claude-haiku-4-5-20251001 · $0.039
Stern's new Venom machine balances dense 'fan layout' with RPG-style rules and dynamic Premium/LE mechanics.
Venom is a Brian Eddy design with rules led by Dwight Sullivan and Raymond Davidson, with Jeremy Packer (Zombie Yeti) on art
high confidence · Dennis lists confirmed crew: 'brian eddy design game... dwight sullivan is lead on rules... raymond davidson... Zombie Yeti, aka... Jeremy Packer, did the art package... Jerry Thompson... is on sound'
Pricing identical to Foo Fighters: $7,000 Pro, $9,700 Premium, $13,000 LE with 1,000 LE units planned
high confidence · Dennis: 'Pricing remains identical to the Foo Fighters release... $7,000 for a Pro, $9,700 for a Premium, and $13,000 for a Limited Edition model'
Pro model has nine distinct shots; Premium/LE adds three-position 180-degree ramp and doppelganger swinging toy with target changes
high confidence · Dennis lists shots: 'left orbit... left most ramp... very target... center ramp... bell teller... horseshoe... scoop shot... other entrance to the horseshoe... far right orbit nine' and describes Premium feature: 'three position 180 ramp that's over on the right... can raise up... that changes the shot a third time'
Playfield features stacking lock system where ramp feeds release held balls for faster play
high confidence · Dennis: 'stacking lock system, which seems to be a newer concept where the ramps feed to the inline... when you shoot a ball up on a ramp, it can release another ball and then lock the ball that you've shot'
Rules include XP progression system where character leveling reduces shots needed to clear modes, with new hosts (Hulk, Wolverine, Captain America) unlocked by beating final boss Null
high confidence · Dennis: 'XP system... as you develop your character, like the number of shots you need to clear something goes down... when you beat that final boss, Null... you get to unlock new characters... Hulk... Wolverine and Captain America are unlocked'
Game features dynamic playfield adjustments based on chosen symbiote host character, with different shots available per selection
high confidence · Dennis: 'choose your symbiote host at the start of the game... there are adjustments depending on which symbiote character host you choose in terms of what the physical layout of the play field will be... your play field that you get to play on is different'
“I've never seen such a fan in my entire life it is so... I may need to get this game to just have it for air circulation”
Dennis @ mid-content — Hyperbolic critique of the extremely dense 'fan layout' with nine shots on Pro model packed into tight spacing
“this is pinball it's not a wall hanging right”
Tony @ mid-content — Defense of fragmented playfield art design, acknowledging functional gameplay priorities over aesthetic cohesion
“he's basically the best artist in all of pinball ever... I don't want to sound like I don't want to just come across as toxic”
Dennis @ mid-content — Acknowledges Zombie Yeti's exceptional quality while critiquing this particular art package's ranking in his body of work
“I've owned Star Trek for god who knows how many years now... I never going to get to five mission... I'm not physically capable of it”
Dennis @ mid-content — Illustrates motivation for roguelike progression mechanics: allowing non-elite players to achieve completion and progression
“The premiums and LEs, incidentally, for those that haven't looked, they have the same trans light”
Dennis @ mid-content — Clarifies art packaging hierarchy showing Premium and LE share translight, with distinct cabinet sides
“I'm not a huge Venom person. It's not my wheelhouse of interest. It never has been. But the art is good”
Tony @ early-content — Establishes that theme appeal and art quality are separable, while also noting Venom's B-tier status in Marvel
“They let you get elements that let you improve... even though you do get better at the game over time, most people don't become speedrunners”
Dennis @ late-content — Articulates the roguelike philosophy underlying Venom's XP/progression system design philosophy
“the playing field is probably going to be really polarizing... because the colors change all of a sudden”
sentiment_shift: Hosts express concern that dense fan layout may be off-putting to collectors fatigued by similar designs, particularly given Stern's recent emphasis on horseshoe ramps and similar mechanics across multiple titles
medium · Dennis: 'are a lot of pinball collectors going to sit this one out because they look at this layout and they go, no, I've owned so many games with this layout. I don't want it'
competitive_signal: Dense fan layout with nine closely-spaced shots on Venom may be designed to create fast-paced, short-duration games suitable for commercial play, contrasting with typical fan layouts that play slowly and safe; aims to mitigate traditional fan layout longevity concerns
medium · Dennis: 'normally when I look at a fan layout... they're really, really safe layouts that tend to play a long time... maybe these shots are close enough together that that's not going to be an issue with this'
design_philosophy: Dwight Sullivan applying video game roguelike progression mechanics to home pinball to address replayability problem: XP leveling, character progression carryover, unlockable hosts as reward loop, enabling non-expert players to achieve narrative completion without requiring tournament-level skill
high · Dennis: 'They let you get elements that let you improve... even though you do get better at the game over time, most people don't become speedrunners at Hades or Binding of Isaac... So there's replayability. So they're taking video game replayability'
