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Silverball Sundays: Camp Bloodbrook

Camp Bloodbrook is the latest pinball table from Zen Studios for their “Pinball M” line of tables – a more mature offering of content mostly relegated to the horror side of themed pinball tables.

Make no mistake, Bloodbrook is Friday The 13th in every way but the name. And that’s fine. The amount of licensing issues that franchise has had over the years and more recently with its own video game – just go the homage route and don’t worry about it.

The design of the table and all aspects of it are wonderfully “Campy”. The massive machete lane is the first thing that will likely catch your eye as you look over the play field. That lane has a multi-ball aspect to it. The old abandoned “cabin in the woods” takes center stage on the field and also has a multi-ball aspect to it. You might also catch a glimpse of a dead lane with a small circular area of water – another multi-ball aspect. Over to the left of the table you’ll find another dead lane leading to a bell and, I suspect, another multi-ball aspect (though I never triggered this one).

Outside of these features you’ll find a loop lane for the whole field on the far right side while the left lane matching that loop will take you directly to the bumpers at the top. Another lane on the left will wind the ball back to your left flipper or over down the machete blade to the right flipper. There is also a direct lane on the right for the machete as well and next to that is the dead water lane. In the center is another dead lane but it contains a circle of bumpers that, when hit enough, will trigger a mission.

The play field is pretty open for the most part. Not as much as some and not near as cluttered as others. It seems to find a “just right” position as far as that’s concerned. But the table, just like the masked killer stalking the campers, shows no mercy in certain aspects. We’ll start with the multi-ball. Like most tables, Camp Bloodbrook requires you to trigger a ball lock. But unlike some tables, you have to trigger the lock for each ball you lock. Take the water area, for example. You need to shoot the ball in there twice to trigger the ball lock and a third time to lock the ball. Do it twice more and a third time to lock the second and again for the third ball to trigger the multi-ball. This goes for ALL the ball locks. The cabin multi-ball requires you to spell “CABIN” in the drain lanes to trigger. The machete needs the ball to go through twice before locking a ball. This isn’t really a complaint – it’s just how the table’s mechanics work. You’ve really got to put in that effort to get those multi-balls going. Keep in mind if you start a table mission, none of the progress will count towards locking balls or even triggering the lock. It would have been nice if those missions would still count towards table goals, but they don’t. This is different, however, from the cabin missions. The cabin missions are small unselectable side quests that you can complete while just playing the table normally.

Getting back to the table, the only issues I had with it were the lane widths. There is no wide mouth to them and the ball needs to be pretty direct when aiming for the ramps, otherwise you’re hitting the lane ends (which spell “Storm” – once activated, points on the board are tripled for a small length of time). Then there’s the issue of ball placement, at least for me. And it sort of goes hand in hand with that ramp lane issue. If the ball is on one side of the board but you need it on the other – you better hope your aim is REALLY good to get it up the ramp you need it to go to get to the other side. In my video you’ll see me constantly pick the first table mission which requires going up left and right lanes about 7 times. In an hour of play, I only beat that mission a single time.

Overall, I enjoyed the table. I kept wanting to see more multi-balls but given the time it takes to trigger the lock for each and the table missions not helping to progress that, it never happened a single time in my game play video. I did, however, stream the game earlier (lost to the video format gods) and managed to pull off all but the bell multi (if one exists, seems it might). My score never made it past 100 Million, but I think with more time I might be able to make that happen. Leaderboards show some amazing scores and I’d like to aim for a few of those as well. The theming is top notch given this is a play on FT13. It almost feels like they made it to secure that license but it never happened so they changed a few things here and there and came away with a nice look-a-like. Regardless, the mood is there and the music is fantastic. The skill shot is an easy one compared to most tables and the scoring, if you can manage the position of the ball and really get those lane shots perfect, can be massive. It’s a table I’ll find myself playing again and again (I really want to master those lane shots), especially during the spooky season.

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Season 18, Episode 36

Sometimes time is all we need.

Listen, that line works on a lot of things a whole lot better than I’m using it here, but let’s discuss it in the terms of video games.

I’m a massive fan of the Burnout series and in 2008 Burnout Paradise was released. Played it a ton. Online and offline. And I specifically remember having anxiety while playing certain modes of the game. Mostly things that were timed. Modes like the “fastest lap” or “Stunt Run” or “Marked Man”. The regular racing and “road rage” events were perfectly fine and felt fun to play.

