# Off the LDB: Beastie Boys with Michael Rausch & Stephen Donaldson. Recorded at GSPF 2026.

**Source:** DRI374  
**Type:** video  
**Published:** 2026-05-16  
**Duration:** 42m 9s  
**Beat:** Pinball

**URL:** https://www.youtube.com/watch?v=byWyUt_9ytM

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## Analysis

Michael Rausch and Stephen Donaldson showcase their Beastie Boys themed homebrew pinball machine at Golden State Pinball Festival 2026. The game is nearly complete with eight major modes, two multiballs, four mini wizard modes, and 32 Beastie Boys songs integrated throughout. Built using FAST hardware and MPF software over approximately two years, with playfield art currently being printed and expected for the Northwest Pinball Show in two weeks.

### Key Claims

- [HIGH] The game includes 32 Beastie Boys songs in different aspects — _Stephen Donaldson explicitly states '32 VC Boys songs included in different aspects' during the interview_
- [HIGH] Michael started the project 2 years ago; Stephen took over software development around mid-September, approximately 7 months before GSPF 2026 — _Michael: 'I started it 2 years ago'; Stephen: 'we started on the software back in mid-September. So it's been not even a full year. Yeah. About seven months'_
- [HIGH] The game features eight major modes, two major multiballs, and four mini wizard modes, with only polish and final wizard mode coding remaining — _Stephen: 'we've got all eight of our major modes, our two major multiballs, our three mini wizard modes. Um well actually we've got four mini wizard modes'_
- [HIGH] Playfield art is being printed and expected to be ready by the Northwest Pinball Show (in two weeks from GSPF 2026) — _Stephen: 'Hopefully by Northwest show it's there and done'; Michael later confirms 'The hope is we'll have the new playfield swapped out in time for the Northwest Pinball Show. That's two weeks'_
- [HIGH] The cabinet was built using a beginner kit from Oto (Trident Pinball), with custom modifications including a water-jet cut stainless steel speaker panel — _Michael: 'the cab was Oto who uh is a guy who does Trident pinball... He This was his beginner kit... So I couldn't use standard stern stuff even though the rest of the stuff is. So that's a custom uh speaker panel that I had cut at the maker space with a water jet. It's actually stainless steel'_
- [HIGH] The game uses FAST hardware and MPF (Mission Pinball Framework) software — _Stephen: 'Fast and MPF. Yeah. That's something we hear a lot here in the in the home brew... and it's worked really well'_
- [HIGH] Michael's wife Jess created all the playfield art; Ricardo Silva from Fiverr assisted with initial back glass art before Jess took over — _Stephen: 'my wife Jess, who's here at the show, did all the art for the game'; Michael: 'Ricardo Silva from Fiverr. Really nice guy'_
- [HIGH] The next planned showing is at Northwest Pinball Show in two weeks, followed by Pinball Expo in October — _Michael: 'The hope is we'll have the new playfield swapped out in time for the Northwest Pinball Show. That's two weeks... Are you going to expo? That is also the plan'_
- [HIGH] Stephen has no prior programming experience; he is a legal professional by day — _Stephen: 'I've never coded anything before. You know, I'm a legal professional by day'_
- [HIGH] Michael is planning a second homebrew game and has already built the backbox and power systems; the theme is still being decided — _Michael: 'game number two. uh that I have already built the the in the backbox, put all the um all the boards together in the power sources. We just uh we're just still trying to figure out what uh theme we want'_

### Notable Quotes

> "I was a junior or senior in high school when License to Ill came out. It was very formative in my youth... I was in like a tribute band as it's my senior year of high school"
> — **Michael Rausch**, ~2:00
> _Establishes personal motivation for Beastie Boys theme choice and lifelong fandom_

> "You can only wait so long, right? You can only wait so long."
> — **Michael Rausch**, ~2:30
> _Explains the decision to build a homebrew rather than wait for a commercial Beastie Boys machine_

> "We both play in tournaments, um, pretty competitively around the Seattle area. We didn't want the game to be easy... we really wanted to make something that would be challenging for us and others"
> — **Stephen Donaldson**, ~18:00
> _Reveals competitive design philosophy behind game depth and difficulty_

> "This game would not be nearly as far along as it is from a code perspective without all those guys help... the homebrew community, I mean it really is a community at large"
> — **Stephen Donaldson**, ~54:00
> _Acknowledges collaborative nature of homebrew pinball development and MPF community support_

> "I want a Beasty Boys game. Like that's the only band pin I would accept in my collection, right?"
> — **Content creator (DRI374 host)**, ~56:00
> _Demonstrates strong community desire for commercial Beastie Boys machine_

