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Episode 1237: "Kaneda's Shockingly Balanced Review of SONIC"

Kaneda's Pinball Podcast (Patreon feed)·podcast_episode·53m 39s·analyzed·Jul 2, 2026
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Analysis

claude-haiku-4-5-20251001 · $0.028

TL;DR

Kaneda: Sonic beautiful but brutally hard; Transformers cheap-looking with design flaws.

Summary

Kaneda provides an extensive first-impression review of Sonic the Hedgehog pinball machine after several hours of play, alongside brief impressions of Transformers. He praises Sonic's unique upper playfield design and overall presentation but criticizes it as brutally difficult, with emerald collection requiring near-impossible simultaneous management of upper and lower playfield balls. He also critiques Transformers for cheap aesthetics, poor lighting, playfield quality issues, and unbalanced shot layout.

Key Claims

  • Sonic the Hedgehog requires hitting nearly impossible simultaneous shots on upper and lower playfields to collect emeralds, making it the hardest ask he's ever seen in pinball

    high confidence · Kaneda, extensive hands-on experience at Automated facility, multiple hours of play including coin-door exploration

  • The Sonic topper, while stunning, is nearly invisible during actual gameplay and doesn't justify the CE price premium

    high confidence · Kaneda, 2.5+ hours of direct observation and play

  • Transformers has cheap-looking plastics, poor lighting that makes the game nearly unplayable in dark rooms, and inferior playfield quality compared to Pokémon (Premium/LE)

    high confidence · Kaneda, direct observation and half-hour hands-on play at Automated

  • Sonic's lower playfield has too many tight shots and insufficient combo opportunities between lower ramps, with most combos concentrated on the upper playfield

    high confidence · Kaneda, extensive gameplay analysis and comparison to Elton John and other JJP titles

  • The right ramp loop-de-loop in Sonic drains down the middle approximately 30-40% of the time, triggering automatic ball save

    high confidence · Kaneda, direct observation during extended play session

  • Transformers lacks rewarding shots up the middle and is heavily lopsided right-to-left, with inactive left-side Autobots that don't interact with the game

    high confidence · Kaneda, half-hour hands-on play

  • Kaneda claims he has played Sonic more than anyone in America outside the JJP team

    medium confidence · Kaneda's self-assessment based on hours of uninterrupted play

  • The upper playfield in Sonic feels like a 'mini game on top of a game' with more interesting physics than the lower playfield but very tight reaction windows

    high confidence · Kaneda, gameplay observations and analysis

Notable Quotes

  • “This game is too hard. There's no other way to say it. There's no other way to sugarcoat it. This game is ridiculously hard.”

    Kaneda @ mid-content — Core thesis about Sonic's difficulty curve and emerald collection mechanic

  • “It would be different if you could trap the ball on the upper playfield flippers to actually set things up, but you can't. And I'm here to tell you right now, after an hour and a half of trying with three balls in play, two balls in play, and putting up 1.4 billion points, neither myself nor Frank could ever get that like fourth emerald.”

    Kaneda @ late-content — Demonstrates the specific mechanical barrier in Sonic that prevents deep play

  • “You will never notice it while you're playing Sonic. So if there are some of you out there that are wondering, is the CE worth it because of the topper? Well, the answer and the truthful answer is this, not to the person playing, it's not.”

    Kaneda @ early-mid-content — Addresses CE pricing justification and practical value of premium features

  • “No matter what level you picked, no matter what level you select, it always feels like the same game...It's like ordering different items on the menu and no matter what you ordered, they're going to bring you a hamburger.”

    Kaneda @ mid-content — Critique of level variety and replayability perception

  • “The reason I'm saying that is I just spent hours on the game, and I mean hours nonstop. I played like about five or six games the normal way and then I did my thing that I did with Harry Potter. I opened up the coin door and I kept ball saving to see what's in the game.”

    Kaneda @ early-content — Explains methodology for deep game exploration and establishes credibility

  • “This Soundwave plastic is embarrassing. I can't even believe they would think that is good enough.”

    Kaneda @ mid-content — Specific critique of Transformers manufacturing quality

  • “Stern's got a big issue with their games and their platforms just looking too cheap. Transformers also, the Pro Edition, when Frank had the lights off, dark. I couldn't see half the game.”

Entities

KanedapersonSteve RitchiepersonFrankpersonMikepersonJersey Jack PinballcompanySterncompanyAutomatedcompanySonic the Hedgehoggame

Signals

  • ?

    product_concern: Sonic's emerald collection mechanic is reported as brutally difficult, requiring nearly simultaneous management of upper and lower playfield balls with very tight shot windows. Kaneda and operator Frank could not progress past 3-4 emeralds despite extended attempts.

    high · Extended hands-on testing; specific gameplay mechanics described; quantified attempt data (1.4B points, multiple hours, 2-3 balls in play)

  • ?

    product_concern: Stern's Transformers exhibits multiple manufacturing quality issues: cheap-looking plastics (Soundwave), poor lighting system making dark venues nearly unplayable, and inferior playfield cratering/dimpling compared to Pokemon LE.

    high · Direct observation; comparative analysis with Pokemon LE; specific component callouts; venue environment testing

  • ?

    design_innovation: Sonic features an unusually large upper playfield (largest Kaneda has played) with clear acrylic construction. While novel, it creates design constraints including a large center gap between flippers and extremely tight reaction windows for shot sequences.

    high · Extensive gameplay description; technical observations; comparison to previous games; design critique

  • ?

    gameplay_signal: Sonic's lower playfield has tight shot angles and too many targets clustered at flipper edges, reducing satisfying ramp-to-ramp combos and increasing bricking. Backhand shots are often easier than forehand equivalents.

    high · Detailed shot analysis; comparison to Elton John; specific ramp geometry observations

  • ?

    gameplay_signal: Sonic's right ramp loop-de-loop drains down the middle approximately 30-40% of the time, with JJP's ball save system catching what would otherwise be drain losses.

