# Exclusive Interview with Eric Meunier – The Wizard Behind Harry Potter Pinball!  ✨

**Source:** Gonzo's Pinball Flipperama  
**Type:** video  
**Published:** 2025-06-19  
**Duration:** 99m 11s  
**Beat:** Pinball

**URL:** https://www.youtube.com/watch?v=tz1XWQBku8M

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## Analysis

Eric Meunier, lead designer at Jersey Jack Pinball, discusses the Harry Potter pinball machine's development, production challenges, and design philosophy in an exclusive interview. He covers the game's intricate playfield layout with 48 ball paths, the Horcrux-based wizard mode structure, accessibility features for casual players, and his meticulous approach to quality control on the assembly line. The conversation reveals JJP's commitment to creating a cinematic experience that appeals to both hardcore pinball enthusiasts and new Harry Potter fans.

### Key Claims

- [HIGH] Harry Potter pinball has experienced record-setting sales for distributors over the last six months — _Host mentions multiple distributors reporting record sales after six months of slow movement_
- [HIGH] Eric Meunier has worked 12-hour days for multiple consecutive days during production at the assembly line — _Eric directly states 'a couple of 12 hour days here back to back' and details being on-site for weeks teaching assembly procedures_
- [HIGH] Jersey Jack Pinball is well past 100 games in production and documenting assembly procedures for consistency and knowledge transfer — _Eric: 'they've been building they're well past 100 games at this point' and discusses documenting assembly to prevent knowledge loss_
- [HIGH] The game's playfield has 48 ball paths (not counting stand-up targets) — _Eric confirmed counting with Keith: 'I counted with Keith in my office...I counted 48 ball pads that include the diverters'_
- [HIGH] Lord of the Rings was the game that hooked Eric Meunier on pinball at age 16 — _Eric tells detailed origin story: 'The game that got me hooked on pinball was The Lord of the Rings...I was 16 when The Lord of the Rings came out'_
- [HIGH] Eric's father started a route operation when Eric was three years old, making arcade operations a family business — _Eric: 'My father started a route operation when I was like three years old...It was a family-run business'_
- [HIGH] The Quidditch pitch has an accessibility feature that automatically feeds the ball there if casual players haven't reached it by ball two — _Eric explains: 'if by your second ball you're not gotten to the Quidditch pitch, then we will grab the ball...and feed it to the Quidditch pitch'_
- [HIGH] The staircase mechanism uses code-based priority logic to feed balls to specific flippers depending on active modes or random 90-degree rotations — _Eric details two priority levels: 'If there is a mode...staircase always fed to your upper right flipper...if you don't have a mode...shots will rotate 90 degrees clockwise'_
- [HIGH] A mechanical variation concept for the right outlane was cut because the tolerance variance was too minimal (less than 1/16 inch) to create meaningful gameplay — _Eric: 'the amount of variation was so minor, right, before it would close and create a ball trap...So variance there was so minor, it just wasn't fun'_
- [HIGH] Keith Johnson was the lead programmer for Eric Meunier's first three games at Jersey Jack Pinball and designed the Lord of the Rings ruleset — _Eric: 'Keith Jeff Johnson...he was my lead programmer on the first three games I made' and credits him with the LOTR ruleset_

### Notable Quotes

> "I've been there for I think I'm on week seven, eight maybe. Starting to blend together...12 hour days and it's you know sure you're tired at the end of the day but you feel like you did the right thing"
> — **Eric Meunier**, early in interview
> _Shows personal commitment to quality and the intensive nature of production oversight during assembly_

> "I have been with this game for so long now, I can actually hear when the game isn't working right, and I can feel when the game isn't working right"
> — **Eric Meunier**, mid-interview during assembly line discussion
> _Demonstrates deep familiarity with the game's mechanical feedback and sensory awareness as a designer_

> "There's an element of the game where like if you don't get up to Quidditch the staircase takes you to Quidditch which is I think is a really interesting way"
> — **Host (referencing Jack)**, mid-interview
> _Highlights the game's accessibility features for casual/new players, a key design philosophy_

> "I had this mech...when it came down to it, the amount of variation was so minor, right, before it would close and create a ball trap...So variance there was so minor, it just wasn't fun. So wound up taking that out"
> — **Eric Meunier**, playfield design discussion
> _Shows iterative design process and willingness to cut features that don't deliver intended gameplay feel_

> "Joe and I have been now working together for 10 years and we can just like oh it would be cool if we did this, oh it would be cool if no idea is off the table"
> — **Eric Meunier**, discussing Joe Katz and creative process
> _Reveals collaborative design dynamic and long-term partnership with lead programmer_

> "Every single game you've ever played the final product of there are so many parts that are left on the cutting room floor so many concepts that have been iterated and iterated"
> — **Eric Meunier**, design iteration discussion
> _Articulates universal design principle that final products represent only a fraction of conceived ideas_

> "It was a Wednesday night. It was a school night...and I figure out, you know, oh, this is more than just whack the ball around. There's a story here"
> — **Eric Meunier**, Lord of the Rings origin story
> _Moment he discovered pinball's depth beyond mechanical play; formative for his design philosophy_

> "The overwhelming positivity is, and the way the games really brought a community together, I think it's quite a unique launch in that sense"
> — **Host**, opening segment
> _Captures market sentiment about Harry Potter pinball's successful launch and community reception_

> "If you collect a total of ten allies total you collect the locket horcrux which is one of the seven qualifiers for the final Wizard mode"
> — **Eric Meunier**, Horcrux explanation
> _Clarifies the wizard mode qualification structure central to the game's strategic depth_

> "We made it so that shots on Diagon Alley, shots on the right orbit...if by your second ball you're not gotten to the Quidditch pitch, then we will grab the ball on that magnet, we will feed it to the top of the staircase"
> — **Eric Meunier**, accessibility features discussion
> _Demonstrates intentional design to ensure casual players experience the upper playfield and key game elements_

### Entities

| Name | Type | Context |
|------|------|---------|
| Eric Meunier | person | Lead designer at Jersey Jack Pinball, mechanical engineer, and game designer; spent weeks on assembly line for Harry Potter pinball production; has been with JJP for 10 years with Joe Katz |
| Joe Katz | person | Lead programmer at Jersey Jack Pinball; worked with Eric for 10 years; tournament-experienced player; collaborates on rules and code design for Harry Potter |
| Keith Johnson | person | Original lead programmer for Eric Meunier's first three games at JJP; designed the Lord of the Rings ruleset that hooked Meunier on pinball; now in Pinball Hall of Fame |
| Dan Lindenbeck | person | Mechanics engineer/lead at Jersey Jack Pinball; works with Eric on production line quality control and assembly procedures |
| Retro Ralph | person | Pinball content creator who did a featurette about Harry Potter pinball; visited Jersey Jack factory and observed production process |
| Jack Danger | person | Jersey Jack Pinball designer; referenced as having been interviewed the day before this episode; discussed game accessibility and accessibility features |
| Gonzo | person | Host/content creator driving distributor Tee'd Off Pinball to London to document Harry Potter pinball arrival with multiple cameras |
| Steve Richie | person | Next game designer in queue at Jersey Jack Pinball; host mentions his next game may be 3+ years away |
| George Gomez | person | Stern designer credited with creating the Lord of the Rings playfield layout that inspired Eric Meunier; legendary pinball designer |
| Jersey Jack Pinball | company | Manufacturer producing Harry Potter pinball; known for cinematic experience with big screens and light shows; experiencing record sales according to distributors |
| Stern Pinball | company | Competitor manufacturer; produced Lord of the Rings game that Meunier was introduced to at age 16 |
| Harry Potter Pinball | game | Jersey Jack Pinball's new release; includes 48 ball paths, 7 Horcrux wizard mode, staircase mechanism, upper playfield, accessibility features for casual players; experiencing record market sales |
| Lord of the Rings Pinball | game | Stern game that introduced Eric Meunier to pinball at age 16; game he still owns; designed by George Gomez and Keith Johnson |
| Pirates of the Caribbean Pinball | game | Jersey Jack game designed by Eric Meunier; first whitewood kept on office wall alongside prototype playfield to show evolution |
| Guns N' Roses Pinball | game | Jersey Jack game designed by Eric Meunier; first whitewood and prototype kept on office wall; host suggests production run of thousands like this game |
| The Godfather Pinball | game | Jersey Jack game designed by Eric Meunier; stored next to Lord of the Rings in office; first whitewood and prototype on wall |
| Fathom Pinball | game | Referenced as inspiration for jump shots across return lanes; compared to drain risk design in Harry Potter |
| Iron Man Pinball | game | Referenced as using whiplash shot mechanism similar to Harry Potter's Death Eater fight kickback mechanism |
| F-14 Tomcat Pinball | game | Referenced as inspiration for whiplash shot mechanism used in Harry Potter Death Eater fights |
| Tee'd Off Pinball | company | Distributor for Jersey Jack Pinball; Gonzo is driving operator's machine to London for Harry Potter launch coverage |
| Gonzo's Pinball Flipperama | organization | Venue/content creation hub where Harry Potter pinball machine is on display in lobby; host/operator is creating video content about the game |

### Topics

- **Primary:** Harry Potter Pinball design philosophy and accessibility features, Production quality control and assembly line management, Playfield layout and mechanical systems (staircase, diverters, Protego mech, Death Eater fight), Wizard mode structure and Horcrux qualification system, Eric Meunier's design process and creative partnership with Joe Katz
- **Secondary:** Market reception and sales performance of Harry Potter pinball, Iterative design and cutting features that don't deliver fun, Eric Meunier's origin story and influence of Lord of the Rings

### Sentiment

**Positive** (0.88) — Eric Meunier expresses genuine pride in the Harry Potter machine and satisfaction with the production process. Host is enthusiastic about the game and design details. Community reception is described as overwhelmingly positive, with record sales. The only criticisms mentioned are minor design iterations cut from final product, presented as normal design process rather than failures.