> "There's a rumor... Stern. Just make it Jersey Jack. Make it American. Whatever. Just get it out there"
> — **Content creator (DRI374 host)**, ~57:00
> _Teases unconfirmed rumors of commercial Beastie Boys pinball from major manufacturers; FOMO signal_

> "I didn't want it to be ridiculously complicated for my first one cuz I had no idea what I was doing, right? So I decided to take a bit of a fan, add an upper flipper, and then take aspects from games I liked"
> — **Michael Rausch**, ~7:30
> _Explains design philosophy of balancing complexity with learning curve for first homebrew_

> "The idea is that you start your modes at the scoop... you can get there from the straight shot or from behind in the upper loop like the Rudy hideout on Funhouse"
> — **Stephen Donaldson**, ~24:00
> _Shows integration of classic pinball design patterns into homebrew rules_

> "if you start playing well, you're more likely to finish the mode... we also made it so that this lower standup target down here by the lower pop will add time as well"
> — **Stephen Donaldson**, ~28:00
> _Demonstrates skill-based mode design with risk-reward mechanics_

> "giving the player a lot of choice. Sometimes risk-reward but sometimes just like what do I want to do now... the multiballs can be started totally independently and they're always available to make progress on"
> — **Stephen Donaldson**, ~44:00
> _Articulates design philosophy around player agency and mode flexibility_

### Entities

| Name | Type | Context |
|------|------|---------|
| Michael Rausch | person | Hardware designer/builder of Beastie Boys homebrew pinball; competitive Seattle-area player; works full-time outside pinball |
| Stephen Donaldson | person | Software coder for Beastie Boys homebrew using MPF; legal professional by day; competitive Seattle-area player; joined project ~7 months before GSPF 2026 |
| Jess Rausch | person | Graphic design artist; created all playfield art for Beastie Boys homebrew; Michael's wife |
| Ricardo Silva | person | Artist on Fiverr based in Argentina; created initial back glass art for Beastie Boys homebrew before Jess took over |
| Oto | person | Founder of Trident Pinball; provides beginner kits for homebrew builders; provided cabinet for Beastie Boys project |
| Aaron | person | Local to Seattle area; involved in MPF/Mission Pinball Framework; provided mentorship to Stephen during Beastie Boys project |
| Beastie Boys Pinball | game | Homebrew pinball machine in development by Michael Rausch and Stephen Donaldson; themed around hip-hop group Beastie Boys; nearly complete as of GSPF 2026 |
| Golden State Pinball Festival 2026 | event | Pinball community event where Beastie Boys homebrew is showcased; content recorded here |
| Northwest Pinball Show | event | Upcoming show two weeks after GSPF 2026 where Beastie Boys homebrew will debut with new playfield art |
| Pinball Expo | event | Major industry event in October where Beastie Boys homebrew is planned to be displayed |
| FAST | product | Hardware platform used in Beastie Boys homebrew pinball machine |
| Mission Pinball Framework | product | Open-source software framework (MPF) used for coding Beastie Boys homebrew; provides tutorials for beginners |
| Trident Pinball | company | Homebrew cabinet and kit provider; supplied beginner kit cabinet for Beastie Boys project |
| Foo Fighters Pinball | game | Referenced as design inspiration; mentioned for upper flipper layout and mode mechanics |
| Rudy | game | Classic pinball machine referenced as design inspiration for scoop hiding mechanics |
| Stern Pinball | company | Major pinball manufacturer; audience expresses desire for them to produce commercial Beastie Boys machine |
| Jersey Jack Pinball | company | Major pinball manufacturer; audience suggests as alternative for commercial Beastie Boys machine |
| American Pinball | company | Major pinball manufacturer; audience suggests as alternative for commercial Beastie Boys machine |
| DRI374 | person | Content creator/podcast host conducting the interview; passionate about Beastie Boys pinball theme |
| MCA | person | Beastie Boys member (Adam Yauch); recently memorialized with NYC square naming; referenced in tribute |

