Journalist Tool

Kineticist

  • HDashboard
  • IItems
  • ↓Ingest
  • SSources
  • KBeats
  • BBriefs
  • RIntel
  • QSearch
  • NName Review
  • +Health

v0.1.0

← Back to items

First Look: They Actually Made a Sonic the Hedgehog Pinball Machine!?

RetroRalph·video·22m 13s·held·Jun 23, 2026
View original

Analysis

claude-haiku-4-5-20251001 · $0.033

TL;DR

RetroRalph tours Jersey Jack's Sonic the Hedgehog pinball factory ahead of launch.

Summary

RetroRalph visits Jersey Jack Pinball factory for an in-depth behind-the-scenes look at the upcoming Sonic the Hedgehog pinball machine designed by Steve Ritchie. The video covers gameplay mechanics (upper playfield, magnetic accelerator loop, ring collection, Chaos Emerald multiball), cabinet aesthetics, software development philosophy, and production details. Three pricing tiers (Arcade/Special/Collector's Edition at $10K-$15K) are confirmed, with launch imminent.

Key Claims

  • Sonic the Hedgehog pinball is designed by Steve Ritchie for Jersey Jack Pinball and emphasizes continuous fast-paced gameplay with flow, distinguishing it from start-and-stop mechanics in other games like Mortal Kombat.

    high confidence · RetroRalph and Steve Ritchie discuss design philosophy on the factory floor; confirmed by multiple gameplay descriptions throughout video

  • The game features an upper playfield with extensive shot variety, including orbit, 180-degree loop, bounce-back targets with springs, Vuk, and Eggman battle capability.

    high confidence · RetroRalph provides detailed walkthrough of upper playfield mechanics during factory tour

  • Ring collection is a core mechanic mirroring the video game; collecting 100 rings grants an extra ball. Rings also appear as LED displays showing 16-bit Genesis-era animation as a throwback feature.

    high confidence · RetroRalph explains ring mechanics and Steve Ritchie discusses design intent; confirmed via multiple references

  • The magnetic accelerator loop on the left ramp was iterated through several designs before reaching the final version and represents a signature Sonic design element.

    high confidence · Steve Ritchie discusses the development history of the magnet ramp: 'It's been through several iterations and what's on the game now is the best of all of them'

  • The game has over 2,000 LEDs total, including 21 LEDs in each Chaos Emerald representation. The Collector's Edition features gold wireform ramps (versus silver on Arcade/SE) and exclusive exterior lighting.

    high confidence · RetroRalph describes lighting specifications and cabinet edition differences during factory tour

  • Three pricing tiers are available: Arcade Edition at $10K (entry-level, standard decals, no armor/shaker/internal R-blades), Special Edition at $12K (powder-coated armor, acrylic topper, silver wireforms), and Collector's Edition at $15K (gold wireforms, premium topper, full exterior lighting).

    high confidence · RetroRalph discusses pricing and feature differences for each tier explicitly during factory tour section

  • The game took three whitewoods (playfield prototypes) to reach the final design.

Notable Quotes

  • “When Sonic starts, he is always running. And that's not the way a normal pinball machine works. So Mortal Kombat Machine has lots of times where you start and stop and try to catch the ball and continue on. And we really wanted to have that feeling of once Sonic starts running, you're always going and going and going.”

    Steve Ritchie@ 1:46 — Core design philosophy distinguishing Sonic from other modern games; emphasis on continuous flow as signature Ritchie trait

  • “Working on Sonic the Hedgehog has really been like a dream come true.”

    Steve Ritchie@ 3:10 — Personal investment and passion indicator; speaks to designer enthusiasm for the IP and project

  • “It's one of those features that gets better the more you play it. And if you've been looking for an excuse to improve your nudging game, this is it.”

    RetroRalph@ 3:41 — Upper playfield design philosophy; emphasizes skill development and replayability

  • “The Magnet Ramp looks like magic because there's almost nothing you can see of how it works when you play the game, other than what it does to the ball. But behind the scenes, there's so much going on and so much work that went into developing it.”

    RetroRalph@ 15:45 — Technical complexity and design elegance; highlights engineering challenge of signature feature

  • “Being a huge fan of Sonic, when we were developing the software for this game, we really wanted it to feel like a Sonic game, right? We needed to have checkpoints. We needed you to feel like you were progressing through the level.”