### Signals

- **[business_signal]** Jersey Jack Pinball managing high production volume (well past 100 units) while maintaining quality through documentation and knowledge transfer to prevent tribal knowledge loss (confidence: high) — Eric: 'they've been building they're well past 100 games at this point...documenting...so that everyone can step in if someone's gone'
- **[community_signal]** Harry Potter pinball launch creating significant community engagement with people visiting Gonzo's Flipperama to play and distributors reporting record sales after six months of slow movement (confidence: high) — Host: 'We've had just a ton of people walking through the front door...a ton of friends, a ton of great pinball players have been stopping by' and 'record setting from what I'm hearing from distributors'
- **[event_signal]** Three-part video series on Gonzo's Pinball Flipperama covering Harry Potter pinball with Eric Meunier, Jack Danger, and first-time London player reactions (confidence: high) — Host: 'this is like part three of like a Harry Potter series on the channel...we obviously had you on the other day we had Jack on yesterday'
- **[community_signal]** Strong community buy-in from traditionally skeptical older demographic (40-60 age range) of pinball players, including non-Harry Potter fans ordering the machine (confidence: high) — Host: 'Guys that are not even into the theme have ordered one...a lot of other content creators...have just fallen in love with it'
- **[design_philosophy]** Detailed discussion of playfield design evolution showing continuous iteration on target sizes, shot angles, and mech placement to optimize gameplay flow and feel (confidence: high) — Eric: 'tweaking target sizes...I had three narrow targets...then playing that...it'd probably be better if it was one wide target, one narrow target'
- **[design_philosophy]** Intentional accessibility design to ensure casual/new players experience upper playfield and Quidditch mode through automatic ball routing if not reached by ball two (confidence: high) — Eric explains system where unqualified Quidditch gets fed automatically by ball two via magnet and staircase routing to ensure casual players see upper playfield
- **[market_signal]** Distributors reporting Harry Potter pinball has broken sales records after six months of industry-wide slow sales; attributed to game quality and cinematic experience (confidence: high) — Host: 'distributors that the last six months have been a ghost town in sales...this has been like record setting from what I'm hearing'
- **[personnel_signal]** Eric Meunier intimately involved in assembly line quality control and production oversight for extended period (weeks of 12-hour days), suggesting designer-in-production model at JJP (confidence: high) — Eric: 'been there for...week seven, eight...12 hour days...teaching the assembly line...I'm just standing back now making sure'
- **[announcement]** Gonzo traveling to London to document Harry Potter pinball launch with multiple cameras and is creating video content about first-time player reactions (confidence: high) — Host: 'Gonzo is right now driving his distributor Tee'd Off Pinball to London...He's taken four bags, lots of cameras'
- **[product_concern]** Mechanical variance concept for right outlane cut due to tolerance issues creating unintended ball traps rather than meaningful gameplay variation (confidence: high) — Eric: 'the amount of variation was so minimal, right, before it would close and create a ball trap...variance there was so minor, it just wasn't fun. So wound up taking that out'
- **[product_strategy]** Jersey Jack Pinball has Steve Richie as next designer in queue, with timeline potentially 3+ years away; production currently focused on Harry Potter volume (confidence: medium) — Host: 'Steve Richie's next...if it means he's games three years away, then so be it'
- **[technology_signal]** Complex code-based staircase mechanism with dual priority logic (mode-driven specific routing or random 90-degree rotations) suggesting sophisticated rules engine capability (confidence: high) — Eric: 'Two different priority levels for the staircase...If there is a mode...we will purposefully rotate...if you don't have a mode...rotate 90 degrees clockwise'