### Signals

- **[product_launch]** Beastie Boys homebrew approaching final completion with playfield art in printing stage; target debut at Northwest Pinball Show in two weeks (confidence: high) — Stephen: 'It's being printed right now. Hopefully by Northwest show it's there and done'; Michael: 'The hope is we'll have the new playfield swapped out in time for the Northwest Pinball Show. That's two weeks'
- **[gameplay_signal]** Designers explicitly prioritized competitive challenge and skill-based gameplay over casual accessibility; modes feature timing mechanics, accuracy requirements, and risk-reward structures (confidence: high) — Stephen: 'We both play in tournaments... pretty competitively around the Seattle area. We didn't want the game to be easy... we really wanted to make something that would be challenging'
- **[design_innovation]** Custom RGB lighting implementation using addressable LED strips mounted on aluminum L-brackets to playfield rails; non-intrusive design that doesn't interfere with playfield lifting (confidence: high) — Michael demonstrates and explains LED rail system: 'It's just a little aluminum L bracket... it's not in the cabinet cuz when you lift the playfield, it's not in the way'
- **[community_signal]** Beastie Boys project demonstrates strong collaborative ethos within homebrew/MPF community; Stephen credits community members for problem-solving and technical guidance throughout development (confidence: high) — Stephen: 'This game would not be nearly as far along as it is from a code perspective without all those guys help... everyone's quick to jump in'
- **[personnel_signal]** Stephen's journey from non-programmer legal professional to game coder via MPF framework demonstrates accessible entry point for new developers to homebrew community (confidence: high) — Stephen: 'I've never coded anything before. You know, I'm a legal professional by day... but then this the homebrew community... really is a community at large'
- **[rumor_hype]** Host teases unconfirmed rumor of commercial Beastie Boys pinball machine from major manufacturers; strong community appetite for official version evident (confidence: low) — Host: 'There's a rumor... Stern. Just make it Jersey Jack. Make it American. Whatever. Just get it out there'; strong audience response to idea
- **[design_philosophy]** Designers prioritized giving players meaningful choices in mode progression; multiballs available independently with flexible advancement paths rather than linear progression (confidence: high) — Stephen: 'giving the player a lot of choice... multiballs can be started totally independently and they're always available to make progress on'
- **[technology_signal]** Beastie Boys project uses open-source FAST hardware and MPF software; demonstrates viability of open platforms for homebrew development (confidence: high) — Stephen: 'Fast and MPF... it's worked really well. Aaron's also local to us... he's been really helpful too'
- **[event_signal]** Game scheduled for Northwest Pinball Show (2 weeks post-GSPF 2026) and Pinball Expo (October); represents key exhibition dates for homebrew community visibility (confidence: high) — Michael: 'The hope is we'll have the new playfield swapped out in time for the Northwest Pinball Show... Are you going to expo? That is also the plan'
- **[collector_signal]** Strong demonstrated desire for licensed band pinball machines; host expresses collecting motivation specifically tied to Beastie Boys theme; community sentiment suggests limited supply of band-themed machines (confidence: high) — Host: 'I want a Beasty Boys game. Like that's the only band pin I would accept in my collection'; Michael: 'everyone's just like, Ah, why don't they make one of these?'
- **[machine_intel]** Michael confirms development of second homebrew game; backbox and electronics already constructed; theme selection in progress (confidence: high) — Michael: 'game number two... I have already built the backbox, put all the um all the boards together... We just uh we're just still trying to figure out what uh theme we want'