    Taylor (software developer)@ 11:40 — Software design philosophy focused on authenticity to source material and progression mechanics

Entities

Sonic the Hedgehog (pinball)gameSteve RitchiepersonJersey Jack PinballcompanyRetroRalphpersonTaylorpersonSegacompany

Signals

  • ?

    product_launch: Jersey Jack Pinball conducting behind-the-scenes factory tour with media/content creator (RetroRalph) days or weeks before commercial launch. Assembly line actively building units for immediate shipment; launch week described as imminent.

    high · RetroRalph: 'Everywhere you look, the team is hard at work drilling, wiring, assembling, and testing these games to make sure they're dialed in before they leave the building.' Factory described as 'chaotic' with urgency to get games 'ready for launch week.'

  • ?

    design_innovation: Novel mechanical feature: magnetic-driven ramp that accelerates ball through loop via timed magnet sequence. Represents significant engineering achievement with multiple design iterations. Signature element that defines game's appeal to both designers and players.

    high · Steve Ritchie: 'It's been through several iterations and what's on the game now is the best of all of them.' RetroRalph emphasizes the hidden complexity: 'getting the timing right for whatever speed the ball comes into the ramp, the proportions of where the magnets are placed right, getting the shape of the loop right.'

  • ?

    gameplay_signal: Game designed around continuous ball movement and action ('always going and going and going') rather than traditional catch-and-aim cycles. Emphasizes combos, speed, and player engagement through lack of downtime.

    high · Steve Ritchie: 'When Sonic starts, he is always running... we really wanted to have that feeling of once Sonic starts running, you're always going and going and going.' RetroRalph: 'once you start stringing together combos, it's incredibly satisfying.'

  • ?

    product_strategy: Three-tier pricing model ($10K Arcade, $12K Special, $15K Collector's) designed to reach different market segments (operators seeking value, collectors wanting premium features). Arcade Edition positioned as 'entry-level product' with same playfield as higher tiers but fewer cosmetic/feature upgrades.

Transcript

youtube_groq_whisper · $0.067

0:00
Oh man, are we really getting a Sonic the Hedgehog game? I just can't stop thinking about all the possibilities. Fast? It's gotta be fast.
0:13
I mean, Steve is the king of flow. I wonder if it'll have a throwback to the 16-bit era. Boss battles! Sonic's all about the boss battles. Man, I don't know if this is gonna be so cool. Actually, crap. Does Steve even know I'm coming? Just go in already.
0:30
What is this? Put this on, Steve. He's not really going to do this, is he? He's a YouTuber. He'll do anything. I knew it the whole time. This has to be a fast playing game. This has to be.
1:14
This was the game I just wanted to do. And I was just so I'm so happy to just do it. Like I'm not putting on a character like I just love Sonic. The passion is undeniable. The excitement is building. And today, I'm taking you behind the scenes at Jersey Jack Pinball to check out their newest game, Sonic the Hedgehog. I'm beyond excited for this one, and as Sonic would say, we gotta go fast. Being able to work on it is just so magical to me, and I will talk Sonic to anybody, anytime, anywhere.
1:46

high confidence · Steve Ritchie states: 'It took three whitewoods to get to the final design'

  • The game theme is based on Sonic Generations (not 16-bit era specifically), though 16-bit throwback elements are incorporated via LED ring displays.

    high confidence · RetroRalph: 'The game itself is themed after the Sonic Generations game, but I know some of you are looking for a 16-bit throwback, and don't worry, it is in here'

  • The game includes four exclusive feature modes (all accessible to players), with Supersonic qualified by collecting all seven Chaos Emeralds. Chaos Emerald Multiball is described as the easiest multiball to start.

    high confidence · RetroRalph describes feature modes and multiball mechanics; confirmed by discussion of drop targets and multiball start sequence

  • Jersey Jack has designed the game to attract new players unfamiliar with pinball or Steve Ritchie, with the goal of hooking them on mechanics like the magnetic accelerator loop.

    medium confidence · Steve Ritchie: 'I would like a new player of a Steve Ritchie who knows nothing about me or my games to have a good time playing the game... once you put the ball through the loop, I think we got them hooked'

  • “I'm really like more excited because electronics and a lot of other things are making a lot of things I've dreamed about possible.”