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## Transcript

 internet morning good evening good afternoon depending where you're watching it's morning here it is evening over in chicago eric how you going doing great man doing great excellent we're this is like part three of like a harry potter series on the channel uh we obviously had you on the other day we had jack on yesterday and now we're back today and then gonzo is right now driving to his distributor to play Harry Potter. He's Harry Potter, just landed in London. And he's out there, he's taken four bags, lots of cameras, we're going to have heaps of footage. And Jack said to him specifically, make sure you have a camera pointing at your face. Yes. We want to see your reaction playing this game. I want to see his reaction the first time he misses the ball, because the return lanes are so fast. And every player I've seen play the game misses the ball the first time because it's that fast. It's a really cool thing. We've had just a ton of people walking in through the front door. We've got an open front door. If you're in Chicago you want to come play the new Potter game, we've got one in our lobby. Stop on by. Just a ton of friends, a ton of great pinball players have been stopping by. There was a huge tournament this last weekend. A bunch of people have been stopping by and playing the game. It's a riot to watch. People who are really good at playing games see this thing for the first time and their visceral reactions when they get to encounter it. So, it's cool. Yeah, man. Look, I've got to say, obviously it's been a few days now, nearly a week, and we're a day in front in Australia. And the overwhelming positivity is, and the way the games really brought a community together, I think it's quite a unique launch in that sense. We've touched on it on the channel already. And everyone I've spoken to, a lot of other content creators that have played it have just fallen in love with it. Guys that are not even into the theme have ordered one. And it's been a really interesting... And even just to speak to multiple different distributors that the last six months have been a ghost town in sales. things are still moving, don't get me wrong but like, not like this this has been like record setting from what I'm hearing and you know, that's kudos to I think the RP obviously the passion behind the project the passion behind, and the product you guys build right, because it's an experience we touched on that with Jack you guys create a real cinematic experience in your games with the big screen and the light show and everything like that. So, mate, you've got to be happy. Very happy. Very happy. I am out there on the line. I've been there for I think I'm on week seven, seven, eight maybe. Starting to blend together. I want to touch on that, right, because I was speaking to Ralph the other day, Retro Ralph, who people that don't know did the featurette. He said that one of the things when he was at the factory because you guys obviously built a set there, which I hope you guys take that to shows because that was a pretty impressive... It's a monster. It's a monster set. And then you hope to get a home and put it in your man cave. He has said one of the things that he could see was like a game changer, in his opinion, was your level and also, I forget your... Excuse me for forgetting this. The gentleman in charge of your mechanics and stuff. Dan. Dan Lindenbeck is my... He said you guys been on that. production line was like you were in the zone. You're like, you couldn't get you off there. You guys were checking every game meticulously. One wasn't allowed to move to the next stage without, and like you were invested. And I think that just shows, you know, the level of, and we saw that even like they were at the launch of Kong and same thing. You know, Keith had to get away because he wanted to go look at the production, right? It's like, I want to get down there. And I think as a designer, you know, especially when a game is this important, it's so important. And I can't imagine how much it's consuming you. Even like as a perfectionist myself, I always go, wait, I need to check that again. And, you know, like 20 minutes later, you check the same thing over and over again. So it must be emotionally draining and physically draining as well. yeah it's been a couple a couple of 12 hour days here back to back my kids are up with grandma right now up in Wisconsin my wife's out on vacation so I don't have any compelling reason to come home early or to leave late so I've been there for yeah 12 hour days and it's you know sure you're tired at the end of the day but you feel like you did the right thing I'm teaching the assembly line all of the little, well, this is why it needs to be like this and not like that. Or this part came in slightly askew, can we just give it a little tweak? And it should feel like this when you put the ball around that, or sound like this when you put the, like, I noticed that that diverter, you know, there was a little bit of a chatter there because, oh, this part wasn't screwed down right. And, like, I have been with this game for so long now, I can actually hear when the game isn't working right, and I can feel when the game isn't working right, and just trying to impart as much of that knowledge as possible onto the assembly line. so we're going through the stages now where they've been building they're well past 100 games at this point and I'm just standing back now and making sure that they're not missing anything and the documentation is there for them to be consistent if someone calls off I don't want to lose tribal knowledge because well only this guy knew how to put that mech together now it's all well done well documented and a shared knowledge pool so that everyone can step in if someone's gone for a day or if we get a new employee they can get up to speed right away it's an important thing to transfer the knowledge into how to build this game so that's where I've been living for weeks now. It's going to be interesting because I said to Jack yesterday, I said you guys are going to build a bucket load of these thousands, maybe 10,000 and it's going to be like GNR 2.0. That's a lot of games to get out, number one. What's that? I'll show you the GNR. There's a lot of games to get out. There's a lot of games to check, a lot of games to obviously keep an eye on, maintain. So it's a big feat, and I think when you're not pumping out four games a year or two games a year, you can do it, right? Like you guys, like Jack said, we don't care when, like he said, Steve Ritchie's next. And if it means he's games three years away, then so be it. Like, you know, it is what it is. And probably, like, who knows? Right. But do you, like, you know, Jack touched on this and said what you guys do is hard work, right? Like it is hard work from the inception to completion is hard work. Do you consider this a job? there are many days where it doesn't feel like a job right where i get to go in and i get to just make stuff work with my hands to fabricate pinball parts in my machine shop yeah hang out with joe just uh joe katz lead programmer hang out with joe just shooting the game watching him play he watches me play and we've just got a whiteboard that's you know three meters long by two two meters tall and we're just writing notes and writing ideas and concepts like, oh, I saw you do this. It'd be really cool if the lights did that or this sound effect was used. Or there's a scene in the movie where this could have been, you know, tied into this mode, you know, and we're just jotting stuff down. And Joe and I are both good players. So we can go head to head and play. Now, Joe will probably beat me more often than not because he was in the tournament scene for quite a while. But I can still hold my own against Joe. But it's fun to be able to play and talk trash and make the game more interesting and, you know, when you're making a game with a buddy, with a friend, you know, you can get past, like, this I don't know, reserve that you would have with other fellow coworkers. Joe and I have been now working together for 10 years and we can just like oh it would be cool if we did this, oh it would be cool if no idea is off the table and we can do really fun stuff together. That would be an entertaining stream to watch as you two. Oh yeah we'll have to do that, we'll have to get that up there. That would be an interesting one so I guess, actually just quickly can we touch on, obviously you just said you're a pretty good pinball player. For those that don't know, because we do get a lot of new people that follow the channel, and obviously there's going to be a lot of new people bought into this hobby because of Harry Potter. And I did say to Jack, that's already something that's overwhelming, right? Because you guys not only have to build a game that appeases the pinball community, which can be pretty hard to please sometimes, but you also have a piece, you know, you've got to make the Harry Potter fans that have never played pinball like this game. And that balance of, we touched on this obviously, but that balance. But do you, like, at what point did it all start for you when it came to, if we go back in time, right? The first time you played pinball, like, what hooked you on? What got you into pinball? I remember it very explicitly. So I grew up in the arcade game industry. My father started a route operation when I was like three years old. So I was always with my parents. It was a small family-run business, never had a babysitter. There were only five of us that worked in the business. And there were no idle hands, right? You know, five-year-old me wasn't sitting there playing a Game Boy. It's like, no, go grab this sack and go take all the quarters out of those pinball machines. Figure out how to do it. Or that thing doesn't work. It's got an error on it. Figure out what's wrong. Fix it. So I've been around games my whole life. But the game that got me hooked on pinball was Lord of the Rings. And in fact, sitting folded next to my godfather over there is the very first pinball machine I bought, which is my Lord of the Rings. So I was part of my father's business, our family business. I was 16 when Lord of the Rings came out. We ordered five of them from Stern for our route, and Pops asked me to go into the warehouse and set them all up and fine-tune them and make sure they're all working. It was a Wednesday night. It was a school night. So I go out there, you know, after dinner or whatever, and I'm setting up the games, and yeah, I'm a 16-year-old kid, but I can pick up a game with one hand, you know, in the back of it and bolt the legs on, bolt the legs on, get the game set up, go through them, fine-tune them, and then play some test games, right? And I figure out, you know, oh, this is more than just whack the ball around. There's a story here. I figured out how to collect the fellowship members, how to start the two towers multiball, how to go up to the paths of the dead and collect all the souls. and then I destroyed the ring and I'm like, holy, holy shit, this is, there's something to this, this has got its, its teeth in me and it's not letting go, um, so I just keep playing and I keep playing and my old man comes out and it's 2 30 in the morning and I've got to be up for school in three hours and he's like, what are you doing, you have school in the morning, you're gonna, Get to bed. But I just got so hooked in this rule set and the audio call-outs and the layout that George made. I was fortunate enough to be able to introduce the guy into the Pinball Hall of Fame that made that rule set. And that's Keith P. Johnson because he was my lead program on the first three games I made. so you know I had that awkward moment when I started at Jersey Jack Pinball and I bring in my Lord of the Rings backlash I'm like hello fellow employee you want to side this for me and yeah he did so Lord of the Rings is a game that got me hooked and a lot of it was to do with Keith's rule set and again George made a great layout but it was Keith's rules that really got me hooked in pinball well there you go well I don't even know that story so I'll let you know. Yeah, look, I can totally relate. And Gonzo, he loves Lord of the Rings. It's his favourite game. It's my favourite game. And, yeah, totally. I mean, they remastered that thing like they did Metallica. They're going to be making 8,000 of them as well probably. So let's move on to this. so a friend of the channel who's very invested in doing this type of stuff sent me this and said I said can I use this he's like yeah sure and you know there's a lot going on and before we get into this though and I want to know obviously you told the story in our other video that you know when you had that meeting you quickly jotted down all your ideas and when they said what have you got you and boom here I've already done everything right like from when you did the first kind of the first play field right the first whitewood um was it did you go straight to that and go I know exactly what I'm doing did it change much has it evolved much from this at all um this is very similar so I have the very first whitewood this is something that I do and something that several game designers do. I keep the first Whitewood that I ever made. I strip the parts off, but I hang it up on the wall, and then right above it I put a printed play field just so that I can see the evolution of the game. Maybe I can snap a picture of that in my office tomorrow. But I've got my first Pirates Whitewood and then my first Pirates prototype play field and then my GNR and my GNR prototype and Godfather, Godfather prototype. They're all on my wall. So there's always things that change and things that get massaged and things that tweak and adjust slightly. But from a 30,000-foot view, like, it's really that original layout with the staircase and the