# Homebrew Developers Panel 2023

**Source:** Pintastic New England  
**Type:** video  
**Published:** 2024-02-19  
**Duration:** 54m 14s  
**Beat:** Pinball

**URL:** https://www.youtube.com/watch?v=t-ppPMurT1E

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## Analysis

At the 2023 Pintastic New England expo, a homebrew pinball developer panel showcased three builders—Jon (Warhammer 40K), an unnamed builder (Warhammer 40K second developer), and Lynn (three machines: Frozen, Haunted Cruise, Magic Forest)—discussing their design processes, challenges, and lessons learned. The panel emphasized community collaboration, the importance of mentorship within the homebrew scene, and practical advice on hardware, software (Fast Pinball/Mission Pinball), and workflow. Lynn's Magic Forest emerged as a standout example of solo artist vision, blending design, music, and art into a cohesive game over approximately two years and seven man-months of work.

### Key Claims

- [HIGH] Lynn has three homebrew machines at the show (Frozen, Haunted Cruise, Magic Forest) and is established enough to warrant his own seminar next year. — _Panel host states Lynn has three games here and will receive dedicated seminar next year due to volume of work._
- [HIGH] Warhammer 40K pinball (by Jon) was driven by belief that no commercial manufacturer would ever license the IP for pinball. — _Jon explicitly states: 'I know no one would ever get the license to do this. They'll make them for video games, but they'll probably never license it to a pinball machine. So I said, it's going to be me.'_
- [HIGH] Magic Forest took approximately two years total with seven man-months of compressed work to reach the show. — _Lynn states: 'it's about two years in there or similar interjection, maybe seven man-months total compressed for this thing so far.'_
- [HIGH] Lynn operates a 800 square-foot workshop (two 400 sq ft rooms) in the same building as EMP, dedicated to software/design and assembly. — _Lynn describes: 'There was a free space, and it's 800 square feet... Two 400-square-foot rooms. One is dedicated kind of for software and design. The other one is dedicated for assembly.'_
- [HIGH] Fast Pinball and Mission Pinball are the primary open-source hardware and software platforms used by current homebrew builders. — _Jon states: 'I am following the footsteps of Mark and Ryan. So they used Fast and Mission. I used Fast and Mission. It's really approachable. It keeps expanding. There's new versions. It's completely open source.'_
- [HIGH] Haunted Cruise was created circa 2008-2009 because there were no serious (non-comedic) haunted pinball machines aside from Haunted House. — _Lynn explains: 'At the time when I made Haunted Cruise, 2008, 2009... there weren't any haunted pinball machines other than Haunted House... I wanted a Spooky Pinball, haunty pinball machine, not a tongue-in cheek haunted pinball machine.'_
- [HIGH] Magic Forest's art was delayed—sent to a local print shop in early August, requiring rush assembly and programming in the final three weeks before the show. — _Lynn: 'I didn't get it out to the printer until the first week of August, so it took a couple weeks to get back. So I had about two weeks to get the whole thing assembled and about three days to program it.'_
- [HIGH] Frozen and Haunted Cruise have been on location at EMP 24/7 since April 2022 (20+ months of continuous operation). — _Panel host notes: 'Frozen have been on location at EMP, like 24-7 since one month before at fantastic twenty twenty two so April-ish of 2022.'_
- [HIGH] Fast Pinball's Slack channel is an active community where builders help each other with questions and troubleshooting. — _Jon: 'Where I've asked the most questions is probably the Fast Pinball Slack channel. There's a whole lot of other builders out there who are willing to help you get started.'_
- [MEDIUM] One builder is planning a future game with eight or nine ramps that couldn't be completed in time for this year's show. — _Lynn: 'I worked on a different game that I was hoping to have here this year. It has like eight or nine ramps. It'll be here next year. There are a couple things that are a little wonky with it.'_

### Notable Quotes

> "Rule zero is don't make me make any more damn rules, okay, because I'm going to name them after you."
> — **Panel host**, early panel
> _Sets community engagement rules; reflects prior year disruptions during homebrew panels._

> "You can do things. You don't need permission. You can just go do stuff."
> — **Panel host**, after Jon's hardware story
> _Core philosophy of homebrew pinball movement—accessibility and self-determination._

> "I wish you guys told me, would have told me that it was an enormous amount of work... I wish you guys had told me where you would say, Jon Hey, or like, just grab me and shake me. You're going to work on this for tens of hundreds of hours."
> — **Jon**, mid-panel
> _Honest reflection on underestimating the scale of homebrew machine building._

> "pinball design, you just go steal things. Go steal things from people. It doesn't matter. No one cares."
> — **Jon**, design philosophy discussion
> _Reflects collaborative, borrowing-and-improving culture within homebrew community._

> "I went to Michael's. I saw this picture of an ent reading a book, and I bought it. And then I'm like, this would be cool with a bridge. Let's make a pinball out of it."
> — **Lynn**, Magic Forest origin story
> _Illustrates organic, inspiration-driven approach to game theming in homebrew design._

> "It's a time suck, but it's a fun time suck. Because it doesn't suck."
> — **Jon**, audience Q&A
> _Captures the paradoxical nature of homebrew machine development—exhausting but rewarding._

> "There's something special about a Matt Scott Danesi, right? Where all of the music and all of the play field and all of design is done Barnyard one human."
> — **Panel host**, discussing solo artists
> _Acknowledges solo artists who handle all aspects (design, art, music, code) vs. collaborative teams._

> "You'll never feel like this is done. I'm like three months into my build, and I barely have any code."
> — **Jon**, audience Q&A
> _Reflects perpetual incompleteness of homebrew projects and scope creep during development._

