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Uncanny X-men first play impressions

Don's Pinball Podcast (patreon feed)·podcast_episode·39m 55s·analyzed·Sep 13, 2024
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Analysis

claude-haiku-4-5-20251001 · $0.026

TL;DR

X-Men first play impressions: smooth gameplay, great art, addresses stream concerns positively.

Summary

Don Garr and Scott Larsen from pinball podcasts share first-play impressions of the new Uncanny X-Men pinball machine at Stern's headquarters, dispelling concerns from a controversial live stream by praising smooth gameplay, creative ball paths, well-integrated artwork, and excellent shot design. They discuss the game's theme choice (comic book over movie/cartoon), mechanical features like the sentinel and danger room, and compare it favorably to recent JJP releases, with Don committing to ordering a Premium version.

Key Claims

  • The left outlane now has a flipper that allows players to save balls that would have previously drained

    high confidence · Don Garr describing direct gameplay observation at Stern HQ

  • The Uncanny X-Men theme is based on comic book continuity rather than movie or cartoon versions

    high confidence · Don and Scott discussing deliberate theme choice; confirmed by designers present

  • The danger room playfield feature is not difficult or punishing; players can control the ball and return to main playfield

    high confidence · Direct gameplay experience by both Don and Scott

  • The foil artwork on the LE version extends to art blades inside the cabinet, not just sides and front

    high confidence · Don observing the LE version at Stern HQ

  • The game features past/future mode distinction through 80s-style synth music (past) vs. modern synth music (future) and lighting differences

    high confidence · Don and Scott describing observed gameplay and theme implementation

  • Gary Stern told Don that operators can remove the center post if game times are too long

    high confidence · Direct conversation between Don and Gary Stern at Stern HQ

  • The live stream showed players draining balls during play, which worried community members about difficulty

    high confidence · Don referencing community reaction to official Stern live stream

  • Jeremy Packer's artwork integration with inserts is more seamless than typical Stern games

    medium confidence · Don and Scott observation; attributed to designer discussion (likely Wayson or Zach Sharpe)

Notable Quotes

  • “I was comboing ramps left and right. The left outlane that I always drain balls down now has a flipper on it so you can save it.”

    Don Garr @ early in episode — Directly addresses community concerns about difficulty and drains from live stream

  • “This is actually the right version to sell because this is when I was talking when we were talking beforehand... they're basically in their mid 40s and these are the comic books that they identified with this is what they read as kids”

    Don Garr @ theme discussion — Explains the deliberate demographic/IP targeting in game design

  • “The danger room doesn't feel mean... you can move the ball around and that that made it feel like, okay, I can get here. I can do some shots and I can get it back to the main playfield.”

    Scott Larsen @ playfield feature discussion — Counters concerns about danger room being punishing or gimmicky

  • “It's the theme immersion. This is where Guns N' Roses killed it in that you feel like you are at a Guns N' Roses concert.”

    Scott Larsen @ theme discussion — Expresses what he values most in pinball design; argues X-Men succeeds here

  • “And in the end, like, you know, a game should at least shoot well. And dang if this doesn't, man.”

    Don Garr @ gameplay summary — Strong endorsement of core shooting mechanics

  • “I'm way more hyped on this than I am with Elton John, which is way more than I was hyped for Godfather and you know, Toy Story 4 was where it started to dip with me when we saw the price go up and we saw like kind of the integration go down a bit. But we're coming full circle, we're coming back, JJP is on the rise”

    Scott Larsen @ closing thoughts — Expresses positive sentiment shift about current JJP games vs. recent history; implies X-Men favorably compares to JJP quality

Entities

Don GarrpersonScott LarsenpersonGeorge GomezpersonGary SternpersonWaysonpersonZach SharpepersonJeremy PackerpersonJack Dangerperson

Signals

  • ?