    Steve Ritchie@ 18:00 — Reflects on how modern technology enables previously impossible design ideas; speaks to career evolution

  • “I love that they brought back the arcade edition again. They sort of resurrected this whole idea of an arcade edition with Harry Potter. I like it because it's an entry-level product that's basically the same exact play field.”

    RetroRalph@ 19:01 — Market positioning analysis; Arcade Edition as accessibility/value play following Harry Potter precedent

  • “Describe this game in one word. Hyperkinetic.”

    Steve Ritchie@ 20:39 — Designer's own single-word descriptor; encapsulates game's high-energy, chaotic design philosophy

  • “I think this title is going to attract a lot of people. People who never thought to buy a pinball machine before.”

    Steve Ritchie@ 21:02 — IP strength and market expansion potential; suggests Sonic licensing appeals to broader audience beyond traditional pinball fans

  • “The code already feels very well developed. And while there's still more to come, I love seeing games launch in a state that already feels this complete. That's something Jersey Jack has constantly done well.”

    RetroRalph@ 8:57 — Positive assessment of software state at launch; signals confidence in game stability and completeness at release

  • Sonic Generations
    game
    Mortal Kombat (pinball)game
    Terminator 2 (pinball)game
    Harry Potter (pinball)game
    Eggmangame_character
    Amygame_character
    Tailsgame_character
    Chaos Emeraldsgame_mechanic
    Green Hill Zonegame_location
    City Escapegame_location

    high · RetroRalph: 'it's a really good value... it's a matter of like, which one do you want?... there's a 10k entry point with the arcade. You have 12 and then 15. So you don't have to go all the way up to still enjoy this game.'

  • ?

    manufacturing_signal: Game near final production stage with assembly line actively building units. Code described as 'very well developed' despite still having minor updates planned. Multiple units in final assembly and quality testing phases.

    high · RetroRalph observes factory floor with units in active assembly; notes code state: 'And while there's still more to come, I love seeing games launch in a state that already feels this complete.'

  • ?

    design_philosophy: Software team prioritized capturing Sonic video game experience through pinball mechanics (checkpoints, progression, ring-as-life system, Chaos Emeralds, character representation). Explicit goal to appeal to Sonic video game fans unfamiliar with pinball.

    high · Taylor (software dev): 'Being a huge fan of Sonic, when we were developing the software for this game, we really wanted it to feel like a Sonic game, right? We needed to have checkpoints. We needed you to feel like you were progressing through the level.'

  • $

    market_signal: Designer and team believe Sonic IP will attract non-traditional pinball audience (video game players, Sonic fans) who have never considered pinball machines before. Major licensing deals and IP strength seen as market expansion opportunity.

    high · Steve Ritchie: 'I think this title is going to attract a lot of people. People who never thought to buy a pinball machine before.' RetroRalph: 'In Sonic, especially, the shots tell you what they need you to do. We expect the license of Sonic to bring in new players just because it's a whole audience of video game players.'

  • ?

    design_innovation: Extensive upper playfield featuring multiple shot types (orbit, loop, bounce-back targets, Vuk, Eggman battle), high visibility design (ball always visible when possible), and extended ball time allowing player skill development. Described as 'one of the coolest upper playfields' by observer.

    high · RetroRalph: 'There's a surprising amount of shot variety up there, and the pin between the flippers extends your ball time enough that you can really settle in and start learning it.' Steve Ritchie on visibility philosophy: 'What I want is people to be able to see the ball all the time or as much as possible.'

  • ?

    collector_signal: Collector's Edition features exclusive cosmetic upgrades (gold wireform ramps vs. silver, premium topper with full exterior lighting, powder-coated armor, shaker motor, internal R-blades) to justify $15K price point versus $10K entry.

    high · RetroRalph details each tier's differences: 'That same vibe carries seamlessly into the Art Blades... the red powder-coated armor and it gives the whole game this sharp contrast... Even the shooter rod gets in on the action, styled after Sonic's rings.'

  • ?

    content_signal: Jersey Jack Pinball granted exclusive behind-the-scenes factory access to RetroRalph content creator days/weeks before public launch. Strategy indicates confidence in product and content marketing approach targeting enthusiast/collector audience.

    high · RetroRalph's entire video structure is a detailed factory tour with designer interviews, gameplay walkthrough, and production floor documentation—indicating pre-arranged media access and endorsement opportunity.