upper play field and the villain and the main ramp and the right orbit, buck, spinner on the right side. Like, all of that is still there. And then, you know, tweak target sizes, right? Like, oh, I really want, I had, we had like three narrow targets where Hermione was and they were in a line, kind of like the Ron targets. But then playing that and feeling the way that the rebound shots fed in which direction they fed, it's like, eh, it'd probably be better if it was one wide target, one narrow target, or set at a 40-degree angle or so to just aid in the way the game flows and the way the game feels. So rough layout? Absolutely. It was this. And those just different parts that change around. I had a mech in the right out lane between the two Rs for Harry, where Voldemort is, where Harry and Voldemort are battling each other. And I had this mech, and it was fun in concept, But it just wasn't fun in practice. So the mech varied the size of the outwing. And we had it, and we had it working, and we could narrow down the R to make the game drain more, and we could narrow down Voldemort's side to make the game return the ball more. But when it came down to it, the amount of variation was so minor, right, before it would close and create a ball trap. Or if it got smaller than an inch and a sixteenth, stupid imperial measurements, but if it got smaller than an inch and a sixteenth, it would create a ball trap. So when it came down to it, the amount of variance there was so minor, it just wasn't fun. So wound up taking that out, putting in the Protego mech instead, which is a lot more better theme integrated. more interesting and that kind of stuff happens with every single game you've ever played the final product of there are so many parts that are left on the cutting room floor so many concepts that have been iterated and iterated and iterated that the end user doesn't see but it's something that every game designer carries around in the back of their head like yeah there was a part it wasn't fun so we had to change it or for some other reason we had to change stuff, and that happens with everything. Well, and that's why I asked, because, like, you know, Pirates of the Caribbean, the concept had the spinning discs, and there was stuff in GNR that didn't make it in the game, and, you know, sometimes people go, well, what if, maybe, it's a very different game, right? And sometimes it's for the best, and sometimes I know some designers have got some remorse where they go, oh, man, I wish we didn't take that out. but you know look it is what it is the interesting part about this was like you look at the shot count so 11 shots from the left flipper possibly 12 because i'm about to ask you about being able to backhand the ramp um and 10 and then 8 and then 5 and that's just the shots not the ball parts right right um you know again there's 48 ball parts on this 49 i remember yeah is that official if we counted? I counted with Keith in my office and we talked through it, but I honestly, I don't count stand-up targets as shot pads. I count like ball pads that go and end up somewhere and not that end up as a stand-up target. So, we counted 48 ball pads that include the diverters and the different ways the ball can stop and continue. Yeah. And actually, I'll touch on this quickly before I forget. So with this staircase that spins that obviously allows to do those ball paths and that alone has like 13 in itself. The way that turns based on obviously being triggered by sensors and whatnot, but code, is there an element of that that is also random as well? Or is it purely code based and trigger based? So there's two different priority levels for the staircase. If there is a mode or an objective that it would benefit you if the staircase always fed to your upper right flipper for whatever reason. Maybe you're playing Luna Loves Loops, which is an upper loop mode that gets repeated on the upper loop there. Then we will purposefully rotate the staircase so it feeds that upper flipper whenever you shoot probably the easiest shot in the game which is the main ramp right up the middle um if you're if you don't have a mode of some kind of running or a movie objective running where it wants to set the ramp wants to set the staircase in a specific orientation and anytime you shoot the staircase it'll rotate 90 degrees clockwise if you shoot the main ramp or to rotate 90 degrees counterclockwise or anti-clockwise, as you folks say it, if you shoot the main staircase itself. So two priority lists. If you have a mode that myself and the programmers feel is important to feed X flipper, then we will make the main ramp feed that flipper from the staircase. if it's not currently a priority then shots on ramp or shots on staircase will rotate 90 degrees clockwise or anti-clockwise that's what Jack touched on that last night where he said that there's an element of the game where like if you don't get up to Quidditch the staircase takes you to Quidditch which is I think is a really interesting way of because as much as that ramp which is this ramp here which takes you up the top is quite accessible and quite wide someone who's never played pinball because they just love Harry Potter comes up and they're dying to get up there and drains their three balls and their two dollars or whatever it costs and they never get to experience it can be a little bit demoralizing, right? So the way that that works, for example if on ball one you have not scored a point on the Quidditch pitch, then any shot you shoot to the right orbit or to Diagon Alley, again, shot right up the middle, and when you look at game statistics and game audits, the average casual player, not someone who understands pinball the way you and I do, but the average casual player stays within about a 30-degree pitch right up the middle. That's where casual players shoot, because they flail, right? They just flap at the ball, and that's where casual shots will go. So we made it so that shots on Diagon Alley, shots on the right orbit, and shots on the inner loop, if you happen to flail into that, if by your second ball you've not gotten to the Quidditch pitch, then we will grab the ball on that magnet, we will feed it to the top of the staircase, and the top of the staircase will feed to the Quidditch pitch. so you'll be able to get a shot on it by your ball two. And if you still haven't done it by ball three, it'll feed it up there again. Wow, okay. Well, I think it's a great concept, and I think, obviously, you know, appeasing, and we did touch on this the other day as well, the fact that, like, you know, if you don't finish certain things, the game will lower the difficulty and et cetera, et cetera. I think it's a great concept. From that left looper, can we backhand this round? that ramp is backhandable. It's easier on a rolling backhand, but you are able to do it on a standing backhand. Right. Awesome. Okay. So let's touch on... I mean, where do we start? There's just so much going on. One of my favourite games that I play whenever I can find one is Fathom. And having the jump across... I assuming these lanes where I think you can see my mouse on both sides I know this has the Protego but this is going to upset a lot of people It going to be a challenging little drain but in a good way like not a bad Now there is a ball save on that side as well So you can qualify Fox, the phoenix, right? A phoenix can be reborn from its ashes. So if you've qualified Fox in the second movie or in the second book, there's a process called burning day where Fox molts and turns into ashes and then is reborn from the ashes. So if you've shot the right orbit three times, then Fox is lit. And if you drain down the A lane there, and I call it the A lane because Harry is the bottom lanes and A is the second letter there. If you drain down the A lane with Fox qualified, it will start a 30-second mode where you have to make three different shots. If you make three different shots, your ball is reborn and you get to continue play. cool um that's cool cool concept um so the so we've got obviously we'll start from left to right um we've got the three stand-up targets here which can obviously be hit um from this flipper i'm assuming with a soft touch we'd be able to probably hit it off the left flipper as well to be honest yeah yeah i mean again a rolling backhand i've hit the wrong target anytime you want right um oftentimes you can see the snitch flying around on anywhere so it's always useful to have the control to be able to backhand those stand-up targets um yeah totally and then we know this one takes us up the top um and i was trying to find a video that showed more what was happening kind of around this area here. Can you talk me through this? Sure. This is the, I'm assuming the ball can go, that goes around to the back? It does. And there is a diverter underneath that upper play field. Yep. All right. That will feed the ball quickly back down the left return lane. Yep. So it'll open up. You can make that inner loop shot where the allies for Dumbledore's army are. There's a diverter that can pop open, and the ball will kind of do a quick U-turn and come back screaming down the H lane to feed that left flipper again. There you go. Okay, cool. I was going to ask about the diverter being behind the deck. So the diverter buried underneath that upper play field. The shot that I don't think is getting a lot of love yet, because people haven't really seen it, is the lower shot on that upper right flipper, which is called the library shot. So I think it's the third blue line. Yeah, so the third blue line from the bottom. Yeah, so that shot on its own goes in and does a quick S-turn and comes back down the H-lane on its own. So right underneath that. It goes under the ramp. It does. It goes under the ramp. that turns around quick and comes back down the H lane. Right, okay. That shot in-game adds 1x to your bonus multiplier to a max of 10. And bonus can absolutely be a monster on this game. If you've hit that shot and you can reliably hit that shot, it will blow up your score. Next to that one is this one here. Right, so that is called the Allies stand-up target. So if you hit that stand-up target, it qualifies either the upper loop or the right orbit to add an ally to your current game. Ally rules are as follows. If you collect two allies from one group, Dumbledore's Army on the left or the Order of the Phoenix on the right, you get to start one of those modes. There are two modes in each group of allies. I think the first modus started after two allies collected from a group and the second modus started after five allies collected from a group if you collect a total of ten allies total you collect the locket horcrux which is one of the seven qualifiers for the final wizard mode yep and actually do you want to touch on before we move on since you said, do you want to touch on what those are? Because a lot of people have heard this word, you know, and... Horcrux? Yeah, the Horcrux, and not knowing what they are, and obviously they're all needed, so obviously it's not the story. Do you want to just touch on that quickly? You're the best, so tell the story. Sure. So in the Harry Potter lore, Lord Voldemort, he's the big bad guy that Harry faces, he delved into some really nasty dark magic, which is called a horcrux. A horcrux is created when you murder someone, a part of your soul gets torn away and locked into a physical object. What that means is as long as that object is whole and hailed, you cannot die a final death. If you have a horcrux hidden somewhere, you can come back. But Lord Voldemort, he doesn't take any chances. He actually created seven horcruxes. And he used some important items in the wizarding world. And the story through the final couple movies of Potter, as you learn about them, is that Voldemort created these seven horcruxes. And then Harry and his allies work to destroy these horcruxes. So as the pinball player, your objective for the final wizard mode is to collect these seven horcruxes and then play the final wizard mode called The Boy Who Lived, which is a moniker that's applied to Harry Potter. He's the only person in history who's ever survived the Avada Kedavra curse, which is the killing curse. so if you can collect these seven horcruxes you get to face Voldemort in the final showdown which is the climax of the last movie and throughout that you are destroying these horcruxes, you're seeing the horcruxes get destroyed as they are destroyed in the films but they are set to a fairly difficult level meaning, you know I said you collect ten allies to get one of the Horcruxes, the Locket. Collecting the Diadem of Ravenclaw means you've collected a Super Jackpot in the Quidditch World Cup multiball, which is not an easy multiball to get to, and then collecting the Super Jackpot in it is also not a trivial matter. And that's kind of the level of difficulty that we aimed for for each of the Horcruxes. Make sure that you experience seven major components of the game, and then do a fairly difficult, not impossible, but a fairly difficult achievement in each one of those objectives in order to gather the horcruxes and start that final wizard bone. There you go. All right, so for those that don't know, and maybe you should do a quick 10-minute Harry Potter, well, Harry Potter is video for Jersey Jack social media, because I'm surprised how many people, like I'm 41 and a lot of my pinball friends are probably up to, yeah I think they average between 40 to 60 and I'm surprised how many haven't actually ever seen Harry Potter but they're invested and I think they'll be more invested. I'm trying to get these people to sit down to watch 8 films, you know it's a lot of time it's like if you did a marathon it was 24 hours or something. It's like 24 hours worth of movies yeah. Yeah yeah you know so a 10 minute Jersey Jack Harry Potter nerd out would be a cool little video to do. All right, so we got