### Entities

| Name | Type | Context |
|------|------|---------|
| Lynn | person | Homebrew pinball developer with three machines at the show (Frozen, Haunted Cruise, Magic Forest). Operates 800 sq ft workshop. Known for solo design, music, and art integration. |
| Jon | person | Homebrew pinball developer building Warhammer 40K pinball. Started January 2024 with Fast Pinball hardware. Six months into build at time of panel. First machine builder. |
| Zach Sharpe | person | Homebrew pinball developer with Poker pinball game at the show. Second appearance at Pintastic (previously attended 2021). Known for intricate micro-screen gameplay. |
| Mark | person | Homebrew pinball designer who inspired Jon and another builder. Previously presented games at Pintastic; used Fast Pinball and Mission Pinball framework. Streamed build process. |
| Ryan | person | Homebrew pinball designer mentioned alongside Mark as inspiration for panel attendees. Used Fast Pinball and Mission Pinball frameworks. Had prior machines at Pintastic. |
| Matt Scott Danesi | person | Solo homebrew artist known for handling all aspects of design, playfield, music, and art in a single machine. Mentioned as exemplar of unified artistic vision. |
| Alan Davidson | person | Audio/music contributor who assisted with attract mode music for Lynn's games, including Magic Forest. |
| Warhammer 40,000 | game | Tabletop gaming IP with extensive lore (hundreds of books, video games, fan projects). Theme for Jon's homebrew pinball machine. |
| Frozen | product | Homebrew pinball machine by Lynn, built for his daughter. On location at EMP since April 2022 (24/7 operation). Planned Scorbit integration. |
| Haunted Cruise | product | Homebrew pinball by Lynn, created circa 2008-2009. Serious haunted/spooky theme. On location at EMP since April 2022. Planned Scorbit integration. |
| Magic Forest | product | Homebrew pinball by Lynn, inspired by Michael's ent artwork. Originally titled 'Story Tree.' Features custom art printed at local sign shop. English countryside/RPG adventure theme with battle system. Two years, ~7 man-months development. |
| Poker | product | Homebrew pinball by Zach Sharpe featuring multiple micro screens. Second appearance at Pintastic. |
| Warhammer 40K (homebrew) | product | Jon's homebrew pinball machine based on Warhammer 40K IP. Started January 2024. Chosen because manufacturer licensing unlikely. |
| Circuit Meltdown | product | Homebrew pinball inspired by Barnyard. Developer was not present at panel but was contacted. |
| Sinbad | product | EM-base homebrew with monitor backbox showing video clips. Interactive gameplay. Developer unavailable for panel interview. |
| Fast Pinball | product | Open-source pinball hardware platform. Primary choice for Jon, Mark, Ryan, and other current homebrew builders. Purchased January 2024 by Jon. |
| Mission Pinball | product | Open-source pinball software framework. Used alongside Fast Pinball hardware by Jon, Mark, Ryan, and others. Actively maintained and expanding. |
| Pintastic New England | event | Annual pinball expo in New England featuring homebrew developer panel showcasing custom machines and community projects. |
| EMP | venue | Location where Lynn's machines (Frozen, Haunted Cruise) have been running continuously since April 2022. Same building as Lynn's workshop. |
| Haunted House | product | Commercial pinball machine referenced as prior haunted-themed game. Existed before Lynn's Haunted Cruise (2008-2009). |
| Panel host | person | Moderator of homebrew developer panel. Advocates for homebrew scene, community collaboration, and maker spaces. Considering stepping back from hosting next year due to production demands. |
| TJ's Game Shop | venue | Large gaming store in Milford, Metro area. Features Warhammer 40K display window. Owner TJ noted as cynical but impressed by homebrew Warhammer 40K pinball project. |

### Topics

- **Primary:** Homebrew pinball design philosophy and process, Fast Pinball and Mission Pinball as open-source platforms, Community collaboration and mentorship within homebrew scene, Specific machine builds: Magic Forest, Frozen, Haunted Cruise, Warhammer 40K
- **Secondary:** Solo artist vision vs. collaborative development, Time investment and scope creep in homebrew projects, Licensing constraints and homebrew freedom, Workshop setup, tools, and infrastructure
- **Mentioned:** AI-assisted art generation (ChatGPT) for homebrew content, Documentation and photography during builds

### Sentiment

**Positive** (0.82) — Panel celebrates homebrew community achievement, collaboration, and individual creativity. Tone is enthusiastic and supportive, with honest discussion of challenges framed as learning opportunities. Some self-deprecating humor about time investment and perfectionism, but overall affirming of the work and culture.

### Signals

- **[community_signal]** Homebrew builders actively mentor each other through Fast Pinball Slack channel and in-person expo interactions. Early builders inspire newcomers to join the community without gatekeeping. (confidence: high) — Jon describes learning from Fast Pinball Slack 'help fest' where experienced builders answer questions and new builders then help others. Panel host notes Mark/Ryan inspired Jon to start building immediately after attending expo.
- **[design_philosophy]** Homebrew developers embrace creative freedom and borrowing/stealing design elements from each other without restriction, contrasting with commercial licensing constraints. (confidence: high) — Jon: 'pinball design, you just go steal things. Go steal things from people. It doesn't matter. No one cares.' Reflects core philosophy that homebrew iteration is collaborative rather than proprietary.
- **[technology_signal]** Fast Pinball and Mission Pinball are dominant open-source platforms enabling current wave of homebrew builders. Both actively maintained and expanding; fully open source to allow community contribution. (confidence: high) — Jon, Mark, Ryan all use Fast Pinball + Mission Pinball. Jon notes: 'It's completely open source, so if you really feel like contributing to Fast Pinball or Mission Pinball, you can do so and make it better.'
- **[design_innovation]** Lynn's Magic Forest exemplifies integrated solo design where one person handles playfield, art, music, and code. Panel host identifies this as rare and special within homebrew space. (confidence: high) — Panel host praises solo artists like Matt Scott Danesi and Lynn: 'all of the music and all of the play field and all of design is done by one human.' Magic Forest confirms this integration.
- **[product_strategy]** Jon chose Warhammer 40K specifically because he believes no commercial manufacturer would license it for pinball, making homebrew the only viable path to realize the game. (confidence: high) — Jon: 'I know no one would ever get the license to do this. They'll make them for video games, but they'll probably never license it to a pinball machine. So I said, it's going to be me.'
- **[content_signal]** Pintastic New England homebrew panel is structured format for developers to share design processes, lessons learned, and inspire community participation. Panel host notes this may be last year hosting due to production burden. (confidence: high) — Panel opening: purpose is to 'allow the developers that brought the games to this show to come up here and talk about the build that they did, why they did it.' Host: 'It's hard to produce a show and sit here at the same time... This might be the last year I do this.'
- **[business_signal]** Lynn's 800 sq ft workshop in same building as EMP venue indicates professionalization and infrastructure investment in homebrew operations. Suggests scaling beyond garage hobbyist model. (confidence: high) — Lynn moved from garage/house clutter to dedicated 800 sq ft space with two 400 sq ft rooms (software/design and assembly). EMP provides 24/7 location for machine testing.
- **[operational_signal]** Lynn's Magic Forest underwent time-critical assembly and programming in final weeks before show due to art printing delays. Stayed 'up late and sleepless nights' to add final code. (confidence: high) — Lynn: 'I didn't get it out to the printer until the first week of August... So I had about two weeks to get the whole thing assembled and about three days to program it. And then I stayed up late and sleepless nights.'
- **[gameplay_signal]** Lynn documented multiple design iterations (pencil sketches, CAD adjustments, playfield geometry changes) showing continuous refinement of Magic Forest over two-year development cycle. (confidence: high) — Lynn shows first pencil-sketch design on plywood, documents target adjustments, bridge revisions, and contour changes. Started Fall/Winter 2021, sat for 1.5 years, then revisited with new creative direction.
- **[technology_signal]** Homebrew developers experimenting with AI tools (ChatGPT) for art generation and potentially code writing, though effectiveness of code generation noted as uncertain. (confidence: medium) — Panel discussion: one developer used ChatGPT to generate backglass/cabinet art. Another joked about using open-source AI to design entire pinball machine rule set 'it's batshit insane.' Treats as emerging experimental tool.
- **[venue_signal]** Lynn's machines (Frozen, Haunted Cruise) have been running 24/7 at EMP location since April 2022 (20+ months), providing extended real-world testing and Scorbit integration opportunities. (confidence: high) — Panel host: 'Frozen have been on location at EMP, like 24-7 since one month before at fantastic twenty twenty two so April-ish of 2022.' They run well despite wear; Scorbit integration planned.
- **[product_concern]** Multiple speakers emphasize hidden cost of homebrew machine development: requires 'tens of hundreds of hours,' perfectionism causes scope creep, projects feel 'never done,' and work extends into nights/sleepless periods. (confidence: high) — Jon: 'I wish you guys had told me... You're going to work on this for tens of hundreds of hours.' Another builder: 'It just eats up your free time... It's never done.' Lynn: sleepless nights adding code before show.