    product_launch: First authorized public play session of Uncanny X-Men at Stern HQ with media personalities; game not yet in general circulation

    high · Don and Scott played for ~90 minutes with George Gomez, Gary Stern, Wayson, and Zach Sharpe present at Stern facility

  • ~

    sentiment_shift: Live stream showing ball drains during play created concern about difficulty; first play session demonstrates game is accessible and well-balanced

    high · Don explicitly addresses this: 'I think the first thing I should do is just put that to rest... The left outlane that I always drain balls down now has a flipper on it so you can save it'

  • ?

    design_philosophy: Designers deliberately chose comic book X-Men theme to appeal to mid-40s demographic who grew up with that IP, not movie or cartoon versions

    high · Don: 'they're basically in their mid 40s and these are the comic books that they identified with this is what they read as kids... This is actually the right version to sell'

  • ?

    design_innovation: Sentinel hand feature uses mechanical linkage to deform/articulate; center post mechanism is present; unknown drive mechanism (possibly coil-driven or auger-screw based on comparison to other games)

    medium · Scott: 'I'm trying to understand how the sentinel hand comes down and deforms. That looks like a mechanical linkage as well.' Don uncertain about exact mechanism.

  • ?

    design_innovation: Left outlane equipped with flipper to save balls, addressing previous drain concern

    high · Don: 'The left outlane that I always drain balls down now has a flipper on it so you can save it'

Topics

Uncanny X-Men gameplay and mechanicsprimaryCommunity reaction to live stream and ball drain concernsprimaryTheme choice and integration (comic book vs. movie vs. cartoon)primaryArtwork and LE vs. Premium edition aestheticsprimaryDanger room playfield feature design and difficultyprimarySentinel mechanical feature and implementationsecondaryPast/future game mode distinction (music and lighting)secondaryJJP recent releases and quality trajectorysecondary

Sentiment

positive(0.82)— Both hosts express strong enthusiasm about the game, dismissing prior concerns. Don commits to purchasing Premium. Scott compares it favorably to recent JJP games and expresses high hype levels. Praise focuses on gameplay feel, artwork integration, and theme immersion. No major criticisms are raised; minor nitpicks about shot findability are acknowledged but not dwelled upon.

