claude-haiku-4-5-20251001 · $0.035
UK pinball operators discuss recent acquisitions, Stern code delays, and hardware reliability issues.
Metallica LE is the best Stern game Scott has played recently, with excellent mechs and lighting system
high confidence · Scott discusses his wife's Metallica LE extensively, praising the four node boards, enlarged magnets, UV lighting, and speaker system
Stern likely received a discounted Metallica license compared to John Wick, X-Men, or Venom
medium confidence · Scott speculates that Metallica's quality suggests cheaper licensing compared to other recent releases
John Wick hasn't received a code update since September, frustrating the community
medium confidence · Neil mentions John Wick code stagnation on Pinside forums; Scott corrects to note a pre-Christmas update but no new contracts
X-Men was rushed to production and started at similar code maturity to Jaws but hasn't progressed as quickly
medium confidence · Scott played X-Men code in September noting immaturity similar to Jaws launch; suspects rush release and mechanical issues delayed progress
Dungeons & Dragons Premium LE dragon fire-breathing feature had a critical node board issue caused by overly tight cable ties
high confidence · Neil explains Stern's investigation found cable stress causing arcing and board failure; motor cable redesign and new tie-down procedures implemented
Spike 2 hardware (from 2016 Batman) is struggling under current game load after ~10 years, showing video slowdown on content-heavy games
high confidence · Scott and Neil observe video stuttering on Metallica, Jaws, Avengers, and especially Godzilla when too much is happening
Stern is using node boards from multiple manufacturers (green, blue, red versions) to address supply chain and reliability issues
medium confidence · Neil discusses three node board types from different suppliers; Scott confirms observations of variant boards affecting game compatibility
Lightning flippers on Indiana Jones make the game harder but players adapt to them after initial difficulty
“Metallica as I said to you it's nice I am absolutely good game what hands down to stern they've nailed that yeah that is so good”
Scott Rundell @ ~13:00 — Strong endorsement of Stern's execution on the Metallica remaster despite cost concerns
“it's almost too good in my book because they've set the bar again it's like you're gonna have a game where you demonstrated you can put mechs... it's like you're never going to buy from them if they say oh we had to make cutbacks because of licensing”
Scott Rundell @ ~15:30 — Suggests Stern's Metallica quality raises expectations for future releases and licensing excuses
“the Metallica game's got four node boards which is literally unheard of... I've only seen a few games with three node boards”
Scott Rundell @ ~17:00 — Technical depth and complexity of Metallica's architecture compared to recent releases
“When you do a homebrew you really get a clue as to why pinball manufacturers have the challenges they have. It is not easy.”
Scott Rundell @ ~35:45 — Reflects industry-wide wiring and harness complexity problems
“My message to Stern right now I'm a big fan of Stern's... Get some Wick, X-Men Definitely those two games Get the code out on it”
Scott Rundell @ ~55:00 — Direct criticism of Stern's code update pace for flagship recent releases
“they were just cable tying it too tight and it puts stress on the cable which would then cause a bit of arcing which would then go bang”
Neil McRae @ ~39:30 — Root cause analysis of Dungeons & Dragons dragon mechanism failure; manufacturing process issue
“Jaws still isn't even at version 1 and it's a year old now”
Neil McRae @ ~53:00 — Highlights prolonged code immaturity on a major Stern release
business_signal: Stern's development bandwidth appears stretched; multiple simultaneous code paths (Metallica, John Wick, X-Men, Jaws, Elvira, D&D) with holiday tournament requirements creating bottleneck
medium · Neil: 'Maybe they're just stretching themselves too thin'; notes holiday tournament updates required all-game releases; suggests programmer allocation per game insufficient
code_update: Stern delaying code updates on flagship recent releases (John Wick, X-Men, Dungeons & Dragons); community frustration rising on Pinside forums
high · Scott explicitly states: 'Get some Wick, X-Men Definitely those two games Get the code out on it'; Neil notes John Wick stagnation since September; X-Men code maturity lagged Jaws
competitive_signal: Lightning flipper customizations becoming standard on challenging games (Indiana Jones, Fishtails); players adapting to restrictions rather than removing them
medium · Neil explains adaptation curve; notes outer orbits most affected; Sturge legendary for playing IJ on lightning flippers; Neil plays Guardians of the Galaxy permanently with lightning flippers
design_philosophy: Scott's Metallica LE evaluation suggests Stern may have received discounted licensing for Metallica remaster compared to recent flagship releases (John Wick, X-Men, Venom), allowing for higher component count and feature parity
medium · Scott speculates: 'I think they got it cheap, yeah'; notes four node boards on Metallica vs typical two on recent games; exceptional feature set implies favorable licensing terms
manufacturing_signal: Multiple mechanical reliability issues on recent Stern releases (D&D dragon fire-breathing, X-Men kicker, Foo Fighters slowdown); root causes range from cable design to supplier variance
groq_whisper · $0.226
medium confidence · Neil explains mechanics of lightning flippers used on Fishtails and other games; discusses adaptation and score consistency
high · D&D dragon failure caused by cable ties; X-Men kicker unreliable on multiball; Foo Fighters has recurring CPU/node board slowdown issues requiring multiple board swaps
product_strategy: X-Men released in code state comparable to Jaws at launch but has regressed in update pace relative to Jaws, suggesting rushed production or deprioritization
medium · Scott played X-Men in September and noted it was 'at a maturity level That Jaws was at When it came out'; observes X-Men 'hasn't progressed as quickly' since launch
product_concern: Spike 2 hardware (from 2016 Batman) showing observable performance degradation under current game software load; video stuttering on Metallica, Jaws, Avengers, Godzilla when system under heavy load
high · Scott and Neil both observe video slowdown; Neil notes 'you can see the video start to slow a little bit'; game still plays but screen catches up late
product_strategy: Stern appears to have shifted development priorities away from mature code updates on recent releases toward supporting holiday tournament infrastructure and new game launches
medium · Neil notes: 'they did this kind of holiday kind of tournament thing that required an update on all the games. And I personally think that's definitely been a massive impact'; suggests reallocation of programmer bandwidth
product_concern: Manufacturing tolerance variance causing intermittent failures on hand-assembled components (kickers, motors); some units reliable, others problematic
high · Scott: 'It's all down to the fact that it's all built by hand... The variance is what causes the problem. So some will have issues, some won't'; X-Men kicker variance; D&D dragon node board selection variance
sentiment_shift: Community enthusiasm for recent Stern releases dampening due to code stagnation; earlier positive reception (John Wick, X-Men launch) turning to frustration
medium · Scott: 'If they don't get more code out for that soon, that game is probably going to lose more money... than you did on your jukebox'; Neil cites Pinside forum frustration
supply_chain_signal: Stern using node boards from multiple manufacturers (green, blue, red versions) to address supplier resilience and reliability; indicates supply constraints and ongoing component sourcing challenges
high · Neil describes three node board types from different manufacturers; Davey Stumbler dealing with variant compatibility issues; Stern changed node board on Foo Fighters to fix slowdown issue
technology_signal: Spike 2 platform aging visibly; game software feature bloat pushing hardware performance limits; suggests Stern may need to accelerate Spike 3 timeline or optimize existing code
medium · Neil notes hardware 'is starting to struggle'; Scott sees video slowdown on multiple games; observation that games since 2016 are hitting performance ceiling