claude-haiku-4-5-20251001 · $0.032
Defending Bally D&D (1987) as an underrated gem; difficulty and magic saves are features, not flaws.
Bally Dungeons & Dragons (1987) sold 2,000 units and was designed by Ward Pemberton with software by Freeman Merchant
high confidence · Host Alan, introducing the guest and game context
The game is currently ranked #206 on the Pinside list
high confidence · Host Alan and guest Josh referencing Pinside rankings at episode start
The game features music by M Bartlow and back glass art by Larry Elmore, an official D&D artist from the 1980s
high confidence · Host Alan describing the game's production credits
The game has magic saves (flex saves) that can be set to allow up to 20 manual switches per ball, with auto-fire capabilities on lit rollover targets
high confidence · Guest Josh explaining rule sheet details from the manual
The mystical million shot is worth 1 million points, which is huge in this game because the score counter maxes out at 10 million
high confidence · Guest Josh describing end-game scoring mechanics
The game features two-ball multiball available from both the left and right sides of the playfield via saucers and up-kickers
high confidence · Guest Josh explaining multiball mechanics
Jack Danger used the Dungeons & Dragons soundtrack music on his stream before working for Stern Pinball
medium confidence · Host Alan citing the music's popularity in streaming
Only three pinball games have the flex save/magic save mechanic: Dungeons & Dragons, BMX, and Hard Body
high confidence · Guest Josh referencing the rarity of this feature across pinball history
“I'm not going to die on this one. I'm going to live on this hill.”
Josh (guest from New England) @ ~2:45 — Guest's opening joke subverting the 'Die on the Hill' format, setting a humorous tone for defending the game
“Like this game has more things in common with like EMs than a lot of its like contemporaries in the solid state era.”
Josh @ ~3:20 — Key argument that the game's simplicity and shot-based design mirrors earlier EM machines, contradicting complexity complaints
“I love that when you play a game with just a hard fucking ramp... If you manage to light the mystical millions and hit that ramp, you like 99% chance you've won.”
Josh @ ~7:30 — Articulates the game design philosophy where hitting difficult shots feels like victory, mirroring childhood pinball nostalgia
“No one ever wants to admit they're just bad at pinball. You can't say the game's too hard because it makes you sound like the baby you are. So you have to make up other things.”
Host Alan @ ~11:00 — Meta-commentary on why negative reviews focus on other aspects rather than difficulty; frames the episode's core thesis
“Worst machine I've ever had. Sound is crap and annoying.”
Pinside reviewer (unnamed) @ ~11:30 — First negative review discussed; hosts express shock at claim contradicting the game's iconic soundtrack reputation
“It looks better than it is... The whole presentation is fantastic... but it's not a joy to play at all.”
Subaru Brat (Pinside reviewer) @ ~15:30 — Representative criticism: admits the game looks great but claims personal inability to execute shots, conflating skill with design
“I can't imagine anyone actually liking this machine other than somebody that was a Dungeons and Dragons fan and didn't know any better.”
Glenn Peters (Pinside reviewer) @ ~17:30 — Dismissive opening that hosts use to challenge reviewer bias; later reviewed as philosophical despite initial negativity
community_signal: 'Die on the Hill' podcast format: hosts invite passionate defenders to reframe underrated/divisive games, positioning the show as a platform for gaming perspective shifts and community re-evaluation
high · Alan explains the format: 'we invite guests onto Straight Down the Middle: a pinball show to defend a commonly crapped-upon or lowly-rated game that they unironically love. It's always meant to be a way to showcase that there's some fun to be had in all pinball machines'
design_philosophy: Hosts defend difficulty and non-standard mechanics (magic saves, tight ramps, no outlanes) as intentional design choices that reward player mastery rather than flaws to be excused
high · Josh: 'this game has more things in common with like EMs than a lot of its like contemporaries in the solid state era' and 'the game is so fast that it's like, OK, that seems simple, but can you do it? No. That's the kind of games we like here'
sentiment_shift: Bally's 1987 D&D ranked #206 on Pinside despite iconic soundtrack and innovative mechanics; episode positions the game as victim of skill-based dismissal rather than poor design
high · Alan: 'No one ever wants to admit they're just bad at pinball. You can't say the game's too hard because it makes you sound like the baby you are. So you have to make up other things.'
community_signal: Older collectors dismiss Bally's lighter construction materials and non-standard features as cheap or gimmicky, contrasting with earlier Williams/Bally games' weight and construction
medium · Alex: 'I remember when like Stern first started making games and all the guys were mad because like they were lighter... 30 or 40 pounds lighter than like a Bally Williams game, and they're like, these things are pieces of shit'
groq_whisper · $0.129
“The flex save thing is too confusing. It saves the ball itself sometimes but not always, in certain fashions.”
The Goat Dan (Pinside reviewer) @ ~19:30 — Criticism of magic save mechanics as unclear; hosts counter that it's a simple lit/unlit toggle mechanic, not inherently confusing
“Without [the flex saves], it's a very boring and straightforward game... it wouldn't be nearly as chaotic.”
Host Alex @ ~22:00 — Counterargument that the magic save feature is central to the game's appeal and uniqueness, not a design flaw
“Give us something new. You give them something a little bit different, and everyone's just like, we hate this.”
Host Alex @ ~14:15 — Meta-commentary on pinball community contradiction: demanding innovation while resisting non-standard features
design_philosophy: Game design intentionally includes multiple difficult ramp shots (mystical million, ball lock recovery) as high-risk/high-reward mechanics that separate skilled players from casual ones
high · Josh: 'I love that when you play a game with just a hard fucking ramp... if you manage to light the mystical millions and hit that ramp, you like 99% chance you've won'
product_concern: Players report confusion about magic save mechanics (when they activate, how frequency limits work, auto-fire conditions), suggesting the feature may lack adequate communication or tutorial
high · The Goat Dan review: 'The flex save thing is too confusing. It saves the ball itself sometimes but not always, in certain fashions.' Hosts counter it's simply lit/unlit toggle.
design_philosophy: Magic save/flex save mechanic forces continuous player engagement and prevents passive play; hosts argue this is essential design feature that shouldn't be standard drain geometry
high · Josh: 'if it's not lit automatically from the plunge, then it's on you... the magic save is immediately part of it. And you have to be on it... why shouldn't this be part of the game?'
community_signal: Wedgehead Pinball Podcast (also 'Straight Down the Middle: a pinball show') expanding reach via Ko-fi fundraising and private Discord community; planning location visits including Pintastic New England in April
high · Alan: 'ko-fi.com/WedgeheadPinballPodcast... new to all supporters you will receive a free Discord link... We're going to Pintastic in New England in April'
gameplay_signal: Bally D&D features cascading bonus building (bonus rolls ball-to-ball, capped at 5x multiplier), multiball availability from two distinct routes (left saucer, right lock), and skill-based mystical million shot (caps 10M score ceiling)
high · Josh: 'you can make your bonus enormous because it goes from ball to ball... You can really get a ton of points just by working over those targets... it lights the mystical million which a million points is huge in this game because the screen only counts up to 10 million'
community_signal: Pinball players demand innovation and non-standard mechanics, then reject games that implement those innovations, creating 'no-win' scenario for designers
medium · Alex: 'Give us something new. You give them something a little bit different, and everyone's just like, we hate this. What did you do to pinball? You're like, there's no fucking winning, dude'