Transcript

groq_whisper · $0.120

In a world of days of future past, where mutants roam the sidewalks doing mutant things, these two mutants descend on Elk Park Village, Illinois, where we bombarded the Stern underconstruction I'm Don Garr from Don's Pinball Podcast. You know because you pay $5 a month to listen to this. Unless I let it out later. So I'm Don. With me is my co-captain as always Scott Larsen from the Loser Kid Podcast. What's up everybody? Hello from Elk Park. I'm so excited and hyper. I know I'm kind of always like that when I come across, but this time I just spent about 90 minutes in the Stern Danger Room with an LE version of their brand new game, a George Gomez, a Gary Stern, Wason was there, there was Jimmy Johns. Zach Sharp was there too. Yeah, my boy Zach hooked it up. I was in town anyway for this other event, but I want to give out some first impressions of this game. And it's like I've been kind of busy the last couple days. It seems like there was some controversy after the live stream. You know, where everybody was playing in X-Men costumes and some of the balls were draining and these are seasoned players and people are a little bit worried. So I think the first thing I should do is just put that to rest. I was comboing ramps left and right. The left out lane that I always drain balls down now has a flipper on it so you can save it. And I was doing not too bad. Yeah. The other thing people were concerned about was the music. So the premise of this game is it's past and future. Speaker 4 I'm actually, I came out fresh because I didn't get to see the stream because I was working all day. Oh, you. Yeah, so I heard people saying, ooh, this may be brutal, this may be hard. In many ways, this was the problem with Turtles. Turtles was a family-friendly theme that ended up just being such a difficult game. I'm so difficult. So it was hard for people to get it even though it was a good game for having in a house. X-Men fits that theme, right? Yeah. This is like, hey, this is like kids comic books, everything that you would want in like, you know, a dad's room or whatever, family room. But you're right, it actually felt so smooth. All the shots were reachable. And I'm quite the average player. Tsundere guideline soup Text message kindly 쥚쥚⇢⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣⃣ Image brow�� 피부 공 자문을 remainder Iran The Sayonara, The theme is not in the upper echelon of things. Even then, it's not X-Men 97, the hot cartoon series that's out. This is comic book uncanny X-Men. So, there you go. Okay, but that's better. Because if you look at, there's different ways that these comic book themes come out. So, you have like a movie version of it. You have the comic book version. You have the kids cartoon version of it. This is actually the right version to sell because this is when I was talking when we were talking beforehand and going through the shots you know with with Zach and Wason they're in our demographic they're in there you know they're basically in their mid 40s and these are the comic books that they identified with this is what they read as kids and I connect with this version of the theme and I'm in full disclosure I ordered a premium. 했어요 appetite Market. Aj 장 필요로 pages Source Video Story umi.comHSM or in the Oh, yeah. Right? I mean... Yeah. Marvin Hanks or whoever that was. Yeah, yeah. Herbie, Herbie Hancock Hanks. Yeah. No. It's a... So, at least it felt like exactly all the pieces were there. It also gives you a lot more flexibility by going with the comic book version because you have the flexibility of storylines. You have the flexibility of doing what you want with it without it being tied to a movie The This is kind of fun. There's a Phantom Tell Podcast just put out a podcast interview with George Gomez this morning. And I listened to it on the drive down here. I know you haven't heard it yet. But in there they were talking about Deadpool. This was one of Gomez designs, and they put in this character of Little Deadpool, right? The guy with the bobble head there. And when they went and they created this character, put him in the game, and went to Marvel for approval, they were like, well, who is this Little Deadpool? Where did this come from? And they went, oh, if you go back to this issue This is a production of WPPR.com. So let's say that you go into myию, iPhone, Wordpress, Twitter, Android, Burraint Auto, like a I'm a fan of the band Rush, and it's fun to have the Rush band members, or at least the two living ones, do the callouts for it. However, it's not the same thing because they are not voice actors. Four quarters is big money? Yeah. Okay, exactly. Yeah. I love it that they're there. Well, they get a pass because they're Rush, though. No no I get it but it not the same thing as like so Iron Maiden The band is not calling it out They have voice actors who do the call outs and it a better call out experience I get that hey it nice to have the band members do it Now are you trying to tell me that Stern might actually know what they're doing? Yeah, they sell a lot of games. Are we in media? We're supposed to sandbag everything. Yeah, I know. A lot of people have been, I put up some photos that, hey guys, like I'm here, look at this cool thing. And then, you know, a lot of the comments were like, you know, how is it? I'm getting a little worried after that live stream with the gameplay and stuff. I think it would have been a better idea to have more of just a featurette, have somebody solo playing the game, taking you through it as the first impression. Because these guys were definitely having fun with the launch and everything and maybe they were just goofing around a bit more and didn't