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## Transcript

 So yes, once again it is my distinct pleasure to be here advocating for homebrew pinball. First slide please. It's hard to produce a show and sit here at the same time and host, So this might be the last year I do this. So I want to talk about the purpose of the panel. So who was here last year? Anybody want to raise their hands who was here last year? Okay. So we have a purpose for this panel, and that is to allow the developers that brought games to this show to come up here and talk about the build that they did, why they did it, and a little information on the project and how we got there. My mic's tinny. Can you turn it down, please? No, all the way down. It says laps. So we want to talk about the process. We want to share the successes and the lessons learned. Yeah, that means failures. We're going to talk about the failures the most because those are the fun part. It's the only part that matters. It is the only part that matters. I have the distinct honor of being here with a gentleman who has three games here. And I hate to say it, we're throwing him off the homebrew panel next year because we're going to give him his own seminar to talk about everything himself. And that's the reason why one of the other games isn't in the room as well. So I want to talk about, those of you who were here last time, I want to talk about the rules of engaging with Jillian. For instance, Jillian, I have my own realm, and you may not be my people, but let's respect rule zero. Rule zero is don't make me make any more damn rules, okay, because I'm going to name them after you. And so for those of you who were here last year, you probably saw someone try to take over the microphone a few times to drive an agenda. We're not going to allow that anymore. If you don't have a question for the panel, and it's not on a topic that we're talking about, I'm going to ask you to take it offline, and if you don't, I'm shutting your mic off. And then I'm going to add your name to the list of names that I have to make rules about. And if you still keep talking, we're going to take this mic that we're not using, and we're going to throw it right at you. I don't know which one of our mics is feeding back. So in the spirit of collaboration though, I don't want to shut down what we are here intended to do, which is to share what these people have created and built. As we all know, a pinball machine is the embodiment of STEM and STEAM. We've got art, math, physics, everything going on, and it is really hard to do as one person. So we are here to put these people on a little bit of a pedestal for sharing their creations with us and learning from them. So let's do that. Everybody excited? Ready to do this? Let's do this. All right. Circuit Meltdown is not here. I'm going to talk about it quick. Have you guys played this yet? It's in the homeroom over there. They were inspired by this panel. Okay? And that means a lot to me. I've been an advocate of maker spaces and community workshops for years and that's why I want to be doing this. So I want to hear from them. I wish they were here. I reached out to him and he was supposed to be here. That's why there was extra chairs. So if he comes in, we're going to do him later. Next. Poker, I reached out to Zach, but my text message didn't get back from him. He was here before. Yeah, this is his second pin test. I think he was here in 2001. He wasn't here last year. I thought it was last year. Was it the year before? It was the year before. Okay. Because I remember Hunter Cruz was not in trouble that year. Yeah, that's... Yes. His pin is... all of these pins are in the room over here. We have a dedicated room for this now. And it's fantastic. And Dave, thank you for making that happen. because that's important. And Zach is a fantastic person. There are so many micro screens in this game to play this poker game that it honestly surprised me what he was able to do. So let's see if he wanders in later if he finds the seminar room. You're up. All right. Yeah, yeah, I was supposed to say you were supposed to be warmed up with the crowd by now. This is what it is. It's a lot different sitting on this side than sitting on that side. They don't know that. Just make it look easy. It's just pinball. Fair enough. How hard can it be? So, why? Why? Okay. It's just a great theme. Warhammer 40,000 is an insane game, tabletop game, with lore beyond imagination. There's hundreds of books in the library you can read from. You've got everything from video games to fan-made projects, movies. And you can basically use all of that for a game. And so I said, I want this to happen because I know no one would ever get the license to do this. They'll make them for video games, but they'll probably never license it to a pinball machine. So I said, it's going to be me. I'm going to do this thing, and I'm going to build it. that's where I started from. That's a pretty good why. In business, you start with why. That's a pretty good why. Why'd you build a pinball machine? What inspired you to do that dumb idea? Sitting in this panel. I sat in this panel, I think, 2021. I think it was like one of the last years. Ryan had a game here, and I remember Mark also had a game together in the show. This was at Sturridge. and it just got under my skin where I said, this is cool. This is very cool. The ability to make anything you want or put anything you want in a game. There is no rules. There's no limitations. That is something that I gravitated towards and pinball has just been part of me for a long time. Yeah. Ryan? Mark? Hello guys. How's it feel? Yeah, yeah. I wish you guys told me, would have told me that it was an enormous amount of work. And it's not just... Like, you know, they... It's not making light... Like, you know, I wish you guys hammered it into me where you would say, hey, or like, just grab me and shake me. You're going to work on this for tens of hundreds of hours. You're going to put a ton amount of time into this. Like, my game's only six months old. I had to build a cabinet. I've never built a cabinet before. nor ever built a playfield. So I became a carpenter. These are things you have to do to build a pinball machine. It's a mountain of work. But it's fun. It's fun the entire way. There's little things as you progress. You'll keep making steps, and you'll think of something, and you'll think, okay, I need to build this thing. You build that one thing, you're very proud of it for a moment, and then that goes away. Because you realize, okay, now I've got this entire larger list of things to work on. And you just keep nitpicking things out of the list and adding them in, and my list is still very long. And growing. You know, being here and seeing a lot of other machines that you wouldn't normally see or get to play, maybe in like a bar or maybe a barcade or something like that, Being here is awesome because you can play a game and be like, ah, I like that. I'm going to put that in my game. And you just, honestly, pinball design, you just go steal things. Go steal things from people. It doesn't matter. No one cares. Give me my slide back for a second. All right. When did you start? You've already answered that question. Which one? You said when did you start it. When did I start it? Yeah, you already answered that one. Yeah, I bought my boards from Fast Pinball January 1st of this year. And then how did you get started? How did I get started? I bought one machine, came to the seminar, decided it was cool, started building things. Basically the day after. Okay, the question is too open-ended. That's a bad question. What was the first thing you did to get started? You bought the hardware? I bought the hardware. I bought the hardware. I got it in the mail. I had no parts or anything like that. I went upstairs to my workbench. I took everything out. I read the documentation on my laptop. And I got some wire. I didn't even own wire. I had a bunch of