# Dirty Pool Podcast - Ep32 - Gerry Stellenberg and the Multimorphic / P3 Platform

**Source:** Dirtypool Pinball  
**Type:** video  
**Published:** 2026-05-12  
**Duration:** 77m 47s  
**Beat:** Pinball

**URL:** https://www.youtube.com/watch?v=M58CG91zIGk

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## Analysis

Gerry Stellenberg, VP at Multimorphic, discusses the P3 modular pinball platform's design philosophy, technical architecture, and market positioning. He explains the P-ROC board heritage, ball-tracking systems using infrared grids, flipper mechanics, playfield modularity, and addresses community skepticism about whether the LCD-integrated P3 is "real pinball." Key themes include the challenge of gaining operator/collector trust for a novel technology, the gap between exposure and adoption, and how Multimorphic iterates on hardware reliability while remaining bootstrapped.

### Key Claims

- [HIGH] P3 has shipped for approximately 9 years, with original prototypes dating to 2012 — _Gerry Stellenberg, directly stating production timeline_
- [HIGH] Multimorphic offers modernized P-ROC boards used by other manufacturers including Dutch Pinball, American Pinball, and Spooky Pinball — _Gerry Stellenberg confirming ongoing sales to competitors_
- [MEDIUM] P3 flipper assemblies today are 'probably the most reliable in the industry' — _Gerry Stellenberg, subjective claim about reliability compared to competitors_
- [HIGH] The wooden rail warping issue that caused roller wear was resolved four years ago (circa 2020) — _Gerry Stellenberg describing prior design flaw and iteration_
- [HIGH] Nine unique physical playfield modules exist for P3, with 27 total games available (including add-ons) — _Gerry Stellenberg providing current platform statistics_
- [HIGH] Heist module has the most add-on games, with eight or nine experiences available — _Gerry Stellenberg referencing website matrix showing add-on distribution_
- [HIGH] P3 pricing is around $11,000 for a full module plus new cabinet, similar to traditional pinball — _Gerry Stellenberg discussing entry price point_
- [HIGH] Ranger in the Ruins roguelike module add-on costs around $150-$179 — _Gerry Stellenberg quoting add-on game pricing_
- [HIGH] Ball tracking system uses 24 infrared emitters and detectors to track multiple balls simultaneously — _Gerry Stellenberg explaining P-ROC ball tracking technology_
- [HIGH] Multimorphic is a bootstrapped company, not venture-backed, limiting placement and marketing reach — _Gerry Stellenberg describing business model constraints_

### Notable Quotes

> "I am a technology guy bringing ideas founded in logical technological roots to industries that I really think need a little bit of nudging forward."
> — **Gerry Stellenberg**, ~3:00
> _Explains his foundational philosophy for entering the pinball industry with technological innovation rather than tradition-focused design_

> "It's still got a physical pinball, flippers, rolling over a surface, interacting with physical mix, ramps and loops and targets. It's got theme, artwork, sound and video just like all the other games. It costs about the same as all the other games."
> — **Gerry Stellenberg**, ~24:00
> _Core defense of P3 as legitimate pinball despite LCD integration; addresses perception gap between form and function_

> "If you shut your eyes and walked up to any machine and played it, you would feel the exact same flipper mechanics."
> — **Gerry Stellenberg**, ~18:00
> _Addresses flipper feel criticism by claiming mechanical equivalence despite different appearance_

> "We're a bootstrapped company. We're a team of people super passionate about pinball who have crafted this business. We've crawled. We're barely walking now."
> — **Gerry Stellenberg**, ~32:00
> _Candid description of Multimorphic's resource constraints and growth trajectory_

> "People walk up to it with some hesitancy. They see the screen and they question whether or not it's real pinball."
> — **Gerry Stellenberg**, ~43:00
> _Acknowledges persistent community skepticism about LCD integration despite mechanical legitimacy_

> "We spend actually more time designing the physical aspects of a pinball machine than the LCD screen."
> — **Gerry Stellenberg**, ~51:00
> _Clarifies design priority hierarchy, countering perception that P3 is primarily a digital product_

> "The first time I played a Multimorphic was at TPF, which was like a month and a half ago, which is crazy because the Multimorphic platform has been around for 14-15 years now."
> — **Host (Dirtypool)**, ~13:00
> _Highlights critical exposure/adoption gap despite decade-plus market presence_

> "Alexi Lightspeed was our first design. People kind of look at it and think it was a demo game. But I think it's still one of the best pinball playing experiences that we or anyone has ever created."
> — **Gerry Stellenberg**, ~58:00
> _Defends early P3 game against perception as prototype; claims enduring gameplay quality_

### Entities

| Name | Type | Context |
|------|------|---------|
| Gerry Stellenberg | person | VP at Multimorphic, developer of P-ROC board (2009), technology executive with background in FPGA design, networking protocols, and hardware engineering at companies including Virginia Tech graduate, National Instruments, Cisco, 3COM, Tipping Point |
| Multimorphic | company | Pinball manufacturer founded around 2010-2012, developer of P3 modular platform; bootstrapped, team-led company focused on hybrid physical/digital pinball innovation |
| P3 platform | product | Modular pinball system with interchangeable playfield modules, LCD screen integration, ball-tracking via infrared grid, 9 physical modules, 27 total games including add-ons, pricing ~$11,000 per full cabinet |
| P-ROC | product | Programmable pinball control board developed by Gerry Stellenberg in 2009 before Multimorphic founding; sold/licensed to other manufacturers; evolved into P3-ROC for P3 platform; used by Dutch Pinball, American Pinball, Spooky Pinball |
| Scott Denesi | person | Designer who brought Final Resistance concept to Multimorphic; provided traditional pinball design experience guiding P3 game development; credited with spaceship mech and three-ball cannon concept |
| Brad Albright | person | Artist credited with Portal artwork on P3 platform |
| Stern Pinball | company | Only major pinball manufacturer in 2009-2010 market when Multimorphic was founded; traditional design competitor |
| Jersey Jack Pinball | company | Competitor mentioned as traditional pinball manufacturer; emerged during P3 development window |
| Spooky Pinball | company | Historical user of Multimorphic P-ROC control boards for their games |
| American Pinball | company | Historical user of Multimorphic P-ROC boards |
| Dutch Pinball | company | Still using Multimorphic control systems; competitor manufacturer |
| Portal | game | P3 module game featuring LCD screen integration with physical spinner mechanic; discussed as successful recent release with streaming presence via Buffalo Pinball |
| Final Resistance | game | P3 module designed by Scott Denesi; features spaceship mech, three-ball stacking cannon, traditional playfield layout with static artwork; described as 'one of the most fun modules' |
| Princess Bride | game | P3 module featuring climbing cliff mechanic, sword mech actuated by captive ball, castle background; praised for mechanical engineering |
| Heist | game | P3 module featuring three-axis crane mech moving in xyz directions; has most add-on games (8-9 experiences) |
| Weird Al | game | P3 module mentioned as recent themed release driving collector interest over earlier titles |
| Alexi Lightspeed | game | First P3 module design; frequently perceived as demo game despite Stellenberg's claim of enduring gameplay quality; features eight-ball physical lock, mode-based play, stacked multiballs |
| Ranger in the Ruins | game | Roguelike add-on game developed by Four Amusement Only Games; runs on Cosmic Cart Racing playfield; priced at $150-$179 |
| Buffalo Pinball | person/streamer | Content creator streaming P3 games; credited with Portal release party streaming and first online exposure for host |
| TPF | event | Pinball convention/show where host first played Portal about 1.5 months prior to podcast; venue for Multimorphic demo and manufacturer booth presence |
| Turner Pinball | company | Competitor with proprietary cabinet system and custom playfield laminate; games appear more frequently in locations than P3 despite similar innovation level; booth neighbor at Houston show |
| Chris (Turner) | person | Designer/operator at Turner Pinball; described as 'wonderful guy' by Stellenberg |
| Dirtypool Pinball | person/media | Podcast host; skeptical initial stance on P3 before playing Portal; passionate about platform exposure and arcade distribution |