Fast forward to 2024 and I’m playing the Remastered version of the game again. As I progressed through it I specifically stayed away from the “Stunt Run” and “Marked Man” events. The lap times, however, I have tackled at every chance I have to get them over and done with. Given those are the only events that aren’t required to replay after upgrading your license, I wanted them off my list as soon as possible. It was a sense of facing my gaming fears head on so they wouldn’t loom on the horizon for later.

All of that is to say that NONE of these things I remember sweating over back in the day are giving me any issues now. I don’t know if the game was toned down or up or whatever to make things easier, but I find myself (16 years later) easily completing these events.

I know in some games with puzzles or boss fights we can step aside for a few days and come back and knock it out of the park and wonder why it was so hard before, but this feels different from that. And it could be my memory of the game (but it doesn’t matter the game, I’ve hated anything that times me) and I’ve made those things out to be more difficult than they were.

It’s been an interesting revisit to the game, and I’ve loved every minute of it. But it’s also made me miss the series – but that’s a write-up for another time.

Maybe one day I’ll write about why I’m counting all these days for a new Splinter Cell game. Ubisoft, it has been 4,086 days since a new Splinter Cell game (non-animated series or guest spot in another game franchise, remake, BBC radio drama, or VR exclusive) was released.

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Episodes

Season 18, Episode 35

Just a show note: No new episode next week.

We kind of covered a lot in this episode. And not necessarily the news aspect, but just our general gaming habits.

For one, I’m looking for a narrative game to play. Currently, I’ve just been dabbling in demos or Burnout games. No common thread or anything, just…games. I’ve got plenty of options to pick and it dawned on me that maybe I should give a heavily narrative game a go – Disco Elysium, or Norco.

These thoughts then led into how games like that sort of intimidate me at the outset. Both games sort of start off randomly. Out of context, no real idea as to what is going on or what an objective might be initially. And that’s fine. But then I’ll come to a point where I have to make a decision and it feels too soon to do so based on what little information I already have – be it in the story or even just the direction of the game. But, as I said in the show, I feel like I need to have faith that the game will take me where it wants me to go or, at the very least, deliver on the story regardless of decisions. That MAYBE it’s supposed to play out this way and there is no real wrong way of going about it.

Usually, however, I don’t. I skip over choices if I can until I have more information or understand what it is I’m choosing. Or, if I can’t, I usually back out of the game and tell myself I’ll look up some info and come back to it later.

I never do.

Also, is fifty bucks too much to pay for a 14 year old game getting released on a new platform?

Don’t get any ideas Ubisoft. It has been 4,072 days since a new Splinter Cell game (non-animated series or guest spot in another game franchise, remake, BBC radio drama, or VR exclusive) was released.

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Episodes

Season 18, Episode 34

We’re still over here on our classic game kick. And let me say how grateful I am for emulators and the communities of people who maintain them and grow them.

It’s the reason that when you see me stream Burnout 3, it looks amazing for a 20 year old game. The community did that. And there’s tons of other games out there just like that. Running great and looking amazing decades later.

Unless it’s a Nintendo property. Then you’re in the crosshairs of copyright. This isn’t a rant against copyright. It exists and it should exist. I won’t argue that. And in most cases where it’s used I won’t argue against it. But for the love of everything – Nintendo, please calm down.

As far as gaming goes, Nintendo is the Sauron of the companies. Just a giant eye watching over the internet making sure no one is breaking their rules. And they are quick to spot them and take them down. Very few survivors of a Nintendo cease and desist. Most fold and pack up or shut down so they can avoid the lawsuits. Hell, some even get hired to work for the company that shut them down. And even sometimes they get shut down and the company steals the idea. And most, like all things on the high seas of the internet, just pop back up somewhere else. You stop one and 3 more sites rise up to take its place. But Nintendo never sleeps. Now they’re going after YouTube channels that show emulation of their products.

I was going to write here that you’ll likely never see me stream a Nintendo game, but given I’ve been having such a blast with Burnout 3 (on emulation), I can’t say for sure I wouldn’t stream an old favorite or even something newer – Nintendo included.

I mean, what are they gonna do, sue me?

Yes. Yes they will.

Speaking of old favorites or something newer, Ubisoft it has been 4,065 days since a new Splinter Cell game (non-animated series or guest spot in another game franchise, remake, BBC radio drama, or VR exclusive) was released.