Transcript

groq_whisper · $0.161

0:00
Unser Glied, Glouven. Welcome everybody to Kaneda's Pinball Podcast live and I mean live because I am live on Patreon right now and as I just told people I'm gonna give you my review of Sonic the Hedgehog. My first impression review of the game. I also played Transformers. I'm going to give you my feelings on that game as well. There's in-laws all over this house. Some are at the Home Depot. Some are outside. I'm not going to edit this show. I can read the chat and I want to give you my feelings on the game. I've been waiting to play this game for maybe like a year. Sonic the Hedgehog, Steve Ritchie over at Automated. I first want to say thank you so much to Frank and Mike over at Automated. If you are thinking of getting this game, give Frank a call. He will take care of you. He's a great guy and he has it in his office and I got to play it uninterrupted. I was there at 8 o'clock in the morning. It is now noon. I am back home. It's about 25 minutes away. I am going to say something right now that I think is accurate. I think nobody has played Sonic in America outside of the JJP team more than Kaneda. The reason I'm saying that is I just spent hours on the game, and I mean hours nonstop. I played like about five or six games the normal way and then I did my thing that I did with Harry Potter. I opened up the coin door and I kept ball saving to see what's in the game and I did that for a long time. We're going to talk about this because I wanted to see what is in this game, what is going to come at you as a player and I also wanted to get a sense of the gameplay, The upper play field, everything. I have so many feelings about this game. They're all inside me and I can't wait to share them with each and every one of you. Now, before I get to that, and I'm not going to edit this show, so if there's some pauses or awkward moments or the volume goes up and down, it's just the way these live shows go. I want to say welcome to the 49 people on Patreon that are here right now. I appreciate you being here. I will do my best to sort of maybe field some of your questions as I go. And some of you have played Sonic, and so I am curious if my assessment of this game matches up with some of the stuff that you have experienced with the game. Okay, so before I get to Sonic, I want to quickly cover off on Transformers because I played Transformers for about a half hour. It was a Transformer Pro and I have to say that because it's really empty when you look at the Soundwave and you look at the Grimlock and Optimus is as embarrassing and as bad in person as I thought. You know how some women look better in real life? Optimus looks worse in real life. He's bad. I'm also really taken aback by the Megatron sculpt, which is just seemingly way too big, and the whole thing seems very imbalanced. But here's the thing about Transformers. I want to talk quickly about the code. I thought the code was awesome. I was expecting it to be awesome, and it was. Coming from Sonic and then going over to Transformers, I will say what I love about Transformers, it really does just put you right into the show. From the moment you hit start, the theme song, you got the voices, you've got everything, you got the clips, it really puts you right back into the show. So I did love that aspect of the game. So I didn't play Transformers as much as Sonic, but I will say my feelings on Transformers are this. And I know it's a pro, and I know that Sonic CE is about almost three times the price of Transformers Pro, but there is no denying the fact that this game and Stern Pros, man, they look really, really, really cheap. They used to look cheap, but now they look really, really cheap. That Soundwave plastic is embarrassing. I can't even believe they would think that is good enough. And you know look I enjoyed the game I enjoyed the game There were fun elements to the game I think there a lot of fun shots coming off of that upper right flipper There were a lot of air balls in the game that I was shocked by The drop targets by Megatron were air balling every single time But you know after playing Transformers for about 10 minutes I did walk away feeling like the game design is not the best And the reason why I think Transformers suffers, I don't think there's any rewarding shots up the middle. And I think that that is a huge design issue with the game, in my honest opinion. In fact, there's nothing exciting up the middle and there's also nothing exciting on the right side except for that right ramp which is fun to hit. Other than that, this entire game is so much right to left and so much happening right to left where it does feel very lopsided. And what's kind of funny about that is the left side of the game is where all the dead Autobots are. They don't do anything. They don't transform. They don't interact with the ball. And yes, when you play this game, there is no getting over the fact that Optimus transforming in the truck mode would have radically changed the way this game played. Absolutely. So I don't buy it that it wasn't fun. I could never accept Transformers without Optimus transforming. And again, I just think the shots in this game, when you get a rhythm going, it's fun. But I do think Transformers is a little bit clunky. And I feel like the lack of satisfying shots up the middle is not what most people are really, really going to enjoy. All right. So that's Transformers. Easy pass for me, in my honest opinion. I think if you're in on one or you want one, definitely jump on it. But I think this is going to be another Stern game that really loses a lot of value pretty quickly. And I think Stern's got a big issue with their games and their platforms just looking too cheap. Transformers also, the Pro Edition, when Frank had the lights off, dark. I couldn't see half the game. Stern lighting is abysmal. I mean, there's no reason why a Stern Pro put into a dark game room is almost unplayable. I couldn't even see the top half of the game because of the poor lighting in Stern's platform. And so what I had to do is Frank comes in, I had to turn the lights on. He's like, who turned the lights on? I'm like, I had to turn it on. I couldn't see half of the game. The other thing that was concerning with Transformers was the playfield quality. I mean, it looked like dull. It was all cratered and dimpled. It looked so much cheaper than my Pokemon LE playfield. So I'm curious why Transformers playfield quality looks like crap and Pokemon LE looks incredible. Can someone answer me that? Are they using different methods? Did Pokemon get more attention to detail? I'm not sure. But, you know, maybe the cost cutting on Transformers also led to them sort of taking back some of the clear coat. There's different manufacturers of the playfields, Ozzy. That's terrible. So if you're in on a Transformers, get ready for a crappy playfield from Stern. Are these the ones that were rejects or were they fixed? I don't know. I really don't know. All right, let's talk about Sonic. So I walked into the room and I see Sonic the Hedgehog. It was where Beetlejuice was. And, you know, walking up to the machine for the first time. How did it make me feel? Let me start right there. When you just walk up to it and you see this game for the first time. How did Sonic make me feel? Well, look, it's a Jersey Jack. It's beautiful. It presents beautiful. The ring lights are super cool. But my attention right away, and this is going to be interesting because this grabbed my attention