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## Transcript

All right, folks. Uh, I'm still in the home bros section at the Golden State Pinball Festival 2026. And here is the absolute dream theme for anyone who like the 80s. Uh, Beasty Boys Pinball. Still a Whitewood, but very far ahead. So, if you guys can can come up here and kind of hang out here. So, because we got a microphone here, so we need to be able to hear. Hello. Yeah. Hi. And we got uh Who are you? Uh, my name is Mike. Thank you. Hey, my name is Steve. Dressed as Mike. We need to get that joke in there. Yeah. So, we're looking at I mean, Beasty Boys is just like the the holy grail of band pins. It's true. And and and I just I just need to hear it from you guys like that you kind of just ran out of time to wait for one game to come out and this is what you did. Yeah, that's absolutely right. I mean, I was a junior or senior in high school when License to Ill came out. It was very formative in my youth. It was a big deal at the high school. Uh I was in like a tribute band as it's my senior year of high school, which is Don't tell anybody. That's nerd stuff. Yeah. We're going to look that up. Yeah. I bet there's video clips. You can only wait so long, right? You can only wait so long. So, uh built this. Awesome. And uh so this is a uh you you still you got artwork on it. You got some code with some clips in there. Like how far are you with this game in terms of completion? Uh yeah. So uh so for context uh the way we like to say it is that Mike did the hardware, I did the software. Yeah. Um so I think we've got all eight of our major modes, our two major multiballs, our three mini wizard modes. Um well actually we've got four mini wizard modes. And so really the last thing we got to do is a little bit of polish on one of the modes and code the final wizard mode. And from a code perspective, we're done. Also, my wife Jess, who's here at the show, did all the art for the game. Oh [] Um, and so we have the playfield art ready. It's being printed right now. Hopefully by Northwest show it's there and done. We actually have a print out of the art here for the playfield. [] Yeah, it's uh Yeah. Yeah. Let me just get that in there a little bit quicker. Look at that. That is beautiful. Absolutely amazing. So, uh yeah, we are we are really close to feeling like this is done. Yeah. Um with just a little bit of polish and extra call outs we want to add here and there, but it's got call outs, it's got music, it's got sound effects. Gotcha. All the modes you could want out of this game. There's 32 VC Boys songs included in different aspects. Is it 32? 32 I just Oh wow. Yeah. Amazing. And uh like do you have you gotten like custom call outs and uh sound effects? Where did you Yeah. So some of the call outs are taken from the Beasty Boys and their what they say in their songs stripped out of the songs. Oh [] Where appropriate. And then I did some additional call outs for things that they just never say like extra ball. Right. Yeah. Makes sense. Shoot the scoop. Yeah. So, you're kind of cosplaying as a character from the game then. That That makes perfect sense now. Yeah. Yes. Yeah. Looks amazing. I mean, very kind of standard layout from at a glance, you know, you got a traditional fan layout there, but you got the upper flippers sort of with a with a Foo Fighters vibe there. Where's the inspiration hardware guy? Where Oh, yeah. Where where does the inspiration come from? Well, I just I mean, like we were talking about before, I really wanted to do a Beasty Boys pin. Yeah. But I also was figured if I was going to make a homebrew, I didn't want it to be ridiculously complicated for my first one cuz I had no idea what I was doing, right? Mhm. So, I decided to take a bit of a fan, add an upper flipper, and then take aspects from games I liked. Basically, it's all I mean, you can only invent the wheel so many ways, but it's like, you know, it's Godzilla, it's Rush and Beatles, uh, it's uh Deadpool maybe or Batman uh there uh, you know, so that's basically it. I really wanted to have an upper loop cuz you have to have an upper loop or Yeah. Yeah. loops all day. Um, so yeah, there's a few other games that just seem like fun. So it's supposed to play fast, somewhat flowy, and be loud. Yeah. That's that's for sure. And so And you have a kind of a 3D printed kind of prop. Is that from Is that from Sabotage? That's That's Intergalactic. Intergalactic. Yeah. So his head's supposed to bobble and his arms are too, but we're still working on the bobbling arms. Yeah. Besides the playfield art and a few other polish, there's going to be a few more toys on it, too. Oh, yeah. But, uh, that's kind of icing on the cake. Kind of figure out the basics and make it shoot well and have rules before we before we just start gluing stuff on it. So, yeah, we'll have a few more things for sure. Yeah, that's really cool. And like the artwork is actually is fantastic on it. Looks really like, you know, very very Beasty Boys era like, right? So, yeah. Yeah, it was uh Yeah, actually. Yeah, the the back glass translate art was not done by Jess. It was done by someone else. Yeah. So, so I started a lot of the art with a actually an artist on Fiverr. Super nice guy. Oh, yeah. But not a big pinball player, a Beasty Boys fan, and you know, he's in Argentina. So, we did some of it. Then when I found out uh Jess is basically graphic design artist slashgenius. Yeah. She's she kind of took over and started doing a lot of the stuff tune it up. But yeah, that's uh Ricardo Silva from Fiverr. Really nice guy. Super nice guy. Oh wow. Yeah. Looks great. Yeah. Nice. It was fun. And uh what hardware platform have you been using and software framework? Yes. Fast and MPF. Yeah. That's something we hear a lot here in the in the home brerew uh um home brew homerew community and it's worked really