# Episode 14 - Scott Danesi (Game #2 Teaser)

**Source:** Special When Lit  
**Type:** podcast_episode  
**Published:** 2018-09-19  
**Duration:** 53m 25s  
**Beat:** Pinball

**URL:** https://specialwhenlitpinballpodcast.com/episode-14-scott-danesi-game-2-teaser

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## Analysis

Scott Danesi, designer of Total Nuclear Annihilation, appears on Special When Lit Podcast to discuss his work at Pinball Life, his creative process, and details about his second pinball game in development. The episode covers his multi-disciplinary role as engineer and designer, TNA production status (halting at ~550 units to focus on Alice Cooper's Nightmare Castle), and his approach to game design philosophy. Danesi confirms he will not be coding the second game, with Bowen handling software, allowing him to focus on physical design and overall creative direction.

### Key Claims

- [HIGH] TNA production will halt at approximately 550 units to allow focus on Alice Cooper's Nightmare Castle production — _Scott Danesi, directly addressing the production schedule: 'They're very close. I think they're almost at about 500 right now... they are going to shut it down at 550 so they can just finish off the run of TNAs when they're running them side by side with Alice Cooper.'_
- [HIGH] After Alice Cooper's Nightmare Castle completes production, Scott's second game will be ready to go on the production line — _Scott Danesi: 'After Alice Cooper, one of Scott's games is going to be on the line... Either way, after Ellis Cooper, one of Scott's games is going to be on the line.'_
- [HIGH] Scott will not be coding the software for his second game; Bowen will lead software development — _Scott Danesi: 'I'm not touching the software. I will guide people. I will guide the software. But Bowen is going to be in charge of all of that and making sure that the software is just ridiculous from the ground up.'_
- [HIGH] For game #2, Scott will focus on physical design and not handle animations or art direction — _Scott Danesi: 'I don't have to do animations. I don't have to do art direction. You know, all this stuff can be handled by Spooky Now. So basically, I'm just in charge of making sure that the game is physically, you know, amazing.'_
- [HIGH] Scott is taking his design career one game at a time and uncertain about long-term commitment to pinball design — _Scott Danesi: 'I'm just taking it a game at a time. And honestly, I want to see how this goes with the second game when I have a team behind me.'_
- [HIGH] The left scoop on TNA is difficult to hit reliably, something Scott wants to improve in the next game — _Scott Danesi: 'One of the things that people complain about on TNA is a little bit like that left scoop's a little bit hard to hit. So that's something that I've been keeping in mind.'_
- [HIGH] TNA was not originally intended to be a production machine; Charlie from Spooky Pinball convinced Scott to productionalize it — _Scott Danesi: 'The TNA wasn't supposed to be a production machine... I was not really excited about the fact when Charlie started talking to me about actually productionalizing it.'_
- [HIGH] Scott streams on Twitch at twitch.tv/scottdanesi without a set schedule, covering music gear and music composition — _Scott Danesi: 'If you go to twitch.tv slash scott danesi it's all lowercase... I don't have any set schedule that I do it. I just kind of randomly go on whenever I have time.'_

### Notable Quotes

> "They're very close. I think they're almost at about 500 right now... they are going to shut it down at 550 so they can just finish off the run of TNAs when they're running them side by side with Alice Cooper."
> — **Scott Danesi**, ~33:00
> _Clarifies TNA production timeline and manufacturing strategy, addresses community confusion about production halt._

> "I'm not touching the software. I will guide people. I will guide the software. But Bowen is going to be in charge of all of that and making sure that the software is just ridiculous from the ground up."
> — **Scott Danesi**, ~36:30
> _Reveals significant shift in workflow for game #2, indicating division of labor with Spooky team._

> "I'm just in charge of making sure that the game is physically, you know, amazing... It's got to be right on, like the music and light shows and like all that cinematic stuff that I did with TNA has to be in this game."
> — **Scott Danesi**, ~37:30
> _Clarifies Scott's design philosophy and creative priorities for game #2._

> "I'm just taking it a game at a time. And honestly, I want to see how this goes with the second game when I have a team behind me."
> — **Scott Danesi**, ~42:00
> _Indicates uncertainty about long-term future in pinball design; suggests cautious approach to career commitment._

> "The TNA wasn't supposed to be a production machine... I was not really excited about the fact when Charlie started talking to me about actually productionalizing it."
> — **Scott Danesi**, ~40:00
> _Provides historical context for how TNA became a commercial product, contrary to original intent._

> "One of the things that people complain about on TNA is a little bit like that left scoop's a little bit hard to hit. So that's something that I've been keeping in mind."
> — **Scott Danesi**, ~30:00
> _Reveals design lessons from TNA being applied to game #2; shows Scott addresses community feedback._

> "Everything is opinion here... everyone has an opinion. No one's opinion is actually wrong. It's how you choose to handle that opinion is what sets it apart."
> — **Scott Danesi**, ~39:00
> _Reflects Scott's philosophy on criticism and community engagement, positioning constructive feedback as valuable._

### Entities

| Name | Type | Context |
|------|------|---------|
| Scott Danesi | person | Pinball designer and engineer; creator of Total Nuclear Annihilation; works at Pinball Life as engineer; developing second game with Spooky Pinball. |
| Ken Cromwell | person | Co-host of Special When Lit Pinball Podcast; interviewer; pinball enthusiast. |
| Bill Webb | person | Co-host of Special When Lit Pinball Podcast; interviewer; pinball enthusiast working on various cabinet projects. |
| Total Nuclear Annihilation | game | Scott Danesi's first pinball design; produced by Spooky Pinball; will cease production at ~550 units to allow focus on Alice Cooper's Nightmare Castle. |
| Alice Cooper's Nightmare Castle | game | Upcoming Spooky Pinball title; scheduled for 18-month production run after TNA halts; will delay Scott Danesi's game #2 production timeline. |
| Spooky Pinball | company | Manufacturer producing TNA and Alice Cooper's Nightmare Castle; employing Scott Danesi for game #2 development; described as boutique company with slow production rollout. |
| Pinball Life | company | Pinball shop in Huntly where Scott Danesi works as engineer; owned by Terry and Margaret; location of Scott's game #2 development workshop. |
| Charlie | person | Representative from Spooky Pinball who convinced Scott Danesi to productionalize TNA; involved in production decision-making. |
| Bowen | person | Spooky Pinball software engineer leading code development for Scott Danesi's game #2; responsible for rule set implementation. |
| Terry | person | Co-owner of Pinball Life; Scott Danesi's boss; assigns various projects including kiddie ride modifications. |
| Margaret | person | Co-owner of Pinball Life; inspired kiddie ride modification project that Scott implemented for Pinball Life Open House. |
| Jack Danger | person | Content creator and designer; works at Dead Flip Pinball; collaborated with Scott on whitewood cutting livestream; developing a pinball game. |
| Zach Meny | person | Co-host of Straight Down the Middle podcast; reviewed Total Nuclear Annihilation positively; asked Scott about long-term design commitment. |
| Steve Richie | person | Renowned pinball designer; known for flowy game design style; provided feedback on TNA scoop speed during MGC event. |
| Dead Flip Pinball | company | Pinball manufacturer/designer associated with Jack Danger; developing new pinball game with Scott Danesi's technical assistance. |
| Straight Down the Middle | organization | Pinball podcast featuring Zach Meny and Greg; reviewed Total Nuclear Annihilation; covers pinball industry commentary. |
| Special When Lit Pinball Podcast | organization | Show this episode belongs to; hosted by Ken Cromwell and Bill Webb; sponsored by Two Brothers Pinball Pale Ale. |
| MGC | event | Pinball event where Scott Danesi demonstrated TNA; featured kiddie rides that inspired modification project; venue for competitive pinball activity. |
| Two Brothers Pinball Pale Ale | product | Beer sponsor of Special When Lit Pinball Podcast; produced in St. Charles, Illinois. |
| Pinball Life Open House | event | Upcoming event at Pinball Life where modified kiddie ride (hot dog mobile) will be available as free play attraction. |