right away. And it's also the thing that I paid the least amount of attention to when the game was going. And that is the topper. The topper is stunning. The screen behind the figures is amazing. The screen is better quality up there than the actual 27 inch screen. I think it's an OLED up there. Absolutely stunning topper. It is like one of the coolest toppers to look at. But you know, listen, when I say this, you will never notice it while you're playing Sonic. So if there are some of you out there that are wondering, is the CE worth it because of the topper? Well, the answer and the truthful answer is this, not to the person playing, it's not. Maybe to your wife or your kids or your friends who are looking at it, maybe. But I spent two and a half hours on this game and you almost never look up And the way Steve got his game designed you are really always looking down because this game is so fast that you almost just hunch over the whole time It's almost like unnatural to look that far up and to like see what's going on with that topper. So I think the topper is cool, but I think the topper is unnecessary on every aspect of this game. It doesn't add anything. It doesn't add much when you're battling Eggman again because this game makes you look down and stay down. You almost don't even notice what's going on on the screen, let alone the topper. Okay, so I walk up to the machine and the first thing you're going to notice is the massive upper play field. And you're also going to be very impressed by the clear upper play field and how clear it is. I mean, it is like see-through. I mean, they nailed it. I've seen other clear upper play fields. There is nothing. There's no scratches. We played this game for hours. Not a mark on it. It is as clear as a crystal clear lake on a beautiful day. There is like absolutely, if I were you, no worries right now that that upper play field is going to block any shots. And it's really cool because when you stand over it, you can see the multi-level game in front of you and it's inviting. There's no sense of, I don't know where these shots go, that you're going to lose the ball anywhere on this game. There's absolutely nothing that blocks the pathway of the ball in Sonic the Hedgehog. Kale, how you doing, brother? Kale, I'm so curious. I can't wait for you to hear my review of this game. So, so, okay, so we play a bunch of games. Me and Frank, we go back and forth. We do two-player games. And, you know, he told me how you can select the different environments that Sonic, the different levels, if you will, of the game. And, you know, I have to say this. After selecting different levels, the music changes a little bit. Obviously, what's on the screen changes a little bit. But when you go from like level one to two, you can start at the top, you can start at the bottom, you can start in the middle. You know, here's my assessment is like no matter what level you picked, no matter what level you select, it always feels like the same game. All right. There's not like this radically different kind of gameplay. There's not like radically different lights. There's not radically different music. Keevin, it just feels like no matter what you're picking, you kind of end up in the same place. It's like ordering different items on the menu and no matter what you ordered, they're going to bring you a hamburger. And that's what it just felt like. It felt like I'm eating the same meal again. I'm in the same level again, even though I'm not in the same level. And the reason you feel that way again, because you spend so much time staring down at the game because it's so fast. And it's like just stop and go, like no pauses. You don't even look up at the screen. And I don't think I've played a pinball machine quite like this, where you are so intently focused on what's below the glass. A lot of that has to do with the upper play field. We're going to get to that and the challenging elements of that upper play field, the reward and the risk factor of being up there. And then all the other shots below the upper playfield because you're so like, you know, tuned in to what's happening below the glass. I hate to say this, but like you almost never look at the screen. This is not a trap your ball frequently and look at what's going on. This is just like, you know, Sonic's video game footage is taking up the whole screen. He's just running. He's moving fast. And there is that disconnect. I mean this when I say that there is that disconnect because absolutely nothing that's happening up there is connected to what you're really doing below the glass. And because of that, I think over time, you get more and more disconnected between the physical gameplay and what is actually on the screen. Now, what is on the screen when you're playing is very beautiful. I just think as a player, when you're in this game and you're, you know, trying to hit your shots, you just aren't going to be looking up there much. And part of that has to do with the more simplistic nature of this game. This isn't like Harry Potter and eight movies. This isn't, you know, a movie with like all these different scenes you remember. There's really not a lot to go back to. And I think that a blessing and a curse with this game And I explain why Because there aren like those things you trying to unlock When you think about it it like what are you actually trying to get to in Sonic right Every game every like video game is the same It like collect the rings get to the final boss battle battle the boss run through the level and then go do it again And so for those of you out there a little bit worried that there's going to be some repetition here and your worries, I'm here to tell you, your worries are accurate. You are going to feel like I just did this. I just spent all this time getting from A to B and now you got to start over maybe with a different level, maybe with a little different music, but it's the same kind of cycle. Now, there are those of you out there that are going to like this kind of cycle because it's just fast. It's not going to stop you in the traditional kind of sense that other games stop you. It's not a narrative-driven game the way some other games are. So for those of you with big collections, this might be a sort of welcome departure from what we're normally used to with some deeper pinball machines, And especially a game like Harry Potter, which I think is the complete opposite of how it comes at you versus Sonic. So, you know, there's a lot of like repetition. So let me get right to, I think, the burning question on everybody's mind is the upper playfield. Now, it is really easy to get up there. It really is. The shot up the middle takes you to the upper playfield. It returns the ball to the upper right flipper. And there's a nice little pause. It flashes so you know a little bit of a delay so you know the ball is coming and you can time your shot. So that is one way to the upper play field. The other way is the left ramp will take you up and it will feed the left flipper of the upper play field. Now, so I have one little gripe. No, no, I've got a lot of like I've got a lot of pros and cons. I'm not even going to, you know, try to categorize them in a dramatic way. But here's my thing. The left flipper is, you know, both flippers do not return the ball to the bottom flippers. And when both ramps, you know, maybe the like right one kind of does, but not all the time. It kind of does, but not a clean return. You know what I'm saying? Like, it's