to this stand-up target, that drop target, sorry, that you obviously hit. It drops. You have to hit it a certain amount of times or just once? So the rule on that, the first time you shoot at it, you hit it once. It qualifies Death Eater Fights. You shoot the ball in there, and the drop target comes up. And that's a feature that's been used on a couple games. The drop target holds the ball behind it. In this case, it kicks off a Death Eater fight mode. And you see one of six Death Eaters, and they're characters from the films, they're bad guys. And you're battling with them and with their accomplices. So the Death Eaters wear these silver masks, so that's what that character is emulating. and we did that so that it could represent any of these Death Eaters. They all wear the same masks, same style of masks. So we put that sculpture in there. You shoot the ball underneath and the ball is held behind the drop target. We show an intro scene and then through a fun use of the way that the drop target mechanism actually functions, we pop the drop target down, which rolls the ball backwards into a kickback that fires the ball back at you, like F-14, like the whiplash shot, Iron Man, a couple different games have done this. It barrels at you as they're whipping a hex at you or a curse at you, and then you're battling the Death Eater. You've got to hit him. Last time, sorry, the way it shoots at you, did that change strength-wise? Yes. And so we purposefully randomize it because we want to mess with your brain. Because that's more fun than having it be predictable every time. So yeah, there's a couple different software pulses that that coil kicks at. And that just makes it less predictable. So then you're in a Death Eater fight. You've got to hit them a couple more times before you defeat them. And then if you defeat two Death Eaters, you get to qualify Death Eater multiball. Where there's a bunch of Death Eaters on screen and you're trying to take them all out and survive. there you go, alright cool I'm looking forward to playing that, that's cool, I'm a sucker for F14 for instance, one of my favourites where the ball just boom, smashes back at you so obviously we've got this ramp now, this ramp shot can be hit from all three flippers it looks like I wouldn't say it's achievable from the upper right flipper right, that was not an intended geometry you're not going to get a successful shot from that upper right flipper the ball path feeding to you isn't going to feed it well, so the lower two flippers primarily on that main shot. Cool. Okay. And that takes us up the top, up the ramp. Yep. And obviously up. It does a little S curve. A little S curve. Yep. And then that ends into the here, right? Right, into the back of the staircase. Yep. And so that will lead four different places. Yep. If the staircase has the, what I call the dead end, then it'll stop. It'll hit that and it'll drop straight down and fall into the pop bumper area. Alright, if it rotates... The rubber... Yeah, there's like a black rubber on the back. So it'll run into that. It'll drop straight down. It'll fall into... So there's a pop bumper with the death... with the Whomping Willow. There's another pop bumper and there's a slingshot. So it's an area that has a ton of action back there. So that's one tap. There are two pop bumpers and a slingshot. Yep. So it's one path from the staircase. If it's rotated 90 degrees clockwise, then the ball will go in the back of the staircase and exit the left of that left wire form underneath the Quidditch player. if it then rotates 90 degrees more it'll enter second layer uh and exit to the right which will do a quick loop back and then drop onto the play field and feed that blue flipper the upper right flipper yeah and then finally if the staircase uh is what i would call facing the rear, then the ball will enter that and it'll shoot out the front of the staircase down to your lower right, down to your lower flippers. It's a bit random which flipper it's going to face, and sometimes it can drain straight down the middle from that shot. But there's a two-second ball saver, so we throw it back at you if it does. So that's because as the staircase is moving, the ball comes out, so it kind of is coming out whenever. Yep. Cool, cool. All right. And then, obviously, so that ramp takes you up there, and then we've got a stand-up target just there. Yep, so that's Hagrid. Yep. That's that stand-up target, and he's right next to Diagon Alley because Hagrid is the first person who introduces Harry to Diagon Alley. Diagon is a really fun rule in the game. There are four different shops that you can enter in single ball play. the top one. And so the way it works is you spell out the word Diagon, which is six letters. I think we spot you four letters at game start. And then you just gotta spell two letters. And then every time you hit the stand-up target, it'll change which shop is currently lit. Or, you can use the action button, if you're an advanced player, to change which shop is currently lit. So the four rules, the four shops that are available, the top one is the joke shop, the Weasley's Wizarding Wheezy's is the name of the shop that first appears in the sixth film. Might have been. It's the sixth film. It's run by the Weasley brothers, and long story short there is if you shoot into there, you get what's called a bombtastic bomb, which in pinball terms is a smart bomb. You get one of those, you hit the action button, it completes the current mode shots that you would need in order to complete a mode. It's a great thing to have because your modes continuously run, your moving modes continuously run, and if you can't make a shot or if you're running out of time and you really want to complete that mode, you hit that action button and you complete your mode. Every consecutive mode shot you make adds a multiplier to your final score for your modes. So completing them consecutively is really a great way to score huge points in the game. So that's kind of like one of those clutch, oh, I'm not going to make it, hit the button, and keep it going. Can you collect multiple bombs? You can. So there's a couple ways of adding extra bombs. Completing Ron, I think, after several iterations, will give you more bombs. I think there's a skill shot on the Ron target, so it will add an extra bomb for you. so they're a very lucrative resource once you've gone in the shop you can't go back into the shop again you can go back into the shop yes you can revisit shops multiple times sorry that's the dude on the top one yeah and he's got like a top hat and that's a scene from the film so that's lit up like you said depending on where you hit the stand up target it will light up randomize which shop it is cool the next shop down is the owl which is called Elop's Owlery. What that is, is it is a 25 million point hurry up. So you shoot the ball up diagonally. The ball is grabbed on the magnet, dropped into the vertical up kicker, and it will feed to the staircase. One shot on the game will be lit up for 25 million points, and the staircase will rotate to feed whichever flipper is the easiest shot to make from. All right? So if the right orbit is lit up for 25 million, that staircase is going to rotate, stop, and when the ball drops on it, it's going to feed your lower left flipper. If that hurry up is on the upper play field, staircase is going to rotate, stop, feed the upper play field. If it's on the inner loop, staircase will rotate, stop, feed the upper flipper so that you can make that shot. Your first shot from that flipper, you're going to want to make because it's worth 25 million. It's a monster shot. Awesome. The next shop is Flourish and Blot. So it's slightly to the left. That green insert. Yeah. So it's called Flourish and Blot. Flourish and Blot is the bookshop where the students buy all of their books. That is, and I hate to use this dirty word, but that is the video mode in the game. and video mode again they're they're generally not something that pinball fans get excited about um and myself and joe are pinball fans we know that video mode you're playing pinball you don't want to play a video game right um but the video mode is very quick um and it's basically a form of sign and says we show you a spell on screen and we give you a three button input and we'll say like Alohomora, left flipper, right flipper, action button. And then it goes to the next screen, and you have to repeat the lesson you were just taught, left flipper, right flipper, action button. Boom, you've completed your spell. You get an award for that. You earn a Horcrux, which is first presented in the second movie in Flourishing Plots. It's one of those hidden Harry Potter things that the fans will understand as to why they got it there. but if you hate video modes and you blow it off well whatever, you still get 10,000 points you're not going to earn your horcrux and you're not going to earn your multiplier for a multiball but we're not going to wrap you up in some mode that you don't want to play it is extremely quick, it's three button presses and you're done both Joe and I like that concept it's not something you're trapped in for 30 seconds or a minute you get right back to the pinball action if you want to and if you just blow it off, you're not going to be rewarded, but you'll get your ball back right away. And then the final shop that's available initially is Ollivander's Wand Shop. So this is one of those iconic moments in the film where the first movie, Harry receives his wand, and he receives his wand from a wand maker who's known, his last name is Ollivander. the wand chooses the wizard so you see this scene where Harry's picking these different wands and none of them are working until he finally gets the right one the reason to go to this shop is that in pinball rules this adds scoring opportunities and score modifiers to the wand based multiball which is called the golden trio right so that three ball lock over on the right-hand side is the physical three-ball lock for the Golden Trio. And we have the three wands of the kids from the film, so Harry, Ron, and Hermione. Those are their wands in one-to-one movie-scale replica. Very artistically sculpted to be exactly accurate to the film. It was a really fun project to work all the way through. But if you go to Ollivander's, we light up five shots on the play field, and every one of those shots that you make adds a lucrative multiball bonus or increase or modifier before you start Golden Trio. So things like qualify double-triple jackpots, qualify multiball restart, qualify double scoring for multiball, and a couple more. But as you're, when you visit Ollivanders, it lights up those five shots for 30 seconds. You have 30 seconds to make those. And then the next time you start Golden Trio, you'll have all of these stacked bonuses. Going in to Golden Trio. So all four of those shops have really interesting rules in them. But all of those require single ball play. So then Joe and I were thinking, what do you do with Diagon Alley during multiball play? What could we use that for? So any shot on Diagon Alley during multiball is going to dump points into a bucket. And that can become, you know, again, that's a shot right at the middle where most casuals are living all of their best life right there up the middle. So every shot you make on Diagon during a multiball will dump score into a bucket that the next time you qualify Diagon Alley during single ball play, you've unlocked a fifth shop and that is Borgin and Berks which lives in Nocturne Alley which is where all of the evil wizards do all of their shopping. But you can cash out all of those shots on Diagon during Multiball if you visit Nocturne Alley and get a big old payout. I think that whole Diagon Alley thing is great because it adds just elements of layering to the game, right? and it's usually one shot. Yes. So, okay, so that's that one. Now we move to the next one, which is the fixed kind of opening at the bottom of the staircase, right? Yep, yep. So that takes us to the back. Yep. And then it also takes us where? Three other shots. So something I'd like to point out that we tried to impress into the players is there is what we call a D-pad or a directional pad, right, like you would have on a video game controller, in front of the staircase shot and in front of the great hall shot. So you can see yellow, blue, green, and red arrows in front of the staircase shot, and they're set up like a D-pad, right? So yellow is pointing up, the red is pointing left, blue is pointing right, green is pointing down. So, when the red arrow is flashing in front of the staircase, that means the ball, when shot at the staircase, will feed out of the left of the staircase and feed the red flipper at the bottom of the playfield. When the ball, when the insert is flashing blue and facing to the right, the ball will exit to the right of the staircase when you make that shot and feed the blue flipper. When it's flashing green, it'll feed the green flipper. When it's flashing yellow, well, it'll feed the pop pumpers in the back. So, that's how it works. I didn't actually pick that up, so thank you for that, because I think a lot of people will spin out about that. They'll see it when they play the game, and again, that's one of those color-coordinated subtleties playing into the subconscious feed to the players. They're going to start to pick up on things. There's a red flipper down there with a red rubber on it and a red arrow that points to the left. Anytime that red arrow is flashing, it's going to feed your left flipper. And the same for the blue flipper and the same for the green flipper. so all right that that cool and again the d analogy is awesome All right so then to the right here Right so to the right is the right orbit which is themed after the Order of the Phoenix, which is a group of allies that Harry has, starting in the fifth film. That shot can