### Topics

- **Primary:** Game #2 Development and Design Philosophy, TNA Production Halt and Manufacturing Timeline, Division of Labor and Team Structure for Game #2
- **Secondary:** Scott Danesi's Multi-Disciplinary Work at Pinball Life, Lessons Learned from TNA and Design Improvements, Scott Danesi's Uncertainty About Long-Term Pinball Career
- **Mentioned:** Homebrew Pinball Design Process and Techniques, Scott Danesi's Streaming and Music Production Activities

### Sentiment

**Positive** (0.75) — Episode is generally upbeat and enthusiastic. Scott is open about his work and design philosophy. Some uncertainty expressed about long-term career commitment, and acknowledgment of stress related to public judgment of TNA, tempering the overall positivity slightly. Community engagement and constructive feedback framed positively.

### Signals

- **[announcement]** TNA production will halt at approximately 550 units to prioritize Alice Cooper's Nightmare Castle manufacturing. (confidence: high) — Scott Danesi confirmed on podcast that TNA production is nearly at 500 units and will stop at 550 to focus on Alice Cooper's 18-month production run.
- **[machine_intel]** Scott Danesi's second pinball game is in active development with whitewood prototype undergoing geometry testing; physical design is complete per Scott's assessment. (confidence: high) — Scott states: 'I do have a white wood cut. I need to test out the geometry and stuff. It will be not the last white wood I cut... The geometry's got to be really, it's got to be right.'
- **[personnel_signal]** For game #2, Scott Danesi is shifting from solo designer to creative director role; Bowen (Spooky) will handle all software/code; other Spooky staff handle animations and art direction. (confidence: high) — Scott: 'I'm not touching the software... Bowen is going to be in charge of all of that... I don't have to do animations. I don't have to do art direction.'
- **[design_philosophy]** Scott Danesi is addressing TNA's left scoop reliability issue in game #2 by ensuring scoop design allows reliable hitting. (confidence: high) — Scott: 'One of the things that people complain about on TNA is a little bit like that left scoop's a little bit hard to hit. So that's something that I've been keeping in mind.'
- **[product_strategy]** Spooky Pinball's production pipeline: TNA (halting at 550), then Alice Cooper (18 months), then Scott Danesi's game #2. Production can resume TNA if timing requires. (confidence: high) — Scott: 'After Alice Cooper, one of Scott's games is going to be on the line... if I need more time, then we can run TNA again.'
- **[sentiment_shift]** Scott expresses both pride in TNA's reception and uncertainty about continuing pinball design long-term; wants to evaluate performance with team support for game #2 before deciding. (confidence: medium) — Scott: 'I'm just taking it a game at a time... I want to see how this goes with the second game when I have a team behind me.'
- **[content_signal]** Scott Danesi actively streams on Twitch (twitch.tv/scottdanesi) covering music gear, music production, and pinball design process without fixed schedule. (confidence: high) — Scott provides direct Twitch channel information and describes streaming music gear demonstrations and learning processes.
- **[design_innovation]** Scott Danesi uses quick-mock playfield assembly technique with minimal screws to test shot geometry without full software setup; relies on basic power supply and flipper switches. (confidence: high) — Scott details methodology: 'I'll stick the flipper assemblies on there with just like two or three, maybe four screws maximum... stick the flipper bats on them, stick some posts in... just to make sure they are in fact in the right spot.'
- **[community_signal]** Scott Danesi values constructive criticism and listens to community feedback; frames criticism reception as sign of professional maturity. (confidence: high) — Scott: 'I don't immediately write off anything anyone ever says to me... people say stuff constructively to me, I listen.'
- **[business_signal]** Spooky Pinball is expanding Scott Danesi's support team for game #2, with dedicated personnel handling software (Bowen), animations, and art direction—removing burdens from game #1. (confidence: high) — Scott contrasts TNA solo work with game #2: 'In finishing the next game, you were pretty much a one-man show during the creation process of TNA. Now you've got a company behind you.'