### Signals

- **[technology_signal]** P3 platform uses 24 infrared emitters/detectors in grid formation to track ball position and velocity in real-time, synced to game software loop; enables physics-aware gameplay and rule execution impossible in traditional machines (confidence: high) — Gerry Stellenberg detailed technical explanation of infrared grid, ball bounce detection, and multi-ball tracking capabilities
- **[product_concern]** Despite mechanical equivalence claims, host reports flipper feel differs from traditional Stern/WPC95 machines due to longer linkages and different button configuration; perception issue persists even after mechanical redesign iterations (confidence: high) — Host stated 'flippers don't quite feel like that. It's not that they're bad, but they don't feel great'; Stellenberg acknowledged different appearance while defending mechanical functionality
- **[market_signal]** P3 platform has existed for 9+ years of shipping but remains largely unknown to mainstream pinball community; host's first play experience was only ~1.5 months before podcast at TPF despite 15 years of development; critical visibility problem (confidence: high) — Host: 'The first time I played a Multimorphic was at TPF, which was like a month and a half ago, which is crazy because the Multimorphic platform has been around for 14-15 years now'
- **[community_signal]** Pinball traditionalist community skeptical of LCD integration despite mechanical legitimacy; perception of P3 as 'not real pinball' persists; psychological barrier to adoption regardless of actual gameplay equivalence (confidence: high) — Stellenberg: 'People walk up to it with some hesitancy. They see the screen and they question whether or not it's real pinball'; host confirmed community concerns about departure from tradition
- **[product_strategy]** P3 strategy emphasizes variety of experiences (traditional static-art games like Final Resistance alongside cutting-edge mech designs like Heist) to address different player preferences; 27 games across 9 modules with varying add-on density (confidence: high) — Stellenberg: 'We've really done well over the years is try to leverage our technology to give people a variety of experiences'; described spectrum from traditional to experimental designs
- **[business_signal]** Multimorphic operates as bootstrapped company without institutional venture capital; resource constraints limit placement programs, location demos, and marketing reach compared to well-funded competitors (confidence: high) — Stellenberg: 'We're a bootstrapped company...we've crawled. We're barely walking now'; unable to fund location placement/consignment strategies like larger competitors
- **[venue_signal]** Operators hesitant to stock P3 machines due to unfamiliarity with unique hardware, fear of repair costs, and lack of experience; perception of complexity despite using standard components; competitive disadvantage vs Turner/JJP/Stern with established service networks (confidence: high) — Stellenberg: 'When people see something new, they're afraid of what happens if it breaks...if it breaks, I'm not quite sure what to do'; contrasted with established manufacturer networks
- **[product_strategy]** P3 supports add-on software-only games requiring specific physical modules; creates tiered monetization and extends playable content; Heist module has highest add-on density (8-9 games) (confidence: high) — Stellenberg explained add-on game model; Ranger in the Ruins priced at $150-$179; website matrix tracks add-on availability per module
- **[manufacturing_signal]** P3 has undergone significant hardware refinements over ~9-year shipping period; wooden rail warping issue fixed ~4 years ago; flipper assembly improvements claimed to enhance reliability; design philosophy favors mechanical depth over quick iteration (confidence: high) — Stellenberg: 'That was resolved four years ago'; detailed flipper assembly evolution; emphasized time spent on mechanical vs LCD design
- **[design_philosophy]** Multimorphic prioritizes mechanical pinball design over digital novelty; LCD screen treated as enhancement rather than primary innovation; games feature complex physical mechs (climbing cliff, sword mech, three-axis crane) alongside digital integration (confidence: high) — Stellenberg: 'We spend actually more time designing the physical aspects of a pinball machine than the LCD screen'; detailed mechanical features of Princess Bride, Final Resistance, Heist
- **[content_signal]** Buffalo Pinball streamer taking initiative to demonstrate P3 platform online, filling void left by limited venue access; contributed to host's first Portal exposure; volunteer content creation helping offset marketing limitations (confidence: medium) — Host: 'Buffalo Pinball streams a lot of the P3 stuff. It's the first time that I saw Portal streamed online...that's good and great that a streamer is taking on the baton'
- **[competitive_signal]** Turner Pinball achieves better location penetration than Multimorphic despite comparable innovation level (proprietary cabinet, custom laminate, non-WPC coils); suggests perceived legitimacy/tradition matters more than technical merit; Turner games 'look and feel traditional' (confidence: high) — Stellenberg: 'Turner pinballs...develop games that look and feel traditional. That's the experience all other companies present. We're different'; host observed Turner has more location placement
- **[design_innovation]** P3 platform enables rapid game iteration through interchangeable physical modules (9 unique designs) combined with software add-ons; allows cost-sharing of hardware while maximizing content variety; infrastructure for third-party module development via SDK (confidence: high) — 27 total games across 9 modules; add-on developer 'Four Amusement Only Games' created Ranger in the Ruins; website matrix tracks module-to-game compatibility