well. I mean Aaron's also local to us. We're from the northwest so Okay. Um he's been really helpful too. Understood. And and this is a standard kind of stern cabinet or with some mod to the speaker kind of. Yeah. So I mean it's all kind of custom. the the cab was Oto who uh is a guy who does Trident pinball. Mhm. He This was his beginner kit. Yeah. Uh he did the lower cut the lower third, cut the cabinet. He had a guy cutting the cabinet and the the head was a little narrower than standard. So I couldn't use standard stern stuff even though the rest of the stuff is. So that's a custom uh speaker panel that I had cut at the maker space with a water jet. It's actually stainless steel. Oh, wow. Which is overkill, but kind of fun. Yeah. But I mean, if you're just building one machine, it's just like pour some money into it and Yeah. Exactly. It's all like, "Oh, this doesn't fit, so get a grinder." Yeah. Yeah. How long time have you taken you guys to to get here? Well, I started it 2 years ago. Oh, wow. And I had a friend who was going to do the software for me who was into computers and thought he likes pinball and he kind of does but he's pretty casual and it didn't really work out. So after working on it together for about 6 months it just wasn't progressing. So took a break for 6 n months it just got dust and then Steven got wind of it and it's been full bore ahead since just because he he took over the software and is crushing it. Yeah, we started on the software back in se midepptember. So, it's been not even a full year. Yeah. About seven months for him to make the software light shows all just version 0.91. We got for whatever that means. I just increase it by one whenever we add more. Yeah. Understood. And you got a custom poster there as well. That's cool. Uh yeah. Yeah. Stephen did that last night. Yeah. Just for fun, right? Yeah. And we got a in memory of MCA, of course. Yeah, we got to have we got to have it. He did get a square named after himself in New York recently, right? Yep. Yeah. Sweet. Welld deserved. Well deserved. We want to fire it up and uh show me how it's done or talk through the rules and Yeah. Yeah. Get get into get into the groove. You want to play? Did you say you want Yeah, let's do three player. You want to play? Yeah, do three. Three player. Yeah, I want to play. You got to fight. All right. I'm just making sure that the volume is So, yeah, the idea is you got the cassette here, which once the playfield art is there, it'll be there. But the idea is that you start your modes at the scoop, which is kind of hiding behind the DJ there. You can get there from the straight shot or from behind in the upper loop like the Rudy hideout uh on Funhouse or it's hard to see a little bit from up top, but there's actually a little space behind the pop bumpers between the pops and the scoop. So, if you fire it into the pop bumpers, it can actually hit the scoop from in there, too. Oh, wow. Sweet. All right. You got a skill shot, which you can change with the flippers. So, it's over here. It's on the drop. So, that's You can plunge any of these or you have a few seconds just to shoot them. Okay. And the mode's qualified at the scope, but after that, you have to charge it at the battery over here. But it's green now, so I'm good to go. And you can change your modes at the pop bumpers. Right now, we have fingerlicking ready if I don't hit a pop. Okay. Let's see. It's And I got it because you have a you got a grace period. You had a little grace period. Yeah. All right. So, ball saves over and we'll see if we can Now it's on Intergalactic. Sometimes you catch the pop and it might change the change the mode. We'll see what happens. Nope. Take out the kaiju alternating shots. So you got right, left, right, left. So this was the song that came out on TRL on MTV when I was in high school and I was excited to go. Yeah. So you're playing as So Yep. Right. The mega robot and trying to take out the big taiui monster. That's the fun thing about a lot of the modes that we've done for the BC Boys games that they've had so many different eras and they're not afraid to just be kind of silly sometimes. Um, so we tried to embrace that with the different songs that well, especially the ones that Mike picked out that he really wanted as the main. It also made it a lot easier to code because Mike had a really clear vision of what he wanted a lot of those notes to be. Yeah, it's easier to to work under direction. Yeah. Oh, I can't hit anything. Old man rain. Yeah. We're just like standing like hawks on your Yeah. Go ahead. All right. So, uh the other thing that I'll call out is that there are two major multiballs in the game. Uh there's to check it out which you got to clear the drop bank uh the drops down here once and then there's a hidden standup target back there and the flasher will go off when it's ready. Hitting that will start check it out and then you've got body moving multiball which you qualify via these standup targets up here uh and lock balls at the scoop and then you start it with the captive ball down here by the DJ. So say it's about time. Yeah. So, we'll go for the side targets. Ah, just a sec. Okay. So, this is sabotage. This is my song. Yeah. So, we tried to program this really cool theme for this song around uh playing as the cops and chasing down the pers. Uh, so the idea is that you need four shots at the left ramp or the ramps or the orbits. Um, and that catches your per, but uh, every time you hit any of the standup targets, the pers get away. So, you actually lose progress in the mode if you're not accurate. Um, and one of the ideas that Mike had about the game is that, you know, oh man, damn. Um, you know, we both play in tournaments, um, pretty competitively around the Seattle area. We didn't want the game to be easy. No. Yeah. Now, you don't want that kind of, you know, floaty