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Wedgehead hosts defend Mark Ritchie's legacy while celebrating both Ritchie brothers' pinball design contributions.
Steve Ritchie is credited with introducing locks and lane change to pinball design
high confidence · Alan and Alex discussing Firepower and Steve's design innovations; widely documented in pinball history
Mark Ritchie's first published game was Firepower 2, a sequel to Steve's Firepower
high confidence · Alan: 'his first published game was Firepower 2, sequel to his brother's monster hit Firepower'
Mark Ritchie frequently collaborated with Python Anghelo on game design and art direction
high confidence · Alex: 'Mark worked a lot with Python on a number of games from like Police Force to Big Guns to Fishtales to Taxi'
Steve Ritchie's first game was Superman (1978-1979), an Atari game
medium confidence · Alex: 'i'm trying to think when his first atari game started coming out 78 79 it was Superman was it the first game'
Pulp Fiction is Mark Ritchie's first ramp-less game and was designed at the request of Quentin Tarantino
high confidence · Alan: 'he started in the one ramp era, and this is the first time he got to make one... per quentin's request apparently is or demands is that they started with a modern game based on pulp fiction... and he was like that doesn't look like pinball to me'
AC/DC is credited with saving Stern Pinball, along with Lord of the Rings and Iron Man
medium confidence · Alan: 'games that supposedly saved them were Lord of the Rings. And then later on Iron Man... ACDC, man... and then ACDC. Apparently.'
Mark Ritchie sang on the song in Riverboat Gambler despite not designing that game
medium confidence · Alex: 'mark apparently sang the song on Riverboat Gambler he didn't design that game but he was working there'
Slash was Steve Ritchie's first game featuring a repeating upper flipper shot
medium confidence · Alan: 'i think Slash was kind of the first one that you could actually do... unlike a Sea Witch right where it's like it has that loop but you can't repeat it'
“if you're gonna know one pinball designer it's steve if you're gonna talk about a significant figure in pinball that you know isn't Roger Sharpe it's gonna be steve”
Alex @ early in episode — Establishes Steve Ritchie's iconic status in the pinball community
“Mark is sort of treated as like the little brother. He's the literal little brother of Steve, but also as far as like his respect and notoriety. But I think that Mark's made some fucking kick ass games.”
Alan @ early segment — Core thesis of the episode: defending Mark against being overshadowed
“if they weren't brothers, it would be, you know, I'd still put Mark maybe on the Mount Rushmore. I'd have to really make a whole list of my top four. But he's definitely up there.”
Alex @ early segment — Emphasizes Mark's independent merit as a legendary designer
“I'm not here for it like we're gonna end that on this podcast if you have a problem with mark ritchie fuck you like the man is a legend okay steve's a legend mark's a legend right”
Alan @ early segment — Passionate defense of Mark Ritchie's legacy
“Steve is every bit the character that you've heard that he is... When we met Steve, the first time we saw Steve walking down the hall, my partner Rodney, he reaches up his hand and goes, high five, Steve. And Steve gives him a high five and then does a pratfall on the ground and then gets up and shouts to a room full of hundreds of people at the expo and goes, that guy hit me.”
Alan @ mid-episode personal anecdote — Illustrates Steve's bombastic personality vs. Mark's stoic demeanor; reinforces their contrasting characters
“Mark, who we met there as well, he's like total opposite personality. deadpan kind of like a sam elliott type like handsome quiet like kind of that stoic cowboy... And I remember this woman walking up and goes, oh, can I get a photo with like you and your brother, like you and Steve? And Mark's just like, I can't stand that guy.”
Alan @ mid-episode personal anecdote — Demonstrates Mark's cool, reserved personality and sibling dynamic with Steve
design_philosophy: Detailed discussion of Steve Ritchie's 'flow' philosophy (combos, ramp sequences, continuous action) contrasted with Pat Lawlor's 'stop and go' design approach; hosts explain this is a spectrum rather than binary
high · Alex: 'games didn't really have ramps. They didn't really have shots that fed other shots... And so he sort of credited with creating flow and combos in games'
design_innovation: Steve Ritchie pioneered multi-level playfields, upper flippers, lane change mechanics, locks for multi-ball, and repeating upper loop shots; Mark Ritchie used crisscross ramps and collaborated with Python Anghelo
high · Multiple references to Steve introducing locks (Firepower), lane change, multi-level playfields (Black Knight), and upper flipper placement as design innovations
personnel_signal: Steve Ritchie recently moved to Jersey Jack Pinball; Mark Ritchie has been at Raw Thrills designing arcade games; both brothers have shifted companies
high · Alan: 'We haven't seen Elton John, his first game from JJP yet'; Alex: 'Mark's been working at Raw Thrills for a while'
product_launch: Pulp Fiction by Mark Ritchie at Chicago Gaming Company announced 6 months prior to podcast; Elton John by Steve Ritchie at Jersey Jack Pinball unreleased but expected to be revealed at Chicago Expo
high · Alan: 'It got announced six months ago'; 'We're recording this episode prior to the Chicago Expo. We haven't seen Elton John'
sentiment_shift: Recent online criticism of Steve Ritchie's newer Stern games; community sentiment that Steve is 'washed up' or his designs are 'derivative'; hosts push back strongly against this narrative
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Steve Ritchie recently joined Jersey Jack Pinball and has an unreleased game called Elton John
high confidence · Alan: 'We're recording this episode prior to the Chicago Expo. We haven't seen Elton John, his first game from JJP yet'
Mark Ritchie has been working at Raw Thrills for some time, designing arcade games
high confidence · Alex: 'Mark's been working at Raw Thrills for a while, which makes those big like kind of arcade shooter games'
“he doesn't want anything boring. He doesn't want you to be sitting there watching the ball fall... I think that's a big thing for Steve's games is that they're a lot of fun, especially for their eras, for players of all skill levels.”