old... I had an old power supply unit from an old gaming PC. And I literally cut the wires out and used those wires to just put the thing together. because I wanted to put it together so bad. And I got it running. And I flipped the switch and all the lights turned on because you've got the status symbols and everything starts flashing. And I was really happy. And I said, okay, there's step one. What now? If you all could just know what's going through my head right now. So Mark and Ryan, what I've heard here is that you inspired this human to build a pinball machine. He just went out and bought hardware and just started doing it. Isn't it amazing how easy that was? You can do things. You don't need permission. You can just go do stuff. Man didn't have wire in his house. Lynn decided to build a pinball machine. Yeah. It worked. There you go. Don't look inside of one of my arcade games. It's got a PC power supply in there for like 10 years that's all taken apart. Because I didn't have a 15 amp. Hello? Let the audio girl help you. Is that better? Is that better? I still have a PC power supply in one of my arcade games. It's running Sega Sonic the Hedgehog. That's been in there for 10 years. What were my last two questions to you? Where did you start? Where? Where did I start? Yeah, where did you build this thing? Okay, so I started, you know, putting wiring together in my room. And then I eventually realized that this is probably not a good place to build something like this. And so I migrated to my basement and started putting things there. Because you're going to make a mess. An utter, utter mess. You're going to be covered in sawdust. You're going to get sawdust in your parts. you're going to get sawdust in your circuit boards. And just accept that. Because there's nothing you can do about it, honestly. Other than getting an actual back system, but that's a whole other story. A compressed air system is really nice to get that stuff. Yes, it is. That's where I started. Did you get help? Yes. I got an ungodly amount of help. I asked a lot of dumb questions, and that's okay. I've even gotten help from Lynn Lynn helped me immensely on my first day coming in because I was rushing to get to the show and I wired things wrong and I blew some fuses panicked a bit calmed down and it works it does flip things score, things work, it's playable and then you had the wrong size fuse which thankfully had some great size fuses so it continues to flip Yes, yes, Lynn got me correct fuses, which helps immensely when you have the right stuff. Fuse dance? Do you want to do the fuse dance? Can you show us? Oh, yeah, the wiggly fuses. I put 6.3 in there since it's all the high power stuff. It would ban... Yeah, you could control it with the right flipper. You just watch it bend up and down. No. But however, however, if you take that dancing technology and put the right frequencies in it you can make music Yeah But there you go You learn from others Where I've asked the most questions is probably the Fast Pinball Slack channel. There's a whole lot of other builders out there who are willing to help you get started. And then once you have asked these questions, there will be other people who come along and ask you the exact same questions you've asked. and you can help them out because it's just a big old help fest. Everyone helps everyone. This community is too small, and we want to get people into pinball and more interested in this. There you go. And we already asked the hardware question, software question. You've already answered that. Yes. Oh, and I'm using Mission for code and framework. Basically, I am following the footsteps of Mark and Ryan. So they used Fast and Mission. I used Fast and Mission. It's really approachable. It keeps expanding. There's new versions. It's completely open source, so if you really feel like contributing to Fast Pinball or Mission Pinball, you can do so and make it better. And we are going to have time for questions at the end. So next slide. Magic Forest, Lynn. Now, Lynn, you have three machines here. Yeah, I have three machines. We have Frozen, Haunted Antonio Cruz, and Magic Forest. And I've had the pleasure of seeing Lynn's shop, so I can actually answer some of these questions myself. But we're going to make you go through the whole damn process all over again before we kick you off the panel permanently. So can we have Lynn's slide back up? No. Then can I plug my laptop in so you can see pictures? Yes. Yeah, why don't we do that? Yes, we will have you tap dance off of this slide. Where's your laptop? It's somewhere. Give me your laptop. Let's do the slide first. All right, go ahead. Go ahead. So why? Why this one? So I know why. We've already heard the why of Frozen. Frozen was for your daughter. For my daughter, yeah. Right. We've heard the why of Haunted Antonio Cruz. Okay. At least I have. I have no idea. I mean, if you'd like to tell the why of Haunted Antonio Cruz. Why Haunted Antonio Cruz? Well, at the time when I made Haunted Antonio Cruz, 2008, 2009, something like that, when I started it, there weren't any haunted pinball machines other than Haunted House. America's Most Haunted wasn't even out. And I wanted a spooky, haunty pinball machine, not a tongue-in-cheek haunted pinball machine. And there still isn't really many of those out there for haunted and ghosts. So that's why Haunted Antonio Cruz. Magic Forest. I went to Michael's. I saw this picture of an ent reading a book, and I bought it. And then I'm like, this would be cool with a bridge. Let's make a pinball out of it. So that's kind of how that came up, and now the ent isn't even part of it anymore. And so about two weeks ago, I was out at Lynn's shop, and the game was still being assembled. Yeah, so I went through two Whitewoods. This is the third version of the game. And there's a sign shop down the road about ten minutes from my house that has a flatbed printer now. They got it a couple years ago. So I wanted to get art direct printed onto the thing. Art takes a little bit of time when you're doing it on the side. So I was hoping to get it printed and returned to me by the last week of July, first week of August. I didn't get it out to the printer until the first week of August, so it took a couple weeks to get back. So I had about two weeks to get the whole thing assembled and about three days to program it. And then I stayed up late and sleepless nights the past couple nights adding more code. So, yeah. You're welcome. All right, so you've already answered the when you started this. No, I didn't. No, you didn't? I didn't. When did you start it? I started... This particular Whitewood game, I started winter... Or, no. Yeah, like fall-winter of 2021. So, I built it... I made it in CAD first. I built the Whitewood. It took about a month to do the cat and the Whitewood. And then it played great. I didn't know where the hell I was going to go with it, so it sat there for a year and a half. I worked on a different game that I was hoping to have here this year. It has like eight or nine ramps. It'll be here next year. There are a couple things that are a little wonky with it, so I couldn't get it done in time. So I revisited this other game, and during that time I finally figured out, oh, I'm going to do it this way. Because I was teetering around, did I want it to be a Celtic thing, did I want it to be a Viking thing, did I want it to be an old English thing, and so we kind of threw it all in a pot and mixed it, and it ended up being more of an English type of thing, because just the scene was like an old English countryside forest thing originally, and I wanted to get that in there somehow. And it grew into a little bit of an adventure RPG-like type thing with a battle system and whatnot. I got more massaging to go with that, but that's kind of how that game went. So, yeah, it's about two years in, maybe seven man-months total compressed for this thing so far. How come I'm sure someone's saying it to direct at the same