game that plays for 40 minutes. That's right. Exactly. So, we really wanted to make something that would be challenging for us and others. Understood. Oh, look at that. Got a Rudy Rudy skill shot. should know which way is standups. Okay. And they'll stand up there. Anything green? I tried to do a lot with the light for you. No, save. Maybe. There is a ball save at the start of the I saw it. I saw it's pretty short at the beginning of the We got to show some tilt warnings, too. Yeah. So, yeah. So now that I played a mode, I have to re-qualify it at the spinner here. And you can do that from the left to right orbit. It's pretty standard. So there's a Jaws. Oh, I took too long. Oh, okay. It's time. Yeah. So, because a big part of the Beast Boys is the fact that they're from New York, uh, as we started working on all of the graphics for the, you know, videos playing on there, what we wanted the user interface to look like, um, we, uh, Jess had the idea to do those graphics that are on the screen of like the New York City stage. So, so you designed the the elements around that just just did all those elements. Yeah, it looks really unique and you get a lot of information out there. Um, some other things that are going on in the code. Uh, those drop targets on the bottom left are instruments. So, there the mic, the turntable, and the boom box. And whenever you collect one, you get a ball save and some bonus multipliers for now. Um, but then when you collect all three, you get 2x play field and you can see which uh instruments you have on the screen. Uh, the other main thing that's going on is collecting the band. So, we got MCA ad rock and as well as DJ Hurricane and Mixmaster Mike who have been pretty steaming jungle. Nice mode. God, you got to hang out with the yeti now. Yeah. They're playing pong and skating and smoking weed. Hilarious. Whenever you hit any of those five main shots, uh the ramps, the orbits, and the scoop uh four times, you collect that uh band member, and it starts one of the super modes. So, super pops, super spins, super drops, super combos. Uh, don't forget the other one. Um, but once you get all five super modes, you get the girls switch. Oh, I got that's one of the flashing rows of inserts. That's the five. Okay. To show you what you got, what's running. So yeah, we tried to put a bunch of different videos for if you tilt. Um there are some songs like check it out where we have three different versions of the song like the Letterman performance and remixes so that the game doesn't feel stale just because you play it over and over and over. Uh not let's try to get the Um, so this mode, fingerlicking good, we really wanted to have a mode that was on the easier side um, but had some riskreward in playing it. So, the idea here is that you can cash in your multiplier and just end the mode and finish it at any time by hitting that target. Uh, but you could keep shooting the ramps to get a better multiplier and have a bigger score for doing the mode. Okay, so this is High Plains Drifter. Um, we took a little bit of inspiration from Foo Fighters here. Um, because there's a mode that we both really like in it where you're meant to hit from a selection of shots. You can hit any shot, but then you got to hit that same shot a second time. New Orleans. Yeah. So, it's really focused around accuracy there. Um, another thing that we did in most modes in this game is uh you know, you'll notice the intergalactic robot on the screen on a timer. Yeah. And uh making successful shots adds time. So, if you start playing well, you're more likely to finish the mode. Um, but we also made it so that this lower standup target down here by the lower pop will add time as well. Oh, it counted two for that. Whoops. Okay. Slightly sensitive switch. So, he has the mini wizard mode qualified now cuz he successfully finished two modes. So, he can shoot the scoop for a mini wizard. Oh, so I think make some noise. Sure shot or B. I think we play. So the idea that we had for this mode was it's a pretty psychedelic uh song. So, we decided to make it a multiball that is timed where making successful shots in different areas of the playfield will change the color and once you get all the way around to purple. Yeah. I see. Uh it will count as complete and add some more time for you. So, if you can hit a bunch of stuff, you can increase how long it goes for. Yeah, I'm starting to run short on time. I need to start hitting some shots and getting Oh, yeah. I hit a couple things and turned them purple there. It's going to go fast, but now I got a long way to go to add more time. Um, another function that we added was uh, again with think keeping the the competitive, you know, side of things and trying to go for high scores when just hanging out with friends or whatever, the idea that there should be some incentive on picking one of the wizard modes over the other. Uh so we implemented a thing where the inserts the square in the middle rectangle insert are uh you know designate the three mini wizard modes. That's the end of my time. So it's going to kill my flippers and serve a ball back to me. Uh but they would get the mode entirely would be multiplied based on which modes you had played and completed near it. So like this one's for make some noise. If you've played or completed the the top cassette modes, then that wizard mode is worth more. So, there's more incentive to pick it when the time comes up. Yeah, you can see that it's kind of shaped like a cassette in the insert here. And that's also in the art, right? Um, okay. So, this is Paul River. They like to give a history lesson and travel through time. So, what we're going to do is travel through time by hitting all the shots in succession, left to right on the playfield. Reject. Oh, no. Backand. Okay, let's backhand it. All right, this one's the one I have