fun. Like if you think about Pokemon, those ramps cleanly return the ball to the flippers to set up your next shot. Now, the left flipper in Sonic returns it to the upper playfield and the right ramp is the magnetic ramp, which does the loop-de-loop. And then sort of like after the loop-de-loop, it drops it and it kind of hits the tip of your right flipper. But it's not like, I'll tell you this, 30 to 40% of the time, the right ramp loop-de-loop will send the ball straight down the middle. Like it drained about 40% of the time. And Jersey Jack knows this. You know how I know they know this? Even if the ball save is not on, when that loop-de-loop happens, it saves the ball if it quickly goes straight down the middle. Now, I did find that to be somewhat frustrating. The magnetic part of the ramp is super cool. It's cool to charge it up. It's cool when you kind of like just kind of barely make it to the ramp and the magnet grabs it and throws it around the loop-de-loop. So the loop-de-loop itself is, it's fine. It's fine. That's the best description of it. It's fine. It's not a wow moment. It gets old pretty quickly, but not like, I don't mind it. You know what I'm saying? It's not like I'm, I don't want to do it anymore. Like it's fun because there's speed attached to it, but it's not as fun as the big looping wire form in Elton John. It's not as fun or dramatic as that. Okay, so when you get to the upper playfield, when you get up there, it's interesting. It really is interesting because there's a lot of shots up there. I don't even want to say how many. I'm assuming it's somewhere in the ballpark of nine shots. It feels like there's orbits. There's a ramp up there and a mini little ramp in the upper right. I think there's even maybe one, another one in the left. There's like one ramp on the right. It sort of locks the ball for a little bit, then comes back around. Then there's another really tight orbit that's right above the upper right flipper. And then there's the two targets. There's a lot up there. And, you know, it's not bad to shoot. It's fine shooting it. But, you know, I will say after I'm going to I'm going to put this in context in a little bit, but it is interesting when I think about my time up there. It's like my time in college was very interesting. When I think about my time on the upper play field, it's like it's a mixed bag because. I almost feel like the shots themselves, it's almost like a mini game on top of a game. And it's almost like there's a tiny little pinball machine sitting on top of this bigger pinball machine. And in a weird way, the sort of what the ball does on the upper play field is almost like more interesting than what it does on the lower play field. But, you know, those shots are very short and they happen very quickly. And your reaction time needs to be immediate because there is that humongous gap where the flippers are. And I have to assume that originally there wasn't even going to be a post there. And then it would have been the worst upper play field in history. So I'm just like curious about, you know, the what led to, you know, Steve wanting to do it this way. And I feel like it would have been more fun if the upper playfield didn't have that big center gap. And I'll explain why later, because this game's like coding and what you need to achieve to get through this game really does require a colossal amount of shots to be hit on that upper playfield, Which is so challenging because you can't trap the ball up there. And, you know, I'm going to explain what kept me on this machine for over an hour trying to get a single Emerald. And gang, you know, I'm going to for those of you who just joined, I played Sonic for like an hour straight, opening the coin door to try to do a couple of things to get through all the levels and to collect all the emeralds. And I'm going to explain to you what I think is the biggest problem right now with Sonic that can be fixed. And I think they're going to fix it. But right now it is it is brutal. So what I'm going to explain happens in this game as you try to get through it. Okay, so you're up there. You're in the upper playfield. Let's talk about like the lower playfield. I feel like this game suffers from a few things. I think there's too many shots. I think there's too many shots underneath the bigger upper playfield. I think Steve would have done himself a favor. If he had simply sort of removed maybe some of those completely like at the ends of the tips of the flipper shots, there's like the chow shot and then there's the other one. Like these targets at the very, very like ends of that fan are just almost impossible to hit. Like you almost have to like ricochet or get a good bounce off the sling. But because you've got those and then another shot, I think, before even the orbit, everything to the outsides of the orbit are really not satisfying and almost just like random deflection kind of targets. But because they're there, every single shot in this game, to me, is just a little too tight. And if you look at it, it's interesting. Look at the left ramp. If you look at the left ramp of this game, look at like the opening to it. It's kind of on a little bit of an angle. It's not like a straight, straight line from that bottom right flipper. And because of that, it's not like the smoothest shot to hit. Same with all the other shots in this game. I almost felt like because they were just a little tight, it's like here's what's crazy. The backhanding of the left ramp is easier to hit than ever hitting it off the right flipper. And vice versa, hitting those drop targets that lock the ball to get to Emerald multiball, Well, hitting those drop targets, there's like the inline drop targets, a lot easier if you trap up on the right flipper and you backhand. Okay, Dave, for some reason I can't read your stuff. You come up as blocked. I don't know why. I don't know what I did. I didn't block Dave Fraser. He's played the game. But Dave, I don't know, man. Maybe text me and I'll read what you say. But for some reason, everyone else can read what you're writing but not me. All right, I don't know if you blocked me, Dave, or something. I don't know what the deal is. So that the thing It like this weird thing in the game where you want there to be just more fast flow and you want the flow to be like going from bottom right to upper left and the flow to be going from bottom left to upper right Right So like you know the speed of like hitting across the playfield ramp is so satisfying And I think in this game, it's interesting. It's like it's not as satisfying as you want it to be. And it's because the shots are tight and there's a lot more bricking in this game than there is in Elton John. John, there's a lot more, you know, it's almost like there's so much to shoot at that if he had taken out a shot or two and just opened them up a little bit, I think it would have been a lot more fun. And I mean that. I think there's a level of, like, frustration and the lack of combos in this game. Because the thing, you know what I'm saying? One of the most satisfying things in pinball is the combo between a left ramp and a right ramp, right? Or a combo orbit. The orbit in this game is super satisfying. It's super fast. It's Steve Ritchie orbit. Others have said it. I'll mirror what they've said. The fact that there was no spinner on the orbit makes no sense. It wouldn't have slowed the ball down at all. I feel like that was a miss. The upper playfield combos are great.