time? Sorry. Nothing. Are you mumbling to yourself? Yes, to the audience, because I have a mic on. Turn me down a little. Give me my slide back for a second, please. Sorry, the multiprocessor is not working as well as it used to, kids. I'm sorry. All right, wait. I don't need my slide. I don't need my slide. Give me the camera back. It's fine. So you have a shop in the same building that EMP is in. Yeah. There was a free space, and it's 800 square feet, and I said, give it to me, because I was tired of dealing with the shit in my garage and in my house. It was cluttering up everything. I was growing too much, so I needed a place. So you have a full workshop? Yeah, a full workshop. It's two 400-square-foot rooms. One is dedicated kind of for software and design. The other one is dedicated for assembly and whatnot. And then I kind of mix and match because I have parts all over the fucking place. I feel the nut. Parts everywhere. Tables of parts. Oh, yeah. Oh yeah, I try to keep it clean, but when you're under the gun to get a game done in three weeks, it gets a little disheveled, so I need to go back and clean everything. I did clean my computer desk because I have parts all over there too, and I'm like, I can't program with this crap here, so I cleaned that all up. But that means kind of moving it to the other desk in the other room, which is now a little more cluttered. So the reason why I keep bringing up going over, I went over especially to spend some time with Lynn before this seminar to see the new machine because I knew it wasn't going to be flippable yet. And we listened to the music, and this is something I really want to call out here. The attract mode music score, when I saw it, I got goosebumps. When I saw the light show and then he talked through and I got to handle the book that was kind of your concept. Yeah, my game development doc. At the time, it's changed a little bit. And so reading that and then seeing the process going on there, it is fantastic to see this thing flipping under glass today. It really is. And again, this brings me back. Emily, we're going to do questions at the very end. It brings me back to how special you are in particular. I'm not an artist. I'm not in the industry. Those guys are in the industry. It's okay, but here's the thing about those guys. Here's the thing about those guys. Not all the art was generated by them. Not all the music was generated by them. There's something special about a Scott Danesi, right? Where all of the music and all of the play field and all of design is done by one human. Oh, he just exceeds it everywhere. Well. He's amazing. He's new games here, right? But Lynn is this as well. And it's a pleasure to call you a friend. It really is. and seeing your process and seeing how you do it. I am so proud of everybody. You guys all know this. I love you guys. And the fact that you guys are mentoring each other is what makes this special. Leverage these people just the way you have because the amazing stuff that's happening as part of this and what we're fostering here is fantastic. I'm going to pause you for one second because we're going to go through a bunch of your pictures. All right. Should I pull my laptop up? Pull your laptop up while I stall. You spoke about the music thing you were saying. Oh, yeah. Most people know Alan Davidson. He comes in and helps us out with the machine. He heard the attract music of One and Truth. And he's very much... uh... so the one thing i want to bring up to hunter crews in frozen uh... since one month before at fantastic twenty twenty two so April-ish of 2022, have been on location at EMP, like 24-7. Yeah. So if they're a little worn, they're a little worn. They run well, and you've got Scorbit integrations coming, so they have a good time. Hunter Antonio Cruz has it, Sprozen eventually, and Magic Bar is hopefully in time for Chicago. We're going to talk quickly about Sinbad. If you haven't seen this, this is a machine that's in the other room that's an EM base with a monitor on the back with some speakers playing video clips. It's actually really interactive and fun. Couldn't get a hold of the developer, but I wanted to call out it's here. And I hope to get this information and update this stuff later. Three games. Three games. All right. Screw up continuity here. We're working. You're going to go over there when you have to. Okay. I'm busy. Where am I going? You're coming over to this seat. All right. I'll give a little fill for Aaron. I went over to TJ's Game Shop in Milford, which is like the largest gamer store in Metro West. Yes. And he had this big window display for Warhammer 40K. Yes. Oh, wow. That must be a very big game nowadays. It is. It's very popular within that community of people. And TJ is a very cynical guy. But when I said, is this guy here who's making a pinball for Warhammer 40K, he actually paused a minute. Really? Yeah. It's a lot to work with. and I think it's the most fun. There's something kind of for everyone. It's everything in the lore from Space Marines, Orcs, Elves, you name it, they got it. You can't go wrong. You really can't go wrong. Yeah. Do we take questions while we do this? Any questions while we do this? Raise your hand. Who? Where? You have a question? Yeah, yes. This is like a... Yeah, I picked up a hobby, essentially. If you call it a hobby, it's more like a job. Because you go from one job to the next. Yes. It just eats up your free time, essentially. You can put in as little or as much work as you want to put into it. And the answer is, it's never done. You'll never feel like this is done. I'm like three months into my build, and I barely have any code. I've been writing things. I still have so much to add. and I don't feel... I'm like a perfectionist, so if I see a little thing, I'm going to probably try and fix it. You get innovative with creating something like this. You do whatever you can to just make progress. It's like a time suck, but it's a fun time suck. Because it doesn't suck. You pick your battles. I have generated some art with it just to see what it could do and it does actually a pretty good job You can feed I think I don know what the name of the AI program ChatGPT ChatGPT thank you You can feed it some sort of you know sentence and it will generate you pretty good art for what you looking for You can use it as, like, a background or on your screens, or you could even have it printed and use it for, I don't know, some, like, cabinet art or back glass or something like that. There's a lot out there that you can use. I also know that there is other people who have tried to get ChatGPT to write pinball code. I don't know how well that's worked, but there is a few. So to talk about AI, just for shits and giggles one night, because I was really tired, and you do weird things when you're tired, I went to, it wasn't ChatGPT, it was a different one of those things, it was an open source thing, and I had to design a pinball machine and all the rules for me, so I have that saved. It's batshit insane, and I'd love to do it at some point. it's a time travel game and it's batshit insane alright can we get his laptop please alright so a year and a half two years whatever I said this was this is the first design of this thing it was a spare piece of plywood I had I think the other side was I don't know some other junk that I cut on it and I just pencil sketched what I want to do. You can see right in the middle there, there's that treant thing that inspired this whole table to begin with. It's a neat little thing. Now I do have a toy that's supposed to go in that spot. I couldn't get it done in time for the show. It will be ready for Chicago. But this is the first design, pencil sketched, and it still kind of has remained the same since, with the whole idea where the bridge would go and where the paths would go. This table is also a little shorter than the standard 43 inch table that I use. This I believe is 38 inches because at the time my CNC machine could only