trouble with. It's the captive ball that's flashing up there. Okay. So, I just started body moving multiball as well because I needed to catch a ball. So, that'll be helpful actually, I think. Yeah, we're looking at a GC game here. Yeah. Oh no, I'm not going to finish the smoke though. It's funny cuz when we're playing this at Mike's house and doing testing on things, I can't play nearly this well. Oh, I just got an extra ball there. Nice. Okay. So, I need right ramp, right orbit, Oh, so there's different tilt animations as well. Yes, I probably would have had a huge B. But there must be a pressure trove of, you know, music videos and stuff that you can steal and Oh, this is an extra ball. Uh oh, I might accidentally start here. Crap. I am going to That's fine. You can you can DC your own game. Yeah. Um so yeah, now that I've got all five, uh crap. Uh now that I got all five super modes, uh it's flashing back and forth here telling me that girls is lit right here. So the idea that we had for this was we stripped out all the vocals from the song. It's just the instrumental and then it's a switch frenzy and every time you hit a switch it says girls. Oh, it's very silly. That's a shot. That's crazy. Oh my god. Oh, it's going. Oh, yeah. It's been going. I just ripped the spinner like three times in a row. Yeah. And you got ball safe on this. And yeah, there's a full ball save for this mode. If you do all the work to get all those things done, you want to make sure the mode can be enjoyed. Oh, all right. Um, let me see where I'm at on the game because I would like to show another wizard if I can. I still got a ways to go. All right. So, we're going to charge that battery back up. or maybe I'll miss the shot over and over. Um, one of the other main features of the game is the uh I did it like this, did it like that, did it with the whipple ball bat. Uh, which which is hitting the upper loops for to multiply your next meaningful shot. So, this is three MC's and one DJ. And the idea is that you just need three of the upper loops, and that finishes the mix and finishes the mode. Uh, but uh it's a pretty low value to start. And so on the screen you can see that you can multiply the base value of the shot and also get a mix multiplier by hitting the pot bumpers to increase the base value and the captive ball to increase the multiplier of a shot. So right now I think it's going to be worth like 700,000 a shot or something. Um but can't be too greedy on increasing the score otherwise you don't give yourself a chance to actually hit the shot. One more. I just got to get that upper loop one more time. Oh, I missed it. That was going to be my last shot, I think. Oh, I might get one more. You got time. 10 seconds. You still got time in the race. No, you suck. Yeah. Oh, I hit body moving. Anything you touch just builds up. Yeah, I'm hitting all the right stuff, but it's also cuz I know what to do. Had a lot of practice on it. Okay. Yeah, I'm going to go ahead and hand it off. I think I covered mostly everything on here except for a couple of modes. Well, I got to play. Thank you, sir. What a what a display. That's how you play Beast Boys pinball, folks. Yeah. I got to uh I got to turn down that bonus a little bit. It does have a ball switch. Yeah. Nice. Okay. Snipe mode. Yeah. Too many rappers. Your shot is it's going to be a roving shot starting on the right going left. Okay. You need to hit at least one of those, but you can hit up to four of the roing shot in a row. Uh and then you cash it in to snipe them at that lower. So you got one there right a second time. Okay. Captive balls. No. There we go. So now we need to shoot shoot them. There we go. I did I Yeah, I completed it, right? Yeah. Score balancing is probably one of the other things we're going to do right at the end once everything's in and we know how it works all together. There you go. All right. So, that's drifter. So, yeah, this is the New Orleans mode. We got to hit a shot. Yeah. Hit it twice. Roger. Almost got it out of there. What's that? Almost got it out of there. Yeah, almost. Close enough. All right. Uh, Mike, your final ball. You're out. Blow it up. Do we? Steven played for like 20 minutes. He was crushing it. Billion. It wasn't the bonus for sure. It exploded. Oh yeah. Um always the coffee. So one of the things that um Mike was really cognizant of as we were talking about the modes and what we wanted to do with them and also kind of in the way that he designed the playfield I think is giving the player a lot of choice. Sometimes riskreward but sometimes just like what do I want to do now? Um, which is why the multiballs can be started totally independently and they're always available to make progress on as long as you're not in some other multiball as well. And I can't start the multiball. He's got Check it out later. I can see that flasher though. He's definitely going for it. Captive ball, right? Yeah, I took a captive ball. Oh, the captain balls for body movement as well, but the hidden drop target or the hidden stand up behind the drops, the drops. There we go. Nice. Now I need to Um, so you can always choose to like advance modes or work you can just make shots to advance your super modes and work towards the girls frenzy. Um, but they also not only are they like able to be made as independent choices, but they also flow together. So generally, you know, you play the modes and they have you shooting different things on the play. Oh no, one more ch get it. There's like four or five different tilt graphics. It's going to be Let's see if I can get Check it out. Or maybe the next Blizzard mode. Yeah. All right, let's skip that. Come on. I know. I blew it. I got to punch him. Yeah. didn't make much progress there. Oh, yeah. That bonus. I I broke the bonus score. Yeah, I'm just grabbing some extra footage. I think I got a multiball going. So, I'm