go all the way around the game and come down the leftmost return lane, the H lane, and that thing is wicked fast and wicked combo-able, right, to be able to zoom, zoom, zoom. You know, I've made three in a row on that, and I swear the ball's moving 100 miles an hour. It's just incredible. But we can choose, if we want, as I say we as in me and the programming team, can stop the ball if we want to and feed it to the top of the staircase from that shot as well. So there are like a ball lock, for example, is a good instance where we would stop the ball on that shot when one of the balls for Golden Trio multiball, that's where you could lock a ball. We'd stop it, feed it to the top of the, feed it to the vertical up kicker, and instead of feeding it to the staircase, we would feed it to the wand lock-up mechanism. And this area, I was trying to find a video that... I'll try and find it while you're talking about it. These two lights here and this shot here, talk us through that there. Sure. So there's an area called the potions area where it is not a directly shootable shot, but it is a highly repeatable ricochet shot. So you're not technically aiming for the cauldron when you fall in underneath it. But if you shoot the, for example, the R target from your lower right flipper for ROM, you can drop it into that cauldron. If you miss a ramp shot for the staircase, it can fall into that cauldron. If you hit the ally's target from your upper right flipper, it'll fall into the cauldron. So I left this opening on the right-hand side to drop a ball into the subway and create a rule around it for the dungeons, which is where the potion classrooms is, where Professor Snape is. And so we theme that area around making potions. Potions in the game are a, and I don't like the word because it's a weird connotation these days in pinball, but a mystery award. which tends to be a table of just random crap that you kind of don't want, but you fall into it and you earn something anyways. For our mystery award, you are brewing a potion, but you actually get to choose which potion you would like to brew. So there's three mystery awards that show up, and based on which shot you shoot first is the potion you're choosing to brew. so if you shoot the left orbit you're going to choose the award that was qualified for the left orb or sorry the left ramp if you choose the center shot you're going to choose the potion for the center shot and if you choose the right orbit you'll choose the right orbit so it's a semi random mystery such that we show you what the three awards are and you're like ooh I really need an extra tilt warning and I really don't care about extra bonus right now so I'm going to try to shoot for the right orbit because I used both tilts. And it's a Jersey Jack game, so you only get two tilts per game, not two tilts per ball. So tilts are very valuable. So semi-random mystery award is how I would theme potions. What else have we got? I was trying to find where he's... Well, we'll move on to the next one, which is obviously just below that. this area here. We've got... So you've got the scoop, you've got this little return. We also have a shot under the flipper. Yes. Right where that number 8 is. If you're holding up your flipper, there's a shot underneath there. And that's the extra ball shot, because I think extra balls should be earned. and it's just given away like candy. So you've got to earn your extra ball. You've got to shoot underneath that flipper. Now, the first extra ball that you qualify, we will give to you on any subway entrance. So it could be the potions. It could be the under the flipper. It could even be the scoop itself. But every extra ball after that that you earn, you have to shoot that under the flipper shot. So the shot next to that is the scoop. The scoop starts a lot of things, but it primarily starts your movies. Oh, there we go. Yep. Oh, you can stay there. Yep. Yep. Just to that one. Yep. Yeah, so that'll start your movies. Sorry, your terms at Hogwarts, your year at Hogwarts, where you play through the first six movies. It also, after you have made some combo shots, will advance your form of wizard travel. So combos equal wizard travel in this game. Every time you advance your form of wizard travel, you get a reward. And every other reward is the Geminio charm. and in Harry Potter, Geminio is a charm that causes duplication. So that is your playfield multiplier. And that is why there's a sign right there above the scoop that says Geminio and it's got that, you know, kind of pie symbol. When that's flashing, it means that if you shoot the scoop, you're going to start a playfield multiplier. and then the forms of wizard travel it starts when you make a combo you'll see the Hogwarts Express traveling across your screen once you've upgraded you'll see a broomstick flying across your screen and then if you've upgraded a third time you'll see the flying car from the second film traveling across your screen and then Flu Powder and what's after Flu Powder trying to see on the play field here oh the night bus again there's we follow through kind of the theme in the movie where every student starts riding the Hogwarts Express then they can get on broomsticks then they can travel you know in the second film Harry and Ron travel by a flying car and then fluke out around the night bus so that's all these lights that's all those little lights there and you can keep upgrading and upgrading and you're earning more rewards and you're earning earning more points for doing combos. And this playfield is very combo-focused. It's very easy to make combos on this playfield. And so you keep advancing those from up to Portkey and up to the Hippogriff and finally up to Apparition, which is like teleporting in the Potter world. And then finally, the rightmost shot on the game is the Time Turner, and that's another one of those little S curves that I put into the game. It's a spinner. It re-qualifies movies after you've completed one right there by the sorting hat, and it comes right back down the right return and feeds your lower right flipper. Which I'll show that again now. Yeah, I mean, I'm a sucker for spinners, but that little return looks pretty fast too. It's very fast. The speed coming down the right return after you've made that, you can, well, I have multiple times done a quick ski jump and then repeat that shot into there. And I think my best is four in a row where I feed that right spinner, ski jump back to my left flipper, feed that right spinner, ski jump back to my left, and it's a really fun thing to do. So basically, go up, hit the spinner, this comes down here, and then the particular... over? So no, Protego doesn't need to activate, right? If you're coming down the right most, it's a return lane. And then you... On the other side, same thing. Exactly. Yep. And then for that shot, you can quickly do a ski jump, meaning you hold up your right flipper, the ball hits it, you let it go, it pops over to the other side, and then left flipper again, and yeah, I think I've done four of those in a row. It's just such a satisfying little play of mechanics. So we've touched on all those. Obviously the Protego gets activated by the rollover switch where Voldemort is. Correct, yep. Is there, on a separate note, a question I want to ask before I forget, was there, the fact that Voldemort's not really on this playfield at all, he's not a main toy, he's very subtly there, is that because, like, in the films, he's not really there? He's very rarely seen as well? Right, right. So Voldemort shows up for the first time in his true form in the last 15 minutes of movie four. And then in movie five, you only see him for like 10 minutes. And movie six, the protagonists don't see him at all. and then again you don't really encounter Harry doesn't encounter him until the very final minutes of the final film so you know he's not this big bad guy that you're punching and beating up because he is the ultimate bad guy who very rarely shows himself so he's there in the drain lane but of course he every one of these iconic scenes where he's in the films is portrayed in the movie modes, and he's on the screen, and you're battling him by shooting the various shots related to that mode. But to put him in there as a bash toy was almost doing him a disservice, because he's not just some soldier in the army, right? He is the head. The ultimate wizard mode. Yep. So, touching back on, like at the back here, so this up kick that obviously feeds the top of the staircase and the wands, right? How multiple ways is to get to that? Right. So, there's a magnet in the right orbit, okay? And so, you shoot up there, magnet grabs it, stops the ball, lets it go, and it feeds the vertical up kicker. that feeds either to the wands or to the top of the staircase because there's a magnet built in in that path on the third level. Diagon alley can also, which is the shot right at the middle, can also be grabbed by that magnet and feed to the top of the staircase or the wands. And then also the inner loop from the upper right flipper can be grabbed by that magnet and feed to the upper, to feed up there and then drop it to the wands or to the top of the staircase. So there's three different shots that will feed that vertical up kicker. But only if we choose to, as the programmers, turn that magnet on and stop the ball. Otherwise, that ball is just whipping around. So if you shoot it a diagonal without that magnet active, it's going to come screaming down to your upper right flipper. you shoot the inner orbit without the diverter active or without the magnet active and you can repeat that shot over and over and over again with your upper right flipper and obviously one feeds to the top of the stairs which in the little teaser trailer we got that looked awesome when this was facing that way and it kind of just dropped it and it stepped down multiple times and this one goes to the ones to lock the ball the cauldron right obviously creating magic was do you want to let people know why the cauldron I guess is important yeah so the you know there's a very well loved well there is a very well known character Professor Severus Snape who is the potions master for the first five films and he is he's an important character. And if you don't understand the importance of Snape, I implore you to watch the films, read the books. He is a favorite character for a lot of people for many reasons. So I really wanted to have Snape in this game, especially because he's played by the great and late Alan Rickman, who just captures him on screen in such a good way. but I did enjoy the concept of having the three ball lock drops the balls into a cauldron and then they kind of disappear. But that's actually a pass through that drops through the cauldron, through the play field, into a subway and then they kick out. But it's kind of like where did the balls go? What kind of magic just happened? I don't see where they went and then they kick out of the scoop and feed the players slippers directly. yeah I thought when I saw that I was like what a what a way to kind of incorporate not only a bit of magic and um mystery but you know the the homage to snake um is uh and yes you're I mean Alan Rickman I don't think anyone else can play that character but um the I do like the touch one thing I do like is games and you know Ghostbusters has it and a few others where you've got the little mirror that shows you what's happening and I actually like the fact that the art on the play field is upside down. Yes. Yeah. It's the right way. It is a fun thing to do. You know, I put this big moving mechanism, you know, kind of mid-play field, and then I put my pop-up behind it, and I'm like, oh, man, I've got to be able to see it. And immediately I think of, like, Circus Voltaire, which I think has a mirror in the back that shines down at an angle. I'm like, okay, I've got to put a mirror in there. oh well duh, the most iconic mirror in Harry Potter is the Mirror of Erised which plays a primary role in the first film so we took that design and we put it in there and you can see the ball reflected in the pop bumpers when you look into that mirror and so you can still see where the ball is even though you can't see it correctly you can see it reflected in the mirror and so yeah we inverted all the artwork in that area and the words in that area so that you can see them and read them correctly through the mirror. Yeah, I think the mirror is a great touch. Everyone that I've spoken to that has played it loves the tree and the way the tree moves with the rubber straw. I think that was a great touch because I think the element of, and even though you haven't seen the film, you don't know that the tree has that movement, but I think there's an element of, well, if it's the kind of the car stuck in the tree, the stiffness of it would look weird, even for someone that hadn't seen the films. So that was a great touch, and a lot of people have loved that bit. I'm just going to pull up the... Here I am trying to juggle all the windows. I'm a sucker for upper playfields. I love upper playfields, and I specifically love them when they're easy to get to. The Foo Fighters one kills me, because I'm not a great player, and I struggle to get up there. That big right ramp that feeds. Yeah. Yeah. But this, obviously, people are going to spend time up here, and it's a fun element, and obviously we spoke about this last time. That's what you guys wanted to achieve. You wanted it to be fun. You wanted it to be its own thing. And there's a lot going up here. I did touch on the fact that we've got two posts that are essentially energy-building posts that hit the two captive balls, which stay in their own little lane, and we can go into the scoop and back around and that's obviously loopable. I'm sure there's going to be competitions of how many people can loop that the most. I mean, it's honestly, so one of these things, again, as