Kaneda @ mid-content — Broader criticism of Stern's aesthetic and technical issues

  • “I have never played a game that is required almost like you playing two pinball machines at the same time.”

    Kaneda @ late-content — Characterizes the dual-playfield management challenge in Sonic as unprecedented

  • Transformersgame
    Harry Pottergame
    Pokemongame
    Elton Johngame
    Guns N' Rosesgame
    Kaneda's Pinball Podcastorganization

    high · Direct observation during extended play; interpretation of ball save behavior

  • ?

    design_innovation: Despite a high-quality OLED topper screen, players spend negligible time observing it due to the fast, downward-focused gameplay. Topper visual feedback is disconnected from actual playfield mechanics.

    high · 2.5+ hours direct observation; explicit statement that topper is 'almost never' noticed during play

  • ?

    product_concern: Stern's Transformers Pro lighting is inadequate in low-light environments, making approximately half the playfield invisible. Requirement to turn on room lights to play suggests design deficiency.

    high · Direct venue testing; anecdote of operator being questioned about sudden lights-on requirement

  • ?

    gameplay_signal: Sonic has shallow narrative depth compared to story-rich games like Harry Potter. Gameplay loop is repetitive (collect rings, beat boss, repeat level) but fast-paced, creating a distinct experience from traditional pinball.

    high · Extended gameplay analysis; comparison to Harry Potter; thematic observations

  • ?

    design_philosophy: Sonic prioritizes raw speed and physical flow (fast-paced, downward-focused gameplay) over traditional pinball tropes like ball trapping and combo construction. This creates high skill floor for deep play.

    high · Repeated emphasis on speed and intensity; critique of lack of trappable positions; comparison to other JJP titles

  • ?

    product_strategy: CE (Collector's Edition) topper does not meaningfully enhance gameplay experience despite price premium, raising questions about value proposition for home collectors.

    high · Direct assessment that topper is invisible during play; explicit statement CE pricing not justified for actual players

  • ?

    code_update: Kaneda explicitly states Sonic's difficulty issues 'can be fixed' and believes Jersey Jack 'is going to fix it,' indicating code updates are anticipated to address emerald collection mechanics.

    medium · Explicit statement: 'this can be fixed. But as this game is coded right now, it is the hardest ask'

  • ?

    comparative_market_signal: Jersey Jack and Stern are diverging on build quality and aesthetic strategy. Stern's Transformers is criticized for cheap aesthetics and poor lighting; Jersey Jack's Sonic praised for presentation but suffering from design/difficulty issues.

    medium · Direct comparative critique; explicit statements about Stern's cost-cutting; observations about different manufacturing methods (playfield)