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## Transcript

 The Special When Lit Pinball Podcast is sponsored by Two Brothers Pinball Pale Ale, a juicy, hot pale ale that takes your taste buds on a flavorful ride. Woo! Coming at you out of St. Charles, Illinois, the Special When Lit Pinball Podcast starts now. Thanks for hitting that start button and taking the plunge. Here are your hosts, Ken Cromwell and Bill Webb. Hey, what's up pinball land? This is the special win lit podcast. And what are we at? Episode number 14, Bill? 14. 14? We got past 13. Yeah, you were worried about that. Well, yeah, we don't, you know, 13's a bad Hebrew number. I'm talking to my co-host, Bill Webb. I'm Ken Cromwell. And what's up with you? Not too much. This weekend going to go pick up a whirlwind. So excited about that. Another project. Maybe we'll post some pictures. You've been waiting for whirlwind for a while. I'm glad that you are finally attaining it. Yeah, you know, it took long enough, but that's one of the ones that was on the list of games that I'd like to have. Um, beat up condition, but that's okay. Very good, man. I'm happy for you. Yeah. So you've got a little weekend trip ahead of you. Yeah, like five hours to go get it. Ooh. It's about four and a half hours too long for me, buddy. Yeah, you know, if you ever ride with Ken, after about 15 minutes in the car, he's getting real antsy and irritated. Yeah, it's not, I don't like driving. No, no. And for me, you know, throw me in the driver's seat, eight hours later, we're still billed. So it's fine. Not for me, man. Not for me. So good luck to you. Hey, I wanted to take a quick second. I wanted to give a shout out and a thank you to Jeff Patterson at This Week in Pinball and Zach Meny for letting me come on and co-host the show last week. For those of you that might not have checked it out, it's on the thisweekinpinball.com website under podcasts. Real fun. It was a great banter back and forth between myself and Zach. I'm sorry that you weren't able to make it. It was an awkward time for the morning. Yeah. But it was good, so I just wanted to say thanks. More importantly, as things are pertaining Welcome to the show. We are outside of the Two Brothers Pinball Pale Ale studio and we are on location today, Bill. With the home of Mr. Danesi. Mr. Scott Danesi, the creator of Total Nuclear Annihilation. Scott, thanks for coming on the show. Whoa, wait, where are we? Oh, we're in your house. We're in your basement. I thought this looked familiar, really. It did. It looks familiar to me, too. Well, we kidnapped Scott from work, drove him around in the car for three hours with Hey, how are you? Guys, good to see you. Thanks. Oh yeah. Good to see you. Good to see you too. It has been a while actually. I saw Ken recently. He came into work. Yeah, Pinball Life in Huntly. He did. Bill, I have not seen you in a while. House projects, man. They run your life. Yeah, it's crazy. Crazy. So, the wife's a teacher, so whenever summer approaches, suddenly we get projects and, you know, hey, we should do this while I'm off. So. Oh yeah. Now that school's back in session, I'm hoping that winds down. Nice. Nice. You'll have to come back and check out Pinball Life. I am so excited. I'm so excited. I'm so excited. I'm so excited. I'm hoping that winds down. Nice, nice. You'll have to come back and check out Pinball Life. I am slowly working on that cabinet that you gave me. I've got parts on it. It's standing up. It's got some stuff in it now. It's got some wires in it. That I'm curious to see. Yeah. You ended up building a cabinet and then Scott acquired it, right? Correct. Yeah, actually. It didn't meet his standards and I didn't understand because it's perfectly fine. For mock-ups and stuff, but the holes were drilled wrong for the legs. John Popadiuk, Automated Amusements, Rayder K. Sheats Jr., Loser Kid Pinball Podcast, INDISC, Scott Danesi. We'll be right back. John Popadiuk, Automated Amusements, rad cabs or side art panels on cabinet, John Placid, Larry K. Sheats Jr., Loser Kid Pinball Podcast, INDISC, Scott Danesi. I like that. So there's like a little square area in the top that's removable. It's not actually built yet. It's all on the computer. But the top square area is removable. It's like a mini playfield inside of it that I can just screw a new little playfield into. So if I'm testing a new mech like, you know, like that eject assembly, I'll just make a hole for an eject assembly, put that little playfield in there and fireballs at it. I don't think a lot of people realize just the over-encompassing amount of things that you do from a creative process. I mean, obviously, everyone knows Scott Danesi as the guy that made TNA. But at Pinball Life, you're like the engineer there. You're designing 3D parts. You're into electronics and mechanisms. Can you talk a little bit about maybe a daily or weekly schedule of a Scott Danesi at Pinball Life? Dude, I was really afraid you were going to ask that question because what I do on a day-to-day basis is actually ridiculous. It's actually ridiculous. Sure. So, what I did, let's just go, I'm going to go through and just tell you what I did like last week. Okay. Yeah, let's do it. So... The timer starts now. So, I'm an engineer. I do electrical mechanical stuff for Pinball Life, right? And all the IT junk and whatever needs to get done, right? And the whatever needs to get done seems to be taking over a lot around the time of the The Expo Party Because Terry goes, hey, I got a good idea. Do this, do that. Let's do this. Like, let's do some crazy stuff. And he, you know, he says, Scott, go ahead and do it. Right? Yeah. So yeah, exactly. So I step away from my normal. And for those who don't know, Terry and Margaret are the owners of Pinball Life. Yes. Okay. Yeah, absolutely. So I step away from my normal job, which is, you know, doing all these drawings and mechanical stuff and fixing things and doing all this other stuff. 3D printing. Yeah, 3D printing stuff. I've seen you at work. All sorts of junk. So like, you know, dude, you're running around like a chicken with its head cut off most days. Well, and it's the mad scientist lab. I've never gone into Scott's office without thinking to myself, what's that? Every time. Yeah, there's some weird stuff in there. There is. That office is actually super cool. It is. There's a lot of stuff. It has that cabinet in it. Right there, Bill. Yeah. Well, I'm sorry to interrupt, but I had to say that because, you know, I mean, it's amazing to go in there and see what's going on. Absolutely. So let me let me tell you a little story real quick before I get totally deep into what I did last week. So at MGC this year, I don't know if you guys remember, but everybody, everyone who was there probably remembers all the kiddie rides. Right. I don't know. You know, I don't know if you guys, you guys go there. I'm not allowed on any kiddie rides. Well, no, I mean, it's OK at MGC. OK. So they have all these kiddie rides. They Chris Kingpin, Chris. Yeah, Chris. Brought these in for everybody to play. They were all plugged in and stuff and they had like free play buttons on them so you could like get in them and write them and stuff and they were great. Well, Margaret decided, one of the owners of Pinball Life and also my boss, she decided she wanted one of them. So which is really awesome. Right. So something to do on lunch break, right? Yeah, exactly. That's cool. Everyone's hitting the kiddie rides. So she got, we all went around and we were all, we had some drinks. We were all going around and trying to find the one that was the most fun. We wrote them all, evaluated them, and decided that this hot dog mobile was the most fun. You can actually get two people in it. A third person can go on the front. Someone can climb on top of it. It's great. It moves back and forth. It goes front to back. It's got a little fake GPS thing in it for little kids. It's got a little transparency in it that rotates. It's like a road. It's kind of funny. It lights up and stuff. It has a little audio. It's ridiculous. Chris from Kingpin Drops It Off at Pinball Life We come up with so I started I started ripping this thing apart and realized it was is belt driven from a 120 volt motor which is super common and I was looking at the pulleys