give a true sense of how the game is, I guess, if you're nitpicking all the details. But I can say that, we went through the theme, I guess we could do art next. Advertisement I'm going to be at ease. This is fun. You know, the motion of the sentinel head coming up was nice and fluid. It was actually super fun. It was more fun than I thought it would be, you know, just popping up and down. It was fun bashing him in the face. You get more credit for hitting him in the chin than just hitting him, you know, otherwise. In жун dever жуй х cubeна ش Hi. This one, you can hit the shots on the fly. They are definitely findable. The ball paths are creative. They're long, so you get the visual aspect of, and some of those ball paths are quite creative. They were cool, yeah. And so it was fun visually just to see the ball move around. I was concerned about the danger room because I thought this would be, in Wizard of Oz, that's kind of what I was thinking it was going to be. Oh, okay. So you have the balloon shot down there and if you bump it you can see it. Try to save, yeah. But it's more of a gimmick, right? It never feels like it's really part of the game. It's not like, oh yay, I'm here. Right. This is part of the game. We also found that there is a way to get into the danger room. There's a pop bumper on the left side and if you shoot it over the pop bumper it actually goes into the danger room. I got that a few times. But the danger room doesn't feel mean. No. Very, very much that you can control the ball. You can move the ball around and that that made it feel like, okay, I can get here. I can do some shots and I can get it back to the main plate. What it doesn't feel like is the jaws of a playfield where the ball is coming and you got like kind of one shot to do something, and then it's over like, like this, A second. Yeah. You know, you can spend time there. Yeah, yeah, yeah, especially even during a volleyball, which we experienced. D.J.: That was fun to juggle because I had the multiball and I was trying to manage the ball in the danger room while I was playing with the main flippers and that is challenging on your eyes. If you're for real radio, no time for What's next? Let's do the art, man, because this is the LE version that we walked up to and it's not represented in online photos or video like that shimmer that you get with the foil. Foil is in full effect here on the sides and the front. Great. And the art blades on the inside are foil as well now, too. Yes. It looks so good. It reminds us when we came to the John Wick reveal. And when Hey Jeff. Thanks for saying hi. N Nice to be here. My cheers to our sponsors at Spihood이�inct病 Bryce. Wirtschaft kort.com. Thanks for joining us. apples, huggins influenced by the food and drinks. Present I'm wondering, this is a good way of keeping it similar by getting the premium. See Stern's been really good about walking that fine line of finding that LE package that yes you get more and there are these little things. However, you can still get a good equivalency with the premium without feeling like you've completely dropped out. And this has been the challenge with CGC games like Cactus Canyon where people are like I only want the game with the topper.草ami keh , dr. kob 가지, The premium and the pro from what I remember looking at them, they kind of mirror each other. But it's all, you know, zombie-getty comic but art. And this fits, especially, I think it was Wason that was talking about how the inserts and the art go together. If it was not him, it was one of the other guys. It was talking about how it seems to, the way that Jeremy Packer (Zombie Yeti) does it, it seems to flow naturally with the art. And even Zach was talking, he and Zach were talking about it. I'm just think of like, oh, like CSI, like the games, the games that were the clip art packages, right? Sure. And you know, they look like sticker books that you got in like elementary School. Yeah, just you decorate the back of your Trapper Keeper. Exactly. And then drop the inserts where they go and Yeah. And so this feels like they are totally integrated. We talked about this on Loser Kid where it feels like they took a whole bunch of comic The I'm not sure if that's just an optical illusion or not, but they seem like they really fit together the best I've seen. It felt more integrated. Yeah, yeah, for sure. Like, it didn't feel out of place. You know, it really complemented everything. Yeah, so art's good, wasn't jarring, and I love the shots, man. And in the end, like, you know, a game should at least shoot well. And dang if this doesn't, man. John Papadiuk, Black Waterürlich I don't know enough to get the rules and how to get into the future and then go to the past. Okay but tell about the effects to help distinguish between the past and the future because I thought that was interesting. Yeah yeah okay remind me again what those are because I totally blanked on them. Okay so the first thing is the music. The music comes from like the 80s and if you grew up playing Nintendo think of like playing Double Dragon or something. There it just has that kind of synth background music that you would get on like you know an old nintendo game but then when it came modern it ended up having more of a oh okay so you can definitely tell it's a modern variation on a similar music style so it didn't feel totally jarring to go from the from the past to the future but you could tell it was different. Also you remember the lighting effects where the future is kind of a dystopic dark future and so the lighting effects are kind of a dystopic dark future and so the lighting effects are kind of a dystopic dark future and so the lighting This is good news porter and