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Triple Drain discusses Alice in Wonderland reveal, upcoming Expo games, and new tournament podcast.
Alice in Wonderland is a limited release of 500 machines
high confidence · Joel states directly: '500 uh limited machines'
Alice in Wonderland has custom molded and painted sculpts throughout instead of flat plastics
high confidence · Joel describes: 'there's like almost no flat plastic in the game everywhere that there would normally be a flat plastic whether it's over the slings over any other area of the Playfield custom molded and painted sculpts'
Alice in Wonderland in Wonderland mini playfield lacks flipper control and feels random compared to designs like Twilight Zone
medium confidence · Travis states: 'I just don't think this layout is that great' and 'to me I just don't get the mini Playfield' and Joel criticizes the layout saying 'to me it doesn't look like it's going to shoot well at all'
Keith Elwin game design process involves heavy involvement in all aspects including mechanical, code, art, and sound direction, not just layout
high confidence · Joel explains after Keith Elwin interview: 'he designs the entire game like he has his hands and thought into the entire game' and 'the amount of mental capacity and thought process that he puts into every aspect of the game'
Melvin completed J-Pop's original Alice in Wonderland design, finishing incomplete areas of the foam core prototype
medium confidence · Joel discusses: 'he took jpop's original design and finished it' and 'there were multiple areas of the cabinet where like in the foam core original design there would be a ramp or there'd be something and it would just stop'
Alice in Wonderland in Wonderland art was originally black and white line work by Zombie, then colored by another artist
medium confidence · Travis explains: 'Zombie...did he did the initial he did all the original art that but it was all just black and white...they worked with another artist to flesh out all the color'
Pinball Pulse is a new tournament-focused podcast/stream on Twitch featuring Tom and Travis discussing competitive play
high confidence · Tom describes: 'it's basically tournament talk so Travis and I are we we discuss tournaments that are going on' and 'we live cast it on Twitch and then it goes to YouTube'
“I just gained a lot of respect for him even more respect for him after that interview and um and one of the things he pointed out is I asked what what's something that a game designer spends way more time doing than most people assume...and that's where he mentioned they have to manage the whole team”
Joel @ early in episode — Reveals the management/team leadership aspect of being a game designer that is often overlooked
“can you honestly say that there are people in this industry that have the title of pinball designer that design every aspect of the game”
Joel@ 3:49 — Provocative question about designer responsibility; Travis calls it a 'trap' question and Joel distances himself from naming specific designers
“this game does not shoot well at all like it just did not look like that was the aim for it”
Travis@ 17:43 — Core criticism of Alice in Wonderland's playfield design and shooting mechanics
“there's such a huge scab still there right it's not a scar yet so naturally you're going to open up that wound anytime you do that we saw the same thing happen with RZA”
Travis@ 17:04 — References J-Pop's controversial history and how past games still affect reception of new releases
“I wonder if that's why the sculpts exist the way that they do because it does cover up some of the shortcomings of the layout itself”
Travis@ 30:34 — Theory that elaborate sculpts may be compensating for weak playfield design
“there's women that listen to this podcast they've came up to us before let us know and you know I I've talked to a lot of women in pinball that don't mind that sort of artwork and I've talked to a lot of women that do mind that sort of artwork”
product_launch: Alice in Wonderland reveal stream generated polarized community reaction, with collectors praising sculpts and custom elements while competitive/casual players criticize playfield layout and shooting mechanics
high · Joel: 'it is very polarizing it has been really interesting seeing and reading pinside reading the the YouTube comments on not only the reveal trailer'; discusses divided reactions between collectors and gameplay-focused players
design_philosophy: Keith Elwin's approach involves hands-on involvement in mechanical, code, art, and sound direction—contrasts with other designers who delegate more heavily to specialists
high · Joel's interview with Keith Elwin revealed designer's comprehensive team management and creative input across all game aspects, not just layout/mechanics
product_concern: Alice in Wonderland's mini playfield criticized as random and uncontrollable compared to precedent games like Twilight Zone, with insufficient flipper control and unclear shot sequences
medium · Travis: 'to me I just don't think this layout is that great'; Joel critiques mini playfield: 'doesn't feel like you have any actual control'; comparison to Twilight Zone shows design regression
collector_signal: Alice in Wonderland appeals heavily to collectors through elaborate custom sculpts and limited edition status (500 units) at potential expense of gameplay quality; sculpts may compensate for layout weaknesses
high · Joel: 'some collectors...really don't care too much about code they just love collecting these beautiful pieces of equipment this is everything they've ever wanted'; Travis theorizes sculpts 'cover up some of the shortcomings of the layout itself'
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Triple Drain merchandise has been sold internationally, including to Austria
high confidence · Joel states: 'we sold uh we sold a shirt to somebody in Austria'
Travis@ 19:54 — Acknowledges gender diversity in community and varied perspectives on sexualized artwork
“we're just three idiots with a microphone that's really what it boils down to except for Tom Tom not an idiot”
Joel@ 12:41 — Self-deprecating humor about the podcast's casual, informal nature
“I would not fault you for keeping it [the burning City lights] because that burning City that light show is better than any individual light show on this Stern thing”
Joel@ 25:48 — Acknowledges quality of third-party lighting solutions vs. official Stern products
content_signal: Triple Drain spawning specialized tournament-focused spinoff podcast (Pinball Pulse) to serve niche audience; indicates recognition of tournament content demand
high · Tom launches Pinball Pulse on Twitch/YouTube with Travis; focuses exclusively on tournament strategy and competitive play; mentioned as 98% tournament content
community_signal: Triple Drain has achieved international audience presence, with merchandise sales to Austria and European listeners engaging at UK Open
high · Joel: 'we sold a shirt to somebody in Austria'; Tom reports Europeans at UK Open engaging with podcast; indicates global pinball media consumption
sentiment_shift: J-Pop's involvement in Alice in Wonderland revival generates unresolved industry sentiment due to history of controversial releases (RZA); described as 'scab' not yet healed
high · Travis: 'there's a huge scab still there right it's not a scar yet so naturally you're going to open up that wound anytime you do that we saw the same thing happen with RZA'
product_concern: Alice in Wonderland's sexualized young-adult art direction polarizes community; intentional choice by Melvin to maintain Zombie's original vision despite controversy
high · Travis notes art 'can obviously be like a little kid story or...people have gone really dark...why we landed in this type of uh...young adult um kind of sexualized version'; Melvin has 'no intention of changing the art'
design_innovation: Alice in Wonderland pushes boundaries of custom molded sculpts and embedded lighting (rails with color-changing LEDs) to create immersive visual experience
high · Joel: 'there's like almost no flat plastic in the game...custom molded and painted sculpts'; 'rails on the side um have lights embedded in them and those will change color'
event_signal: Pinball Expo will feature playable versions of Alice in Wonderland, Avatar, and X-Men; positioned as major event to try new releases
medium · Joel: 'we're going to talk about Alice and Wonderland and the reveal stream...Avatar...X-Men and then we're going to go over Expo what to expect at pinball Expo'; notes Alice 'is going to be at Expo'
market_signal: Alice in Wonderland limited to 500 units; creates FOMO dynamics and appeals to collectors seeking exclusivity
high · Joel: 'ches lot of crap to break the it's a Chesire Cat topper comes with every game it's a limited release 500'
industry_signal: J-Pop's past games (RZA, Houdini) remain points of contention; Houdini redesigned significantly at American Pinball suggests past design issues
medium · Joel mentions RZA controversy from ~2019; Travis notes 'Jpop had a Houdini layout that they drastically changed at American pinball which I'm sure for the better'