and I'm like you know I've seen these pulleys that make it go forward and back I've seen these pulleys at Ace Hardware in different sizes and they sell belts there in different sizes so I went to Ace Hardware respirator, bought some pulleys and a belt, did a little bit of math before I bought anything, then came back and I made the thing twice as fast as it should be. So it is not super fast. It is fast enough to be annoying, so you get in the thing, you put your money in it and And then you get going and it's like just kind of annoying and you're like, oh my God, this is awful. So... Is that going to be a pinball life for the Pinball Life Open House? This will be, but this isn't the most exciting thing. Because there's another modification that I saw on that. Ah, yes, you were there. Yes, I did. I'm leading up to that one. Okay, I will not let the cat out. All right, so it goes fast. It's going to be at the Pinball Life Open House. It's on FreePlay. It's amazing. Now, Margaret has made some stickers for it that says, adults only, no children allowed. Those stickers are all over it, right? So no kids are going to be allowed in there. And remember I mentioned before there was a little GPS screen in there that was like a little transparency and it kind of rotated and lit up and it was just kind of boring? Like the little turbo arcade game when you were a kid. Yeah, the little turbo thing. Remember those things with the little steering wheel and the little thing? Yeah. Yeah, that's exactly that. Okay. I mean, I like that turbo thing. It's nostalgic, but it's super boring. So I ripped all that out and put in a Raspberry Pi and an LCD screen and loaded it with safe for work pornography. I didn't know there was such a thing as safe for work pornography. Yeah, so this is what I want everyone to do who's listening. Make sure you're not at work, okay? I said safe for work pornography, but don't go to work and do this. Oh gosh. Save this for home. So you listen to this, write this down on a piece of paper and stick it in your pocket. Write down SFW, safe for work, porn, and type that into YouTube. Go home and look at that. It's ridiculous. It's absolutely ridiculous. Basically someone took 70s porn and it's actually 70s porn and they drew on it with little animations over the dirty parts. So instead of a guy like doing something with a girl, I don't know how graphic you want me to describe what's going on. Yeah, I'm going to be honest with you. This is not the way I was intending the show to open up, but hey, we're just going to go with the flow here. It's fine. I like it. Green Day,extremeiced Well, yeah, yeah, that's a score reel that's racking up. It's like Silver Ball Mania. Have you ever looked at that back glass? No, actually I have not. All right. Well, I've seen it, but I haven't studied it. If any listeners have a Silver Ball Mania in their house, go over to it, look on the right side middle of the back glass and look at the dude and the pinball machine Just yeah maybe that should be the icon for this episode There a lot going on on that Captain Fantastic backglass too if you ever seen some of the Easter eggs that are in there I haven't looked at it in detail, but I can imagine. Yeah, no, there is. So it sounds like you're doing a porn pin for your second release, Scott. Eh, not really. No? No, no, not really. You working on anything right now for number two, or what's going on with that? It is, well I mean if you guys turn around you can see. Well, we didn't want to divulge what we were seeing. I didn't know what was safe for podcasts here. No, it's all good. So there's a cabinet sitting here. I do have a white wood cut. I need to test out the geometry and stuff. It will be not the last white wood I cut. I will guarantee that. There are some, you know, I got it. The geometry's got to be really, it's got to be right. It's really got to be right. So, yeah, any kind of clunkiness, I can't have that. That's just, you know, it's not great for me. So, um... Well, you want a free-flowing game that shoots well. Absolutely. Yeah, absolutely. So, I spend, I do spend a lot of time, um, cutting whitewoods because I have a CNC, luckily, I have a CNC machine here in my garage. I'm able to go out there, spend two hours, cut the next whitewood, quickly mock parts up onto it, you know, because what I do is, um, when I'm making a machine, this is interesting, I'm sure my homebrew guys who listen to this will really enjoy this, but when I cut the playfield, I'll stick the flipper assemblies on there with just like two or three, maybe four screws maximum, you know, just quickly mock them up on there, stick the flipper bats on them, stick some posts in where the main shots are just so it delineates the shots and go ahead and shoot them, right, just to make sure that they are in fact in the right spot. That's a great tip. That makes a lot of sense. And you don't even need a computer to fire up the game. And basically, people are forgetting that all you really need to fire up a game is a power supply, two high voltage flipper switches, and some wire. Because if you want to go the quick route, you can just straight up wire that power supply right to the main coils of your flipper assemblies. And there you go. Because I mean, you wire it right to the switch, right to the flipper assembly. There's no EOS switch hooked up or anything. You just flip it, right? Just don't hold the flipper buttons down because you'll overheat the flipper coils. Right, the multi coils. Yeah. But, you know, that's fine. It's a risk you take. But that's the easiest way to do it. No computer. You test your shots. It's perfect. Just kind of on the fly. When you approach a Whitewood, do you have a design style that you're, or like a theory that you're going for? Do you think about how flowy you want to pin? Do you think about stop and go? Do those things cross your head? Steve Richie, pinball designer, Steve Richie, pinball designer, Steve Richie, pinball designer, We've played TNA a few times at MGC when it first came out and with me standing there saying you know Scott this is crazy you know he's like you got to slow that scoop down and I'm like and I actually told him no and then eventually he's like I like that scoop coming out fast. That's great. Yeah like you know it's crazy you know but no he's a great dude but I like what he has done with all of his games I like his very flowy style but at the same time I don't want We'll be right back. www.indisciples.com flowy action into stop shots interesting okay with software we'll be able to control the speed and action of the game i know you can't divulge a lot about this game because you're still seeing your way through it yeah but was there anything from tna that you really liked that kind of helped you make decisions in in this next game or on the other side of things was there anything in tna that you wanted to improve on or didn't want to repeat that maybe influenced any decisions that you made in your next game Yeah, so one of the things that people, you know, complain about on TNA is a little bit like that left scoop's a little bit hard to hit. So that's something that I've been keeping in mind, that if I put a scoop in the game, that I need to make sure it's, you can actually hit it reliably. There are a lot of bounce outs on TNA, but you know, it's not it's not terrible. But I would have done a little bit of something different on that, I think, to kind of fix that. Sure. The Out Pinball Podcast is a production of WGN Radio. I think you can pretty much shoot that thing dead on for it to go in there. I mean, it's got to be right on, or you got to get it up into the reactor and you have to... This is really interesting. It's a little tip for people too. When it's in the reactor and the scoop is lit for you to start a reactor or a mystery that you really need, if it's very important for you to hit that scoop, make sure you slow the ball down in the reactor. If you can catch it on the flipper, just drop it because if you drop it off that flipper, it doesn't skip through. Oh, nice. As it gets crazy in the reactor, the faster it goes in there, the more chance it has of getting that right angle to fly over. And that's actually meant to do that. The white wood also did that. So it's just something that happens. I