  • 26:14
    Alexanders, I'm going to tell you right now, man. I'm going to tell you right now. Like, yeah, but you're still flailing. You're still flailing at it. And I mean that when I say it. Like, anyone out here who thinks when you're up there, it is more – it is – I feel like it's like a 50-50 of skill and luck versus skill. And I don't know, man. All pinball is hard. All pinball has difficult shots and certain things. But as I said, I think the combos below the upper play field don't really exist.
    26:54
    And all the combos are up there, but staying up there is not going to be easy for everybody. Okay, so I don't know if I'm missing any shots that I should describe. Let's talk about straight up the middle. So, you know, like what I indicted Transformers for is not the case here. There is that satisfying shot up the middle, which is the buck that takes it to the upper playfield. There's that center ramp, which I love. It also has a drop target. There's also, you know, all the targets by Eggman and the magnet and the back and forth sling there. So a lot to shoot up the middle of this game. The game is beautiful. I don't even know if I talked about the artwork. It's very colorful. The lighting is nice. It's not Guns N' Roses wow lighting, but it is very nice. It doesn't have the lighting. It's not as spectacular as Harry Potter. You know, we've seen better Jersey Jack light shows. You know, I never really noticed sort of the lighting in this game do anything truly interesting.
    27:58
    Let's stay there for a minute. And I mean that like it's kind of like traditional pinball lighting. And it's interesting, like Jersey Jack really didn't get very ambitious with how this game lights up. It's like, you know, they've got the where to shoot lights up. But the game never has like sweeping moments where the lights are going up and down, left and right. You know, Jersey Jack is famous for for really those impressive light shows and almost like the lights dance around the machine and pull you in in a magical way. And right now, again, the code is early on, so I should have said that. But right now, Sonic doesn't have a light show spectacular. There's not like, oh, when you get here, the lights are going to go crazy. No, it's not happening right now in the game. Okay, so here is the thing I want to talk about. And this is the thing that is worrying me most about the game. And this is the thing that I think most of you are going to experience when you play this game, and especially if you bought it and you own it already, which again, I still think you're going to need to play this game. I don't think right now, you know, I just think it's such a unique game. There's nothing like it before. I've never played a game that's had an upper play field this big. I've never played a game where there's not really like a storyline, but I know the story of Sonic, but it's a little shallow in the narrative. So I've never quite played a game like this, but it is Sonic. And when you play it, you're going to feel like you're playing Sonic the Hedgehog Pinball. So it's a weird thing, right? It's like, I'm not saying that's a negative, but there's never been another game. I think everybody needs to play it before you pull the trigger I think if you pull the trigger on it here my concern about those who bought it already And I think this can be fixed but it needs to be fixed The biggest problem with Sonic the Hedgehog right now, and this is someone who opened up the coin door to see more of the game, and I was hitting my shots. Frank was there. I was hitting my shots. I started the multi-balls. If you think about what you're trying to do in this game, you're trying to get through all the levels. Dr. Robotnik gets harder as you go through the game. That's fun. Robotnik is fun, or Dr. Eggman, or whoever he is. I don't know. One's Japanese, one's American. Eggman is fun to battle. But it's like you've got to spend a lot of time in that upper playfield because the harder he gets, what the game requires you to do is hit more of those upper playfield shots to lower him. So until you hit more, he stays up. So I like that. It's challenging. Now look, this is the biggest problem with this game. This game is too hard.
    31:07
    There's no other way to say it. There's no other way to sugarcoat it. This game is ridiculously hard. And what I mean by that is to get to anything deep in this game will require a level of skill that almost nobody has. And it requires so much time on that upper play field to hit the exact shot. See, this is the problem I have with the game. When you start to collect the emeralds, and this is what made me play the game for like an hour. You should see it. I walked into Mike's office with like pinball shoulder. Even Frank, we couldn't get like past three or four emeralds. And here's why it's almost impossible. And I mean this. This is a really weird design decision. So the way you collect the emeralds are you start emerald multiball and then you have to like hit certain shots in a row and then hit a specific shot to unlock the next emerald and then you collect it in the shot with the in-lane drop targets where the emerald multiball lock is. Okay, but here's the thing. After you get like three, and here's the other part, you have to keep both balls in play, which means you have to be in multiball to collect that emerald. Okay, so imagine this. Then it gets to the point where to collect an emerald, like the red emerald, you have to hit a certain specific shot on the upper playfield, which is hard. It's hard to begin with. But you have to keep the ball alive on the lower playfield and also hit your shot on the upper playfield at the same time, keeping everything alive. And I'll tell you right now, that is almost impossible. Now you can trap one of the balls in the, you know, there's like the, there's a shot on the far left, second to far left shot where the post will come up and trap it for a little bit. But to keep the ball alive and get the ball up to the upper play field and hit a very specific shot all while not draining that second ball is tantamount to suicide. It is the most frustrating thing I've ever experienced in pinball. I mean that. I have never played a game that is required almost like you playing two pinball machines at the same time. It would be different if you could trap the ball on the upper playfield flippers to actually set things up, but you can't. And I'm here to tell you right now, after an hour and a half of trying with three balls in play, two balls in play, after an hour and a half of trying and putting up 1.4 billion points, neither myself nor Frank could ever get that like fourth emerald. And so what I'm here to tell you right now is this can be fixed. But as this game is coded right now, it is the hardest ask of a pinball player I've ever seen. I did the same thing with Harry Potter. I opened up the coin door and I saw everything in the game over an hour I saw everything and it blew me away You know when you get to those later Harry Potter mini wizard modes and wizard modes Dave I can read anything you saying So like you're just I'm just saying it is absolutely it is absolutely brutal this game when you're going to try to get deep into it. And here's the concern I have.
    35:21
    For a homeowner, will this game feel like you're just like chopping wood after going from level to level to level?
    35:38