do 37, 38 inches. So I'm like I need something with the CNC machine. I'm tired of cutting this crap by hand. So that's what I did with this and then I extended the length of my CNC machine and I added more to the back of it. I'm just kind of measuring jet bumpers now using the first CAD layout with this. sure things actually fit based on what I put in. And also, I think I shifted things around a little bit too. In some of these pictures, I have a couple targets where I want to put them here now, I kind of pencil sketched. And I then went back to the computer and figured out, I changed this contour a little bit because I didn't like how the contour was. But yeah, this was kind of the first design where it all started. And I don't know if I have a picture of all the inserts. The original name for this was Story Tree because it was a tree with a book. And it's still called that in, you don't have to hide this for me. I don't care what people see. Well, that's not what he's doing. He's getting the reaction shot because we're recording it. He's going back and forth. This is video production 101, my man. I make games. I don't make video games. All right, if you go to... So now this is the second version of the print-up that I made that had some of those adjustments. In this upper right-hand corner here, I had a row of five targets for the longest time. It was going to spell story or something there. And I adjusted those things because you couldn't really hit them in that angle very well. So I said... Did you take pictures while you were doing this whole thing? A few. I don't document well. I've learned. Yeah, yeah. I think when I made really important decisions, I started taking photos of stuff, like where wires should go. Yeah. Like that kind of stuff. There's a lot of pictures here. Mark, how many pictures did you take while you made Metroid? Because I'm not even going to ask Squid, because I just gave him cameras so that he could stream the whole thing to make it life easier. Hundreds. Mark, didn't you stream your build as well? Yeah. You streamed the entire build? I don't stream my builds, sorry. Well, I understand that. I don't have time for that. You need to take more pictures. Okay, I should take more pictures. You need to take more pictures. You're going to come back next year. You need to take more pictures. Oh, I'm absolutely coming back next year. So you need to take more pictures? I will. Okay. Carry on. So in this picture, this is even before I got some of those targets in. I started putting a little red post where I want targets to be to kind of see if it's about the same size. And if you look really closely, you can see some things that say Fable on one side. There was going to be a book in the middle. One side was going to be fables, one side was going to be short stories or something. And I was going to kind of look to see some of the old ones. Obviously, I didn't go that way. Here's the bridge I was cutting out, the first version of the bridge. Who in here has played the game? A few. Okay. You've got to play this game. I love the tromps being annoying. No, it's fine. And then I have a lot more in-process things. I think over here I'm populating... Alright, so here's a small picture of my shop where I'm swapping from one white wood to a second white wood. So the older white wood is in the back here. You can see it's the shorter table, and this newer one is the slightly longer table. It has a couple more ramps in there. So this was this summer, I think I did this, for white wood number two. And yeah, you can see a little bit in there. There's that bridge. I just like the idea of going through the bridge, going over the bridge, going right. It's a ramp that doesn't bring you back to the flippers. It's a ramp that kind of goes up and over something. And yeah, that tree guy is still there. Excellent. So I do want to leave time for questions. All right, the last thing I want to show, just very quick, this is the GDD that I write. I need to update it a little bit. Right now it is 17 pages with title screen, table contents, and everything. I do this for all my games because I need a plan on what to do, and I need to know where to go. And when you make enough games, since this is my fourth or fifth one, only the third one you guys have played, you kind of get an idea of what works, what doesn't, to a point that you can write some stuff down. So I always have a story. This is the actual story that's in the game, in the attract mode now. And those little dashes are the break points between pages and whatnot. And I haven't designed all the characters yet. That's to do. I have gameplay ideas, how the progression is going to work, what the different areas are going to be, what caves are, some multiball ideas, what the end game is going to be like, how all the hit points work, what the boss is going to be like, the battle systems, the wizard modes, the phases of all that, all kind of written down in here, what crystals mean. And so I have a lot more work to get done with this, but at least I have a bit of a plan to know to follow. So I'm not just, oh, I need something over here. What goes over there? I already kind of know what's going to go over there. And that also helped dictate some of the art, which at the end of the day, there's going to be some inserts that changed because I didn't know what I was going to do with them. So I just put some weird symbol for the time being. So the next version is going to have more final insert art. But, yeah, so that's kind of, oh, yeah. Here's the battle system with how the crystals change things and how multipliers work with the battle system. Equipment I haven't even done yet. So, I mean, this is probably going to end up being a 50- or 60-page document and stuff. One thing I want to point out on your game, how many LCD displays do you have on it? Just three. Just three. Well, it will be four soon. Four bit. Yeah. A thing I want to say to you, Mark, is remember a few years ago when we agreed that you should never make an MMO pinball machine? I think we're wrong. I think he's close. And I'm excited. Really am excited. Adventure game with RPG lite elements. So yeah, let's talk about the fidget toy you brought me. I'm glad you enjoyed them. So if you don't have a workshop and you're just starting out designing a play field and taking your first steps and realizing that you have to show your player something. You have to show them what to shoot at. inserts are the thing you need. And if you don't have the full workshop with the CNC router or have access to a makerspace, there was a gentleman online that I had found information from. His name is Thibaud Flip. T-I-B-O Flip. He's French, and his entire video is in French, and I translated it so I could understand what the heck he was saying. But he made a homebrew, and I think it has some sort of cowboy theme, which is kind of cool. but he showed me this does anyone know what this is? or guess what this is? the router guide and so he broke down the process for me of what I need to do to design in CAD or eventually in Fusion 360 and eventually into PrusaSlicer to 3D print these out these router jigs which basically just come with two parts they have or this one, here. They've got the inner ring and then the actual frame that you cut through. So you first put this in, cut your slot, cut through, and then take this out, and then cut the little lip where the insert's actually going to sit on. And then you can just epoxy that in. And if you do it right, they all either just slightly raise above or completely flush with your playfield. Or you could have a makerspace. Or you could have a makerspace and just do the entire thing with the... They're always going to be slightly above or slightly below, no matter what you do. Makerspaces. This is my plug for makerspaces. This is where I do things. And barrel sanders. Of course. Every year. There's Make It Labs in Nashua, New Hampshire. There's been a bunch of people who have done