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## Transcript

Dr. Cornelius Picostini in part. Hey everybody, welcome to another episode of the Dirty Pool podcast. We're at number 32. I have been asking too many questions pre-in just because I've been extremely excited about uh this particular interview because we are talking about pinball, but you're kind of like the strange technology offshoot of pinball. I would say the innovative but like hard to sell. We haven't seen a lot of these in arcades. There should be more of these in arcades. I'm joined today by Gerry Stellenberg. Am I saying that right? Yes, you are. Hey, nice to see you. Thanks for joining me, man. How's it going? I am thrilled to be here. I've been looking forward to talking to new audiences, new people, and explaining why the P3 is so different and amazing. Well, that's part of what we're going to be talking about today. Uh, as I have mentioned many times before, this is a live show, so uh, please feel free to pop your questions in. A lot is the development side, the actual release side, what the P3 module system is like, how the ecosystem functions in terms of buying new modules, getting new modules, all that stuff. Um, but before that, let's dive into who are you, where did you come from before Multim came around, and what kind of crazy pills are you taking to be like, I should start a pinball company? A lot of them. Um, I am a technology guy, electronics designer. I went to school in Virginia Tech. Graduated 97, 50, 60, 70 years ago, it feels like at this point. Um, moved to Texas for my first job, National Instruments. Worked at Cisco Systems. Worked at 3COM, Tipping Point. Technology, always technology, designing bleeding edge stuff. Uh, FPJAS, boards, FPJs are programmable chips. the board. A lot of NES and other emulator people like to use those because they have whatever no latency, right? They're like authentic reproductions of those game consoles. Yeah, you can describe hardware in a software language and then translate it into transistors and real circuits that all run together, which is uh the power of of the chips and the hardware. But yeah, that's what I've done my whole career working on uh networking technologies, protocols, implementing a lot of logical things in hardware. So I I I feel like I'm a I'm a logical guy bringing ideas founded in logical technological roots to to industries that I really think need a little bit of of nudging forward. Nudge. That's a nice pinball reference. And uh news to me, but you have also you were the developer of the PROC platform. Yes. 2009. That's actually what got me started. I developed this board for fun because I wanted to do new things with my existing machines and I wanted to create new machines and needed a control system for it. So, and this was before the founding of P3 Multimmorphic, right? Oh, yes. Uh Multimmorphic is the company. P3 is the product. Yes. Uh this was Actually, I added circuitry to this P rock board so that I could develop things that eventually became the P3. The ball tracking um system is circuits on the P rock board that allowed us to develop these things into the base machine. So, so we'll get into the ball tracking more later because I'm curious about that. Uh, I know that it tracks down basically to the size of the ball, but what is the actual like refresh rate in terms of like how many cycles is is it able to track? Cuz pinballs move fast. So, I'm assuming that in order for it to like be able to track it in a meaningful manner, it needs to be fairly quick. Not only are they fast, they also don't roll flat. They bounce literally bounces. I mean, even if you take slow-mo a camera, it's not just that it flies all the way to a target. It's bouncing across the playfield surface as it gets there, which you don't see. The older I get, my balls do that, too. I've noticed. Well, great. Thanks. May May, maybe there's a solution here for you, too. If the PRock system can help me with that, please let me know. Um, so it scans the goal is to scan the grid every frame, every video frame time, so that if something needs to react, that we can react in real time to all of the movement of the ball. Um the I'm assuming the frame time is synced to the actual like software like the game platform as well, right? Yes. So every I mean the hardware is always scanning scanning as fast as it can and it's sending information to the computer. The computer runs on a a refresh cycle, a loop because game software runs usually a loop and every every tick of the loop is usually a video frame time or something where you process the information up. This is why I love our chat, too. We've already got a pretty fascinating question. And Joe the dragon's asking max balls it can track and also is it able to understand that one ball is a particular ball or is it just see that there is a ball at that location. So today um we have all the information to track as many balls as um you can put on the playfield but you can imagine so so okay so the way it works is there's an intersecting bunch of infrared light and there's 24 emitters and detectors up and down the sides. Every emitter sends a fan of light out. And you can imagine if you've got a fan, a different fan, a different fan, they're all intersecting. So you have tons of information about all the positions of all the balls. Um, and then it's just a matter of creating a complex algorithms to figure out which concentration of intersections are one ball versus another. The bouncing ball. So nuclear black power balls. I'm assuming metallic. It doesn't matter. As long as it's crossing the beam, it's irrelevant what material it's made of. Correct. That's really fascinating. Um, okay. So, you generate PROC. Would you even say that the multimmorphic or the P3 platform still technically runs on PROC or has it evolved to a state where it's just its own thing at this point? No, it's it's it's the P. It's actually a new version of the PR. So, originally there would be this big board that replaced the WPC board or a Stern um CPU board and we replaced that with a new generation of PROK for the P3. So naturally, it's called the P3 Rock and it's a smaller board that is the brains of the P3 system. It still works with same similar driver and switch boards and LED driver boards that we used. Do you offer that modernized PR system for homebrew people similar to how the original PRock system was or Yeah. Yeah. A lot of companies and people are using them. I mean, Dutch Pinball's still using our stuff. American Pinball used it. Spooky Pinball used it. A lot of companies over the years have used our systems and and some still do. Fascinating. So, you're like, "Let's put an LCD screen into a pinball machine." I mean, not a terribly like unexpected idea. At some point, this is like pretty much the next idea for a flat table. I mean, we've seen it with a lot of like evolution of people trying to innovate on like board games, things like that where uh the Microsoft Surface platform or I forget what their pl their gaming alder uh AR platform was called. Do you know what I'm talking about? No. Yes. Okay. lot of screens with stuff, right? So, Microsoft essentially created a plat gaming platform that had the ability to detect when things was on top of it. This seems like a no-brainer to put in a pinball machine, but you have done it in a way that is segmented so that people can modify their game so that it is not only physically different, but that the art display and how the LCD screen interacts with it. What point were you like, I'm not going to make a regular pinball machine. we're gonna come up with a way to do multi- modulebased pinball. Well, when we got started, there was just Stern. Stern was the only company. It's 20 2009 2010. Stern has just gone through a difficult period. There was nobody else. And so, if pinball as a technology, as a system, as a game platform, wasn't selling, it only makes sense. It's natural to figure out what new technology can we bring to the space to reinvigorate it to interest people. It turns out while we were developing the P3 also other companies some because of the PROC were were starting up Dutch pinball started up at that point. I think Jersey and some others came out in that window somewhere. So, it turns out all these other companies are starting up to create more traditional pinball and we are trying to create something that gives people another way to enjoy the rolling around of that steel ball. Um, but yeah, it it was it I'm a technology guy. I wanted to bring new technology to pinball and hopefully that would interest people and and turn into something big. So, we can't have a conversation about pinball without talking about historical pinball tradition. And you and I talked a little bit about this in the opening that like pinball people feel very passionate about pinball, what it was, what it is, and what it should be. And your design is very different than that. How do you feel those challenges? Have you felt that the community has been won over by it? Do you think that there is not enough exposure to the P3 platform for people to make an educated decision about that? I mean, it's it's it's obvious that the P3 isn't as pervasively uh available per it's not as accepted as a traditional machine is. It hasn't taken the world by storm and it hasn't um it's not selling into all locations and all customers. There is the clearly people who are used to traditional pinball um want pinball traditional traditional pinball experiences and some of them are open to new modernized experiences and some aren't. So one of the things we've really done well over the years is try to leverage our technology to give people a variety of experiences. you play a game like Final Resistance, it's a very traditional. It's got static playfield artwork. It's got inserts that blink. It's got two flippers. It's got stuff kind of kind of in the areas that everything on an Attack from Mars or Medieval Madness or uh I mean, you name the game of Venom, everything's kind of laid out in a in a certain fun layout and and that's the experience that a lot of people expect. But we can also and we have done very different things, right? And we give people the option to fill their game room with not just another version of the exact same machine with a different theme on it, but something that gives them an entirely new experience. I remember mentioning at some point that like it would be cool if like a rogike concept of a video game was like integrated into pinball rules. And somebody told me one of the multimmorphic modules is essentially just that. And to your point where like you can explore and kind of approach different rule sets in unique ways that like traditional pinball doesn't quite have the functional ability to without being essentially a video game but with some pinball hardware at the top of it. Right. But you said the word rog light. There's a ranger in the ruins is an add-on game developed by four amusement only games which runs on our cosmic cart racing playfield. Um developed as a roglike experience that you can download. You can you can purchase and download it for I think it's $150 $179 something around that range. Less than $200 you can have a full rogike experience on your existing P3 which is neat. But you mentioned price and I think that for people that don't know what the experience is like right like any person that's buying a new pinball machine from a new company right pinball machines aren't cheap and you had mentioned like so 11,000 I think is the price point for a full P3 module plus new cabinet and everything. Yeah it depends on the game. Some are a little more than that, some are a little less than that, but around that. Yeah. How do you circumvent the challenge of of gaining the trust of someone to put $11,000 for an experience that is completely different that they've maybe never played before because they don't have access to it. They don't go to conventions, things like that. Well, I I' I'd question the premise of that question in the sense that it's still pinball. It What What is so different about the P3 that makes it not in the conversation? I I I don't think there's anything. It's still got a physical pinball flippers. It's rolling over a surface. It's interacting with physical mix. It's going ramps and loops and targets. It's got theme. It's got artwork. It's got sound and video just like all the other games. It costs about the same as all the other games. So, if you're building an experience and want a game room full of machines, you're going to buy your favorite themes. You're going to buy whatever experiences speak to you. And there's literally no difference from buying a P3 with a playfield if it if it's your theme or if it's a playing experience that connects with you versus buying any other pinball manufacturers machine. I guess I guess the question more is that like how how do we express to pinball people to be less afraid to take the jump on newer companies because you don't want just Stern. You don't want just JJP. you know, no offense Stern or JJP, but pinball as a as an ecosystem does better when there's more people coming up with ideas and more things going on. Um, so I guess more the question is like is there I feel like your games are underexposed to people. I don't see them in a lot of arcades and I think that like I would have liked to do that. The first time I played a Multimmorphic was at TPF, which was like