claude-haiku-4-5-20251001 · $0.033
Keith Elwin talks Jaws design, mechanics, and future projects on Loser Kid Pinball Podcast.
Jaws had over two and a half years from Godzilla reveal to Jaws reveal, unlike typical 12-13 month development cycles, due to unplanned timing and Stern cutting back to two cornerstones
high confidence · Keith Elwin directly explains timeline difference was due to cornerstone reduction decision in fall
The shark fin mech is extremely large underneath the playfield, forcing the entire middle-right side design around it with shots placed far back
high confidence · Keith Elwin: 'the footprint on that thing is gigantic... I had to design the entire middle, kind of middle right side around this gigantic mech'
The shark does not eat the ball due to licenser parameters requiring the shark to pop up and scare, which conflicted with ball-eating mechanics that became like an elevator
high confidence · Keith Elwin explains licenser constraints and detailed the elevator/lame appearance problem with ball-eating attempts
Flip lock system allows holding right flipper for ~1 second to flash action button, then holding down locks upper flipper for default 15 seconds, usable once per ball with perks adding multiple uses
high confidence · Keith Elwin provides detailed mechanic description of flip lock timing and functionality
Play the Shark mode will be unlocked via Insider Connected by collecting shark teeth and is expected spring 2025
high confidence · Keith Elwin: 'Hopefully it should be in there spring' and explains IC connection with shark teeth currency
Keith Elwin is working on Bond 60th as a single-level game during extra development time while Jaws was finalized
high confidence · Keith Elwin: 'My time is occupied by Bond 60th... I raised my hand' and confirms it snuck in while Jaws was already done
Shark teeth are collected through achievements like starting Jaws multiball or landing bounty sharks, similar to Avengers trophies
high confidence · Keith Elwin explains teeth acquisition method with examples
The captive ball boat shot is directional (not omni-directional), requiring players to hit the ball to hit other targets, a design element Keith believes is unique or rarely seen
“Yeah, we tried. So what people don't understand, we have certain parameters we have to meet from the licenser. They wanted the shark to kind of pop up and scare someone... basically it became a shark elevator.”
Keith Elwin @ ~23:00 — Explains the critical licensing constraint that prevented ball-eating shark mech, addressing major community criticism
“I didn't like it, so... So suck it, community.”
Keith Elwin @ ~24:30 — Direct statement of design conviction vs. community trolling about shark not eating ball
“Does my mom understand this? And if not, maybe we should revisit it... make something easy, obvious goals up front with deep strategies later.”
Keith Elwin @ ~35:00 — Core philosophy on balancing accessibility with tournament depth via Elizabeth Gieske collaboration
“The key to that is, you know, make something easy, obvious goals up front with deep strategies later.”
Keith Elwin @ ~35:00 — Design philosophy statement about difficulty balancing
“My work was mostly done on this a long time ago. So all this extra time went to both the South Park team and the Jurassic Park 30th update.”
Keith Elwin @ ~5:00 — Clarifies why Jaws had extended development timeline without additional creative time
“Four.”
Keith Elwin @ ~51:00 — Teases next cornerstone game will feature four flippers on right side
“Find the Gary. Yeah, find the Gary. Every game we'll hide Gary somewhere.”
Keith Elwin @ ~41:00 — Establishes Gary as recurring Easter egg character across Stern games
“I'll always raise my hand to do a unique project. Nothing in the works right now.”
Keith Elwin @ ~55:00 — Open to special projects like Bond 60th, but no specific plans beyond cornerstones
community_signal: Strong community interest in shark ball-eating mechanic sparked extensive online discussion and memes. Keith dismissive of criticism, confident in design decision. Describes community response as 'trolling' and 'chumming.'
high · Keith: 'They're totally trolling. They're chumming' and 'I think I know what makes the game fun'
competitive_signal: Keith designed flip lock system to NOT provide strategic advantage during multiball; instead creates decision point about parking balls. Emphasizes fun of manual flipper holding without assist is preferred strategy.
medium · Keith: 'the strategy is just place to park the balls' and emphasizes it's 'more fun to not use it and hold... manually'
design_philosophy: Keith's design process includes iterative culling of unsatisfying mechanics. Chum bucket originally too hard/repetitive, bash boat originally frustrating target-hitting requirement. Directional captive ball refined from failed omni-directional bash toy.
high · Keith describes multiple iterations where mechanics were reworked due to 'hitting a wall gameplay-wise'
design_philosophy: Keith Elwin's design approach emphasizes making games with 'easy, obvious goals up front with deep strategies later' to balance beginner accessibility with competitive play. Hired Elizabeth Gieske as external tester with 'does my mom understand this?' as core measurement.
high · Direct quote from Keith and explanation of testing methodology with Gieske
licensing_signal: Brody character unavailable for Jaws playfield artwork due to estate non-response; only stunt double back shots permitted. Licenser required shark to pop up and scare, constraining ball-eating mech possibilities.
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high confidence · Keith Elwin describes the traveling captive ball cage and directional mechanics as novel approach
high · Keith explains likeness rights vs. mechanical rights and specific licenser parameters
community_signal: Bond 60th represents Keith Elwin's voluntary contribution to special project outside cornerstone releases. Described as 'holding pattern' allowing single-level design work while awaiting next main project.
high · Keith: 'I raised my hand... It kind of worked out perfectly... It kind of just snuck that entire design in'
personnel_signal: Elizabeth Gieske brought on as external playtester/consultant for Jaws. Described as tournament-level player and 'very good player' with 'a lot of good ideas' who joined pinball scene 'a couple years ago.'
medium · Keith: 'we hired Elizabeth Gieske... she's a very good player, and she has a lot of good ideas'
product_strategy: Jaws represents significant departure from Keith Elwin's typical designs with introduction of upper playfield, flip lock system, and captive ball boat shot. Play the Shark mode explicitly tied to Insider Connected progression.
high · Keith notes this is first Elwin game with upper playfield; detailed description of unique mechanics
product_strategy: Play the Shark mode connected to Insider Connected and expected to launch spring 2025. Feature requires collecting shark teeth currency. Video mode challenge and ranking system (mackerel to great white) also planned.
high · Keith confirms IC integration and spring timeline for Play the Shark completion
technology_signal: Keith volunteered for Bond 60th (single-level game) as 'unique project' during Jaws finalization. Suggests interest in projects outside standard cornerstone releases, but no current pipeline beyond cornerstones.
medium · Keith: 'I'll always raise my hand to do a unique project. Nothing in the works right now.'