  • ?

    code_update: Game code in mature state at factory stage with only minor refinements planned post-launch. Multiple developers contributed (Steve Ritchie made 'fairly big contribution' alongside dedicated software team). Expectation of stable, feature-complete release aligns with Jersey Jack's launch philosophy.

    high · RetroRalph: 'The code already feels very well developed... I love seeing games launch in a state that already feels this complete. That's something Jersey Jack has constantly done well.' Steve Ritchie: 'I've made a fairly big contribution to the code, but nothing like those guys.'

  • ?

    design_innovation: Playfield described as 'fan layout with a ton of shots' that avoids cramped feeling despite multiple features. Intelligent use of playfield space with 16+ shots (not counting stand-up targets) distributed across main and upper playfield. Three whitewoods required to finalize design.

    high · RetroRalph: 'There is a fan layout with a ton of shots... somehow it never feels cramped... They definitely utilized all the playfield space in a really intelligent way.' Steve Ritchie: 'It took three whitewoods to get to the final design.'

  • When Sonic starts, he is always running. And that's not the way a normal pinball machine works. So Mortal Kombat Machine has lots of times where you start and stop and try to catch the ball and continue on. And we really wanted to have that feeling of once Sonic starts running, you're always going and going and going.
    2:08
    First off, this is a fan layout with a ton of shots. And when you combine the main playfield with the upper playfield, there's a lot to shoot at. But somehow it never feels cramped. And make no mistake, this is absolutely a Steve Ritchie game. It's fast, it flows, and once you start stringing together combos, it's incredibly satisfying. The more you play it, the more the layout starts revealing itself. You have lots of things to draw their attention. You have bright lights, you have sound effects, you have speech calls. You have all the things that you see from 10 feet back from the game to draw you in. But then it's up to the game designer and the programmer to figure out how to keep them at the game once they start playing.
    2:48
    Alright, when you first walk up to the game, it's almost impossible not to notice This is the giant upper playfield. I'm just getting started.
    2:58
    I wanted a shot straight up the middle to get up to the upper playfield. There was room to do it and a way to do it.
    3:06
    You're going down, Eggman. Working on Sonic the Hedgehog has really been like a dream come true. Sonic offers a whole myriad of different kinds of shots up there. The upper playfield is an absolute blast.
    3:27
    There's a surprising amount of shot variety up there, and the pin between the flippers extends your ball time enough that you can really settle in and start learning it.
    3:41
    It's one of those features that gets better the more you play it. And if you've been looking for an excuse to improve your nudging game, this is it. Steve, you're getting us right into the action here. I didn't know you were going to take us this close to everything.
    3:57
    If I want to take this off the game to fix it or something, how many pieces do I have to take off our screws? A mounting screw goes here, one there, one back here, and one there. And then you have to lean the Eggman toy backwards. It all has to be pulled forward in the cabinet. Then you can just lift it off. About two minutes, roughly. I don't even know if it takes that long. I love the shot. It's almost like the ball disappears for a minute and it goes down into that buck and pops it back up. That's really fun though. I love that. It's kind of like one of those things where you're like, what's going on? Yeah, it's not an easy shot to make. You've got to have enough power on the ball. So there's a spot on the flipper though where it goes right up. Do you think it's hard to make a fun upper play field? I feel like your upper play fields are fun. No, I don't think it's any harder than any other game. But don't you have to think about it at a smaller scale? What I want is people to be able to see the ball all the time or as much as possible. They want to know how it's going to come out and where it goes. I don't like diverters as much unless you can see where they're going. So the upper play field is super fun. So you have these two targets right here that are kind of like bounce back targets. They have little springs, very on brand for Sonic the Hedgehog. Then you have this sort of like 180 loop here that just gives the ball back to you. There's also an orbit. So this is really cool. This goes all the way around and it's really fast. So when you're up here, that's super fun as well. Then there's even a Vuk. So if you shoot that, it actually goes into a Vuk and shoots the ball back up. And there's another shot right here that just sort of brings the ball back to the right-hand side. So you can see, like, you can spend a considerable amount of time up here. And we haven even talked about the fact you can also battle Eggman as well up here So this is probably one of the coolest upper play fields I think I ever seen It cute how much you hate me Nice try.
    5:41
