claude-haiku-4-5-20251001 · $0.035
Don reviews Venom as B-tier after 200 plays; interviews Rush artist Mike Barnard on pinball art process.
Venom Premium has grown on Don after 200 games and is now a solid B-tier game rated 5.9/10
high confidence · Don's extended review segment, direct statements: 'I think Venom is really uh you know kind of warmed up to me' and 'It's a solid B-tier game' and '5.9. It's above average.'
The game is missing a true wizard mode and only builds up to defeating Null
high confidence · Don's review: 'It's still missing some things in the code. Like, there's not really, like, any kind of, like, true wizard mode. It's really just kind of build up to the null.'
Fast lock system animations cause delays and prevent hurry-up timers from pausing, creating frustration
high confidence · Don's detailed complaint: 'the timer is counting down on the hurry up. So when you finally do get the ball back, you have one maybe time for two shots, and then it's timed out'
Casual players without login accounts struggle significantly because they must level up quickly during a single game
high confidence · Don's analysis: 'if you didn't log in and you're just a casual person putting your dollar in there... Otherwise, you really have to be on your game and blowing this thing up to be able to get to level 40'
Gwen is the easiest character to play because the center ramp is in open position
high confidence · Don's gameplay observation: 'Gwen, for sure for me, is the easiest character to play with. And the reason is because that center tilting ramp is in the open position.'
Mike Barnard initially reached out to Stern years prior with no response, then reconnected and was selected for a confidential 'test' for Rush
high confidence · Barnard interview: 'I actually reached out to them. I think I had reached out to them a few years prior to that. I never really heard anything back... I just happened to reach out to them right when they were looking for artists'
Barnard was asked to submit a test design for the Rush project under NDA, and he painted the entire back glass rather than just a sample area
high confidence · Barnard interview: 'he said, okay, uh, maybe paint it, paint it up a little bit... I work really fast so once I jumped on it I ended up just painting the entire thing'
“It's a solid B-tier game. You know, it's a fun game for me right now. I think I like this game a lot better at its level of development than I liked Bond.”
Don @ ~19:00 — Core thesis of Don's review; positions Venom favorably relative to previous Stern releases despite mid-tier rating
“5.9. It's above average. You know, it's ahead of strange science. It's better than Bonebusters. It's not medieval madness, so that's kind of where it falls in there.”
Don @ ~20:00 — Quantifies the B-tier assessment by benchmarking against classic and recent Stern games
“So maybe that will be something that will be added in code... I'm like, tapping my hand on the cabinet, like, come on, ball. You're supposed to be a fast lock system. Let's speed it up.”
Don @ ~25:30 — Identifies specific code optimization opportunity; shows frustration with fast lock animation delays
“by the time you get up to level 10... I'm on ball 3 And then I'm probably going to drain And not even make it that far... it seems like it's ten shots to get through each of the two phases. And, you know, that seems a little overbearing.”
Don @ ~30:45 — Articulates key balance concern: difficulty curve punishes casual/non-logged-in players
“I think my style lends itself, you know, to that really well. So it's just something I want to kind of get on board with. I mean, basically, you know, these things are designed to be commercial machines. They're supposed to be eye-catching.”
Mike Barnard @ ~43:30 — Explains Barnard's artistic philosophy and how concert poster/band art translates to pinball cabinet design
“he said, you know, you sign a nondisclosure. and then we'll tell you what the project is and then you basically submit what you would do for this project if it were given to you.”