made it feel a little more dark whereas the past everything was more illuminated Yes okay so I wasn that good to play as much to get into that But yeah I did notice when Waston was doing it I'm trying to pull up some Double Dragon music. Well, I mean that's a classic. Maybe that's a little, that's a little too synthy for it. But you get the vibe. Yeah. It felt definitely, yeah. Subtitles by the Amara.org community It was a blast to shoot. I don't know what triggers the finger but I saw it go off and it was satisfying every time I saw it. Every time the ramp crunched everybody's like, did you see it happen again? Oh my God, I caught my ball this time, I didn't lose it. That was super fun. The sentinel popping up and down was nice and smooth. I don't know if that's, I didn't get to look under the playfield to see is this thing coil driven, is this thing like an auger screw like the building on Godzilla. I just remember seeing Jack's picture where he was looking at it and it had a pathway where it's coming up. It's a little slightly parabolic pathway but I didn't see what mechanism was to drive it up. Yeah, I know with jaws it's like a stepper motor or something that goes through this linkage system that pops them up. So I don't know if it's similar to that. We'll know in like a week once people get these things. That's one of the first things I want to do is lift it up and see how this thing actually works. I was trying to understand how the sentinel hand comes down and deforms. That looks like a mechanical linkage as well. It could well be quality small or healthy souhaful, but more of the tussen contents an opponent shows offoid that elaspedele � coön Welt Kampenoléas Seru ransuellando ekko toca Chris Cancerательно Can basta ne dilniskekeko J anniversaryzknyja, Listing LEDs impressive Conseisi, working on, Visit for free pinball commerical 2017 F Symposium Lambda They're done. And now, the video is back up and ready. But, not to mention they're going to post another episode tomorrow. For showing the final shot of dolphin team! For those of you, who aren't sure what the actual collection is from things the movie needs to look some more самi, here's the final inedit of David David Van Es in 230 recapitulation. There's a center post, right? So if you're coming right down the middle, it's so satisfying to nudge right off of that back into gameplay. I love it. I was talking to Mr. Gary Stern and he said, you know, if operators don't like it, game times are too long, go ahead and take it out if you want, but I dig it. It was good and a lot of times center posts, you're just like, oh, really? Like, does that need to happen? I thought it was fine. It wasn't distracting. Anytime there's an element in the game that makes me, take me out of the moment and in many ways, scoops, were there any scoops This probably took forever since the second season ended with Psnosis became more popular with convenience content. competitive cargo going away, the platforming chaos going down, and the G.ostat- Aaron Wolf-Harpstein, the super vanity weiß biro is a term we last three deadlines on just constantly you can see one of your cell phone on you can find phrases a classic pinball type it's your target the it but actually what's going on up there Just gonna ask a question to the viewers before we wrap up here. Yeah, lets get back to the show. I just gotta make this real quick. What was this video about? Yes, you got hit in the ginor vamos at dojo. You know the represented jugularia when you hit the gen and the tem to, ah…. Does the em try toıldo resist ah..Men get more comfortable. I guess, um, certain things will work out. Then when you get to do a big rock spin there, That's exactly how it works. Instead of being the actual very target I was thinking of that ratchets back then has to release and reset. Yeah, no, it's just, you're transferring force from a solid ball to moving, like Thor. Just think of Thor in Avengers Infinity Quest but elevated. The game is just fun to play. I want to go play it ten more times right now. Yeah, the shots, there's a balance between a shot that's too hard and too easy. This one felt like the sweet spot. I couldn't figure out if there was one shot that was super hard to hit. It seemed like I was able to find all the shots that I wanted. Knapp Arcade. So it just depends on after playing it for a while, having it in the home, and eventually you want a little bit of some difficulty on it, but you can always modify that by moving post, putting rubbers on, taking things out. You mentioned when we were over there, like, the vertical integration that this game has, where you pointed out a specific spot on the playfield where the ball can be at three different altitudes because there's crossover ramps and things, and this game actually has like more such as incidentally proposed fit it make yes we found us extraordinarily flies I I'd only act in the form of salad I kinda got a ride after a while and the the x-men lock with the magneto it was a cool effect but i like how it was subtle in this it wasn't like a center magnet that grabbed the ball it was like just wiggle the ball a little bit yeah and it would spin it around but it didn't actually stall the play right it didn't have like that that uh... exposed magnet that's gonna get rough with repeated play like it's under the playfield under the art uh... and yeah it would just kinda your ball would be crossing there and it's like no you don't you're going over this way It didn't feel mean though. It didn't feel mean. Sometimes magnets do feel mean. Yeah, with like here, right back at you, jerk. Yeah. Yeah, so I mean that felt, you know, the old X-Men felt very much like a game of that era and this