going to see if I can just get that. Yeah, that's kind of what I'm trying to figure out some how to get the ball there. Seriously. Damn, I suck. Played it a few times. Yeah. Oh, high score. Number one. I thought that was going to be the GC for sure. Another guy earlier. You sweet. Yeah. Can we just line up here again? I just want to So I I noticed something cool here. Right. You seem to have all RGB lights in the whole play field. That's right. And then there's like these light rails here. Yeah. That doesn't distract the player. You I mean, you can't see them. It's just a little L bracket. Yeah. Just a little aluminum L bracket. I just got a light strip that was addressable. Yeah. And it's attached to the playfield. It's not in the cabinet cuz you when you lift the playfield, it's not in the way. It's not in the way. Yeah. That was what drove me crazy about the magnetized ones on the side. Yeah, it's just Yeah, it's just And you forget about and it just flunk and it just Yeah. This is just down in the support. Yeah, it's so discreet as well. I didn't mirror it at first, but there's a like a full LED bar underneath there. Yeah, it was a nice uh Yeah, you can get that vibe with the with the different modes and stuff. So, that's that's fantastic. And thank you for the display of the different modes and wizard modes. And we could surely got a Japanese game. Yeah. Thank you. Not me. Thank Thank you for uh for talking to us and playing with us. And yeah, there's even more in the game that we didn't get to see here. I'm just going to say that. I'm going to steal a sticker. Yeah, I was going to get make sure you got one. Yeah. Uh so uh folks always wonder where you can uh play this game next and what's coming up and Oh, sure. What what's uh what's cooking, right? Because we have fans all over the world. The um the hope is we'll have the new playfield swapped out in time for the Northwest Pinball Show. That's two weeks. That's in two weeks. That's our local arcade. Uh the clear coat may not be fully cured. I'm hoping to spray it on Tuesday. So Oh, okay. We'll see. If not, it'll still be like this, but uh I think there's a good chance. Either way, it's going to be at the Northwest. Yeah. It will be. Yeah. Awesome. Are you going to expo? That is also the plan. So those are the next two places it'll be um is uh yeah is Northwest Show and then and then Expo in October, I think. Yeah. Any future projects that we can expect from you folks? I mean, you seem to have a pretty good thing going here. We're having a good time. So the plan is Yeah. game number two. uh that I have already built the the in the backbox, put all the um all the boards together in the power sources. We just uh we're just still trying to figure out what uh theme we want and what we're going to do. But yeah, we're going to keep going. We're having a good time. Yeah. Sounds like a good idea to me. It's just I just hope this game gets made because I I want I want a Beasty Boys game. Like that's the only band pin I would accept in my collection, right? So I'm I'm right right there with you. It's still a dream. Like I have not had any anyone anywhere near our age come up and go, "Oh, I don't want that." It's like I mean, I guess if they don't want it, they wandered away. But everyone's just like, "Ah, why don't they make one of these?" Maybe they will. Yeah, there's a rumor. But yeah, you rumors. You heard it here first, Stern. Just make it Jersey Jack. Make it American. Whatever. Just get it out there. We wanted these to pinball. That's right. Yeah, exactly. Call these guys. I have their number. Um, yeah. And I just want to say, uh, you know, a huge shout out to the Trident pinball community. Um, this game would not be nearly as far along as it is from a code perspective without all those guys help. Um, you know, starting out with this, I saw it and I was excited to get into coding a machine, but I don't know any programming language. I've never coded anything before. You know, I'm a legal professional by day. Uh so but I always knew that I had kind of the mind for understanding how something would work, how you would structure it, how I would structure it. And so uh you know I was able to dive in with the help of the mission pinball framework and their tutorial is really really great for getting started. But then this the homebrew community, I mean it really is a community at large. This game was built by Mike and the and I hear it all the time. Yeah. But it really is a testament to everybody helping out and saying, "Hey, this this isn't doing what I expected. What do I need to tweak on this?" And everyone's quick to jump in. So, Oh, that's awesome. So, yeah. See, if you really want to quit your day job and become a software engineer, do cool [] like this, just just start today. Thank you, Steve. Hey, thank you. Pleasure. Thank you, Michael. Yeah, this is so much fun. I hope to get to see the and play the real thing when we get the real real play. Yeah. Will you be at the Northwest show? No, I won't, unfortunately. But this Yeah, this looks absolutely amazing. Yeah. Yeah, it came out really nice. And you got you have the playfield, right? Yeah. The playfield's been cut. It's the They showed me the uh the overlay that they used to test it. It's going to be direct printed, but they they printed it on an overlay and laid it down, and it was like, "Ah, it's really nice." Yeah. Yeah. It's going to fit all good together. And you got the plastics already. Like, it's all good to go. Just do this one. Hopefully. So, that's right. All right, I'm going to top out here, folks. Thank you for uh coming on the channel and checking it out. I'm going to Thank you, folks. All right, see you on the next one.

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*Exported from Journalist Tool on 2026-06-06 | Item ID: 8c8c7466-0dff-40e4-851b-9745dbe66f4b*