Mike Barnard @ ~38:45 — Reveals Stern's formal 'test' process for vetting new artist talent on confidential projects
“I work really fast so once I jumped on it I ended up just painting the entire thing... I got it done weeks early”
code_update: Venom lacks a true wizard mode and has incomplete boss callouts for Null and Grendel; Don expects future code updates to address these gaps
high · Don: 'It's still missing some things in the code. Like, there's not really, like, any kind of, like, true wizard mode' and 'I would like to see call-outs from Null... when you're playing him, he's completely mute and silent'
product_concern: Fast lock system animations delay ball return and prevent hurry-up timers from pausing, causing player frustration and reducing effective gameplay flow
high · Don: 'the timer is counting down on the hurry up. So when you finally do get the ball back, you have one maybe time for two shots, and then it's timed out'
gameplay_signal: Casual/non-logged-in players struggle with difficulty curve; must reach level 10+ during a single game to fight bosses but arrive severely under-leveled for meaningful challenge
high · Don: 'if you didn't log in and you're just a casual person putting your dollar in there... By the time I do that, I'm on ball 3 And then I'm probably going to drain'
design_philosophy: Venom uses character selection to alter playfield layout and difficulty scaling; each character has distinct mini-mode structures and progression mechanics
high · Don: 'I love the aspect of the four characters actually being somewhat meaningful as far as changing the layout of the game' and detailed analysis of Gwen's easier center ramp positioning
personnel_signal: Stern Pinball conducts formal NDA-based 'test' submissions to vet new artists; Mike Barnard was selected through this process for Rush after prior unanswered outreach
groq_whisper · $0.136
Barnard received the call confirming the Rush project on his birthday in August 2020
high confidence · Barnard interview: 'it was actually on my birthday in August of 2020 I got the phone call from him'
The Venom Premium and LE versions include physical toys and mechanisms not present on the Pro, such as the flapping ramp and doppelganger swing arm
high confidence · Don's review: 'And I don't even know, like, how you really even do a doppelganger mode on the Pro because there's no physical mechanism at all... there's not even a character or a plastic.'
Don is executing a 'Stern 4' rotation experiment to own new Stern games for ~3-4 months each, selling them to fund the next purchase
high confidence · Don's detailed explanation: 'The idea being, what if there was a way that I could just have a rotating brand new Stern game through my game room for the next year?' and 'two games in now with Venom' and 'I'm going to sell Venom. I'm going to sell Foo Fighters. And I'm going to move on to whatever Stern has next.'
Mike Barnard @ ~42:00 — Demonstrates Barnard's work ethic and speed; exceeded expectations on the Rush test submission
“It was a blast it was a huge deal to me it was a lot of fun and uh it's it's awesome seeing the reactions to it.”
Mike Barnard @ ~36:00 — Shows genuine enthusiasm for the Rush project and community reception
“I'm going to stick to the original plan that everybody said was not going to work. And I'm going to get ready to sell Venom. I'm going to sell Foo Fighters. And I'm going to move on to whatever Stern has next.”
Don @ ~32:15 — Shows commitment to rotation strategy despite skepticism; signals Venom's role as temporary acquisition
“It's covered in art blades. It's got a shooter rod. It's got everything you would want, shaker, knocker. The only thing you would have to do is, like, a speaker upgrade, if you want, or some HD glass. Otherwise, you know, it's ready to go.”
Don @ ~34:00 — Describes fully modded Venom ready for sale; indicates high value-add from customizations
high · Barnard: 'you sign a nondisclosure. and then we'll tell you what the project is and then you basically submit what you would do for this project if it were given to you'
product_strategy: Stern develops multiple distinct art concepts for Pro/Premium/LE variants; final tier assignments may occur during development rather than being predetermined
high · Barnard: 'I don't think they really know right out of the gate. I think you just try and come up with three solid pieces. and then I think as we're working on them, they kind of decide'
collector_signal: Don's 'Stern 4' experiment targets minimal holding loss (~$500 per game, $200/month) through rapid rotation; implies expected depreciation cycle and fungible market for recent Stern releases
high · Don: 'My hope was that maybe I would take a $500 loss on each game after having it for three or four months. Maybe $2,000 averaged over a year. Which comes out to around $200 a month'
product_launch: Blood Red Kiss is positioned as Stern's next release after Venom; timeline not specified
medium · Don: 'well until we get a blood red kiss right following that'
design_innovation: Venom Premium/LE uses fast lock system for ball retention; differs from classic wire-form locks; creates trade-offs between speed and animation presentation
high · Don: 'I didn't talk about the fast lock system I do like it... this one doesn't do that, it's a little bit quicker how am I going to feel about that? I've adjusted to it just fine'
design_innovation: Doppelgänger swing arm with multi-stage targeting creates depth and progression; progressive hit requirements (1, 2, 3) build engagement; unlocks secondary rampage mode
high · Don detailed walkthrough of doppelgänger mechanics; legitimate achievement of rampage mode after 200+ plays demonstrates sustained engagement
sentiment_shift: Don's initial skepticism about Venom (2023, viewed as generic Marvel, insert hunt) shifted positively after 200 plays and deeper rule understanding; now rates it solid B-tier
high · Don: 'The short of it is this game's actually grown on me a bit' and 'as I've been playing it and I learned where the shots are on the flippers and I understand the rules now... you know it's fun for me'