a month and a half ago, which is crazy because the Multimorphic platform or the P3 platforms been around, like you said, for what, 14 years now? 15 years. The original the original prototypes were 2012. So, we've been shipping them for about 9 years now. Yeah. Okay. So, yeah, almost a decade. And it's taken that long to be exposed to it. And I played Portal cuz Brad Albbright did the art for it and I really wanted to experience it and I liked it a lot. I think it was extremely fun game. I liked specifically how the spinner updates the like value that it is there live in the actual play field. You had asked me in our talk beforehand about what like I was cuz I said I'm like kind of a skeptic and that I I personally don't own a P3 system right now and I probably wouldn't get one, but now that I've played Portal, like I've had a lot of fun with it that I'm like kind of curious. To me, the thing that I don't like about it is the flipper mechanics with the extra armature make the flippers feel different in a way that like I don't like. Like I'm so accustomed to playing Stern flippers or, you know, WPC95 or like, you know, Williams flippers that I expect there to be a particular type of snappy and resetness in it. And they don't quite feel like that. It's not that they're bad, but they just don't feel great, if that makes sense. It used to make sense. So, we've iterated our flipper assemblies over the years. Obviously, because we have a screen there, we can't just drill holes through it, right? You can't blow a hole through an LCD screen. But what we've done is we've created flippers that work identically identically to traditional flippers. And so, traditional flippers have a rotating arm underneath the playfield. They have a a paw that connects to a shaft. The coil pulls the end of the paw. It spins the flipper. The flipper flips. The P3 flipper is that exact same thing on top. It's got a coil that pulls a plunger back which is connected to the back of the the flipper bat. Pulls it back. The flipper flips. It's the exact same mech. They both have end of stroke switches. They both use the same kind of coils. The difference honestly is that you see you see the arms. The buttons in our stock configuration are a little bit wider and we use a different button configuration. And your mind is saying there's something different about this. If you shut your eyes and walked up to any machine and played it, you would feel the exact same flipper mix. Jerry, I would have a hard time playing pinball with my eyes closed. I just just want to be real with you. Well, you'd be Tommy. Hopefully, you'd learn to do it well based on your feel of the you feel of the beat. You're a music guy. You can feel the beat. You can know it's You haven't watched my streams. I'm not a pinball wizard. So, I mean, I hear what you're saying, but like let's be honest, the linkage is longer, right? the type of connection for it, even though it's not identical, it is similar, but the devil's in the details when it comes to how a flipper mechanic feels. And when you're used to playing something for decades and decades, I feel a lot of people are just like, "This feels different." Barrels received the same criticism when their games first came out. And all of those components are literally just Williams flippers, right? They're Williams linkages, they're Williams coils, Williams everything. So, I'm just That's awesome that it's been iterated on. And I didn't start playing it and was just like, "These flippers suck." No, I was immediately engaged with the game. I loved all of the like weird kind of like hidden pathways and stuff that Portal did, you know, like uh you guys added uh someone in the chat, I think it was Joe, talked about how how have you decided to overcome the lower twothirds essentially of the playfield being identical on game to game. Well, in Portal, you added a a module that threw a ramp on the right if I if I'm not mistaken. Right. And a whole lot more. Yep. And a whole lot more. Well, what's that whole lot more? So, first one final note on the flippers. Um, so are flippers? Yes, of course they're different. They function the same, but Gutly flippers feel different. Jersey Jack flippers feel different. As you said, barrels of fun. So just flippers feeling different isn't what most people think is wrong with the P3 because there's no wrong. This is just different. They see a machine that looks different. It's got an LCD. It's got these flippers with actuators. It's got a module in the back there. It looks different. And I'm telling you, the psychology around that takes a little bit to get over. They have to get used to it. They have to experience it. And to your earlier point, they have to get out to locations that have them. They have to come to our showroom. They have to experience the machine in person and get over the first game or two where things feel different because once you get used to it, it's pinball just like everything else is. And you'll love it just like So then who's who's responsible for getting it into locations? Do the dros need to like grow a pair and buy a P3 and put it in and see how it performs to see if it, you know, makes the makes sense for them to either sell it as a platform or operate it in their arcade. It's a challenge for sure. When you when people see something new, they're afraid of what happens if it breaks, right? I'm not used to something that looks I'm used to a stern or I'm used to a Jersey Jack or I'm used to a Williams machine and I know exactly how to fix all that. this P3 thing. It's different. If it breaks, I'm not quite sure what even though it's all based on the same technology, same coils, same drop targets, same all those things. Um, it looks scary. So, if if we were a super rich company, we had millions of dollars investments and we were able to hit the ground running with a fully fleshed out design, we would we would pay to get machines placed in locations, however that needed to happen. put them on consignment, put them on uh loan systems, do whatever. But we're a bootstrapped company. We're we're we we are a team of people super passionate about pinball who have crafted this business. We've crawled. We're we're we're barely walking now. We're on our way to to fast walking. Starting pinball companies is not easy. But if there's no access to your game, how are people supposed to know? So, it's it's getting better and better, right? We've iterated enough over the years where people are less concerned about our quality today than they were 10 years ago. We've we've supported our customers throughout. We've shown people that they can trust us. We've iterated on the the strength of our materials. We've done all these our flipper assemblies today are probably the most reliable in the industry. We've we've iterated on all the individual pieces. And if you have the latest version of everything, they don't break. The the coil stops wear out. The coil stops are traditional coil stops that everybody else uses. I haven't I haven't heard mechanically from a from a perspective of like the playfield didn't operate correctly or like the the screen shorted out. The only thing I saw about someone talking about the hardware of the cabinet that felt like a silly criticism that could be addressed, but the the rails inside were wood and that moving the playfield in and out was chewing up the wood inside of the playfield. Is that was that a design? Is that how it's designed instead of having some sort of metal track in there or That is how it's designed. That was a problem four years ago. We iterated the system. We have our rollers rolling on the ME. So the problem was that some cabinets would develop a slight warp. So around the center of the machine, the rollers that are rolling firmly on these wooden rails on the side, when the cabinet warps, the wheels aren't tracking the warp, they're tracking the inside edge. That's resolved. That was resolved four years ago. But because we're a platform, because people bought the machine at one point that filled up with games, people's experiences many years ago influences it influenced your perception, right? Because Absolutely. And that's why I mean that's why I wanted to have this conversation so that people get more information about what the current your point about how people see a snapshot of what a company is or what a game is like and then that's the I mean good can you imagine if everybody like based their opinion on Stern Pinball off like Led Zeppelin or something like yeah everyone else is the perception customers have of every other company is reset every time they release a new game and for us it persists throughout which goes back to my let's you know don't be afraid to get to put games in location so that operators can actually play them or at least they're available to consumers so that they can get an idea of what it's like. I just I don't know. The thing about it being new technology though I wonder because like you know Turner's games are also proprietary everything, right? You know, his cabinet system is kind of based off the deeproot kind of like or his own design where the the glass pops up. It's it's different and their their playfield laminate is not normal clear coat. Their you their coils aren't like WPC as far as I know. Uh, but I have seen more Turner games on location and I is that because of this pinball traditional feeling where something that's not traditional pinball is immediately being judged without actually being played. I believe so. Turner pinballs, we had a booth next to Turner at Houston. Chris is a wonderful guy by the way. And um they develop these games that look that look and feel traditional. That's the That's the experience that all other pinball companies present. We're we're different. People walk up to it with some hesitancy. They they see it. They see the screen um and they question whether or not it's real pinball. And I I don't know how to break it. All we can do is keep building new experiences, deliver some that are traditional, and and talk to more and more people. We get to shows, we talk to more distributors, we we you said you experienced it at TPF for the first time, and Yeah. Which is wild. every show we get to, there's more people that see it. So, I'm going to pull up uh some images from the more modern game kits uh that come with your modules. And I want you to just tell like sell what is so cool about these games because there is so many neat mechs in it. Like I'll bring up The Princess Bride as as an example, right? You have the the famous cliff, you know, from uh the initial opening climb and it has just these incredible like engineering mechanics. Like there is no it's not like you coped out on just putting an LCD screen on it and that's the innovation, right? Like there is a lot of pinball mech hardware technology that goes into the development of these games. Yeah, I would say we design the same experience that everyone else in the industry designs. We focus on the mechanical interaction. We enhance it with the virtual experience with the LCD, but like you said, Princess Bride has the climbing cliffs. It's got a a sword mech that actuates when you hit a captive ball. It's got the castle in the background. It's got all the traditional experiences, the the physical interactions you'd expect. Final Resistance has a big spaceship and has a yagoff kicker behind it. It's got a three ball firing cannon. Um, Heist has our threeaxis crane that moves things in and out, left and right, up and down, front and back. We we spend actually more time designing the physical aspects of a pinball machine than the than the than the LCD screen. Um the physical pinball guys. That's it's funny. Uh yeah, I want to give a shout out to Buffalo Pinball. Buffalo Pinball streams a lot of the P3 stuff. It's the first time that I saw Portal streamed online. uh he had his like Portal release party and everybody came over and played that and uh I you know that's good and great that a streamer is taking on the kind of like uh baton to take a new piece of technology like this stream it and show people what it's all about. Um I have Final Resistance pulled up now. So cool. I've heard that this is one of the most fun modules and I'm curious when you're sitting down to like design these what how do you begin to build the concept of what is the hardware mechanic versus what is the like LCD screen playfield? So final resistance is the only one that doesn't follow our normal design process because Scott Danesi came to us with the concept for final resistance and we kind of let him guide it. He brought a traditional design experience to the P3 and we just let him run with it. Yes, we we supported him. Yeah. This whole Scott Danesi experience is in that game. But we supported him with software developers, with our own mechanical engineers, with all of the people needed to to turn an idea, a concept, an early design into a fully playable game. But um that's Scott Deni's vision right there. Um that spaceship, he had it conceived when he came to us said, "Hey, I really want to put this big spaceship in. I have this really cool idea for a three ball stacking cannon thing with a shield in front of it. Um, normally this is a wild looking mech. How does this even work? We spend a lot of time engineering these these games for sure. But so but I mean like literally how does it work though? Is it's a ball lock mechanic? Oh, so there's so the P3 has a ball