    No, see, Dave doesn't get it. I'm going to read what Dave just wrote. Because Dave's going to buy one. And I'm telling you, this is the truth. He said, you played the game one day and got basically halfway through. Look, I got halfway through because I opened the coin door 200 times. So I'm here to tell you right now, I'm a decent player. This game, what they need to do, what they need to do, look, the solve is simple and they're going to do this. What they need to do to collect the emeralds, the shots should move around. Don't make it so the only way you can unlock this emerald is to hit a really, really, really, really, really, really hard shot, which is the, there's like this, there's like this like loop or ramp in the upper right of the upper play field. I think it's like a loop, like an orbit. To hit that, you need to, you need to get the ball like up perfectly the left ramp, wait for it to come out and keep the ball alive below. So it's stupid. I'm serious. It's just it's not fun. It's not none of it like that to me. Like I spent an hour, almost an hour and a half trying to get something that is like nearly impossible to unlock because all I wanted to do was light all the emeralds and I just couldn't do it.
    37:08
    The guys on Flippin' Stream last played it and it looked extremely satisfying. Look, man, I'm just here to tell you right now. Because of that, I walked off of the machine and I was like, man, I just feel like I just went 12 rounds with Mike Tyson.
    37:27
    I think they're going to have to work on that, right? And they're going to have to work on that. And right now, check yourself. What is this Dave Frazier texting me? And he's like, let's see, he says, you can trap a ball. Yeah, you can trap a ball in the temp lock. I know that. But Dave, come on, man. Think about all those steps you have to do. It's not easy to trap the ball in the temp lock. Then you got to count down. You got like 10 seconds or something in the temp lock. Dave, it doesn't work. It's not fun. No one's going to enjoy this. I don't care if it's 30 to 60 seconds. It doesn't matter. It's too hard. It's too hard because the shots, hitting those shots on the upper play field are not like easy. They're not. I don't care what anybody says. They're going to have to make it easier. Um, so look, my overall feelings about Sonic are simply this. It is a stunning machine. It is different than any game I've ever played. I love the fact that it's so different than every other Jersey Jack machine. I love that about it. I love that they were ambitious with this upper play field. Yeah, I would have liked the loop-de-loop to have been implemented a little better. A lot of cheap drains coming off of it. I think the lack of ramp shots to feed the flippers is not going to, everyone's not going to love that. There's a lot of flow in that upper play field, but it's a challenging space to end up.
    39:11
    I think this game is going to do a dance. I think it's going to do a waltz between fun and frustrating. And I think what's going to have to happen, and I think they realized this when they designed it by putting that center post between the upper playfield flippers. I think the coding team is going to have to do more to let you see more and experience. But I've got one major, major, major, major concern. Okay, I'm going to end on my most major concern.
    39:42
    I played this game for two and a half hours. I played this game for one hour straight. I mean, I hit everything. I finished like five out of the eight or so levels. I finished them all. I battled Robotnik.
    40:00
    Here's my major, major concern. Not in all of my time playing, and it was, you know, look, it's pinball, it's fun to shoot, but not in all of my time playing did this game on a software level ever give me a moment of wow. Now, it never stopped and transitioned because that's what creates wow moments in pinball. The lead up to it, the thing the machine does when you achieve it, the way the music changes, the lights change, maybe what's on the screen. You know what I'm saying? Like when you're in Batusi mode or when you're in there and back again or when you're like, you know, you guys know this mode. You know what I'm talking about? You think about your favorite mode where it's just like when you're in it, like your adrenaline's going.
    40:55
    They need to figure out how to work that into this game. You know, I felt like it was, it's just, there's too much relying on the looping of the video game footage, but there wasn't like a moment of wow where the game stopped and just like, even like when you kill Robotnik, Like where's the light show? Like, you know, when you start multiball in The Hobbit and it's like a moment and Smaug and it all turns red and like it's like the machine is like breathing fire at you. When you blow up Robotnik or Dr. Eggman or whatever, the flippers die, but nothing happens. There's no dramatic light show. You know in Elton John when you get to Rocketman Multiball and the whole machine is firing red?
    41:45
    There's none of that in this game. There's none. I'm going to take a sip of coffee. Remember, I'm not editing this show, so just take this coffee sip because my throat's drying out.
    41:56
    And that really concerns me. Because when I played Harry Potter and I did the same thing, And I opened up the coin door and I went through the, there was so much wow in it. And I see what they were doing in Potter, but there's so much overload of wow.
    42:12
    And I'm just going to say, you know, Frank doesn't know I did this, but I did this. And I went over after playing Sonic for like two hours and then I went on to Harry Potter.
    42:25
    And I really, I'm pausing. Don't worry. I'm trying to think about how I want to say this, but Harry Potter just shoots so much, I just think so much more rewarding. I do.
    42:40
    When I went from Sonic to Potter, I felt like I was back on a normal pinball machine. I think that's the best way to describe it. Sonic is so unique. And again, it's different taste for different people, different strokes make the world go around. Some of you are going to love this. You're going to love the different style that Sonic brings to the mix. And for those of you, you might have a Harry Potter, so you might just want to put Sonic next to it to break up the monotony. But I will say the moment I started ripping on Potter, I don't mean like ripping, making fun of, I mean like shooting it. The moment I started shooting Potter and seeing the staircase go and the Quidditch upper playfield and all the fun different ball paths just the almost like Potter in a way is like maybe one of the greatest design machines of all time because of how beautiful it flows You feel like it pulls you into the Potter world with the music and the clips. And then I don't know. It's like for lack of a better way to say this, it shoots like magic. You feel this like dancing of like of the ball around the play field going in all these magical directions. It's almost perfect. And you realize why Harry Potter has sold so well. It's more than just the theme. It's more than just the clips. It's way it's all of it together just works so beautifully together. And I think it's raised the bar, if you will, Harry Potter. And Sonic is fun. It's different. But it's not at the level of Potter. And for those of you who have a Potter, you might want to park Sonic next to it and have a different experience. But that's the gamble you take when you go so unique. Look, Paul, here's the thing. I have