some pinball stuff there. It's actually right around the corner from the Southern New Hampshire Club. The big place in Worcester is not called Tech Shop. It's called what? Tectacopia. In Worcester. In Worcester. And then you have Artisans Asylum in Somerville. And there are others throughout New Hampshire, Portsmouth, all sorts of places. I'm only giving you the three that are locally here that all have the ability to cut wood on a CNC router. Make it last as a 5x10. You can do a full plus sheet. Memberships are less than 50 bucks a month, they're cheap. And they are a wealth of resources. Again, it's another community you can get involved in. full of electrical and mechanical. I mean, we've got welding facilities and a whole wood shop and everything you need. So there's all sorts of people that are always passionate about helping people with projects. Yeah, there's also other engineers there who would want to either help you with your project or be interested in assisting you with anything you need. Mentorship. Yes. That's it. Mentor each other. This group has done a fantastic job at mentoring each other. I am so proud of everyone here. So, now we get to the question and answer portion. We have 15 minutes. Yeah, no, I leave 15 minutes for questions and answers. Anyone ask questions about, like... We will bring you a microphone. Playfields. Cabinets. I had to build an entire cabinet. If you have cabinet questions, ask them. Is there an online community of people we can sort of reach out to? So, I've been working on Homebrew for a while. It's sort of off and on. I'm really good at a lot of stuff but not software. So I've been like banging my head against the wall on NPF trying to get that little bit of progress to give me inspiration to go do something else. And so I wonder if there's a resource community where I'm on NPF which is open. But just like people that are out there like that can, I've found the people that can like, okay, here's like a little thing but I'm looking for more like other communities or message or that we can find collaborators that are going to do more than throw you 10 minutes at a time and maybe want to, you know, if I could find a software person that really wants to do pinball, but they don't know how to make one, like, that'd be a great marriage. Yeah. So MPF has a specified forum for MPF, if you found that one. I've also been interested in creating a Discord group specifically for pinball building as well. I'm not sure if there is one already. There is one. I've got to go join that one. Yeah, there's also Facebook groups and other various places you can join. And just post questions and see what the answers are. Trying to get someone to help you doing code. I mean, everybody's doing projects, so time will be tight, and it's just a matter of getting times to work right. So your game won't be done in a year. Maybe it'll be done in four years if you're working with a bunch of people, but it still gets done, and you can learn along the way. Yeah. Yep. Okay. Anyone else? So apologies if this is a dumb question. I'm very new to this whole thing. But it strikes me in playing the couple machines that I have Some of the shots are just they flow beautifully and there was a plan That ramp empties that way for a reason Is there any kind of mechanical sort of prototyping that you guys wind up doing in trying to set up those magic shots? Do you want to talk about shot placement? Yeah. After you make a few games, you kind of know where you want them to go a little bit. But when you go out to the floor and play a lot of release games, older games, see what they do and how they work and how shots kind of work with that. And as it was mentioned before, mimic what's kind of happening there, especially for your first couple of tables, because then you'll kind of get the idea, you need to have something this wide, or it has to be at this angle where the sweet spot of the flipper is, or you can't have the ramp taper this way, it has to be like this, or other little things that even to this day I'm screwing up. then you won't know until you make your first white wood flip around or paper or whatever it's going to be to flip around and get some things right. And then once you get your basic shots right, like your fan layout or your three-flip or whatever it's going to be, basic shots, you'll then see, oh, I'm hitting here quite often, so maybe I should put something easy there. So that's where a ramp should go. Since you're always hitting there, you can go super high up if you need to or something. And then where that ramp goes, that's up to you. Like, there's a lot of gauntlet games that just drop it in the middle of the playfield. And other games feed it nicely to a flipper. Other games, like, send it to the back somewhere. I mean, where it exits is all up to you. But finding where those shots are really, for your first couple tables, you just have to have flipping things, tape paper around with painter's tape and strips of cardboard or something and just see how things shoot. And you're, like, manually flipping the flipper? Or you can manually put the flipper or you take your hand and just throw it around and see where it goes. You and Mark were talking last night. Yes, we were. My game is now designed by Mark. Don't ever say that. JJP will want royalty. Eventually you are going to need to put power on those flippers because just throwing it by hand will get you the idea of where things are coming out but not how it goes in. because every flipper coil is going to be a different power with a different type of sweet spot, and every coil stop is going to be a different type of sweet spot too. So you're going to have to pick a set and just run with it. Find your favorite game, see what flippers they have, use those flippers, and then you at least have an idea of where to start. Mark and him were, I caught the two of them talking in the room last night, and Mark had pointed out one shot there. My shot placement was weird. Yeah. Nothing really lined up all too well. But the simple solution that he gave was so obvious. Oh, yeah. It was just bend things into place until you're happy with them. I think more of what it was was take a yardstick or a piece of metal and put it here and throw it at the ramp and see if it goes where you think it's going to go or not. He did kind of show me tips on how to design things a little bit better. You kind of look at where your slingshots are, and you basically take like a ruler or like something that holds it straight and line it up with the feed, I guess, from your orbits or whatever shot you want coming towards it. And you basically just, you know, measure it as best as possible and then you drill it in place and put it there. And sometimes it works and sometimes it doesn't. Yeah, so one thing I'm going to add to that is when you use the straight edge, just also remember if the ball goes slow, gravity takes control and pulls it in more. Or if the ball goes really fast, it'll throw it out a little bit more. But it'll get you at least a rough area. But yeah, I mean, it's a lot of... Be prepared for a lot of iteration and a lot of failure. My game, where the spinner in my game is, it used to be a kickback. And I learned that getting a coil to sit flat on a playfield and have it fire the ball back at the player is very difficult to engineer. It doesn't like sitting on the playfield, nor does it like staying. It likes to basically rip itself out. and so that's why there's a spinner there now because it's a headache. The whole thing's a headache. You can always use a slingshot kicker. You can do that as well. Or even a Gottlieb kicking target. Kicking target or an auto plunger. That'll work. So this question is for all the homebrew guys here that build stuff and I know all of you. What do you prefer for the hardware, for flipper assemblies, for pop pumpers, for drop targets? Great question. Do you go, like, Valley Williams? Do you go Valley? I went Williams. I went with specifically Williams 95. In fact, most of my game is designed around Williams mechanics or Williams assemblies. My cabinet is a Williams cabinet with stern parts slammed into it. Hey, it works. I use System 11 flippers because screw digital flippers. I like, you give it power and it has power. I tried to use a digital flipper once with the first couple iterations and I did nothing but burn up coils, so I said never again. So, System 11 flippers, I always start off with the green coils, the FL7117 something or others. 