    The game itself is themed after the Sonic Generations game, but I know some of you are looking for a 16-bit throwback, and don't worry, it is in here. The gold rings have these LED displays which display 16-bit animation, so that's their sort of throwback to the Sega Genesis era. There's also a really fun orbit shot, and on the orbit shot you collect rings in the game. If you get to 100 rings, you can actually get an extra ball. It's not as easy to do. But there's also other shots you collect rings. So there's various different ways you collect rings, but one of the main ways is the orbit shot. It goes all the way around. It's super fast. Total Steve Ritchie, right? Speed, speed, speed is what this game is all about. Rings also serve as a core gameplay mechanic.
    6:21
    One of the things with rings in the Sonic video game, they're life. They are, you know, as long as you have rings, you stay alive. No rings, ring here.
    6:31
    And trying to incorporate that into the pinball machine, the extra ball was one of the ones we wanted to include in that. It wasn't obvious, but it was something we stumbled on that just saying you get an extra ball for 100 rings. It was just something that just, it was so easy to explain, so easy to understand. It just really worked well for what we were trying to do with the rings. There's also really cool high quality sculpts on the left and right hand side of the playfield. One is Sonic on the left and then you have Amy on the right. JJP just does all of these really cool little attention to detail things and those of you that have been buying JJP games for a long time know they have that attention to detail. All the light covers have custom graphics wrapped around them so you're not looking at ugly metal lights. When you step up to the game you're going to see zones represented on the playfield. These are the playable zones within the game. So everything from Green Hill Zone to one of the fan favorites, City Escape. And then above that, you'll see the Chaos Emeralds represented. One of the feature modes, Supersonic, is qualified by collecting all of the seven Chaos Emeralds. We have four feature modes that are accessible to anybody. Some are harder than others, but anybody can get to them. They're all exclusive modes. They take over the entire game when you get to them. They're challenging, but they're not impossible for anybody. And then just speaking of overall lighting, these little emeralds here have like 21 LEDs in them, and the game as a whole has over 2,000. So we know Jersey Jack loves lighting, and they totally delivered on the lighting package of this game as well.
    8:09
    This game feels fresh, fun, and uniquely Sonic. Steve's creativity is on full display here, and after all these years, he's still showing absolutely no signs of slowing down. I only hope I have half his energy when I get to his age. And the music? Man, the soundtrack and sound effects bring everything together. It keeps the energy high from start to finish, and once you experience Chaos Emerald Multiball, you'll understand exactly what I mean. There's, uh, I think 16 shots, not including stand-up targets. It's a lot. I have ideas and when I play things and say, hey, can we do this? Can we do that? Can you add lights here? Can you do this? You know, I've made a fairly big contribution to the code, but nothing like those guys. The code already feels very well developed. And while there's still more to come, I love seeing games launch in a state that already feels this complete. That's something Jersey Jack has constantly done well. And I think the pinball community is really going to appreciate that. In the world of modern Sonic, there's so many different characters and so many different features. We had to narrow it down, but one thing I really wanted to make sure was that my favorite character, Tails, was in this game. So there's actually a whole rule dedicated to Tails. You'll see it on the plastic on the left sling, the Tails hurry up. So shoot the upper playfield spinner, and it will start a hurry up where Tails will be in the tornado plane, go across the screen. Of course, it's Sonic, so we have to have tons of hurry ups, but I just really wanted to have Tails in the game. So, favorite character, best character, obviously. So, yes, go Tails.
    9:49
    We were over there a minute earlier, but just a few steps away from this nearly complete collector's edition is the Jersey Jack Factory 4, where some of your favorite games are being built. And right now, Sonic is front and center. Everywhere you look, the team is hard at work drilling, wiring, assembling, and testing these games to make sure they're dialed in before they leave the building.
    10:30
    Normally I work from home, so they go through a lot of development before I get here. That's when I set up the stations on the line, train the operators, get them familiar with building the game.
    10:43
    Getting this game to the line is an effort from a lot of people. Designers, mechanical engineers, artists.
    10:52
    And then once it's all done, then we can start assembling prototypes. We going to be talking about prototypes Once we do prototypes then everything goes to the line There hundreds of parts in this game The main objective for Sonic is just like the video game It complete levels it collect rings it collect emeralds It's all the Sonic stuff. We do the same stuff in the pinball machine.