never played a Jersey Jack game right away that didn't have more WoW coded into it. I think, Paul, I think there's a lot of apologists. The code is not that early in Sonic. It's not. It's not. I think for some reason, you know, they just, you know, and this is on them. This is on them. If they release this game, I'm here to tell you right now, Canada's here to tell you right now, They released this game. They should have made sure there are a few truly magical wow moments that happen software wise. I think maybe they were relying too much on the hardware stuff to create the wow, but the software just doesn't have wow moments coded into it. And I think people coming from games like Jaws and Harry Potter are going to be severely underwhelmed right now. Now, the good news is a lot of that can change with code. The bad news is I think that balance, as I was talking about earlier, that dance between fun and frustration with the upper playfield is never going to go away. So it is what it is. What you see is what you get. I think it's going to be exciting for some people. I think it's going to be frustrating for some people. I think this is going to go down as a very, very polarizing game. Universally, it's got the greatest topper in the history of pinball, but you'll never see it when you're playing. I think it's a beautiful game that no one's going to argue that. But I do think that each and every one of you really needs to play this game before you buy it. And what I worry about with some people just playing it a few times, it's not enough. Like if you just played eight times, it's not enough to pull the trigger. I'm telling you, I worry that right now, and again, as someone who's gone through an hour and a half uninterrupted, I basically had like a 212 ball game and I here to tell you right now I didn see anything code that got me all giddy I didn see anything code wise that got my adrenaline going I didn see it in the light show and I didn see it in the code So I and again, I want this game to get there. I don't think it's there yet. This is like a new coding team. And I'm I'm again, you know how I feel about code. Code is an extension of the coder's personality. When I was on Transformers and I started Transformer Multiball and the theme song started playing and the music started going, there was more excitement in that mode and more adrenaline that I felt during that multiball than you will feel right now during Any Sonic Multiballer mode. They've got work to be done. Okay. I think this has been a very fair review. I think I am not panning the game. I am giving you my honest assessment. You know, I know Retro Ralph. You know, it's funny, Ralph. Ralph is telling people to the side the game is really hard, but he won't come out and say that. This is the difference between me and guys like Retro Ralph. He'll get paid in a machine. He'll feel obligated to say nice stuff, but he won't come out and say like, it is frustrating. And he'll say that to people that we mutually know. This is why Canada is different. And even Frank, when I was leaving, I love you, Frank. He's like, Chris, you know, come on, you know, tell people where to get it. Of course, get it at automated. But I said to Frank, I'm like, there's no altering my review. I don't care if you put Killian through college. I don't care if you buy me dinner. It doesn't work like that. And I don't think this was a negative review. I think this is very fair. And I think ultimately it's an optimistic and hopefully inspirational review for you. And I'm inspiring you to go play it. And that is it. Is Elton better than Sonic? I think Elton is an easier game to shoot than Sonic for sure. Absolutely. I think Elton has more moments of wow built into it. Absolutely. For sure. I like the Sonic theme more, but man, Elton John music is iconic. So as it is right now, I think Elton might be a little bit more rewarding. But again, I think all of them, and I mean this when I say this, all of them are in the shadow of Harry Potter. I mean, Eric should just do a victory lap because what he did with that layout, and I know Steve helped out on that layout, but Harry Potter is near pinball perfection.
    49:32
    And that's what's hard is when you have something that's near pinball perfect, following that up with something that has no storyline, no clips that are like, you know, connected to the gameplay. It's hard. If Harry Potter had a better topper like you know what I saying I kind of want to put the Sonic topper on top If you put the Sonic topper on top of Harry Potter you would then have the greatest pinball machine of all time Everybody are we going to lunch I done I wrapping up with the live I going to wrap up this on Audacity I hope you guys enjoyed this Any questions before I hit stop on this almost hour podcast I think people are going to love this review I think it going to remind people that I can be articulate I can play pinball I think this is the most honest review of Sonic I've seen anywhere. You could even see it when they were doing that live stream on, what was it, like on Tilt, on Twitch. Which, good guy, but you can see it. When people were starting to say certain things that they didn't like about the game, he kind of like moved the mic away. You know what I'm saying? Because he had the game early. It's like you can only say nice stuff about the game. So again, I think there's a lot to love here. I think this is going to be a game that is a mixed bag for people. I think the door is wide open for Fallout to maybe trump this game. The problem with Fallout, other than the theme, is Cerns just look really cheap. I think we're getting used to the quality of barrels and the quality of JJP, the quality of Spooky Games. And by that, I mean just the presentation. I will say, when I walked into that office, that dark office, Beetlejuice blew me away more from just a pure aesthetic standpoint. I mean, Beetlejuice had more wow when I walked into the room. It was the Franchi artwork, the major mech, the worm in Beetlejuice, and the lights in – Beetlejuice to me is just more interesting to look at than Sonic is right now. It's just different themes, but I just think Beetlejuice just nails like that Tim Burton world. But look, this is what's amazing about pinball is, you know, I can say I like this more than this in this aspect of these two things, but it doesn't mean any of these games are bad anymore. I mean, I feel like these games are all like much better than what we've been having for the last four years for the most part, that it's a great time to be in pinball. It also makes everybody a little bit gun shy because, yeah, you might not know what to buy. And my advice is don't buy anything until November. And I know that dealers don't want to hear that, but that's just the way I feel right now. There's just so much happening that if you wait for November, you'll be able to get a Sonic, you'll be able to get a Goonies, a Back to the Future, a Fallout, all these things. You know, I didn't even talk about Pokemon. I walked there. Pokemon still makes me smile. It does feel like there's more shots in the upper playfield of Sonic than in all of Pokemon. But anyway, everybody, we're going to go get some lunch. Brenda, where's your dad and brother? I thought we were going to get lunch. One o'clock. I'm hungry. Kaneda's got to, I just fed these animals some pinball content. Now I need to be fed. All right, everybody, have a great day. Kaneda out.
    53:11
    Down to the ground.