Alex @ design philosophy segment — Explains Steve Ritchie's design philosophy: constant engagement and accessibility
“If you don't like any Steve Ritchie games, you're an idiot... i mean it's an insane opinion like i just be like really you don't like you don't like any of what are widely considered to be some of the best games of all time”
Alan @ mid-episode assessment — Strong assertion of Steve's legendary status while acknowledging individual preferences
“you go back much further than that and it's kind of a little bit of a question mark... Slash is mid charitably it's mid... i never did flipper rebuild while i owned it i thought that's just how the flippers felt. And now I'm like, huh, maybe I should have taken a couple windings off.”
Alex @ discussing older games — Acknowledges that older Steve games can feel dated or require proper maintenance; shows willingness to reassess
“I think it's funny because Mark Ritchie, his first published game, I know he had worked on some prior, but his first actual game that got produced was Firepower 2, which has a ramp. It's really early ramp era... This is his first game, as far as I can think of, without a ramp... So he started in the one ramp era, and this is the first time he got to make one.”
Alan @ discussing Pulp Fiction — Highlights Mark's evolution as a designer across eras and the significance of Pulp Fiction as a ramp-free game
medium · Alan: 'right now on the precipice of that being revealed, you're seeing tons of guys online talking about how he's washed up. His last few games have sucked... The fucking disrespect, man'
design_philosophy: Interesting design contrast: Steve Ritchie made fun of symmetrical playfields early in his career; Mark Ritchie designed Big Guns, one of the most symmetrical possible playfields
medium · Alex: 'Steve, I know, would make fun of symmetrical playfields when he first got into the hobby. So it's funny. His little brother just went and made one of the most symmetrical possible.'
gameplay_signal: Discussion of how older games (pre-1980s) feel dated to modern players but can still be fun; examples of Firepower (1981) still holding up well vs. Superman (1978-1979) feeling very floaty and less like Steve's later style
medium · Alex: 'it's like you take a Firepower from is that 81... if you had Spooky reproduce a Firepower i would go buy one'
product_concern: Hosts note that game quality is heavily dependent on proper setup and maintenance; examples include Slash needing flipper rebuilds and Big Guns needing proper pitch/configuration to play well
high · Alex discussing Slash: 'i never did flipper rebuild while i owned it i thought that's just how the flippers felt. And now I'm like, huh, maybe I should have taken a couple windings off'
community_signal: Hosts express concern about being perceived as unreasonable fanboys; acknowledge need to balance enthusiasm with critical assessment to avoid being seen as stalkers or obsessive fans
medium · Alan: 'We can't just be raving fanboys... We're not just here to dick ride... They're going to be like, I got weird stalkers'
business_signal: AC/DC mentioned as successful commercial title that supposedly saved Stern Pinball; Lord of the Rings and Iron Man also credited with saving the company; Slash sold approximately 20,000 units
medium · Alan: 'games that supposedly saved them were Lord of the Rings. And then later on Iron Man... ACDC'; 'it sold like 20 000 units it must have just blown everyone's fucking minds'
design_innovation: Pulp Fiction design approach: Quentin Tarantino requested a ramp-less game that looks like classic pinball rather than modern multi-mode game; represents reverse engineering of classic design philosophy for licensed property
high · Alan: 'per quentin's request apparently is or demands is that they started with a modern game based on pulp fiction... and he was like that doesn't look like pinball to me'
collector_signal: Slash machines are abundant and easy to find on secondary market because high production run; Road Kings and other less desirable titles from that era frequently available for purchase
medium · Alan: 'because they made a million of them... You could always be able to buy one'