11753s. Yeah, they're the second weakest coil ever, and that's actually what Frozen and Magic Forest have right now. If everything works with that, then I know when I go to the standard red flipper coil, it's buttered. But I design weakest common denominator, so then I can bump up to the next level. With the exception, the game I have next year, I have a 6-inch tall ramp, so that I do have one of the strongest flippers on that right now, but I think I can bump that down a power, or a coil. And the jet bumpers, I used to use Williams, and the slingshots, I used to use Williams, but lining that stuff up is a real pain in the butt. So I'm using the Data East full jet bumper assemblies right now. It's just easier to drop it in, especially with my equipment. Getting top and bottom cuts is a little wonky with my router. It's a little trapezoidal. And same with the slingshots. I use the single assembly stern ones. Pinball Life has no-name brand versions of that. It just makes it easier to drop it right in, and you don't have to worry about lining all the coils and stops up. Other than that, any Williams mech that I think is cool that I can get my hands on, I get it from everywhere. Pinball Life, Marco, Pinball Spare Parts Australia, whatever has it. So we only have five minutes left. You just said something about parts, which I wanted to address earlier, but I forgot. Do you want to talk about your mushrooms? Yeah, mushrooms are delicious. No, I have a bunch of older parts going into some newer games. Like three years from now, look for banana flippers. But I wanted, well, I originally had five stand-up targets on this. They were yellow stand-up targets. And that's great and all, but it's a little boring to just have, like, five of one target and five of another target. So because it's a forest, I figured why not change it to the mushroom bumpers. You don't use those that often, and they just kind of fit nicely in the theme. And then I replaced two of the other targets with the leaper targets, which I had to get those assemblies from Australia because Marco doesn't have one or two of the parts of the thing, so I now have 20 or 30 of those Leaper assemblies that I can drop into whatever I need. I'm going to put little rabbits on there so the Leapers... So it adds a little bit of motion, it adds a little bit of variety to the targets, even though they were just stand-ups. So just build your game with stand-ups, and then figure out how you want to change it later on, really. And if there's a part you really want you can't find, take your time. It took me a couple years to get these mushroom targets. It took me three years to get the banana flippers. Just take your time. I think it took me five years, actually, to get the Tales of Arabian Night lamp mech, and I had to buy parts from like seven different places to get that assembled at the time for Frozen. Favorite mech in your game? I already know the answer, go ahead. Probably, I bought a Tron spinner. I love Tron, I love that game, and I said, I'm taking this, it's going in my game. So yeah, I bought most of my parts for like Binball Life and Marco, except I'll tell you right now, finding a three bank motor cam. Those are impossible to find. I don't know where to find one. If you know where to find one, please come find me after the show. Thanks, you. Thank you. Any other questions? Yes. I just gave people an idea of how much money. have a good day job as the moderator I need to specify the question this is bill of materials only correct Lynn would you like to go first so don't go by what I do when I needed wire a few weeks ago I bought 7000 feet of wire ok so don't go by what I do if I need posts I buy like 100 posts or 400 of something Don't ask me, ask him. There's some stuff you can... Some stuff you're going to have to buy. Some stuff you can actually make and 3D print. Like my posts in my game are 3D printed. They work great. You can beat the heck out of them and they work fine. There's a lot of other stuff. Ramps. You can 3D print those. You're going to save a lot of money by doing that. I've documented how much I've spent. Right now, with everything together, total. I have to buy a piece of glass, so I'll add that to the total. $4,400. and at the same with Haunted Antonio Cruz the very first iteration I did like 16 years ago I bought an old I think it was Blackjack game Bally Blackjack and I pulled all the parts off of that and I made it so to start off just to get some flippers and raw power to the flippers a very safe way right through a switch you can just get a cheap well I guess cheap games don't exist anymore but you can get you can find a game in a barn somewhere so uh 4400 yeah um 40 all right so everybody heard that 4400 is the answer we're gonna have him back here in april we're gonna ask him the same question again okay now for those of you who don't know the theming on this game is warhammer 40k okay does anybody know how much those little miniatures cost Yeah. A lot. 3D printing. And again, we're talking building materials only. We're not talking about the time that some jerk has to paint those things. Multicore 3D prints. So yes, that would be an entertaining question. Someone write that down because I'm going to forget it, I promise. And we know you've spent too much money on games, but you were in it for the long run. I've been continuing to spend too much money, yeah. So one last question. who has desires to build a pinball machine, or ideas, or the will, the wanting to, to build a machine. All right. Oh, come on, the guy's in the back. Are you kidding me? Yes, you. You. You asked a question. All right. Okay. So you, Princess's Decree, you will have something flippable here in April, correct? Is that a commitment? Is that a commitment? You will have something flippable here in April, correct? You can do it. No. No, we're talking now. This is it. Even if it's just a blank. Everyone heard it, yes. Even if it's just a blank whitewood with flippers, bring it. Where do you live? Just not to call you out in front of it. Where do you live? Whereabouts do you live? You're in Framingham. All right. So you can go out to Worcester if you want to come up and get a tour of Make It Labs in Nashua any Thursday night. I will share contact information. We'll get you some help and some resources. Anyone else? Anyone else I can guilt into being here with me next time? I'll be here next time. You're going to be here next time? You're going to build a game next time, or are you just going to help? In your head. That's good enough for me. Again, I have not built a machine yet. My ADHD is such that I will never finish it. I'm a perfectionist, and it'll just aggravate me. If Testa has enough time on his hands, he'll maybe have a game. Testa needs to have less children. Yeah. One comment I was going to make, if you're going to build a shoe, like we did for him, for a cat, you have to make sure it's a word, and if you can find one, it's not in great shape. You buy a cabinet. Yeah, the first cabinet I used was Blackjack, and then Supersonic, and then a Pinball 2000 cabinet, and now I make my own cabinets. Mark, what cabinet do you not use? bit of advice thank you all thank you all for your candor for your mentorship and your support thank you all for being here end this recording and let's go to our next

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*Exported from Journalist Tool on 2026-04-13 | Item ID: 0368cd34-3a83-4f9b-ad2f-8795c96aeb95*
