"It’s not until people lose that passion that we look at the next thing to try."Īdding more control to the game was an easy first step, but the fun beyond that proved to be more hesitant to reveal itself. "One of our development things that we do in the prototype phase is that if someone feels passionate about something, we kind of keep moving down it," Vechey said. "It’s just not fun."īut the three men found themselves unable to let go of the pachinko concept, they felt that there was some vein of fun there. "We played a bunch of pachinko games online, but it wasn’t fun to play on a computer," Vechey said. But Vechey, who was heavily involved with the prototyping, along with Sidhu and Rothstein, said the three quickly realized why it wasn’t a perfect fit for a casual game. The base idea for Peggle did come from Japanese parlor game pachinko. However, it was a small flame that Vechey and producer Sukhbir Sidhu had been compelled by, and, with Rothstein’s help, ignited one of the most talked about casual games in years. It’s admittedly not the most noble beginning for a game, but that’s where Peggle’s story gets its start a model created by programmer Brian Rothstein that had all but faded from consciousness. "It was kind of forgotten about, but I always felt a big draw towards it. It was kind of like a pachinko-type thing," John Vechey said.
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