claude-haiku-4-5-20251001 · $0.027
Josh Sharpe on arcade industry recovery, TMNT success, and IFPA resurrection.
Raw Thrills produces approximately 40 games per day on their assembly line
high confidence · Josh Sharpe stated this directly in response to a question about production capacity
Raw Thrills' distribution is approximately 50% domestic and 50% international
high confidence · Josh Sharpe provided this breakdown when asked about distribution patterns
The Raw Thrills TMNT arcade game was one of the fastest games to reach 1,000 units sold in their history
high confidence · Josh Sharpe cited sales history data: 'it's like the fastest game we ever had to a thousand, like the first thousand units out the door'
Raw Thrills' production lines were shut down until May 1st due to governor's order (during COVID-19 lockdown)
high confidence · Josh Sharpe stated: 'our production lines are down now until May 1st with the governor's order yesterday'
TMNT arcade game had superior earnings per square foot compared to much larger Raw Thrills games like Halo
high confidence · Josh Sharpe explained the compact 4-player design allowed 6 TMNT units in the space of one Halo cabinet
Stern pinball also had production lines down due to COVID-19 orders
medium confidence · Josh Sharpe mentioned 'we share this with Stern, our production lines are down now until May 1st'
The IFPA brand rights were originally held by AMOA (Industry Arcade trade group) and were dormant before being negotiated by Josh Sharpe and his father
high confidence · Josh Sharpe detailed the negotiation: 'They created it back in the 90s to help operators. And they signed it over to us'
Competitive pinball can survive without new games, but new games are needed to expand and bring in new players
high confidence · Josh Sharpe's opinion on competitive pinball viability: 'competitive pinball doesn't need new games to exist. I think it needs new games to help expand'
“we're kind of in the way our CEO explains it. We're kind of back in startup mode. So, you know, for us, we don't really have anything that we can sell to people right now.”
Josh Sharpe @ early in interview — Describes Raw Thrills' pandemic business crisis and pivot to product development
“it's like the fastest game we ever had to a thousand, like the first thousand units out the door. It was one of the fastest we ever had. Just it blew it out of the box when it started.”
Josh Sharpe @ mid-interview — Highlights TMNT arcade game's exceptional market success
“I think there was an inability, certainly back then, you'd run into, you know, and being a high-level player, you run into, you know, one or two times a year where you were able to get these group of high-class players in the same room to battle it out.”
Josh Sharpe @ later in interview — Explains the motivation for creating the World Pinball Player Rankings system
“the recreation of an arcade experience is much easier, and the recreation of American Pinball experience is impossible”
Josh Sharpe @ mid-interview — Articulates why pinball as a mechanical medium is uniquely irreplaceable
“I have none of that. Like, I have photo albums that my dad's given to me of me standing and playing, and I don't remember being that young.”
Josh Sharpe @ mid-interview — Reflects on missing the formative discovery moment that defines many pinball enthusiasts' connection to the game
business_signal: Raw Thrills and Stern both had production lines shut down until May 1st due to COVID-19 governor's order
high · Josh Sharpe: 'our production lines are down now until May 1st with the governor's order yesterday' and 'I guess we share this with Stern'
business_signal: Raw Thrills received 200 sets of parts per week but sold only 3 games in the month discussed, revealing massive production/demand mismatch
high · Josh Sharpe: 'I know we've been taking in about 200 sets of parts a week, and this month we sold three games'
product_launch: Raw Thrills TMNT arcade game achieved exceptional market success in first three months, fastest game to 1,000 units in company history
high · Josh Sharpe: 'it was like, holy moly. Like, we were surprised at the strength of the license' and 'it's like the fastest game we ever had to a thousand'
licensing_signal: TMNT license demonstrated strong universal appeal across domestic and international markets, still selling successfully at time of interview
high · Josh Sharpe: 'And we're still selling it today' and 'I can tell you on air that once we, when we launched the game, the first, you know, the first three months into selling it, was like, holy moly'
market_signal: Raw Thrills arcade games (40+ ft footprint) have minimal home market compared to pinball's established collector base, limiting revenue diversification
high · Josh Sharpe: 'Not like pinball does. We, our Buck Hunters, you know, get sold a lot through to home game rooms' but games are too large; pinball only needs '3x5 square foot' space
groq_whisper · $0.224
competitive_signal: Josh Sharpe created World Pinball Player Rankings (WPPR) system to enable indirect competition between top players separated geographically
high · Josh Sharpe detailed the creation: 'It was created as a way for the top-level players to be able to indirectly compete with one another'
historical_signal: 1999 closure of Williams/Bally/Midway led directly to Raw Thrills' creation by right-sized arcade-focused team
high · Josh Sharpe: '99, the closure of Williams Bally Midway led to Raw Thrills being created'
business_signal: Venue reopening restrictions (e.g., arcades in bars prohibited) create unpredictable market demand recovery; consumer willingness to return unknown
high · Josh Sharpe: 'I don't know what percentage of moms out there are like, "Ben Heck, no, we're not going to Chuck E. Cheese"' and 'barcades will try and open, and either there'll be... we think we passed these tests and it turns out we don't'
operational_signal: Restarting manufacturing after shutdown is highly dependent on supplier coordination; missing any part halts entire line
high · Josh Sharpe: 'the 99 percent F in purchasing and production. If you're missing anything, you're not building anything'
design_innovation: Raw Thrills arcade games designed for quick casual engagement (3-minute first play, 10-minute average), contrasts with pinball's learning curve
high · Josh Sharpe: 'we only have, you know, for those people that play once, about three minutes. For those people that are willing to invest, you know, most average people play about 10 minutes'
regulatory_signal: COVID-19 reopening restrictions prohibited arcades in bars, creating existential threat to barcade business model
high · Host: 'they were talking down here like a lot of the bars can start opening back up, but they won't be allowed to have arcades in use'