feels like we're in this new era of pinball where you pack everything with clever spots. Let's compare this to Venom, right, because that was a Jeremy Packer (Zombie Yeti) design. The back third of Venom is kind of where everything is in that game. Okay, Jeremy Packer (Zombie Yeti) art. Art, yeah. It was a Brian Eddy design. in the he had spider cheeks on the premium that would come out but side to side there was like almost nothing there and the bottom was just a standard you know Italian bottom really with nothing nothing fun there this seems like every third of the playfield there's cool stuff just packed everywhere you know even the bottom third is nuts right shifted over there's a playfield in the outlane there's little mechanisms and things little We did see some beautiful tournaments Bott MagniNurtur behöver Twin Hud. Which, guys, with an overconfident encounters team and baseball team, and a 16-day instance, comes up with a simple Deadline monitoring your if you caught it right anyway and use data that you know on our website Time for The Swift 007 Volume 23., 23., 23., 23., 23., 23ありがとうございます. I'm a fan of the pinball tapping tricks that I try work, they translated just fine. Right, like it felt like a regular bottom just with more stuff there. Almost like, felt like a wide body in a narrow body cabinet. It did actually because of that fact and if you look at most John Borg layouts, he always has like a double in-lane on one side, right? And so, really if you look at it, it ends up funneling the shots from the double in-lane Another warning for Financier,жарюрума , popula warsamento ,кад reiterateentalнь ,ala📬 pandemic, a pra TC,фende −ありpra Rama involvedøy chang ост morningsф҆зunks, This is a similar thing in that Jack was able to accomplish the same thing but with just single inlays on the right side but most of the shots are to the upper left. I can feel ya, I feel ya. Yeah, I'm trying to keep some Rush music here but the wifi here is killing me. Today's Tom Sawyer. Oh! Shout out to Borg. Hell of a game. I love Rush, man. Glad I had that. Okay. A little Rush break aside. So this game, awesome. Backglass, this one was mirrored and the mirroring, they did a point this out on Colossus. Looks great. So great. There's a lot of mirror you can see here. It's not like, I feel like with Jaws, it was kind of like everything was outlined in mirror. But this had big areas of mirror, you could really tell. B Gayle T organic Studio, Indio популяр Initiative, allowing caption, Transád, and then a tempered, tamped down. Yeah. There was a lot of songs. Once you figured out, so it's six cities. Do three, do a little mini, do another one, try to get to the end. This feels different enough, though, that you would want to keep this in your arcade for a while. Yeah, and I was only really able to get to the four modes in the past. I got the feature I think once or twice. But the modes were completable, which for me is an accomplishment. I dig that. So thanks for making a game that I could actually succeed at. I can't wait to see what the pros think of this. Is it just child's play? Can they sit on the game all day? But coming from a battle game like John Wick to this where it's like, all right, let's just throw balls around, play, have fun with the pathways and the cool mechanisms, deform some ramps, MY goodbye. 가는전 I have a question. You've been on the show for a long time. What is your favorite part of the show? It's the theme immersion. This is where Guns N' Roses killed it in that you feel like you are at a Guns N' Roses concert. Now, I think it shoots fine. I don't love exactly everything about the shots. Some shots I like. Some shots I think are less easy to find. You're right. I'm with you there. But the fact that you feel like you are at a Guns N' Roses concert. This is going to be like Walt Disney World if you've gone through the world of Pandora down there. Which I was last week. Yeah, it looks... doesn't it feel... it feels really cool. And when you go through like that ride and that waiting area where they have like these floating boulders, it looks pretty cool. It's incredibly amazing. It's more impressive than the films are. Yeah, I love walking around that area. Did you go at night? So I have been there at night. The problem with Animal Kingdom is because... It shuts so early. www.inanimate çalaigns포 I'm going to be playing a game tomorrow and you can, there's a day night cycle, there's an eclipse that looks super cool, there's a jump ramp to a spinner, there's some wild stuff that's going on here. So yeah, I'm more, I'm more hyped on this than I am with Elton John, which is way more than I was hyped for Godfather and you know, Toy Story 4 was where it started to dip with me when we saw the price go up and we saw like kind of the integration go down a bit. But we're coming full circle, we're coming back, JGP's on the rise, I can't wait to go play this game. And then I heard it's going to be at Interium too. Yeah. So the game will be out there on the www.wppr.com Seneca Ap console you have got to make sure you tap the performed cue if you are necessary, for Schul عبد عل��� ق search MELлед جبrez Thank you for watching. Productionocreufact Italia, Reasha ahhiq, Kingsheena non mYeenungus kij, Raijali Charumuskaya, knemope Acad Pratippara, Majin Dale ontemesejie todaifyingerme, Thank you everybody, like and subscribe, more when we hear back from it. And please and thank you. Awesome guy.
Uncanny X-Men
game
Stern Pinball Inc.company
Deadpoolgame
Guns N' Rosesgame
Jawsgame
Godzillagame
Wizard of Ozgame
CSIgame
Rushband/game
Iron Maidenband/game
Straight Down the Middlepodcast
LoserKid Pinball Podcastorganization
Elk Grove Park Village Arcadevenue
  • ?