trough in the back of the machine. It's got a ball trough that goes the entire width of the machine and it's got eight kickers underneath that trough. So, you can kick out a ball here, here, here, here, here, here, here. Um, that ship has a launch tube right inside of it that takes balls from our trough and it fills it into the ship. So directly software can just say load three balls into the ship and then there's a there's a a kickback mechanism inside the the ship mech that can kick balls out at you and your flippers at whenever we see some of the ball locks there. Um y nuclear black wants to know what do you think is your most underrated P3 module? Underrated underrated. Oh and Yatuzi brought a really excellent first time chatter and a great question. Uh, second question. Waiting for Yeah. What's your Give me that underrated gem. Underrated. I would say all of our games are underrated. Lexi Light Speed. Jerry, you can't say all your games. You have to pick one. Uh, Alexi Lightseed was our first design. People kind of look at it and think it was a demo game. But I think it's still one of the best pinball playing experiences that that we or anyone has ever created. It It tells a great story. It has cool. It's got an eight-ball physical ball lock. It's got mode based play. It's got stacked multiballs. We leverage the screen in unique ways. We do virtual stuff on top of it. It's it's a cool game that most people today are buying the latest and the themed games. Weird and final resist or uh Princess Bride and stuff. So, so explain to me an add-on game does not have a physical module component. It's just a software download or it does have a physical module component. So, we develop playfield modules and software that goes with them and then we and other people can develop add-on games that are software only that work with one or more of our existing playfield modules. Okay. So, you need to have a either specific module that allows you to unlock that pro that potential game to be played on top of it as well. Correct. There are nine playfield mod nine unique physical modules for the machine today. 27 total games for the system today. Is there a physical module that has more add-on games to it that kind of shifts the market to be that the module that people play most? We have a matrix on our website that shows uh each module and how many add-on games work for it. I think heist has the most today. It's got eight or nine experiences that you can play on it. Young martial artist, it's Dungeon Door Defender. It's got Rocks and Barnyard and Shoot and Scoot and all the normal ones. Did you know if you die in the Matrix, you die in real life? Um, I imagine the simulation we're in probably makes sense. Um, so you talked a little bit about how the three-dimensional back playfield was the harder development. Oh, I forgot. I got to ask you Tuesday's question. Of course, they mentioned that Cosmic Cart Racing has online play against other players. something that I think should I mean it made its appearance in fast break you know obviously with two machines connected to each other but something that like I feel like is such an obvious innovation that should be already in pinball and here it is already in a P3 module so we developed that a number of years eight seven or eight years ago the online experience in pinball is interesting uh we have actually more success with our heads up experience two machines sitting next to each other where balls kind of portal back and forth between the two mach we had it at TPF I don't know if you played it but um Was it set up? Was it set up on Portal? It was set up on standalone machines running the Canon Lagoon playfield. Okay. It was Canon Lagoon. I did not get to that one. The machines had a lot of people on them. I was very pleased to see like the lines were, you know, it seemed like it was actively busy and you had a whole lot. You had a whole wall of like what, eight or nine games set up, right? We basically take our whole factory showroom to Texas bin Festa Opal every year. But to answer your question directly, Cosmic Cart racing is a fun online racing experience, but pinball is such a physical interactive thing where when you're playing against somebody else, you kind of want them standing right next to you to to interact with them and to to talk trash or to do do whatever you do when you're when you're playing against somebody locally. And uh we haven't yet integrated like voices and and discussions. So sometimes people connect on a Discord channel to talk to each other while they're playing and it makes it a little bit more fun. But um yeah, I don't know. Online gaming with pinball is kind of bridging two different technologies and we tried it with Cosmic Cart Racing. Other companies haven't even tried it yet and it probably needs some more intentional design before it's really fun. I mean it's still it's pretty neat. I dig it. That's a really cool transfer mechanic with the with the magnet ball has um someone says Thomas's game. I think you got some fans in chat. Thomas was a was a developer for he helped with heist. He did Candle Lagoon. Um he worked on a concept called Wizard, a training game that goes on the P3 that we actually never released. um we put our focus back onto uh real gameplay experiences. But yeah, there's a lot of unique ideas. Our system's a thirdparty accessible system, right? So other people can download our development kit. If you have an idea, if you want to develop a pinball machine or a pinball game, you don't have to build a cabinet from scratch and do all the things that all the custom developers do. You can just hop on a P3 and try out whatever software you want to try out. We let people do that. We encourage people to do that. People have done that. Half of the games in our library are are third party developed. There you go. That's pretty neat. Um, so in terms of IP acquisition, I feel like you've got a whole slew of both original concepts, which is something that I've been a huge advocate for that I think that having original IPs or just original concepts for games allows a lot more flexibility in terms of not having to deal with licenser approval this or licenser approval that. Um, is there is there an IP that you believe would make for a great multimmorphic game? Not something that you guys are actively developing, but if there was like a Grail IP that you think would translate the best to this kind of LCD and like third hardware concept, what would it be? So, we've had a lot of discussions over. So, when we started, like I said, bootstrapped, we don't have a ton of money. We've never had a ton of money and um getting the money together for a license wasn't always in the cards for us. So, we've had years of discussions about about original IPs and themes we want to develop. We still will be developing original IP. So, so I'm not going to go into details about any specific one, but um it's part of our business plan is to develop both licensed and original IPs. So, that as you know, as you probably know, um all licensed properties have have a time limit, have a term. You can only sell them for as long as the agreement says you can sell them. That's true. So at some point unless you have it for infinity timeline, which well you can work that out maybe and you maybe you can pay for that. But agreement, most traditional pinball games sell for a year or two or three and then they move on to something else. Uh with the P3 so far, every game we've ever developed is still available for you can buy a P3 today for Portal or for any game you choose. and you can also get all of the games we've ever created for the system and that's that's on purpose that's we want to be able to continue allowing that. So original IPs will m will stay an important part of our business. Um I have some I'm curious about uh how much attention a certain IP like was Portal immediately a much more attracted like product to the market than say I don't know Final Resistance or one of the original IPs. I mean, there's got to be a dollars and cents uh issue when you're releasing a game versus one that already has like a fan base behind it that's an IP that's wellnown. So, WeirdOwl was actually the the first huge seller for us because it was our first licensed IP and WeirdOwl has 5 million subscribers on the social channels. And even if 01% of them like Pinball, that's some amount of people. Well, same thing with Portal, right? Portal has a huge fan base. Millions and millions and millions of copies of Portals have. So I don't I don't know that the exact number, but um if some number if.1% of those translate into pinball sales, that's still a pretty big number in terms of pinball. And and that's happened, but it happened more for Weird Out because we now was the first licensed property and it was the reason a lot of people chose to buy into the platform. And then after that, they have the system. Sure, I'm of course I'm going to buy. Sure. And let's let's talk about that because I'm curious curious the finances. Uh before I dive into that though, I have chat's kind of blowing up talking about scorbit and if it's scor for amusement games says that he's already written an API that allows integration of that for at least for v1 of scorbit stuff. I know that I had uh Rob Ron Ron on the podcast talking about the evolution of Scorbit and how it's a lot different now. Um, but is that something that for people that are interested in the Scorbit platform that that is open on P3 or That's impressive that you can you you can process the chat as as you're talking to me. Um, so so yes, Nick developed an interface to Scorbit a couple years ago. Anybody's welcome to take our development kit and integrate it, use it, um, add whatever new functionality Scorbit has added, it can be integrated. We have not done that with any of our uh firstparty games. Um but yeah, the certainly a possibility in the future. Okay, cool. Um so yes, let's talk cost. I asked you how much a brand new multimmorphic cabinet with module, one of the main modules costs and it was 11,000, right? What was the accurate number? So portal standard is 116. Uh any other game is a little more, a little less than that. So, I buy a Multimorphic cabinet and I'm like, I want to put a new module in. What is the process? Do you purchase direct from Multimorphic? Do you buy it through a distributor? How is it shipped? You can do either. So, traditional pinball machines are big boxes that ship on a pallet through a freight company. P3 is no different. You buy a machine, it gets boxed up. Same kind of box. Um, Playfield modules actually fit in a 23 in x 23 in box. We ship at UPS. So, we announced Portal. Uh, if you just want the upper playfield module, you order it. Uh, Portal standard. The playfield module was $3,900. So, for $3,900, you order it on our website, we manufacture it, we send it to you, you install it in your machine, you have an entirely new playing experience for $3,900. I saw Brad slapping like magnet Radcals on in order to convert the cabinet to be Is that Is that Is it magnetic? I don't want to misquote. All of All of the outer cabinet artwork except for the front piece is magnetic. The others are easy to replace, too. They're just screw in plastics. Interesting. But yes, you mentioned just like every other pinball machine, Baldfor Glass says that P3s are heavy as [] Is if we're going by 300 lb being like the average weight of a pinball machine, which is pretty close these days. Is a P3 more or less than that? It's a little more than that. Our shipping weight is is about 400. Um the actual machine about 340 350 depending on the playfield that's it's it's a solid beast. Um we don't skimp on materials. We have a full metal frame in there. We've got multiple displays. We've got 3/4 in plywood on the thing. We don't skimp out. You have a machine that you can trust not to fall apart on you when you put it in your house. Is the protective layer over the LCD screen replaceable if there is any damage done to it? It's a rectangular piece of quarterinch polycarbonate. Super easy to replace. In fact, you put the the playfield in service position. Like any playfield, you you prop it up on the on the the stands on the lock bar. You flip down a co a little front hinge door and you literally slide that piece of plastic out. Go to Home Depot, get a get a another piece cut, slide it right back in. Easy peasy. Uh, Reffried Noodle Enl says, "Does the magnetic thing on the outside mean that any person can rip it off?" I mean, sure. How are you supposed to lock down a magnetic pl flat piece? We have We have magnetic artwork protectors on our website. They're plastic pieces that screw into the outside of the cabinet. So, if you're on location, you're going to get those and protect your artwork. You've thought of everything. Not everything, but we've made sure that people who put them on location don't have to worry about. So, can we talk about the transition point between the game? Because one thing I did notice on watching some of the videos is that sometimes the ball can get stuck in this kind of like crevice here similar to like I don't know like Courage from the Brack Lagoon or something where there's like a recessed or subplay field that has a transition point or like Jaws the Jaws like fin gap which is obviously like a huge cut in the playfield. Um, how do you cover this transition and is there a way to adjust the alignment of it if this is a problem