was hoping that we could clear up just a little bit of confusion because recently, Spooky Pinball and Charlie specifically, in discussing the production run of TNA, had I'd mentioned that at about 550 units, the production on T&A would halt. Now there are some that thought that that's going to be it for T&A and then there are some that are considering that to just be kind of a temporary pause to see where the production schedule lines up moving forward. Alice Cooper Nightmare Castle is on the line for the next 18 months. So is there anything that you can comment on regarding the production of T&A that maybe clarify things for people that are potential buyers or collectors? Absolutely. I'm really not going to like my answer though. It's awful. This answer is terrible. But so what's happening is TNA needs to stop. Like they do eventually need to stop and they need to focus on Alice Cooper. Otherwise, the timelines are going to start to slide, right? So TNA, right, we can run, there's no license to it. We can run as many as we want, right? Whenever. Yeah, and whenever. It doesn't matter. Yeah. So they're saying at this point they're very close. I think they're almost at about 500 right now. And yeah, it's crazy. That's a whole other topic. That's nuts. But they are going to shut it down at 550 so they can just finish off the run of TNAs when they're running them side by side with Alice Cooper. And once those TNAs are done, the Alice Coopers will finish up and from there, not finish up, Mike And those are Scott's dogs that are in the background. Holy crap. They're excited to be here too. Dude, they're so excited about the news that I'm talking about here. Well, you did kind of break a little bit of news on the production line. So after Alice Cooper's Nightmare Castle, potentially your second game would be ready to go. Yeah. So that's the goal. And what the best part about it is that if I need more time, then we can run TNA again. So either way, after Ellis Cooper, one of Scott's games is going to be on the line. It sounds kind of like that. Okay. All right. So either way. Yeah. Absolutely. So there's plenty of time for this thing to roll out because Spooky does, it's a boutique company, right? They do roll out very slowly. But we'll see kind of what happens at the end there. I'm pushing for, it would be nice to have more TNAs come out at a later time. That would be awesome to see more of those go out, but at the same time, it would be also awesome for me to finish this next game and get it done. Well, in finishing the next game, you were pretty much a one-man show during the creation process of TNA. Now you've got a company behind you. Are there things that you will not have to be responsible for in the second pin versus what you had to be responsible for in the first? Oh, absolutely. There's a ton of it. This is great. So I've worked this out with the whole team ahead of time is I'm not touching the software. I will guide people. I will guide the software. But Bowen is going to be in charge of all of that and making sure that the software is just ridiculous from the ground up. So are you going to have your hands on the rule set of the game? Bowen and I will work on it, but I'm not going to have my hands in the code. Okay, so you won't be coding it. Which is the best part is that I don't have to do that. Cool. ......... I don't have to do animations. I don't have to do art direction. You know, all this stuff can be handled by Spooky Now. So basically, I'm just in charge of making sure that the game is physically, you know, amazing. In my eyes, it already is. But it's got to be, it's got to be physically done, the designs done, and then just seeing like overall, the whole big picture and making sure everything fits together. Like a pinball designer would. Yeah, I mean, it's like, it's got to be right on, like the music and light shows and like all that cinematic stuff that I did with TNA has to be in this game. Like it has to be all cohesive. And that's what I'm going to be there for. I was talking with Zach Meny today from Straight Down the Middle because they had recently reviewed Total Nuclear Annihilation and I thought it was a very fair and positive review for the machine. It was very positive. I did not expect it to be as positive as it was because I know for a fact, I mean, I know how critical those guys can be, not in a bad, it doesn't mean it's bad or anything, but, you know, there are a lot of people that do criticize TNA, like not, you know, it's not the best game in the world to everybody. It can't be. But that's all opinion, though. It is all opinion. You know, I mean, everything is opinion here. And as I'll, you know, kind of I'll talk and I'll tell them, you know, everyone has an opinion. No one's opinion is actually wrong. It's how you choose to handle that opinion is what sets it apart. You know, you can be constructive or you can be, you know, less constructive and just be kind of mean-spirited about it and, you know, really kick people where, you know. Absolutely. And they were super respectful about it, which is great. I love constructive criticism. Like when people come up to me at shows and they're like, Hey, Scott, you know that I was thinking about this and this and like the way you did this is kind of weird. Like, you know, they say like, you know, but you know, you could do X, Y and Z and overcome that. And, you know, I don't immediately write off anything anyone ever says to me. So if it makes sense in my head and it's, you know, people say stuff constructively to me, I listen and you're more receptive. Yeah, absolutely. Yeah. It sounded like Zach and Greg both were in agreement though that it a pin that we you know they moving pins along for review purposes but it something that they both would like to have in their homes at some point you know if they were to finalize an ultimate collection That's super cool, yeah. But Zach did have a question for you, and his question basically was this. You've designed TNA, you're working on number two. Do you see yourself in pinball as a designer for the long haul or is this a temporary, you know, spike or blip on the radar for Scott Danesi? I don't know. This is very stressful for me. So did you ever see this happening? I mean, you went from a homebrew project that gained notoriety and popularity at pinball shows. And here you are working on your second pin with a reputable pinball manufacturer. And you've got a team behind you and you've got a fan base that I'm assuming you don't want to let down. I can understand the pressure. Yeah, absolutely. So, I mean, the TNA wasn't supposed to be a production machine. Like and in fact I said no and I was not really excited about the fact when Charlie started talking to me about actually productionalizing it because like first of all I'm very critical of my own work You know I I didn't have a thick skin at that point either to deal with a lot of the stuff that you have to deal with when you make a game and make it and you're out there in the public for Judgment and yeah, I don't need yeah, and I don't really need all the publicity and stuff to to do this I was just going to make a game, bring it to shows, play dollar games with my friends, and just have a good time. But it turned out so much crazier. I don't even know what to say about it. It's weird. So you're not sure if you want to continue being a designer for years and years and years? You're just kind of taking it a game at a time? Would that be a fair statement? Yeah, I'm just taking it a game at a time. And honestly, I want to see how this goes with the second game when I have a team behind me. The Out Pinball Podcast is a production of WGBH. Peter Jelinski, Are you a huge fan of the Pinball scene at Twitch with your musical talents? Did you want to take a little bit of time and just kind of explain to people where they can see you other than in the whole pinball genre? What else is happening on a Scott Danesi plate? Yeah, it's crazy. I don't do it too much but I've been streaming a lot of just my music gear and how I use my gear. There's a lot of things here that are kind of rare in the music community. A lot of pieces of hardware that I've collected over the years that I'm just kind of sharing with people but I started just kind of doing some software