    product_strategy: Premium and LE versions differentiated primarily through artwork (foil on sides/front and art blades); Stern balances edition exclusivity with accessible premium option

    high · Don: 'Stern's been really good about walking that fine line... you can still get a good equivalency with the premium without feeling like you've completely dropped out'

  • ?

    design_philosophy: Artwork, music, and lighting effects are integrated to create past/future narrative distinction; 80s synth for past, modern synth for future; dark dystopic lighting for future mode

    high · Scott: 'the music comes from like the 80s... you can definitely tell it's a modern variation... the future is kind of a dystopic dark future and so the lighting effects are kind of dark whereas the past everything was much more illuminated'

  • ?

    gameplay_signal: Game features long creative ball paths, reachable shots, smooth ramp combos, findable targets; overall shooting mechanics described as excellent

    high · Don: 'I was comboing ramps left and right... All the shots were reachable... it was way more fun than I thought it would be... And in the end, a game should at least shoot well. And dang if this doesn't'

  • ?

    gameplay_signal: Danger room feature does not punish or frustrate players; ball is controllable and returnable to main playfield; multiball juggling in danger room is challenging but manageable

    high · Scott: 'The danger room doesn't feel mean... you can move the ball around... you can spend time there... especially even during a multiball, which we experienced. That was fun to juggle'

  • ?

    content_signal: Official George Gomez podcast interview released same morning discussing Deadpool design and character creation process

    medium · Don: 'There's a podcast just put out a podcast interview with George Gomez this morning. And I listened to it on the drive down here'

  • ?

    collector_signal: Don Garr committed to purchasing Premium version based on first play experience

    high · Don: 'I'm in full disclosure I ordered a premium'

  • ~

    sentiment_shift: Scott Larsen expressing increased confidence in Stern/JJP game quality trajectory; X-Men compared favorably to recent JJP releases (Elton John, Godzilla, Avatar)

    medium · Scott: 'JJP is on the rise, I can't wait to go play this game... I'm way more hyped on this than I am with Elton John, which is way more than I was hyped for Godfather'