    11:21
    With a title as big as Sonic the Hedgehog, you can see the amount of work going into the game at every level. From the original concept, to the gameplay, to the people literally building these machines by hand right now. And to get a better understanding of what went into bringing this game to life, I'm here with Taylor to tell you more about it.
    11:40
    So, being a huge fan of Sonic, when we were developing the software for this game, we really wanted it to feel like a Sonic game, right? We needed to have checkpoints. We needed you to feel like you were progressing through the level. Which on the screen, Sonic will also be progressing through the level as you're making your checkpoints and making progress in the game. You've got ring combos, so you're hearing the ring sound effects play while you're going through the game. Chaos Emerald multiball, you've got to get all the Chaos Emeralds and become Super Sonic. Master Emerald, we've got the other Sonic characters. It's got everything. This is truly the Sonic fans' Sonic Pinball. They're the software guys and they're experts at making, you know, rules for a pinball machine. I want people to create and I don't want to interfere in their creation unless it's bad or, you know, or just not acceptable. But that hasn't happened here. It just hasn't happened at all. In Sonic, especially, the shots tell you what they need you to do. We expect the license of Sonic to bring in new players just because it's a whole audience of video game players. To keep them interested in the game, we'd have to include all the stuff they expect to find in a Sonic video game in the Sonic Pinball machine.
    12:53
    Under the upper playfield, there's a battle zone area, and it's got a magnet inside and some stand-up targets. So this is actually a pretty fun little area, because when you get the ball in there, the magnet can throw it and toss it around in different ways. But it's a fun little area, but it does make it challenging sometimes to get that upper shot. Like you're trying to get that middle shot to get up the upper playfield and you miss it and then that chaos is going to ensue by the magnet that's right in that battle zone area. The other thing you might notice on the CE is the gold wireform ramps. Now that is something that's exclusive to the CE so if you decide to go with the Arcade or the SE those wireform ramps will be silver.
    13:30
    There's also a really fun bank of drop targets. There's three drop targets and this is actually how you start Chaos Emerald Multiball. You hit all three down, you hit it a fourth time, and then there's a ramp shot on the left that lock will light and then you can start Chaos Emerald Multiball. It's probably the easiest multiball to start the game.
    13:50
    So we're not all perfect pinball players and we make mistakes quite often. And if you outlane drain off the left outlane, there's a spring kickback which throws the ball back into play. And if I had to think of a game that I love that's a Steve Ritchie game that has something similar to this, Terminator 2.
    14:06
    So what would a Sonic game be without a loop? And there's a magnetic accelerator loop in the game. This thing is really cool. So there's a ramp to the left-hand side of it with a series of magnets that fire in a way that shoots the ball through the loop, which is, it's really fun when it happens. It was the first time that the magnet ramp really worked. It's been through several iterations and what's on the game now is the best of all of them. But that one time when, you know, I send the ball in and it just rockets up the ramp around the corner and through the loop.
    14:42
    It was just, that was a moment you knew this is going to be a Sonic game. I would like a new player of a Steve Reticane who knows nothing about me or my games to have a good time playing the game. Probably going to lose the ball if they're a new player fairly quickly, but once you put the ball through the loop, I think we got them hooked.
    15:03
    That left shot also acts as a spin dash shot, which is pretty cool. So as you're hitting that ramp shot, there's going to be times where it says X amount till you can start spin dash. And what spin dash does is instead of sending it directly through the accelerator loop, the magnet sort of holds it. Hit the flippers! And then you'll see something on the LCD where you have to smash the flipper buttons, and then there's like a range of red with some green in there. You have to hit your action button when that target's right in the green, and then you can get some extra points for doing that. So the Accelerator Loop kind of acts in two different ways, but it's one of the fun dynamics in the game, and obviously it's very much in line with the Sonic the Hedgehog universe.
    15:45