a game designer, Joe and I have talked about, because again, we could, him and I can stay up there all day long. We can keep that shot going forever. It's like, at what point do we turn it off? well turning it off isn't really fun you're not going to feel good when it gets turned off but I also can't just let a player live up there forever and keep racking up million million million million so it's like Joe has come up with a way of we'll reward you for the first X number of times you make that loot but after that you're just showing off and you're not going to get the same gains that you would if you make it the first couple times so So it's one of those tournament players we know will try to exploit this. How do we make that non-exploitable? But still make it fun for the casual players. Like, oh, I made it two in a row. Oh, I made it three in a row. And then, you know, they drain out. Oh, yeah, I can imagine people will be going, oh, how do I get up there again? And how many, I want to do it again. And they'll probably just put quarters in the game just to literally, what's the word, play that as much as possible and keep that shot. I'm just going to share this I think you can see that this one where is it there it is, I've got so many windows open just to show that shot the feed into the spinner lane from the main ramp is something that I really enjoy doing because that automatically feeds your flipper and then you can either repeat that spinner lane or you can shoot the U-turn that feeds it. And again, both of those shots upon completion feed that upper left flipper again and again. And even like the rubber on the right-hand side, right, if you hit those posts, you have a chance of nudging the ball back because it's going to bounce off that rubber and you can get another crack at it with your upper flipper. I know you did touch on it, and sorry if we're repeating this, but there will be people that... I think I find that sometimes people will skim through videos and may miss it anyway. So you know that getting up there and how quick you do qualifies you for your position in the team, which is a sport. Think of it as hockey up in the sky or polo up in the sky. Yep. You qualify levels, and depending on how good you do the first time determines where you end up, and that obviously determines your scoring, right? Correct. Depending on who you are on the team, there's your quarterbacks. Do you want to run through that again? Yeah, so there's four Quidditch positions. There are seven members of the Quidditch team, four positions. There are chasers. So beaters are the lowest member in our standings. Those are the guys or gals that have a bat, and they whack a bludger at opposing players to try to knock them off their room. Then there are chasers. Those are the people who try to make shots on goal with the ball called the quaffle. There is the keeper, who's like the goaltender in soccer or hockey, the goalie. And then there is the seeker, the person whose job it is to grab the golden snitch as it flies around. The golden snitch ends the game, gives your team 150 points, whereas all shots on goal just score 10 points. so as you're playing a Quidditch match the first time you get up there you're trying to earn your spot on the team whichever position you earn adds a big ol' multiplier to your Quidditch points at the end of the game and again I will reinforce the idea of do not tilt out on your last ball because you will throw away every Quidditch point that you've worked for because Quidditch only adds to your score on ball 3 in bonus so it's one of those game total bonuses that add up in your final ball so those beta lights on the playfield there and beta is the entry level position those are to represent the two posts that obviously you can hit which then at the top, for those that probably can't picture it, it's a little bit like the beast shot in X-Men where you hit it and it hits the ball at the top, right? Something similar to that. That is like its own little mini thing as well, right? Yes. Now, is there, obviously you can see the words beta there. I'm assuming on the screen where there is a little section dedicated to the upper playfield quidditch area, the way of determining what position you're in, you can actually see what's lit up? Yep. You can see what qualifiers you need to hit the first time you go up there. I think it's like shots and spins and targets and a snitch. So my favorite shot in this game, or one of the really, really cool shots in this game, is to be able to shoot that main ramp, which you can see it in this film right here. If you pause it, you can see that the main ramp up the middle of the game, off to the right-hand side, If you shoot off the tip of this yellow flipper, you can shoot it right onto that main ramp, and it goes into the back of the staircase. If you can make that shot the first time you get up there, you get awarded S-tier class Seeker, which is, like, the best Seeker in the world. You are Victor Crum for the Harry Potter nerds out here. He's the best Seeker ever. and that is just worth absolute monster points it's in a very challenging shot but it's so cool when it happens because you're making combos, you're making the orbit, you're making the loopback, then you make that which feeds into the back of the staircase which, you know, could go anywhere it could go down to your lower left flipper and you can keep these combos just going and going and going so we reward the player when they make that shot and yes it is Tom Brady of Quidditch? Well, basically, right. Like I said, he's the Victor Crumb of Quidditch, if you can make that shot. I don't think anyone's really picked up the artwork that's in this ramp scoop area. Is that to represent those I know when you watch Quidditch, there's a lot of the banners around the field. Is that where that artwork's from? Yes, yeah. So that is kind of like the where the fans sit, and actually if you look down in that U-turn, there's actually a group of fans sitting in there and those are a group of people right at the top of there above the red and yellow flags. That's a group of characters from the film that are sitting in the stands and you're shooting up through there. It's fun artwork to put in there. So, look, I think we've touched on, I'm just going to pull up the other just to make sure that we haven't missed anything that because it's always the case that you do a video and someone goes oh but you didn't touch on this and we didn't talk about that yeah I will pull up that diagram again and we will go over just to make sure that we recapped everything let do that one Was there anything that we missed that you think is an integral part I think we've covered everything. We've spoken about, oh, maybe one thing, I don't recall if we touched on the other videos, but again, we'll touch on here, is, where's my little drawing diagram? In this area here, these lights there? Right, so those are the four ally modes that you can earn. So again, if you're shooting ally shots, you get to earn allies after you hit the ally stand-up target. Lights up either one of those shots. Two allies collected in the right orbit will qualify either Lupin, which is super right orbits, or it'll qualify Heart's Desire, which is super pop bumpers. qualifying two allies in Dumbledore's Army will qualify Luna Loves Loops, which is super inner loops, or it will qualify Hexes and Jinxes, which is the super spinner mode. So that's what those four lights are. It'll show you which one is currently lit if you qualify your next ally and which one you're going to collect. there you go okay and what I'll do is I'll remove that and we'll do what we will do is while we're talking I've got a couple questions in the chat from the last video that people like of maybe you guys didn't touch on or can we get a little bit more information on and let me just pull this back leave that playing for people that haven't seen that. Alright. Now, I'll pull those up. One person had a long question. He said, if you get the chance, can you ask Eric about the code and the concerns about the timed out modes that don't require you to hit shots to progress in the game. Is this designed to not give a sense of accomplishment for progression and only focusing on scoring higher? I don't personally really understand that question, but I kind of do. Do you understand what she's asking? Sure. So yeah, there are movie modes in the game. If you choose to time them out, you can. But I will emphasize scoring potentials for completed modes are astronomical. Your scoring in final exam is based, so at the end of the movie mode you've played, it's based solely on how well you've done in the other modes. Scoring in timing out modes is not going to get you any points, and you're really lame if you do it. So, don't, I guess, is what it comes down to, right? Even if you time out the entire movie's worth of points, you're not going to accomplish any points in anything after that because all of your points are based on how well you've done in those movie modes. It's just kind of a waste of everyone's time. Don't be that guy or gal. Don't be that guy. Okay, another question is where the moments are going to be in the game if we can't hear the audio from the clips during the lessons as they aren't the priority in the game? Are the moments meant to be I'm playing Quidditch, I'm fighting a Death Eater rather than anything tied directly to the movies? Right, so we try to focus on the most impactful moments of the game. When you're playing Quidditch, we absolutely want you to hear the Quidditch stuff. When you're fighting Death Eaters, we want you to hear the Death Eater fight stuff. the movies will be happening in the background and when you focus on those when you're making those shots you will be hearing the movie things anytime you complete a movie you're rewarded with a movie completion scene that happens so you make the three shots instead of seeing the loop you're going to see the end of that scene which is something of the characters talking or doing some sort of action and you'll hear them and see them and all of that. But the actions you can have, you can just have it. On what you said before about, or the other day about, like, it is a pinball machine. Like, if you want to watch the films, you go watch the films, right? Right. Sorry, there was a slight delay. Were you saying, finishing something, what you were saying? Well, I was saying, like, you want to be rewarded with the thing thing or the objective you just completed as the highest priority of what you've done and something happening in the background like the movie scene will happen and if you make the shots for it to complete it you'll be rewarded with those shots but if it's happening in the background while you're starting a multiball as the person playing the pinball machine you're going to care more about the multiball than the scene happening in the background and I think like and this probably touches on this whole thing about muted clips and not muted clips like it's a pinball machine and the balls move fast right and having the idea of having every single thing you're doing being on the screen even though you're going from one shot to one orbit to one lane it's impossible right so you kind of have to prioritize certain things and there'll be things that will be muted. And I really hate this word because it makes it sound negative. And I know there was a bit of backlash. Attenuated is a better way of saying it. The audio is still there and it's still playing. It's just not playing as loudly as the other things that are more important. More, yeah. Because there's that thing where people go, no, they said that there's no muted clips. In a sense, for the important part of playing the game, there are no muted clips, right? But it's naive to think that there won't be clips that don't have the full audio or you can hear all of it. Because the game just makes it sound. There's more important stuff happening that you want to hear about, right? There's sound effects that you've made this shot or you've completed this objective, which are more important than a looping movie background clip that's currently happening. Now, that's there if you're not doing anything else. but when I get a super jackpot I want to hear a super jackpot I don't want to hear Snape bitching at Harry in the potions lab because he screwed up another potion that doesn't mean anything to me as the player but if I'm trapped up yeah I'm going to be able to hear that stuff and see that stuff happening on screen like this scene that you're playing right now the dueling club scene you can hear Harry and Draco talking trash to each other but I also just qualified one of my objectives for the Battle of Hogwarts you bet your ass I want to hear that I qualified part of Battle of Hogwarts because that's a wizard mode and that's more important than the scene happening in the background of the game yeah so basically on our last video there were some comments saying people didn't agree with my little rant about this whole muted clip debate and thought that muted clips means one thing but I just think it's impossible to get everything in because the game moves so like right there for example the scene we just saw we were seeing a looping scene, a looping scene a looping scene and you're hearing the audio of it happening but Joe just completed that scene, you got a full screen movie effect with the synced audio that is the most important thing that just happened in the game and that's what you're seeing and hearing and it's about creating that experience right and immersing you in that moment right actually the ball is held in that instance so you can enjoy that and you can hear it and see it and that's done intentionally we show you the cool stuff that we know you want to see and experience and look I understand because like you know the game is made for pinball players but also