claude-haiku-4-5-20251001 · $0.029
TMNT pinball scores 8.6/10: excellent design/code, weak display art, tricky left outlane.
Stranger Things was Stern's last cornerstone title and was not fun; poor sales evident on secondhand market
high confidence · Cary Hardy opening statement establishing context for TMNT's importance
TMNT launched with complete code, which is a major milestone for Stern because other games in their lineup are still incomplete after almost a year
high confidence · Hardy discussing code quality and Dwight Sullivan's work
Dwight Sullivan's excitement and passion about the project was evident during the initial reveal, giving Hardy confidence in the purchase
medium confidence · Hardy speculating on the developer's emotional investment based on communication
The center ramp shot is easier to hit with backhand rather than forehand, contrary to what many players believe
medium confidence · Hardy's gameplay experience and advice to other players
The flasher before the upper flipper center ramp shot makes the target too difficult to see and hit accurately
high confidence · Hardy describing specific code issue that needs adjustment
Many players have not legitimately completed all episodes and battles to reach the final battle with glass on
medium confidence · Hardy's observation of broader player community progress
April's character model on the display looks rough compared to Zombie Yeti's playfield art, creating an inconsistency
high confidence · Hardy's direct comparison of display vs playfield artwork
Ball save always shows Mikey falling off the building, which seems thematic or licensing-constrained rather than dynamic
medium confidence · Hardy noting inconsistency and questioning the design choice
“Stranger Things... that game was not fun. That's an easy way to put it. And I believe a lot of other people felt the same way. That was evident on the secondhand market store.”
Cary Hardy@ 0:00 — Sets up the stakes for TMNT as recovery from a failed cornerstone title
“You could hit that Crane combo over and over again and you're never going to go oh my goodness I'm tired of making that combo. No it is very satisfying.”
Cary Hardy@ 4:30 — Highlights a standout mechanical feature of the game design
“I've even had this pizza disc supercharge my ball as if it's like a cartoon character building up its speed in midair, and then it just shoots it straight down the damn middle. Not cool, Borg. Not cool.”
Cary Hardy@ 5:21 — Expresses frustration with randomness element of pizza disc mechanic
“The game launched with Complete Code, which is a major milestone for Stern because that doesn't typically happen. There are games in their lineup that are still not complete that have been out for almost a year now.”
Cary Hardy@ 6:28 — Notes the rarity of complete code at launch for Stern games
“I feel like that needs to be nerfed to where it's not activated as often... Your story, your multiballs, and your combos, and your hurry ups can all be going at the same time. It can be a little chaotic.”
Cary Hardy@ 11:50 — Identifies specific code balance issue with hurry-up frequency
“Krang sounds better than the original. I'm honestly hoping that the topper has something to do with Krang and he does more call-outs.”
community_signal: Multiple voice actors used including Mark Silk for primary characters; Krang voice particularly well-received
high · Hardy: 'My boy Mark Silk is doing voices for a lot of the characters... Krang sounds better than the original.'
community_signal: Game has high 'one more game' replay value; strong appeal for both home and location play
high · Hardy: 'as I'm writing this review, I keep going back and forth just to play one more game... The game definitely has that one more game quality to it which I feel is going to be great for locations as well.'
design_philosophy: 1-2-3 combo hurry-up activates too frequently; limited call-out variety (only ~2 variants) for this mode creates annoyance
high · Hardy: 'I feel like that needs to be nerfed to where it's not activated as often... there's only maybe two for the one two three combo. And that needs to be adjusted.'
design_philosophy: Pizza disc mechanic introduces unwanted randomness; can supercharge balls unexpectedly straight down the middle
high · Hardy: 'I've even had this pizza disc supercharge my ball as if it's like a cartoon character... and then it just shoots it straight down the damn middle. Not cool, Borg.'
design_philosophy: Flasher before upper flipper center ramp shot obscures vision and makes accurate shot execution difficult
high · Hardy: 'Dwight hinders your ability to see by making that flasher above the ramp just really intensifyingly just kind of blinds you in a way to where you can't make that shot. It's aggravating.'
youtube_groq_whisper · $0.073
Cary Hardy@ 21:44 — Praises voice acting quality and expresses hope for topper design
“I skipped past that so I can get back to the game. And that's because I'm not impressed with what I see on the screen.”
Cary Hardy@ 19:28 — Explains core problem with display artwork: it actively detracts from gameplay experience
“The game definitely has that one more game quality to it which I feel is going to be great for locations as well.”
Cary Hardy@ 22:53 — Assesses broad market appeal and location viability
design_philosophy: Left outlane/in-lane area is overly punishing and difficult; players struggle to control ball routing in this region
high · Hardy: 'the left out lane area of this game is going to have you on your toes... You think you're safe, and then that sucker will just bounce on over there to the out lane'
design_philosophy: Display character model quality (April specifically) is inconsistent with and inferior to playfield artwork by Zombie Yeti
high · Hardy: 'April looks pretty rough... Especially when you compare it to what Zombie Yeti has done on the playfield... It just looks so much better that way.'
design_philosophy: Cooperative gameplay mode is positioned as essential for growing the hobby and bringing people together
medium · Hardy: 'This is a great move for this hobby because we want more people into this hobby, and what better way than to bring people together to cooperatively accomplish a goal.'
product_concern: Ball lock mechanism occasionally hangs up; plunger pulse duration in ball search mode may need code adjustment
high · Hardy: 'balls that really hang up in the ball lock area... The plunger that locks the balls needs to be pulsed longer... It just pops down and pops back up really quick.'
product_concern: Complete code at launch is a major milestone for Stern; other current games still incomplete after ~12 months
high · Hardy: 'The game launched with Complete Code, which is a major milestone for Stern because that doesn't typically happen. There are games in their lineup that are still not complete that have been out for almost a year now.'
sentiment_shift: TMNT positioned as successful recovery from Stranger Things failure; important validation for Stern after factory shutdown
high · Hardy opening: Stranger Things was unfun with poor sales; COVID shutdown; 'when Stern brought it back up... it really needed to be a good one. And thankfully, it is.'
sentiment_shift: Community concern about Dwight Sullivan's coding capability was addressed; Munsters comparison (too easy) and Ghostbusters comparison (incomplete) fears unfounded
high · Hardy: 'people were a little concerned whenever Dwight was announced... they didn't want it to be another Munsters... or another Ghostbusters... But I can tell you guys, this code is not easy.'