    The Magnet Ramp looks like magic because there's almost nothing you can see of how it works when you play the game, other than what it does to the ball. But behind the scenes, there's so much going on and so much work that went into developing it. Getting the timing right for whatever speed the ball comes into the ramp, the proportions of where the magnets are placed right, getting the shape of the loop right so the ball goes through it smoothly and comes back to your flipper. All of the hard work that went into it is what makes it look like magic when you play it in the game. Because all you see is it sucks the ball in and it sends it through the loop and again it just feels like Sonic the Hedgehog.
    16:30
    When you step back from the playfield and really take in the cabinet the collector edition starts to flex a little bit And yeah it shines Literally That Sonic Super Sparkle Blue exterior just pops It catches your eye immediately and for a game based on Sonic the Hedgehog that energy feels exactly right Sonic and friends? The other guys. And the cabinet art leans all the way into that. Team Sonic is front and center on one side.
    17:00
    Eggman and his forces bringing the chaos on the other side. And that same vibe carries seamlessly into the Art Blades. Then you add the red powder-coated armor and it gives the whole game this sharp contrast that really works. Even the shooter rod gets in on the action, styled after Sonic's rings. And honestly, what else would it be? The whole package is just straight eye candy. It's not a chili dog. We'll leave that to Sonic, but man, this cabinet is beautiful. There's stuff scattered all around this playfield. There's things to discover. There's a bash dash target on the left and it's really cool because every now and then it will lock the ball in there and then that ball that's locked in there acts as a captive ball. So just a cool little area over there. It seems simple, but I'm telling you it's a pretty neat little additional feature that they added. They definitely utilized all the playfield space in a really intelligent way. Are you just as excited making games now as you were like way back when you first started? I'm really like more excited because electronics and a lot of other things are making a lot of things I've dreamed about possible. Yeah, since the technology has changed so much, it's probably things you probably wished you could have done back then that now you can, right? Yeah, that's the excitement actually.
    18:16
    What was your favorite part about making it? Wait, this is the drink of champions. It's a sugar-free Red Bull. So I'm out on the factory floor now and it's a little chaotic around here because they're trying to get all these games ready for launch week.
    18:37
    How many Red Bulls were consumed in the development of Sonic the Hedgehog? Well normally I buy the cases of the smaller cans at Costco.
    18:54
    I'm standing in front of the arcade edition and the special edition. I love that they brought back the arcade edition again. They sort of resurrected this whole idea of an arcade edition with Harry Potter. I like it because it's an entry-level product that's basically the same exact play field. Sure, you give up some things and there's some concessions. The art package is actually the same as the special edition, except they're not radcals. They're just standard decals. And then you're not getting powder-coated armor or getting standard armor. And you're not getting a shaker motor or internal R-blades. But it's essentially the same game. So if you're an operator wanting to put this on location or someone at home that doesn't quite have the budget because it's $10, $12, and $15K, it's a really good value. So with the Special Edition, it's dressed up really nice. It's got powder-coated armor. It does have a topper, but it doesn't have the same topper as the Collector's Edition. It has like just an acrylic topper, but it's still pretty nice. You're not going to get the full lighting system on the outside of the cabinet. That's only for the CE. You're also going to get wire forms that are silver instead of wire forms that are gold. So you're missing out a little bit there. But all in all, you're still getting a great package. So it's really a matter of like, which one do you want? And does the topper really speak to you enough that you want to spend that extra money? Because it's a considerable amount more. But I like the fact, again, like I said, that there's a 10k entry point with the arcade. You have 12 and then 15. So you don't have to go all the way up to still enjoy this game. It's really a game that fits into every budget.
    20:27
    Probably 20 of those. Well, that's two years time. I don't drink it every day, but I drink it pretty often.
    20:37
    I'm laughing at it. Is that bad? No, it's good. Describe this game in one word. Hyperkinetic. High-speed shots. A lot of pandemonium. Sonic bounces off of stuff.
    20:55
    It's an ideal theme for a pinball. It took three whitewoods to get to the final design. I think this title is going to attract a lot of people. People who never thought to buy a pinball machine before. So there you have it, Sonic the Hedgehog. And with that, I'm thinking we should let the team have their factory back. I figured what a better way to wrap up the day than with Sonic's favorite food, the chili dog. Time is ticking and with as much hype that's going to be surrounding this game, they got to get back to work. And my guess is they'll be busy for a little while.
    21:50
    See you guys in the next one. Thanks for watching!