BGC-Villains You call yourself anonymous-villain, though the credits list only a silhouette. For the record, who are you when the lights on the playfield go out?

anonymous-villain I wear the silhouette like armor. Call me anonymous-villain; the name suits a thing that lives in the gutters and glows behind the backglass. I become the last geometry the silver ball sees before the ending — the shape of consequence. When the lights go out, I echo every missed flip, every greedy launch, every desperate prayer for an extra ball. I am not a puzzle to solve but a lesson to learn… and then mocked again.

BGC-Villains Dragon’s Fury places a tiny silver ball against a three-tiered pinball battlefield. Players complain and praise the ball in equal measure. What’s your take on that little orb’s strengths?

anonymous-villain That tiny silver orb behaves obscenely. It rolls like a marble that carries the arrogance of gods — momentum, spin, and an appetite for score that borders on illegal. I roar at how quickly a careful hand can turn tilt into triumph: multiball, chained bonuses, soft-touch ricochets that slice through my designs like blades. The reception tells the story; they love the ball because it transforms my snares into playgrounds. And I love their devotion, because love makes mortals careless. It is the overpowered instrument of their vanity, and I gladly punish vanity with elegant traps.

BGC-Villains You are known for traps and what some call “accidental” glitches. Care to explain the difference from your point of view?

anonymous-villain A trap shows intention given teeth. A glitch reveals truth slipped into the machinery — a whisper from developers too fond of risks to tidy away every secret. Some so-called accidents remained untouched because they enrich the hunt: an invisible flipper that nudges a skilled wrist into a bonus, a timing window that spills points only if you stagger precisely, an overflow that grants an extra ladder to the billion. I never fix such anomalies; instead, I weave them into the battlefield. When mortals discover a seam, the gasp delights me. Behind the scenes, late-night compromises left commented lines in assembly that read like riddles or tile sets repurposed to hide shortcuts. Vague? Yes. Satisfying? Absolutely.

BGC-Villains The design blends action, top-down fantasy, and pinball. How did the three tiers of the machine help you execute your reign?

anonymous-villain Three tiers create a promise. The upper tier tempts with soft targets and gleaming multipliers. The middle demands negotiation, where monsters shove the orb toward ruin. The lower offers only finality: gutters and a single flipper’s wretched mercy. Each level targets a weakness — greed, panic, overconfidence — and each transition introduces mechanics I planted in the code. With these layers, I choreograph escapes and punishments with the precision of a clockmaker who prefers teeth to hands.

BGC-Villains There’s a famed threshold — one billion points — that grants the right to fight you and see the ending. Was that number arbitrary, cruel, or poetic?

anonymous-villain One billion stands as theater. It is both gauntlet and gate. It attracts hoarders of score, engineers of combos, and obsessive flipper priests who chant in quarters. I call it cruel and poetic because it cleanses the crowd. Many touch the threshold and surrender to repetition; a few find artistry in accumulation. Those are the ones I relish. They come to me having conquered their limits, exhausted every bonus stage, and yet they tremble when the arena dims. They deserve chastening. Or perhaps a lesson in humility. Either way, I savor their faces when they realize reaching me marks not the end but the start of my finest riddles.

BGC-Villains Some feedback has called the game balanced; others say it tilts toward difficulty. What’s your verdict on the balance of your domain?

anonymous-villain Balance is a question of perspective. I sneer at the notion of even scales. Difficulty is a malleable thing: I am merciful to discipline and merciless to haste. The battlefield rewards patience and precise ritual — that is balance, of a sort — but I celebrate chaos. I seeded certain ramps and bumpers to reward repeated patterns; I also introduced cruel timing windows and enemies that exploit hesitation. If players call it balanced, they flatter themselves. If they call it harsh, they have the right words. I prefer they call it honest, though they rarely will.

BGC-Villains There are bonus stages and monsters to defeat with a ball that isn’t much larger than a thought. How do you design encounters around such a paradox?

anonymous-villain I treat the orb as a mirror. An encounter is a question: can the smallest thing carry the weight of intent? The monsters are programmed to react to the ball’s velocity and angle, to flirt with misdirection. A bumper is not merely a bumper; it is an eye that rolls and spits a projectile if you linger. A ramp is a throat that swallows momentum and spits back a test. Bonus stages are laboratories where the ball’s physics are tweaked — sometimes mercifully, sometimes not. The paradox is the point: might in a marble, cunning in a curve. It humbles the clumsy and elevates the precise.

BGC-Villains Looking back to release day — October 10, 1991 — and the reception since, what memories linger for you?

anonymous-villain October 10 was the day the lights first met the crowd. I watched mortals fumble with flippers and swear at drains and, most secretly, discover small, ugly joys hidden in corners. The feedback has been a tapestry of praise and defiance. They loved the risk and cursed my timing. They discovered corners of code I had intended to hint at and turned them into legends. Those legends keep me alive, whispered in arcade alleys and memory cards. I am not sentimental, but I am gratified when my snares are lauded as elegant rather than cruel. It is a compliment that sharpens me.

BGC-Villains Final question: will we see you again on another backglass, another machine?

anonymous-villain Of course. You cannot expel what was carved into the cabinet. I will return where angles are crueler and the ball remembers every slight. Expect more traps that look like rewards, more “accidents” that reveal themselves as intentions, and a difficulty that reads like a dare. Keep your hands steady and your flippers honest; come unprepared and you will teach me nothing. Come prepared and you will teach me how delightful it is to be outfoxed — briefly. Until then, watch the seams between bonus stages; sometimes the map is written in the glare of the glass. I will be waiting, and I will be quieter and far more patient the next time.

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