. Yeah. I also have before. So again, another... Look at us. I know, right? Okay. Aligning. We are very close on a lot of our scores. This is crazy. This is okay. So I'm going to time out. I'm time out. Back in. Okay. So total score here and I'll check it again. 17.75. We're going to put all our scores over here. That's what I'm looking at right now. You can see where it is. So that is, Cameron, above Rush, below Jaws. Does that hurt your feelings that it came in above Rush? It's probably my fault. You love Rush so much. Rush is like a top five game and it's currently ranked number eight on our list. I'm dragging it down.
    20:04
    It's so good. So everything, lots of things that are above Rush make me sad. I do like Jaws better than this. I think everything that's above this makes sense. Okay. With the exception of Rush, I think everything that's below it makes sense. Okay, well there we go. This is where I would probably put D&D. Okay. It's a really good game. And if you have the chance to have it in your home until you beat it a couple times, I think you should. If you have the chance to rent this game, rent it. If you have the chance to buy it and you're planning on switching it out after six months, do it. This is such a good game for them. And it was a crowd pleaser. Everybody loved to see the dragon. It's fun. It's different. It's easy and approachable for beginners. We had a lot of people that came over and really liked playing it. Really liked playing it. They were excited to like, oh, that dragon is, everyone, that dragon is so cool. Yeah. Everyone. Whether they knew Dungeons and Dragons or not. Yeah, it was such a crowd pleaser for that. There was a few people that I'd be like, okay, can I just help you get into this multiball? Because they would accidentally spell dragon and then I don't know how to, they couldn't hit that shot to start the dragon multiball. I'm like, let me just make this shot for you. And then you can, and then, okay, get in here. And they'd be like, oh my gosh, oh my gosh, oh my gosh. Yeah, it was really fun. Every time. It was so good. It was so much fun. Yeah. So. So I feel like it's appropriately ranked. I think it's appropriately ranked. Good work. It was a good one. I think, I mean, great job Stern on this one. Yeah, it was really fun. Dwight, Brian, Elizabeth, such a good work. And everybody else, right? But those three especially, I think.
    21:30
    I've said it a million times. It's so different. It's just so fun that it's so different. I like that it's different. And I hope that Stern takes the chance to go out on a limb a little bit more like this with their rules design. Because I really think it's cool. Yeah. So anyway, those are our thoughts on Dungeons & Dragons. Let us know. Have you played Dungeons & Dragons? What's your favorite character class? I really like sorcerers. Who did I like? I liked the girl.
    21:56
    Oh, favorite class in general or on the machine? On the machine. Oh, on the machine. It's the wizard all the way. Who's the girl? The wizard. Was she the wizard? Yeah, she gave you more.
    22:06
    Well, no, I can't remember. I only knew her by her name. But she's the one that gave you longer shill time. Yeah, we'll probably post it here somewhere. So I think you know what I'm talking about.
    22:17
    Lightfoot. Something lightfoot. There was a foot. Yes, there was a Funch. Anyway, we're gonna let you go with that, and until next time. Keep flipping!
    22:32
    Bill. Wallers, get out of there! Wallers! All the chaos.