for it that I was a little bit into when it was first released. And if you go to twitch.tv slash scott danesi it's all lowercase. How do you spell your last name? So I spell the whole thing. Is it A-W-E-S-O-M-E? No. Okay. Come on Ken. I'm sorry man. What the hell? All right. So anyway it's twitch.tv slash s-c-o-t-t-d-a-n-e-s-i and that will give you, it'll get you right to the thing. I don't have any set schedule that I do it. I just kind of randomly go on whenever I have time or when I'm working on something that's not confidential or something. But I've done some music, writing some actual songs on there. I've actually just turned on the live stream and set up the cameras on my DJ gear and just We got a lot of great guys here. I don't know, like, if you guys know who Jack Danger is, he's the guy who did, like, a lot of great stuff for us. He's the guy who does a lot of great stuff for us. He's a guy who's done a live set just for fun. You're all over the... I think I... Did I see you, like, cutting a whitewood with Jack Danger on Twitch at one point? Yeah, yeah, we did. What are you two... I'm kidding. You're all over... You are all over in Jack Danger's, like, Spider-Man of pinball. He's in every building ever. It's crazy. Yeah, yeah. Jack came over here a while back, and... And, uh, yeah, so I don't know if you guys know or not, but, uh, Jack from dead flip is, uh, is working on a game right now. Um, and you know, I offered to him like, Hey man, I'll, uh, I'll cut you a white wood just so you have a piece of physical, you know, like a physical piece of wood to start with. So, uh, he came over, we, we kind of, um, tweak it in the computer a little bit and, and, uh, spun up the live stream and went out in the garage and cut it. It was kind of fun actually. Danesi designs meets dead flip pinball. Is Jack looking to get into like potentially designing some pinball or is he just offering a tutorial for his fan base? I think what he's doing is just offering more of a tutorial. I don't know what his ultimate goal is. You guys are buddies, you know his ultimate goal. Yeah, I don't, he keeps saying that it's just, you know, he wants to do it for his Twitch channel so that, you know, people can see the process of him learning and I think that's actually it. Like he wants to, like, because when I, when I do my stream, I'm always doing stuff like, hey, I'm trying to figure out something, right? Like a new module in the Euro rack thing over there, right? I try and figure something out and I just, I fail on live stream and then I figure it out and then I succeed, right? And people really like watching that whole process. And I think that's incredible that you do that. It's okay to fail if you try. Yeah, for sure. Well, you know, I just, I don't, I don't read the user manuals for those things and I'll plug it in and then I'll just, I'll try and figure it out beforehand. But I think... Don't blow anything up, man. Well, you know, I thought I was actually, there's one... I would be scared. I had an issue plugging power into one of them where it looked real suspicious to me. It was real sketchy. It was live stream and I plugged it in, I powered it on and it didn't make any noise. I'm smelling around it. That's not good for the insurance claim when it's documented on Twitch. I don't know. You're smelling your equipment to make sure it's not burning up the house. Yeah, exactly. I was smelling it. It was fine though. It ended up being okay. I just didn't know how to use it. I've got a smelly story for pinball real quick. When I first got my Hobbit smog, there was a situation where his mouth stopped moving for some reason. So I went under the glass and I was kind of manually manipulating the mouth up and down to see what was going on. And I went into test and I thought I had it figured out and I put it back on and then this is like the first two days I had it. I fire up the machine and it's going through tests and during tests, like smog's making smoke come out under the playfield. I'm like, this is badass. Nobody told me about this. I'm like, oh man, I'm going to light the house on fire on my Hobbit smog. So I had to do a little more research, but I learned not to be too out there when it comes to figuring out what's going to make something light up or smoke. And that happened on Pinball Night, too. Didn't like Jeff or one of our other buddies be like, hey, dude, I didn't know this thing smoked. Like it happened one more time. And you were like, no, there's just a little issue. Suppress that memory, Bill. All right. My bad. That's pretty great. So I've actually been thinking for a while. I'm going to go back to the Jack Danger thing in a second. But I have actually been thinking of ways you could potentially put smoke in a pinball machine. My buddy Jay had the idea a long time ago of just hooking a fog machine into it. But that actually- Is that Jay Brand? Banger Jay? That is Jay Brand. Yes. Banger Jay. Yeah. He's super creative when it comes to stuff like that. He's really good at coming up with stuff. He's like, well, you can't really put a fog machine into the game because fog machines are like oil-based like air particles and that's just gonna get all over everything and makes stuff messy. Right. So I've just been thinking like of ways to do it and I have I have actually succeeded in coming up with no ideas Thanks for the lead-in Scott. Yeah, you heard it here. There is absolutely There's absolutely no way I can think of to make fog in a pinball machine and it not destroy everything in there. It's like a whole new one. You would have to clean it every single time and it just doesn't make any sense. Self-cleaning pin. Dude, self-cleaning pins don't exist. How about you put a mister in there and it just kind of drains into a trough and then you just change the water? Everything would be rusty. Nah, who cares? It doesn't matter, does it? If it's an underwater-based pin. Oh, that's a good call. Like if you're playing in a terrarium or an aquarium, the ball of times would be long because it'd be slow, it wouldn't be as flowy. You know what? Actually... You'd almost have it standing straight up and down and the ball would still go slow. That's true. Actually, doesn't Rust-Oleum make a spray paint that's like water repellent completely? Couldn't you just spray every single thing in the playfield with it? Like coat it? Yeah, just soak it in it. Maybe that's what Deeproot's doing. It could be. Speaking of Deeproot... Yeah. What is your take on these brand new pinball manufacturers that are throwing some pinball machines out there? Well, I mean, the thing is... Do you think it's good for competition or... It's absolutely good for competition. I think the market right now is very saturated. So that's you got to be real careful with what you're doing. But I mean, Deeproot, we haven't really seen anything from yet. They've been talking a lot about what they're doing. They said they're gonna have five games ready for TPF, which I will be there. I will be there too. I will be in that seminar. Oh my god. Hey, let Yeah, let's grab some food. Myself and they will be there for sure. I mean, I know like, like Dennis Norman works there. Dennis Norman's a great designer. Yeah. I don't, Popaduk's there, don't know why. Barry Oursler's there. Barry Oursler's there, great designer. John Norris. John Norris has done some quirky stuff. Have you gone back and looked at some of his stuff that he's done? Yeah, that's the understatement of the year. I know. There's some cool stuff. He's got, he's got, I love that stuff though. I mean, like, I don't know what it is, like, I just, I love these quirky games. Kinda obscure quirkiness. Yeah, I can't really even describe it, but you know. But you know, that kind of goes into, you know, it doesn't have to be new, it doesn't have to be this, that, and elaborate. I mean, some of the more simpler stuff, you know, actually Terry was saying, you know, the older games, you know, the longer you're in the hobby, the older games start to grow more appeal to you because you've seen all the new stuff. Yeah, exactly. And not that the new stuff is bad. I mean, there's new games that I want, but I mean, I could definitely see how that, you know, some of the quirkier, older stuff is just kind of cool. Well, let's turn around and