on a game? So basically we have 12 things that are aligned just like drop targets. So drop targets generally have an alignment screw underneath. You can you can tighten them up or loosen them up to raise or lower the drop target to make sure it's flush with the playfield surface. All 12 of our walls and scoops have adjustment screws that um you didn't need to dial in. And after playing the machine for a week or two or a month or a year, whatever, they tend to settle a little bit. So you might need to twist the screw a little bit just to pop them back up into into level. And that's completely normal across all pinball machines. This is not a P3 thing. Anybody who's ever bought or own owned a pinball machine or if you're just watching the channel wondering why this game needs tweaks and other games don't, that's not the case. Every game that comes out of every factory needs some sort of tweaking to get it to be uh I don't know, perfect. Perfect is a weird term for pinball machines. All people unbox a P3 and it works 100%. We spend a ton of time testing and tweaking everything at the factory, but 50% of the time it works all the time, right? Trucks are violent. Uh machines bouncing in the back of a truck on the way to you. Who knows what can happen, but yeah. How did the like how does the LCD screen in the playfield not flex enough that it receives any damage? I mean, I guess it's kind of in an isolated ecosystem being inside the cabinet instead of like Yeah, that's locked in. It's on a It's on a safety bracket. It's got housings and it's it's it's secure in place. But, um yeah, metal rails can can bounce if they're not fully secured on both ends. They they might need a bit of tweaking, but but that stuff is very rare on a P3. Actually, most people are tweaking the alignment from a playfield module into their ball trough. So, every time you install a brand new playfield module, you need a one-time adjustment to get your your launch tubes aligned to your ball trough. After that, you should be good to go. So in 5 10 years, right, let's say Multimmorphic needs to iterate on the actual hardware platform, is there a plan for any kind of backwards compatibility? I mean, I understand that you're still I mean, I guess it's 10 years in like at some point it's possible that the hardware must change for this to keep up with the evolution. Maybe like an OLED LCD screen or some sort of, you know, new form factor that adjusts what the size and shape of the actual like playfield uh locations are. Is there how would how is that or how would you handle that? Well, I think we've shown how we handle it because we've iterated the design over the last 10 years and every change we've made, we've made backwards compatible so that existing customers can choose to upgrade. Uh we've changed our original P3s had a black speaker panel with the P3 logo in it. We changed that to a backlit artist artwork panel. Um we changed the backbox. People can upgrade to the newest backbox. We changed the wall scoop assembly is now a motor-driven assembly versus a coil driven assembly. We've changed out a lot of the bracketry and a lot of the materials are a lot more structured. We've changed a lot of 3D printed parts to metal parts because people don't like 3D printed parts, which is weird cuz like PLA holds up really good. Like I mean depending on its application, obviously I wouldn't use it as like a wall guide or something, but you know, we took a beating for having servos and 3D printed parts in our machine. a beating online and all the other companies are now barrels had ton of 3D printed stuff in labyrinth. I'm surprised. Yeah. If it works in the experience, if you're not aware of it, who cares, right? Like if it works, if it's 100% lock it in, doesn't mess up, does it really matter what it's made of as long as it can handle being, you know, played a thousand times, 5,000 times? So, three years ago, we sent everyone who owned a P3 a free quality update kit. We said, "We've improved some things on the machine, and we want everyone who has an old P3 to be able to um have the new experience." So, we sent them all it for free. Um, a lot of them didn't register and chose not to get it. So, there are still a number of machines out there that don't have it. But is that still offered for if someone watches this and decides they want their quality update kit or it's now available. We emailed everyone. We for for three years we're like if you want it if you want if you want it take it um now it's available on our website. You can purchase it today. Um it's a $250 add-on um upgrade. Pretty reasonable. I don't know what's inside of it but 250 bucks all money care of everybody and we've improved the system. So, if we come out with new features down the line that need to change something, we'll do our best to make them backwards compatible and give people the upgrade option. So, we're kind of on the topic of support and service. For someone who's watching this and is like, man, I kind of want a P3, but you know, I'm afraid I don't know if like if I don't know how something works or if it breaks, like how do I take care of that? Can you talk a little bit about what the support structure is like at P3 or Multimmorph? Yeah. U so we have a support team that answers emails all day and all night and all weekend long. Nicholas Baldridge is has kind of taken over support and is the best. Mr. Mike man says support is amazeballs. It's the strongest feature in the industry. Yes, we have a a full online uh support wiki. So any information you need about the P3 if you need to figure out how to tweak something, how to debug something, troubleshoot something, we have information on the website to walk you through all the components. Um, and if you can't do it yourself, then by all means, just reach out and we'll get back to you and help you through it. Sure. Um, there should be no fear from anyone who has a P3 that we will take care of them. Um, no fear. Next P3 platform confirmed. A remake. Um, we, as pinball fans, as people that buy stuff, we feel personally and emotionally attached to literally every machine we sell. We want to make sure that everyone's having a good experience with it. Totally agree. I mean, I think I've been a huge advocate for that. Anybody that is designing and making pinball machines is doing it because they love pinball, not because they want to crush your dreams for not making your particular IP that you wanted or making your game break before it arrived. I I guarantee that's not the uh on the objective list for multimmorphix checkbox. You know, no pinball company's like, "Boy, I hope the game's broken when it gets there." No. Um, Buffalo Pinball says that remakes are all the rage. I guess that's true. Uh, Joe wants to know, "Is there anything that you would want to do but can't if it's not backwards?" I'm assuming he means backwards compatible. Is there a concept that you would love to innovate on that just doesn't hold up because it would be too difficult to roll out to previous customers? I mean, so we're always thinking, we're always debating if we add a feature that isn't backwards compatible, what does that mean? What are the ramifications? How much does it cost? What does it mean to the ecosystem moving forward? And we don't have any on the list right now. Uh everything that we're working on developing will be compatible with the current P3. I have to give an apology to the YouTube people. I have realized that I had the uh nonunified chat up. So, are you ready for the world's greatest fast question fire off because I've got the boatload of YouTube questions for you. Uh Brad Albbright's here by the way. What's up, Brad? Good to see you. Uh, oh my god, this is so You got to tell me a P3 story and give me a second to read all these so I can formulate some of these questions. P3 story. So I I installed Weird Al's machine at his house. That was This is a good story. Let's hear this. He was actually uh unable to attend. He was on tour, but we went out there. I we were working with with Shane actually from um Ace Skogi, who we were talking about earlier. Uh he and I put the P3 in the back of the truck and ran over to Weird Al's house, talked to his wife, installed it in his machine, told showed her how to use it, showed her how to change the games. It was a lot of fun seeing all the Grammys kind of hung up on his wall. Super super fun experience. Um yeah, that's pretty cool. So a funny well funny also uh weird Yankovic story. So, uh, my good friend Rick Turner, who is a Disney Imagineer engineer, uh, and is the guy who taught me how to repair pinball machines. His college roommate was Weird Al Yanovic, who he's still friends with. So, I think that's pretty funny. It's like six degrees of Weirdowl, right? If that was a thing. I got a text message the other day from from Weirdowl. Weirdowl? Why is Weirdowl texting me? He said, "Hey, I have a question about the machine." And he had a technical question. I answered it. He's back up and running. I mean, that's a good reason for him to reach out to you, right? Right. Uh, Misa from YouTube, it says he's never seen a P3 in France, but he really likes the idea of the P3 system. What's What's international shipping look like for P3? So, we usually refer people to an international broker. I can't give you a quote or anything. Some people choose Seaf Freight, some people choose Air Freight. A couple a couple thousand dollars down to I don't know under $1,000 for seaf freight. Depends on your timelines. But um we have a distributor Stefan from RS Pinball. You can talk to Retro Arcade in the UK. Um and there are also individuals now who are um helping out get machines over there. So you can just reach out to us. We can connect you with a broker. There you go. It's tough, man. Machines are heavy and shipping them overseas is like not fun. I feel bad for Australia. They have such a passionate like pinball love, but it's just getting games out there is just such a a nightmare. Uh Carrie Hardy is here. Good to see you, my dude. He is He's asking He's like, "Who he wants to know what Jerry's favorite multimmorphic game is." Favorite? That's like asking you what your favorite kid is. Um you got to pick a favorite. Everybody has a favorite kid, whether they say they do or don't. I have an only child. Uh let's see. I love Portal because the ball goes in places and comes out other places instantaneously and it's the most surreal pinball experience I've ever seen in my life. That's a good one. I mean, I Portal was super fun and I imagine you use the eightball trough as a way to like hide the illusion if a ball goes down one, you fire it up the other trough. So, it gives the illusion that there was a subway that transferred it there, which is great. That's a common way of of giving that pinball magic. There are other even staging areas. So, we've got balls stored elsewhere in the playfield so we can kick them out of other places as well. How many balls do you have to polish to get the oil off to put into a P3 system? 18. Really? 18. There are 18 balls shipped with Portal. That's Man, get your wrist ready, man. That's a lot of That's a lot of microfiber. And Heist has a 15 ball multiball. Apollo 13 is no longer the answer to the trivia question. Heist is Did I tell you that I had the idea of putting 13 power balls in an Apollo 13 and trying to play that? No, you can't play it with real balls. You wouldn't be able to play it at all with power balls. Apparently, it would still function even though, you know, obviously certain of the shots need to register a metal ball, but I think it would still be playable. Uh, Gamma Goat says you're wrong that it's drained. Not everyone. That's the thing about pinball. Everyone's got different tastes. Oh, the highest number of of balls. What's What's Ian saying? He's saying that's his favorite module. I don't know who Ian is. Is it Ian Gamag Goat? Ian is gamat. Sorry. Yes. Mr. Mike is saying it's not an eightball trough though. It's closer to 20. And then he said, and then Gamma Goat said heist is not the answer. drain bitsized 16 ball and bit sized. Nick took our title. That's not cool. Actually, I think I remember that vaguely, but it's still uncool. Also, Pin Mon is here. He said it's a sausage party. I guess if you count two dudes talking about pinball a sausage party, sure. Welcome to the party, Pin Monk. Um, also, Buffalo Pinball posted the distribution link. If you're looking for uh international or just ders in general, you can see that in the chat here. I'll also include that in the description when I post this. Um, what else do I have? We're already We're at an hour. This is like rapid fire and it's an hour went through instantly. It felt I know. Isn't that crazy? Although I feel bad all the YouTube chat was just people wanting to talk to Brad Albreight cuz he was here. Most of the questions were for Brad, which is cool, too, cuz Brad's awesome. Brad is awesome. He sure is. Um, who did the artwork for Portal Pinball? What was it like working with Brad Albreight? Brad is the most Oh gosh, he's the nicest, easiest to work with. He's interested in the process. So Brad sat in every single one of our design meetings the entire 8 n 10 months where we were all sitting there debating the intricacies of the features of everything about it. And Brad's sitting there listening to the entire thing and suggesting ideas when he has them, talking about the art. He's he's he's a good friend of mine