claude-haiku-4-5-20251001 · $0.033
SDTM first impressions: Stranger Things has excellent layout but early code needs work.
Stranger Things shipped simultaneously to distributor warehouses and location operators on the same launch day
high confidence · Jon explicitly notes this as unprecedented for Stern: 'when they announced this pinball machine they were at distributors warehouses and on location. Same launch day exactly. Can you beat that?'
The game runs version 0.6466 code at release, which is very early
high confidence · Jon states: 'this is .6466, something like that. Very early code, so we've got a long way to go.'
The Demogorgon toy has a mechanical issue where the spring mechanism causes the ball to bounce out if it doesn't enter perfectly
high confidence · Greg observes: 'it's almost like he feels like he's made of rubber or something, and he's got some springs. So it's almost like when it goes to go in his mouth, if it doesn't go in perfect, then it'll hit.'
Brian Eddy was on hiatus from pinball for 20+ years before returning to Stern for Stranger Things
high confidence · Jon: 'Brian Eddy, he was on a hiatus from pinball for 20 plus years, right? He comes back... employed by Stern for the last two years, and this is his first step back into pinball.'
The game lacks sufficient callouts, music variants, and light shows compared to the scope of its licensed IP
high confidence · Greg: 'it doesn't seem like there's decent code because it's missing so many call-outs, it's missing so much of the music variants. Light shows. Yeah, you don't have a lot of that going on.'
David Harbour (Hopper actor) provided voice callouts and video assets for the game
high confidence · Jon: 'you get the actual actor that played Hopper on the series itself doing the call-outs and video assets.'
The playfield layout features 12 main modes and 5 demo modes
medium confidence · Jon states this but with slight uncertainty: '12 main modes, 5 demo modes. You're going to hurry up.'
The layout feels like a hybrid between Steve Ritchie's flow and John Popadiuk's surprise shot design
“I backed out, and then he called me, and he was like, Greg, I unboxed it. I put a handful of games on there. I did not want to stop.”
Jon (recounting his buddy's pitch)@ 3:03 — Captures the immediate viral appeal that convinced a skeptical buyer to purchase the game.
“The shots don't go where you think they're going to go, so it's kind of surprising, not to the point like Whitewater is.”
Greg@ 18:44 — Key praise of the layout's design philosophy — surprising but not disorienting.
“My favorite part of this game, Stranger Things by Brian Eddy and Stern Pinball, is the layout.”
Jon@ 18:01 — Establishes the layout as the game's strongest element early in discussion.
“It's odd to me that out of the box, I think Deadpool was further along, but this still feels like it's got a lot more than that original Deadpool code.”
Greg@ 23:05 — Acknowledges paradox: early code feels less polished but more feature-complete than Deadpool launch.
“If they fix the Demogorgon, because the Demogorgon killed it for me... when I first put that first game on there, I was like, oh my God, dude, Zach Sharpe is right.”
Greg@ 24:01 — Confirms the Demogorgon toy as a critical pain point affecting overall enjoyment.
“This is like 3.0 Guardians of the Galaxy... You're going to have 12 main modes.”
Jon@ 28:52 — Projects future potential by comparing depth to Guardians' evolution across code versions.
community_signal: Straight Down the Middle implementing new content format: gameplay first-impressions with live commentary and rules discussion
high · Jon introduces format: 'we show you how the game plays. We show you features of the game. We talk about the game live here'
sentiment_shift: Community has positive reception to layout design and Brian Eddy's return despite early code concerns; Demogorgon difficulty is noted pain point
medium · Greg references Zach Sharpe and others validating layout quality; multiple mentions of Demogorgon frustration across players
design_philosophy: Brian Eddy's design approach represents hybrid of Steve Ritchie's flow/speed and John Popadiuk's surprising shot routing
medium · Jon articulates: 'This feels to me like a Steve Ritchie with that flow and that speed matched up with a John Popadiuk'
licensing_signal: David Harbour (actor) provided voice callouts and video assets as part of licensed IP integration, with hosts noting video clips are too short
high · Jon: 'you get the actual actor that played Hopper on the series itself doing the call-outs and video assets. I want to see a little more longer video assets'
market_signal: Stranger Things represents one of Stern's biggest IP licenses (most-viewed streaming program globally) with substantial market expectations
high · Jon: 'This is one of the biggest licenses Stern Pinball has probably ever gotten. This is a big license, most viewed streaming program in the world'
youtube_groq_whisper · $0.098
medium confidence · Jon: 'This feels to me like a Steve Ritchie with that flow and that speed matched up with a John Popadiuk, where it looks like you know where this ball is going, but then you hit an orb and it turns into a wire-form ramp'
Comet Pinball is developing aftermarket LED headlight kits for pinball machines based on user demand
high confidence · Jon reports: 'Comet is Ryan and them over there... they actually wrote and they said... we're thinking about maybe putting together some of those head lighting kits so that people stop asking us how to do it'
The game's playfield layout is sparse compared to recent Stern releases like Star Wars
medium confidence · Greg: 'This is honestly since Star Wars probably even the most barren for the Stern games... the Premium Edition is the same way.'
“It feels like it's telling a story. I love that kind of game.”
Jon@ 27:58 — Highlights the mode-based narrative design as a core strength.
“I literally woke up this morning still terrified that you were bringing me this game and I was going to have to pay that much for something that I did not want... But I do not regret the process.”
Greg@ 28:39 — Demonstrates a sentiment reversal from initial skepticism to acceptance after hands-on play.
“It's like the birth child of a John Popadiuk and Steve Ritchie.”
Jon@ 25:13 — Establishes canonical comparison linking Eddy's design approach to legendary designers.
“This feels very different than any other game you've really played... Something feels different about this entire game.”
Greg@ 28:26 — Confirms the game's distinct identity despite being a Stern machine.
community_signal: Brian Eddy returning to active pinball design after 20+ year hiatus, now employed at Stern for past two years
high · Jon: 'Brian Eddy, he was on a hiatus from pinball for 20 plus years... employed by Stern for the last two years, and this is his first step back'
announcement: Stranger Things officially released by Stern Pinball (2019) with simultaneous distributor and location availability
high · Jon confirms simultaneous launch to warehouses and locations on same day, unprecedented approach for Stern
product_strategy: Stranger Things playfield noted as sparse compared to recent Stern releases, with significant mod community opportunity for custom toys/moldings
medium · Greg: 'This is honestly since Star Wars probably even the most barren for the Stern games... This is open for mod makers'
product_strategy: Comet Pinball developing aftermarket LED headlight/sidelighting kits as response to user demand, with pre-packaged strips and extensions
high · Jon reports Comet reaching out to develop kits: 'we're thinking about maybe putting together some of those head lighting kits so that people stop asking us'
product_concern: Demogorgon toy has mechanical spring issue causing ball rejection on imperfect entries; requires code or mechanical fix
high · Greg describes bouncing/spring mechanism; Jon suggests code-based solution (require 3-4 hits instead of single perfect shot)
sentiment_shift: Greg's sentiment reversed from hesitant/skeptical pre-purchase to satisfied post-play; cites layout quality and code potential
high · Greg: 'I literally woke up this morning still terrified... But I do not regret the process'
technology_signal: Early code release (v0.6466) lacks expected callouts, music variants, and light show effects typical of polished launches
high · Greg: 'it's missing so many call-outs, it's missing so much of the music variants. Light shows... you don't have a lot of that'