look at the quirky collection at a Scott Danesi house. So what we will do is we will check around the room in Scott Danesi's basement and starting from left to right we've got a total nuclear annihilation pin. We have Scott Danesi's pin number two with the white wood inside of the cabinet. We're going to call it Pitch Perfect. Bill, it rhymes with the actual theme. If you're going to come up with a fake name, come up with a fake name that doesn't rhyme. All right, so it's Twilight New Moon. Okay, fine. Twilight New Moon. Twilight New Moon. Joseph and the Amazing Technicolor Dream Coaster. Let's just keep going. All right. Moving forward. Hey, all right. So we have a... We can edit, right? I don't know. Just edit it out if you can figure it out. We'll give Scott another couple pinball pale ale, see if we can keep it in. So we have a PinBot and then we have... Bride of PinBot. Yeah. Bride of PinBot 2.0, right? The 2.0 kit? That is the 2.0, yes. We have the infamous Earthshaker Aftershock, which was an Earthshaker in which you wrote We're going to talk about a whole other line of code and music for a 2.0 version. Yeah, so hey, let me explain real quick what I actually did and what that machine signif- ugh, I can't even talk today. No, you're good. Signifies. So, that machine right there that you're looking at physically without all the boards and crazy stuff in there is actually the prototype number two Earthshaker. So the second one ever built. With the sinking building, with the XR7 playfield. It does have an XR7 playfield in it. So this is super interesting because that machine was completely taken apart and disassembled from Williams. And somebody had reclaimed most of the parts for it and had the cabinet, they had the ramps, they had the playfield, but like nothing else was really in there. So I mean the boards were in it. Some of the boards in the bottom are actually not red. So those were like replaced. They didn't have those. So they put together this, they rebuilt the prototype number two and did a nice restoration job on it. Cool, yeah. So there are a lot of parts in it. Like most of the parts are prototype parts, but there's a handful of parts in there that are from the actual real production games because they couldn't find the ones from the actual machine. I can see, you've got the prototype plastics I can see from here. Yeah, they're kind of junky. The ramps are hand cut. There's some interesting things. The ramps don't have stickers on them either, which is kind of annoying. The sinking building is totally different. If you look at that. I've got a prototype too, or I did. Do you? But it had a sticker on one of the inserts. I forget, was it the one million? Yeah, there's a one million on that playfield. Yep Yep So uh And this cabinet is absolutely flawless Oh yeah the guy restored the cabinet completely uh and like clear it and everything Yeah so with this finish you can possibly see on the game Yeah, the cabinet clear-coat job is ridiculous. It's absolutely ridiculous. So, I pulled this thing home. I got it in a trade actually, because I was kind of interested in it. I like the prototype-y stuff. Um, I got it in a trade and then I started playing it and then I was like, you know, this software sucks. In the music, it's just, oh man, that's actually my favorite Lawler game. I like it a lot. That's a great layout. So, I'm like, you know what I can do? I can put a P-Rock in this thing, and I'll just, you know, it's the prototype game. I'll put a P-Rock in it, and I'll bring it to Expo and share it with people, right? So, this was actually the first game I ever started really hardcore tinkering with when it comes to software. So I did what anyone would do with a serial number matching prototype game. I ripped all the boards out of it. I screwed to the XR7 playfield an auto launch assembly, making new holes in it. I completely redid all of the software and the music is not actually stuff that I wrote, but it's stuff that I've selected and chopped down and like looped it in different places. But yeah, that's what's in there. I ripped the back glass out of it completely. I put a clear piece of glass in so people could see the actual circuits and the computers and stuff that are in it. Yeah, you see the components. It looks really nice. Yep. I tried to clean up the cabling as best I could. Will this come back out to an expo at any point? Yes, it's going to be at Pinball Life this year actually, the Pinball Life open house. It will be at the open house. Nice. Okay. Yep. I'm going to bring it to share again because we're going to have a regular Earthshaker there and we're going to put it next to the stock one. Yeah, cool. So it'll be kind of fun. I just wanted to give this prototype another life. I wanted to give it another thing to be special about. Yeah. You know, do I feel a little bit guilty about drilling into an XR7 playfield? No. No, I don't. No. It's for the greater good. It is. There's 11 more. You didn't sand down the top of the playfield and completely, you know, change it. I mean, you know, a couple extra holes. I mean, that's just kind of like any good pinball machine that's been, you know, routed. It was weird how you wrote the multipliers out in Sharpie all over the playfield. Yeah, I didn't do that, guys. Don't tell me you didn't do that. That was just TNA prototype. Yeah, that was just the TNA prototype. Okay. So anyway, that thing's special. Gonna be at Pinball Life this year. Come out and check it out. What else does he have? Because if I turn my head that far, I'm gonna fall off the chair. A very, very clean high speed. Oh, that was my best restoration actually. That took me like a year and a half to put back together because I just got so busy with other crap. I did that like, I don't know, probably four years ago. Okay, nice. Roller games, which I... Very clean. I mean, that's a nice example. It's just a clean stock one. Yeah. You could use some LEDs. I didn't even put any LEDs on it. I can tell. I just, yeah. It's hurting my eyes. All the rest of my games don't have the LEDs in it. Oh my gosh. You want to want original. You want to want incandescent games. But look at that incandescent game compared to the high speed next to it. It's so significantly different. It looks sad. A game looks like... I mean, it's clean. It looks like it's hurting. But it looks like somebody smoked cigarettes all over it. That's because it's so dim. Well, most of the games from that era, I mean, they did get covered in cigarette smoke. They did, yeah. That's why I like the Alley Game. It doesn't smell terrible, though. No, I wasn't saying it actually has smoke on it. No, no, no. It just looks so damn... Wait a second. Yeah, because the cigarette smoke, if it got in there, it could be foggy inside the pinball machine. Wait a second. Oh, wait a second. So you just need somebody that smokes behind the vent. Yeah, and just blow it in there the whole time. It'd be all good. An auto lighter for a pack of marbles. We might be onto something, because, I mean, they're already dim anyway. All right, what else you got over there, Bill? All right, sorry. Lost focus. A Space Station, which is another nice clean game that you got, and a Doctor Dude. Dr. Dude! Dr. Dude. So, this is interesting about Dr. Dude. You ready? Ready for this? Yeah. It's actually my favorite game I own. Dr. Dude is? Yeah. Really? As weird as that sounds. Wow. Like, if someone said, hey, pick one game, I'd probably pick Dr. Dude. Really? Yeah. Okay. It's super weird. I know. Dr. Dude is... Is that a Greg Ferrer's art package on a Doctor Dude? We're back with another episode of Dr. Dude. It is, and it's a Dennis Nordman game. Dennis Nordman. They're a good team. I know, and I said before, Steve Ritchie is my favorite designer of all time, but there's something about Dr. Dude and the whole cohesiveness of the story and the sound and the music and the ridiculousness that that game is. It appeals to you. It just appeals to me. It's like the cheesy 80s that ... Oh, and you're such an 80s guy, man. It was the uncool 80s, like, hey, let's be cool, dude. People in the 80s were laughing at that probably like just because it was ridiculous. Like it was ridiculous for the 80s. So it's a great game. It's actually going to be transported pretty soon to Brian Kelly