now. He's he's awesome. That's so true. Carrie also says that Brad is a great kisser. I imagine that Carrie and Brad probably have a nice personality every time they go to con hugging. Yeah. So I don't know about the kissing. Um Mr. Shane 82, he's from Perth. Shout out to my man Enzo who's also from Per Perth. The opposite the other side of Australia that you know the East Coasters don't talk about. Anyways, it cost him 4500 for ED last year. Which module is ED for FR? Oh, Evil Dead. Oh, what are you How did you No, we can't be. We're talking about Multimorphic. I thought you were talking about how much it costs to import the game over there. Uh, Ball Beforeglass wants to know, can they tour the P3 facility? That's a good question. Absolutely. Um, you just mail us at sales multimmorphic.com. I will I will meet you at the door and I'll walk you through the facility. We'll show you all the games. You can hang out in their showroom and play all the games, experience them. Um, won't bother you while you're playing them. You can you can do it at your leisure. Bring your family experience system. Flipronic. I'm not asking that. I know what you're fishing for. Jerry can read that. Uh I am not that intentionally. Not looking. Mr. Mike man wants to teleport to go there. Um where are you located for people that don't know? We're in Round Rock, Texas. Right outside of Austin, Texas. Do you think that Texas is like the new central hub for pinball? Because I feel like there are more manufacturers than ever in Texas now. I think Texas is hot. That's what I think about Texas. Um, pinball in Texas, I don't know. Uh, we started a whole lot of years ago and it's nice to see other companies giving it a shot. This is this is not an easy business and we are all doing cool things. It's nice to be able to drive down the street an hour or two or three and see other pinball manufacturers. It's really Have Have you found that? I mean, I feel like every new pinball manufacturer that I've talked to is that building units and getting them shipped out the door and quality control and all that is the biggest hurdle of a of a pinball company. Like, as much as you want to make the pinball machines the focus really, you're you're a manufacturing company. Have you felt like what how many units do you guys m are capable of manufacturing in a year? And have you had any issues meeting kind of like the orders on like a reasonable timeline? I don't know what reasonable means, but like do you feel that multimmorphic is where it needs to be in terms of building and shipping the units that are being purchased? So, we're on par with everyone else where it takes about a year for us to get through a a order queue for our latest release. We launched portal in March of 2025 and we got through uh the bulk of the queue by March or April of this year. Um then we have more orders following up. So the queue extends beyond that. But um takes about a year to get through the initial the initial huge inrush of orders. We can build about 500 machines a year in this facility. But the P3 is different, right? Not all new customers are buying machines. A lot of them are buying just playfield modules to add on their existing. Do you manufacture your cabinets in house too or? We do. We have a shop right behind me. Uh we have a CNC where we cut everything. We install the inserts. We install the artwork. We build everything here. Um, obviously we get all of our metal pieces and and pre-formed things in from as as most companies do. Um, the pen couple is asking, "Is portal going to be made for a while or should people get their orders in now?" Don't lie, Jerry. Get your orders in now because you want to enjoy it now. But, uh, yeah, it should be going on for a while. Okay. So yeah, not limited to particular amounts of pinball machines and then not able to buy anymore like other pinball companies. So we don't stop selling when we announce the next one or anything like that like some other companies do. But uh the the terms of the agreements are always confidential, but uh we'll still be selling Portal for a while. Pin Monk wants to know if you're considering doing flat packeting flat packing cabinet ships like Stern's new Spakia style. We have no plans for that. We want to put things together and make sure they they meet our our quality metrics and make sure everything's working well before customer. Do you do you believe the MDF is a weaker material for cabinets? I would defer to my mechanical engineer on all things related to materials. Jerry, you dodged that. That's a yes. That's pinball. Yes. High density. I'm sorry. Pinball. So, our cabinets are full plywood, 3/4 inch pieces, half inch pieces, depending on the the size. We actually use HDF uh for the quarterinch trim that we frame our artwork with, but the rest of our cabinets are full plywood cabinets. Our playfields are are 1/2-in plywood, birch plywood. Cool. Uh Retro wants to know if there's a queue for the next game before it's announced. I mean, have you been in a position where you haven't been able to manufacture enough units to meet the queue rush? Everyone wants the first one because otherwise you have to wait a little while longer. Uh we have Well, I was just like the first one is not the game you want. We will support you regardless of your order um your position, but um we've had people offer always deferred to the day of orders. Um what we do though is we have different cues, right? If you put in an order for a game kit and you someone else puts in an order for a machine, those are built in parallel. So, new customers buying machines aren't waiting behind game kit orders and game kit orders aren't waiting behind people buying machines. For some of your hardware section modules, have you released it and then after it's actually played in large scale? Because I mean, you really don't get the kind of like feedback of how the ball is going to get the game is going to get abused once it's actually being played. Uh that things needed to be tweaked. I'll use Sterns Fall the Empire as an example, right? like the Death Star was rejecting, which I reported on when it first came out, by the way. Everybody called me a liar. I'm like, anyways, but they released a kit later on that helped fix it. Are there things that have been tweaked in terms of like alignment or wire form adjustments on certain hardware modules as you've gotten feedback from people that have that have played the game? Yes, it's happened. It hasn't been too common. Uh, for example, there was an opto in weird owl that was right on the edge of of an acceptable distance. So, we had to build a bracket later to to bring them a little closer together. Um, very few, but um, every time we've done that, whoever wants to upgrade, we just make that part available to them and they let us know and we ship it to them. Right on. Cool. I mean, for not knowing any for not knowing all of this stuff about the P3 platform, I definitely am I'm more curious about it. I I can't say I'm going to go buy a portal right now, but if anybody was ever curious about the kind of support they're getting or the kind of quality of a product that they're getting, I feel like hopefully this has rested those uh concerns after anybody the 10 people that are going to watch this podcast later. Um, people are asking questions. More than 10 are watching. Um, so I mean I hope that's the takeaway, right? We are pinball people who have who have made sure to take care of all of our customers along the way as things have improved. The P3 now is probably more reliable than any pinball company out there, pinball machine, because our customers have forced us to be. Um, and I say that as if they actually forced us to be. We want to be that. They have identified some issues and and we've reacted. We've listened. We've created a system that's reliable and that allows people to continue getting more value for their money. This is a fantastic question from Wiki Not, which now I'm reading the YouTube chat. I'm actually getting Everybody else has sucked, but this is the good one. This is the only good question. If you asked a question before this, shame on you. You should have thought of this one. Is there a live license check with P3? Meaning, if you lose a server, is it are you buying a license for the ability to play the digital portion of the game, or is it you're locked out if the servers go down? No. Uh, we don't currently do that. If you buy an add-on game for your system or any any game for our system, it's local. It's on your machine. If if you have no network connectivity, you get to continue enjoying your game. Yeah, you you bought the game, you can enjoy it. There you go. I guess that wasn't such a great question. I'm kidding. Wiki not a terrible question. We sell people products and they get to enjoy them. We don't we don't lock them out. So, Joe, you're saying more basic and premium splits. There's no multi-split uh like concept with the multimmorphic system, right? Or are there games that have kind of a premium versus a pro uh model? We have done limited edition versions for Weird Owl and for the Princess Bride. So, special toppers, special artwork um in limited quantities versus Is the actual playfield identical in terms of its functionality or they're missing components like in a stern? No, everything plays the exact same way. It's just the decorative items that were limited. I mean I cosmetics if you want the fancier artwork then pay for it. I don't see that as like any kind of an issue. Plus, you're manufacturing such a smaller portion of a play field, right? But let's talk a little bit about the development of like the actual digital part of it, right? Cuz I feel like there's so much more animation. There's so much more code that needs to go into creating your experience cuz like twothirds of your playfield is essentially both a animation as well as a playfield. So, the ball in any traditional game rolls over a dead spot in the center of the playfield, which is traditionally a painted piece of wood. Um, every company is adding more pixels to that area, right? Jersey Jack started adding these little pinpoint segments. Barrels of fun, I think, does the same thing with pinpoint lights to increase the density of light shows. The P3 has a lot more pixels than all of them because we have a 1080p LCD in that area. So, we can do crazy light shows that actually give you meaning to what you're playing. But yes, we create content for that display. Everyone creates content for their displays, but everyone else is doing it in the backbox or behind the playfield. We're doing it where you can see it while you're playing. So, the actual graphics development isn't significantly more than anybody else unless we add virtual targets, virtual elements that the ball interacts with. And in those cases, we do uh turrets in Portal, right? The turrets in Portal don't interact. There's a physical turret that shoots lasers and the laser I thought I thought turrets popped up on different shots that you had to like hit them to like knock them over. Oh, you're you're right. There there are some things you can collect as you go through radios and um the turrets that you actually show up on the screen. You hit the targets next to them to blow them up. So, they're not actual virtual targets, but we do have a lot of modes in a lot of our games. In Heist, money falls on the screen. You roll the ball over the dollar bills and it it collects them. You'll see them collect into your Right, which is neat. That means any single every single pixel on the playfield could potentially be a standup or rollover or whatever. 2 million RGB lit rollover targets. That's what we have on the P. That's a lot. Every damn pixel. So if you did upgrade to like an OLED or if you were going to upgrade to like a 4K screen because it is a fairly large screen and you are fairly close to it, right? 