design_philosophy: Brian Eddy deliberately packed nine shots into tight spacing on Pro model by eliminating the large central toy (normally found in his fan layouts) and filling the space with additional ramps/shots; represents intentional design trade-off prioritizing shot variety over toy showcase
high · Dennis: 'he took that where that giant toy normally is right in the middle and just right you know what i i can just fit like four more shots yeah in that same spot'
groq_whisper · $0.187
Tony Todd reportedly voices Venom in the new Stern game, though this was unconfirmed at time of discussion
medium confidence · Dennis: 'I heard a rumor Or report I did not find confirmation I didn't look very hard That he's voicing Venom in the new Stern game'
Zombie Yeti's playfield art is fragmented by character theming, dividing the playfield into distinct visual sections rather than cohesive design
high confidence · Dennis: 'because he's done that it's it feels very fragmented... the colors change all of a sudden because they're all representing something... The back half of the play field... every person's like oh oh oh no'
Dennis ranks Venom art in middle of Zombie Yeti's catalog, below Ghostbusters, Iron Maiden Premium, and Turtles but above Godzilla
high confidence · Dennis: 'I'm really thinking Playfield in particular just isn't as attractive as some of those greats... my top three zombie Yeti packages are basically like all of the Ghostbusters stuff... The premium package for Iron Maiden... and then for number three... I would say I've generally leaned towards something like... Turtles... I maybe put it a little above Godzilla'
Layout features multiple recent Stern design trends including horseshoe ramps, vary targets, and resembles a 'fan layout' similar to Attack From Mars and Medieval Madness but more densely packed
high confidence · Dennis: 'I see that, once again, we have one of those horseshoes that have gotten super popular... those kind of like tight little horseshoes... I think the first time I first saw it was Stern Star Wars... The thing the toy the the very target... is the width of a ball... he took that where that giant toy normally is right in the middle and just right you know what i i can just fit like four more shots'
Dennis @ mid-content — Predicts divisive player reception to fragmented art aesthetic in playfield design
“you could set it so like your turtle training... the progress could be held over... kind of a roguelike element”
Dennis @ late-content — References Turtles Insider Connected progression system as precedent for Venom's XP carryover mechanics
“maybe these shots are close enough together that that's not going to be an issue... But that's where my concern comes in”
Dennis @ mid-content — Expresses uncertainty about whether dense shot spacing will mitigate typical 'fan layout' playing time concerns
market_signal: Venom announced with emphasis on innovative rules mechanics (XP, character unlocks, dynamic playfield) and Premium/LE mechanical differentiation rather than theme strength or IP cachet; suggests Stern positioning machine on design novelty rather than character appeal
medium · Dennis and Tony both emphasize ruleset and mechanics as compelling aspects despite indifference to Venom IP itself; hosts note theme doesn't resonate but design innovation drives interest
community_signal: Zombie Yeti (Jeremy Packer) has evolved to become Stern's primary art director for recent releases (Foo Fighters, Venom), indicating consolidated decision-making authority over aesthetic presentation across portfolio
high · Dennis: 'Zombie Yeti... did the art package on this, as he's been doing lately with a lot of Stern games, most recently Foo Fighters'
personnel_signal: Raymond Davidson credited as rules designer on Venom, noted as 'primarily associated with Rush ruleset' by Dennis; represents continued Stern practice of allocating rules design talent across multiple projects with thematic expertise
medium · Dennis lists rules team: 'raymond davidson dwight had confirmed on an interview that raymond is doing rules he most recently I know was primarily associated with Rush ruleset'
product_strategy: Premium/LE three-position 180-degree ramp creates meaningful mechanical differentiation by enabling different shot sequences through adjustable ramp positioning, paired with Insider Connected ruleset that changes playfield layout based on symbiote character selection
high · Dennis: 'three position 180 ramp that's over on the right... can raise up and uh would give you it starts to give you access to like a another shot uh raise up again and then that changes the shot a third time... adjustments depending on which symbiote character host you choose in terms of what the physical layout of the play field will be'
product_concern: Zombie Yeti's playfield art prioritizes functional character-based shot theming over aesthetic cohesion, resulting in fragmented visual design that some players may find unappealing; represents intentional design choice serving layout mechanics at cost of unified visual package
high · Dennis: 'because he's done that it's it feels very fragmented so i think some people that are looking at wanting a cohesive art package are probably going to hate like that back half of the play field because the colors change all of a sudden'
licensing_signal: Venom selected as game theme despite being characterized by hosts as B-tier Marvel IP with limited popular appeal; suggests licensing availability/cost rather than IP strength drove selection, or Stern pursuing character-driven rather than property-driven game design strategy
medium · Tony: 'Venom has never been what I would call a character that I care about... Venom not exactly an A character in the Marvel Universe'; Dennis: 'I'm not a huge Venom person... It's one of those things, this game doesn't theme-wise touch me'