for a playfield transplant. Oh really? I got myself a like not new but a- I thought Brian Kelly was retired after his- Brian Kelly is retired, but I have convinced him somehow to do a playfield swap for me. Wow. Clean up the whole game and make it amazing. That'll take him at least an hour and a half. It's probably going to take him, yeah, 45 minutes to an hour. He's got it down in his sleep. Can you talk about any other games you might have hidden in the house you want to talk about? I don't think there's really much in here actually. All right. We were talking to Eric Munier over at Jersey Jack like a week ago, a week or two ago. I love Eric. Mark, you've got your second pin coming out and he's got his first pin that's just kind of shipping now. Yeah. Are you like ready to kind of kick his ass on your next one here or what? Oh hell no. No? How does that go? Dude, I am absolutely frightened by his engineering skills. He is a crazy engineer. I can't start competitive rivalry here. No, did you see all that crap in Pirates? He talked some smack when we stopped. Oh I bet he did. Because he can. I'm just kidding, he didn't. Dude, his pirate ship mechanism, his three spinning disk thing that got removed unfortunately, his, uh, like, just all that ridiculous crap, he's, he is an engineer, man. Yeah, right. Like, he, he thought about everything, and I can really, I mean, I look up to him. He's, he's a younger kid than me, which is actually really strange, um, I wouldn't even call him a kid compared to me. He's only like a few years younger than me, but I look up to him for engineering stuff. Yeah. I mean, he's super smart. It's good that you guys have that relationship. What about Keith over at Stern? Keith Elwin? Oh, Keith's great. Yeah, so I mean, I don't talk to Keith like all the time or anything, but Keith and I are definitely like, we're fine, man. And I love that Keith will go out of his way, like talking in public. He'll say something like, hey, you know, I like TNA because of this and this and you know, and like that stuff. You know, it's not like he's, he completely just ignores it like it doesn't exist. You know, he'll, he goes out and says, hey, man, I like the game. There it is. You know, so it's pretty awesome. Sounds good. So you guys are all buddies, like a band of brothers. I think all the young guys are buddies. Yeah. Three amigos. Yeah, I think, I think the young guys who are entering this industry have a little bit of like, there's this, this view of like a little bit of camaraderie and just, you know, We're the new generation of people. Can I ask you a question? I don't know if you can comment on this specifically or not. I know that you are Scott Danesi with Danesi Designs, which is your design company. Spooky Pinball, you were contracted through Spooky to make TNA. Is it going to be a similar situation? Are you still Danesi Designs contracted through Spooky or does Spooky have you now on a payroll or is that something that is not able to be discussed? I respect it. I can totally talk about that. Okay. So with TNA, TNA was built by myself, right? So what I did is I have a consulting company called Danesi Designs, which is an actual real company that pays taxes and everything. And that company is what I did everything through all the consulting work for Spooky for TNA, right? So I am technically and still to this day a contractor for Spooky. So I am not on payroll with Spooky. I am just contracting and selling designs to them. All right, gentlemen. So this has been quite the treat coming into the Danesi household and talking some pinball. I think it's time maybe we get out and get some food. We should. Did you edit out that part that I accidentally said the theme to the next game there? Did you edit that out? Please tell me you edited that out. So thank you Scott Danesi for being on the show. No, no, we're good. We'll figure it out. We'll talk about that over dinner. Where do you guys want to eat? Mexican food. Got a really good place down the street. Okay, so interesting you say Mexican because literally Bill is a Mexican food aficionado. I did not know that. I'm a Mexican food snob and I don't speak any Mexican. So I have a challenge for you then because I think this place is good. I need to know what you think of this, Bill. I am looking forward to this. So we will have to review this on the next episode of Special Unlit if this was a good place, bad place, or indifferent. I'm not a snob. I just like good Mexican food. All right. Maybe snob was wrong. Yeah. You were not very fond of my Los Burritos Mexicanos recommendation. No, that was terrible. I thought that was really good. You said it's terrible? Right. Terrible is an awful word. Where are we going tonight? What's this place? This place is called Salsa Street in Sleepy Hollow, Illinois. Salsa Street. Salsa Street. Yeah, it's not a hole in the wall place. I think it's very good. The enchiladas are beautiful. Are you a chicken or a carnitas guy? You know, the steak is actually very good in the enchiladas. The chicken is probably my favorite. They load it with verde sauce, though. I mean, it's awesome. Verde sauce is that green sauce, right? Yeah, yeah, the green sauce is amazing. Bill's got a... I like the look on his face. Yeah, what? He's got the eye on his eyes, dude. Look at his eyes. He's trying to kick some ass the next time. His eyes are bigger than normal. I know. He's like, bring it on, mofos. Hey, sounds good to me. You know, it sounds like a good plan. Yeah, this night took an interesting change in the right direction for you. And if anyone's listening and want to meet us at, you know, Salsa? Salsa Street. Salsa Street. Sorry. We're meeting there in 10 minutes, guys. Meet us there on Tuesday. What date is this? Are you a salsa eating guy? Like, for instance, would you eat chips and salsa, Bill? I would. Well, you've actually watched me eat Mexican food before, so I like the taste. I also watched you eat Thai food once. Yeah. That was a treat. Wait. Do you not like Thai food? No. Well, I do. He sweat out like nine pounds. Yeah. The problem is my body doesn't like the metabolism kicks in. It doesn't agree. Yeah. I'm sure this is super interesting for everybody. I don't have IBS or anything. I literally start sweating profusely. Actually, at work, they'll give me crap because literally if we get hot wings, there's days So let's get наша box! You're watching The predator have things in hisам御dr ke�� console We're here to talk some pinball. Checking out your games. Yeah, checking out your games and getting a little bit of a clue on what's going on with game number two is always fun. We wish you luck and obviously not because we're not going to see you, it's just because we might not talk again on this podcast for a little bit, but we'd love to have you back on the show when you're a little further along. And if you ever want to come on and just talk pinball, you're a great guest, man. I know you're in the middle. Yeah, let's do it. Awesome. Thank you for having me. Got anything else, Bill? No, I'm ready to get some Mexican food. He's talking about these enchiladas and... Yeah, so while these guys get their shoes on, we will go ahead and we will end episode number 14 of the Special Win Lit Pinball Podcast. You can reach us at SpecialWinLitPinballPodcast at gmail.com. You can hit us up on the Facebook page, which is also Special Win Lit Pinball Podcast. So, you know, things are cooking over in the Special Win Lit Pinball Podcast. Lots of good things. Lots of good things. And definitely, you know, we really appreciate the feedback that we've been getting. And, you know, we're going to keep doing what we're doing. And you guys, you guys enjoy it. Also, if you have a salsa you'd like to recommend or send in to the show, please email us. We'll let Bill review those salsas online, live. We don't mail any burritos or anything. No perishables. And any liquids must be potable. So for this episode number 14, for Bill Webb and Scott Danesi, I am Ken Cromwell. Thanks for listening to this special WinLit Pinball Podcast. So long, everybody. Subtitles by the Amara.org community

_(Acquisition: groq_whisper)_

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*Exported from Journalist Tool on 2026-04-13 | Item ID: 7a394b77-c1d2-4235-a672-4b548675fb7b*