for people that love Harry Potter. And I think the people that love pinball but don't understand Harry Potter are just going to find this like, who cares or it's too much or, you know, finding that balance. But at the same time, I think, you know, you guys as a company build games that are very different. They're not predominantly sighted games, which will obviously change now with the arcade edition. But, you know, it's a company that builds games trading experiences and moments as opposed to what other companies do with trading games that also do that, but on a different level. Yours is, again, very cinematic. And I think, you know, anyone that's a real passionate, traditional, old-school pinball player probably is playing the wrong game. They should play it, and they have to experience it because it's a unique game. But I think there are elements that if they have an issue with it, they're probably playing the wrong game. They might never own it. They'll play it. and may not play it ever again because it doesn't, you know, we can't please everybody, right? Correct. But this whole thing about the muted clips has just been that. And it's only been the only thing really, and probably the fact that, and I will be devil's advocate here because obviously I can't be saying Win Schilling everything, because, you know, that's not allowed in this world. But, you know, the fact that there is so much going on that with the flashing lights and all the noises that they can, it can come across a little bit chaotic, chaotic and a bit like a, what was the word I heard? Like a, like a slot machine, right? Like a, like a machine at a casino. Right. But I think there's an element of like, we are trying to create something addictive too. Right. In a, in a good way. All right. We want to create the constant serotonin drip of you're doing things. These are your rewards for those things. if you're not the person at the game, you're going to experience chaos because you're not the person experiencing it. But when you hit a target and you hear a sound or you hit a shot and you see a movie completed and you know in the back of your head, well, that was the last shot I needed, which is why it just started the multiball qualified movie, that all of that stuff works when you're engaged with it. When you're passively watching from across the room, it's going to seem like chaos. but when you've got hands on the game, it makes sense. It is helping you understand your progress and your current setup for what you have coming next in the game. Yeah, look, I think, like, with me, one of my favourite games is Avatar. I really enjoy Avatar and the way the lights show. Like, I'm a sucker for light shows and the only time that I have ever kind of critiqued lighting is, I guess, when you defeat the crab mech, we get this rainbow, right? And I was like, well, that's like, I would have preferred maybe like white and blue light to represent electrical, like, shutdown, right? So that's the only thing that I think some people have given me feedback on is a little bit too rainbow. In saying that, though, Harry Potter, especially in the first, I don't know, maybe, I haven't watched the movies in a long time, but in the first five films, four films, is a quite bright, colourful, before the film starts getting darker and darker. So I think you can get away with it. And I think people that don't really know the law will probably go, yeah. But I think they critique it because J.J.P. are renowned for the very vibrant light shows since they've incorporated those light bar charts. But I'm sure, like anything, and you may not ever want to change it because you'd be like, no, screw you, I like it. But, you know, maybe... Well, actually, those light bars are the first thing that I've ever received a personal patent on. So, yeah, I do like them quite a bit. And I think they're a great part. I think, you know, is there an element there where if over time there is that much feedback that it is too rainbow, that it can be changed quite easily? That's just coding, right? Yeah, I mean, it's programming. They can be 16 million colours and we choose to make them attractive to people who, you know, aren't so obsessed with the pinball machine for its sake of being a pinball machine, but more for its ability to entertain, right? Like, if you put yourself in the shoes of a casual player who's never played a pinball machine, oh my god, look at all these lights, look at all these colors, look at all these sounds and this experience that I'm having, versus, well, I really think this movie should be red and green because it's Christmas time here versus having that purple in there. Well, sure. Thank you for your opinion. But we're trying to expand this to a broader audience and we want to pull people in who are walking past this game in the movie theater or in the arcade or in the bar. And pretty flashing lights attract people. Oh, yeah. let's pull them in and help them experience. Especially people that have never played pinball or don't realise that pinball is still a thing, right? Right. Like, I know, obviously, they've just built this whole Harry, well, not just built, it's been around this Harry Potter world at the studios, at the theme parks, right? I can imagine if you guys just plonked a couple of these machines around the Harry Potter theme park that you'd capture, you can buy this if you scan this QR code. There would be a lot of people that would buy this on the spot. Oh yeah, believe me, I was at Universal last November, and I got the privilege of accompanying Mirafora and Eduardo of Team MinaLima. I was their plus one to the VIP pre-opening of Universal Epic Universe, which is the newest theme park that opened in May. so I got to spend the whole evening with those two and it was such a cool experience and the people that we talked to there when they found out that I make pinball machines they were like oh my god this is so cool we got to get one here we got to get one in the park and in a break room and stuff like that so we've been going for an hour and a half I did want to touch on something quickly have you still got five minutes? sure I want to touch on the topper and I'm going to pull up I did have it pulled up but I accidentally closed it so you were involved in the Harry Potter topper for the CE I'm assuming also for the wizard and see if I can pull this up give me a second those were both my ideas I didn't design I wasn't the mechanical engineer laying out the design. But yeah, so it looks like in this video someone's going through the test for the components of the topper. And we are on early code here. Generally, previous games we've gotten a lot more time to flush out code for CE toppers. But on this game we're actually building CEs first. So yeah, I think there's six individually controllable RGB LEDs inside the castle walls. There's two fully controllable RGB LED strips in the front and back, three different white LED strips, two servos, one DC motor, and a spotlight that shines a dark mark on the ceiling. Now, the dark mark, is that on your hat? Yeah. Does that make sense? No. Now, is that just literally the dark mark? Does it spin when it projects? Does it flash? We can control it. It shines on your ceiling. And again, that's a very symbolic thing in the Potter world. The dark mark would get put up into the sky after the Death Eaters have murdered someone. So that gets shined over Hogwarts at a very impactful moment in the series. It gets shined over the Quidditch pitch at the Quidditch World Cup at a very impactful moment. It is a very impactful symbol that strikes fear into the heart of the Wizarding World. So we use it, we shine it above your game during Death Eater fights and during things when the dark arts are coming to the forefront, like when you're battling bad guys and things like that. So it's not an Elton John laser box by any means. It's there to add mood and atmosphere versus a flashy laser light show. Now, there was an element of a few, well, actually, there was a few comments where people like, oh, the, like, I know why, and correct me if I'm wrong, where they're going, oh, the top of the castle is the wrong color, right? And I'm going, well, it's because it's dark and nighttime. so the tone is different. Is that correct? Right. So we did create the topper for Nighttime Hogwarts and again I will be the first to say this. The light shows and the animations for that topper are nowhere near completion yet but as you just saw in that video, the hardware is there. By the next time we talk there's already version .72 is coming to our games tomorrow. I'm putting it on factory games and then it's going to be available for everyone who has the game already to download and install and there will be more light shows for that topic. Jersey Jack is not made up of a thousand different programmers who are all working 8 hour days. There's 4 guys currently working on the game you know and we want to bring you as much fun as quickly as possible and light shows on a top earth you know we want to get them out there but we also want to make scoring and rules and choreography in the game as well and there's only so many hours in the day and I think this picture like sums it up like it's dark it's gloomy it's just during the day the castle's like a creamy color whatever but you wouldn't see that at night time and I think there's an element of we need to understand that there's a reason why the topper is dark. We're closing it in. You know, you never, I find toppers always is such a controversial topic because people going, oh, you don't get your money's worth, but when you do get your money's worth, it's still not good enough. That sounds very familiar. Yeah. Look, I think you've done a great job to try and obviously trying to scale that and get everything in and you could have gone taller and you could have gone like, you know, show us the rock. It's, again, a happy medium, right? Yeah. Yeah, I mean, you've got to play within the sandbox. And generally I set that sandbox to eight feet, right? I don't want to go taller than that because, you know, even in my house right now, I can't put most toppers on my games because I have like a seven and a half foot ceiling. I live in an old house in Chicago. and like deep basements were not a thing back in the 1950s when my house was built. So I try to set it to, well, here's a standard size. We go 10 inches above the backbox. I'm not going to go taller than that. Sure, you might have 10-foot ceilings in your house, but not everyone does. So I want to make it as usable as possible to the biggest fan base. So what do you want to do with this space and this budget and this timeline? and all of that kind of stuff. Obviously, I haven't seen it, and Chris will see it today. Is the topper height and size similar to the avatar? Because avatar is more prominent because it's a box, right? Correct. That's very similar in size, right? It is the same XYZ dimensions, right? The maximum height of avatar and width and depth are the same as the maximum height, width, and depth of this topper. Cool. alright well there you go and look again huge congratulations like I said I've had heaps of positive feedback a lot of my pinball creative friends have ordered them and have touched on it on social media Retro Ralph, Kerry Hardy Don's Pinball Podcast all guys that you know are pretty critical and you know they've been doing this for a long time a lot longer than me and they have fallen in love with the game and aren't even really into Harry Potter. So that says a lot. I know. Big kudos to you and the team. I'm excited to eventually play this one day and waiting to see Chris's video in the next coming days about his reaction because Jack was adamant. He goes, I want to see your face playing the game because I think the experience it creates probably will, you know, massive smile on his face at the same time. Was there anything you want to touch on before we go? No, I think we covered, you know, the general layout of the game, rules, concepts, shots, how all that works. And, yeah, I mean, reach out if there are any more questions that come up. Happy to jump on and clarify things. Yeah, cool. All right. Well, look, thank you very much. I know it's late for you now and we've gone way over, but it's, you know, when you go over, you don't realize that it's been a good discussion. So I could talk for hours. Right. All good. Thank you very much, guys. remember please like subscribe um gonzo's channel obviously we've got pinball heaven which is distributor i do want to give a shout out to uh the australian distributor which is pinball sales australia which is paul so if you do want to get a game harry potter uh you can reach out with paul paul's a little bit hard to get hold of because he does multiple other things uh if you want to get a game you can also just contact me at my pinball underground or gonzo's and i can put you on to Paul, I deal with Paul on a regular basis. So, Pinball Sales Australia, for Australia, Pinball Heaven in the UK, and in America there is an abundance of people that sell games. Big population. So, looking forward to it. Thank you very much, Eric, for your time. Love talking to you, mate. It's been cool to get to know you as well over the last six or seven months we've been talking on the phone. Talking beers and beef and... yeah but uh yeah a little uh quick question brittle or flat when you're barbecuing um i tend to do it on on the open grill um not on a flat not yet i've been looking at a couple different different ways of cooking um i've transitioned my barbecuing i like flat grilling like teppanyaki is a bit of a game changer yeah yeah no man check it out maybe I can give you some words of wisdom there you go nice alright guys thank you very much on the next one

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*Exported from Journalist Tool on 2026-04-13 | Item ID: 1dfc7831-bb5a-4293-901f-fcd1f9ca8d08*