1080p is that resolution functional for the future you think? Yes, because a few more pixels won't make more fun pinball experiences. Um, but yeah, we we may upgrade to a 4K display at some point. We'll need a bigger computing engine, a bigger video card, that kind of thing. The the screen itself is on a bracket that just like the Polycarb, it slides right out of the front and you can slide it right back in. So, upgrading that technology won't won't put your it won't obsolete your machine. You'll just be able to swap it right in. But we have no plans to do that in the short term because we're all about the fun experiences, not about making realistic, hyperrealistic graphics. Sure. And for the record, I definitely didn't walk up to Portal and be like, "Man, this is blurry." No, not at all. Like, it looks like, you know, artwork on any other pinball machine except it's a screen. And Valve gave us all their assets. So, those are actually the Valve assets going in the machine. That's very cool. I'm assum that's I mean, Valve is seems to be very uh quality partnership when it comes to working with other people building stuff off their platform. Like if they agree to an agreement, they're not going to be like st, you know, stuff the amount of stuff that you get in order to build your assets. Um, that was great to work with. They they they gave us some feedback, tweaks, some things, but yeah, they they Did you talk to Gabin, the gaming god? We did not. Oh, okay. We talked to their portal team a lot and their legal team and made sure to deliver a game that they were proud of and then hopefully their fan base would be proud of too, which the Portal I mean, as far as I know, Portal has received pretty rave reviews and I think that's well earned. It's a fun game. If you haven't played Portal, you should go find one and play it. Uh, our social videos, I think, have reached about a million and a half views. when we release things to show off the portal experience, we we tend to reach their audience, which is fantastic. I would say then it's that portal is probably the most successful P3 platform then it's been really good. Yeah. Portal's been good. Uh Pimon says that it's the most innovative multimmorphic so far in his opinion. Very cool design. Absolutely. Uh Wiki wants to know what the problems for publishing an original title for P3 is. I don't know if he means like doing an add-on game for it cuz you had mentioned that you work with third party developers if they have interesting ideas that they want to build on the multimmorphic one and I'm going to shoot you too just so I don't miss these questions. Uh Misda says as a layout designer for virtual tables that his only issue with P3 is that the screen just seems too large and that that's a lot of real estate to work with. Have you found that to be an issue in development? Like have you been like man how are we going to fill this whole screen up? Ask me the first question again. First one is the process for publishing original titles for P3. Okay. As a third publisher. Yep. Third party develop or download the SDK. You can develop everything locally. It runs on the Unity game engine and then you talk to us. Ideally, you're talking to us throughout your process so we can make sure you're on a good track that your content is going to be able to be approved that we can release it to the s to the to the web store. Um, but certainly when you're ready, you're going to you're going to include us and we're going to review test and make sure the application is available. I mean, I'm assuming there's no obvious limitations other than like no zingy bingy 2.0 uh design on multimmorphic in terms of content. We would have a discussion and maybe we implement some adult controls or something. I don't know. Everything's up for discussion. But yeah, we certainly want to I mean we host it on our web store on your behalf. So, kind of like the Apple store, the app stores and stuff, we we would host it. The other question, if somebody if somebody does release a complete original one, I'm assuming there's a percentage royalty split from it, is there like a standardized deal uh between that that you could discuss with anybody interested? Yeah. Yeah, absolutely. Email us and and we'll talk about it. Sales multimmorphic.com. Happy to talk about all of that. Um developing content for the screen. Is the screen too big? Uh look at Portal Extended. Portal Extended has more features in the lower portion of the playfield than a lot of traditional machines and games. Um, filling that up with content. You're filling it up with you're having an artist draw a surface on a traditional game. If we wanted to, you can just draw draw an image for your virtual screen as well, filled up with virtual inserts. It's the exact same thing as developing a traditional game. If you choose to want to add additional content, that's a choice. It's a feature ad. Um, and it gives more variety to your experience and more information for your players, but totally up to you. Interesting. Uh, Pin Mons asking, he says, "Devs are leaving Unity. Are there any talks of indie developers with Unreal or GDAU?" I mean, barrels uses GDAU. There's nothing wrong with using the lighter platforms for any of the pinball logic. What What platform is Multimorphic using for developing theirs? We are using Unity. I know there's drama a couple years ago when they changed their cost model and a lot of people left and but they they resolved those issues. A lot of people have come back. Um, I'm not I'm not here to pitch any particular game engine, but we're we're a Unity house for now, and when it makes sense to change, we'll change. I mean, as long as it produces the end result of a working pinball machine, does it really matter what it's made on? It's like you want It's like what doll you use. Like, it doesn't really matter where you produce music as long as the end result is a good song, right? Sure enough. Uh, Cardi wants to Cardi. I'm compressing your name, Carrie. I feel like it's too long to say Carrie Hardy, so I'm just going to call you Cardi now. Uh, Cardi. Courtney, would Jerry agree that the portal is the pinnacle multimmorphic experience so far? It's funny you asked that because that's kind of my I have two last questions before we wrap this up and it's echoes that. But yeah, what would you say is the pinnacle multimmorphic experience? I think I think we raised the bar in every one of our games and we are going to raise the bar again on our next game. Um, I've been talking about the mech that's in our next game. It's incredible. It's the most technologically impressive mech I've ever seen in my life and I'm excited to show it with everybody. But Stern did say that about the dragon in in Dn D. So I don't that dragon came after our crane and after our final resistance cannon and um this mech is nuts. Okay, you heard it here. Cool mech coming on the next game. Um, so my question was going to be instead of Carrie stealing my goddamn question, uh, if somebody was skeptical to a P3 and they walked up to it, what game or a feature would you show them to convert them to be like P3 is something that you want to take into your home? So, I I don't think there is one. I think everyone's different. Everyone's got different ideas of what makes a game special. If people are focused on a particularly cool interactive mech, we've got heist. We've got Final Resistance. If you're into flowy paths and and lots of shot misdirection, you shoot it here, it could come out here, here, and here, and here. We've got Weird Owl. Heist does a lot of that as well. We've got Superflow and Cosmic Heart Racing. We've got traditional layout and Lexi Lightseed. We've got ball portaling and portal. So, it's really up to you what what is the thing about pinball that you love? email me that and then I'll email you the game that makes sense for you to play. Okay. Well, then I have a follow-up question. Let's assume I am the skeptical P3 person. Right. Based on the initial view of the layout, it seems like almost all P3 games are fan layouts by the nature of the lower 2/3 being open playfield, right? If somebody is a flow player like me and likes kind of wild and crazy ball paths, how how have you designed that to try to accommodate that player? What module would you recommend? Like how would you convert me? I would say play Portal. Portal's got a ramp in the lower part of the playfield. It's got kickback, a spinner, a lane on the side. It's got multiple levels of things. So you send the ball in on the ground floor and it pops up the top and it can roll around and redirect on the top. It's got loops. It's got ramps. It's got all the high-speed flowy stuff and it's also got stuff right in your face. I knew that. I was I just wanted you to say it because when I did play it at TPF, I was like, "Wow, this ball's doing there's all sorts of crazy stuff up there." I mean, it shoots it back and forth between the two like portal jumps and stuff like it's it's neat. It's neat. Are you other than just slapping ramps on the lower third or two/3s, is there do you have other ideas to try to extend the hardware pinball experience to over the actual LCD display further down the playfield? Yes. Uh, of course we do. And we have early concepts that we batted around and we've got stuff in development that we we've prototyped. And the crane and heist starts up in the upper play field. It extends over the lower portion. It moves around. It provides a bashable toy that you can interact with. And we have we have lots of cool hanging things in our toolbox that that you might see in future games. Okay, cool. I love it. You love to hear it. Pimunk says moving the rap stand was a great move. Totally. you couldn't just leave that area exposed as just a flat screen forever. It was only inevitable for it to become kind of like the hardware oozing over on top of it. Um, and it's just an engineering exercise. Anything you can do in a traditional game, we can do the same thing just a little bit differently. We can bring the ball up instead of sending it below the surface and we can redirect balls and we can have subways that that are inside of housings and things that you can do over top. So, it's just an engineering exercise. Is that the new P3 slogan? anything you can do on a regular pinball machine just different. No, no, it's okay. It's it's pinball evolved. It's better than the traditional experience because we can do all the traditional things, but we can also do other things so you can enjoy more experiences. So, we got to go out talking about the P3, right? Because I asked you, I was like, P P2 is P is pinball squared, right? So, I I was like, is P3 does that mean pinball cubed? And then you you said yes. Yes, it is. So, we started a pinball physical pinball platform, P3, but it tied in really nicely with pinball 2000 being the second generation of pinball. Um, and then we came out with a third generation of pinball. That That's the P3. I don't know if I would consider it the second generation with only two games, but I do know what you mean. It was definitely a technology innovation, you know, at the time, but we're at 27, so we do count. They don't count, but we do count. That's true. That is a lot more. That's more than two. 27 is more than two. If you're just tuning in and you needed to know which number is bigger, that answers that question. Um, if you were going to do a remake module for your game, can I ask which of these three modules you would add to the P3 lineup? Raven, the first one. I think people usually pick the second. It's the first one. Isn't that weird? I don't know what's different about that. You have all the history of the first one and then you got to deal with that when you create the second one. It's complicated. Okay, Jerry, thank you so much for joining me. I have uh appreciated you educating me about the P3 system. I hope everybody watching or listening to this on podcast leaders lers uh has learned a little bit about the P3 system and if they were curious um where is portal going to be next at next the next convention what's the next multimmorphic place that people can go and play some P3 so we will be at Chicago Expo we'll be at Houston Arcade Expo our distributor Justin Wise takes the game to as many shows as he can get to he's out on the east coast um You'll start seeing some announcements here in the next little while, weeks or months or years. I don't know. At some point from now, we'll have new market. We could have timed that with your big announcement here. You got to give us something. Give us a little announcement. Announcement. I'm pre-announcing the announcement. Isn't Isn't that what we do? Okay. The announcement of the announcement is the announcement that you're giving right now. We'll have to That'll have to do coming soon. Um, so yeah, come to the showroom, email me. Uh, we're in Austin, Texas, outside of Austin. Find a find an owner of a P3. Call them up. Say, "Hey, I'm interested in a P3. Can I can I try yours?" Our customer base is incredible. They're super friendly. They always want to show off cuz all the people that own them love them. And they want to show them off and they want to explain and show and show some swaps and show all the different variety of games. So, find a P3 owner and and go play it. Buffalo Pinball, who is here, uh, streams it pretty frequently. You can also check out Manu from, uh, Free Gold Watch. Um, and of course Erica's Pinball Journey, who has been lurking and finally said something on YouTube. I see you. She's bringing her P3 to Golden State, so there will be a P3 at Golden State. So that's cool. Um, all right. Well, [] Jerry, is there anything else that you'd like to tell uh the pinball audience in general about you, the team, our upcoming upcoming stuff? We legit do this for you. We want to create cool and different, but also the same and slightly different experiences for you to enjoy. We pour our hearts and souls into this for you to enjoy them. Come find me. Come find a multimorphic owner. Um, read about us. Follow our follow our Facebook, Instagram feeds. Kevin from Buffalo Pinball has has joined us to help promote and help get the word out and help um get all the social media stuff going. So, um, follow us questions, email, send all that over to I'll include it in the description when this goes, uh, live as a VOD. Um, and then, yeah, stick around. We're going to raid. That's what we do to make sure that, uh, the pinball life cycle of life continues. Um, do yourself a favor, go find a P3. And, uh, yeah, I'll praise the Great Pyramid. Jerry, you got it. You got it. There we go. Jeff, we appreciate you. Thank you for having me on. It's a pleasure to talk to you. Cheers, man. Stick around so I can say thank you and all that for the offline stuff. In the meantime, everybody else, stick around since we're going to go raid. And uh yeah, have a great day. Bye, everybody.

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*Exported from Journalist Tool on 2026-06-06 | Item ID: a3e1fa63-8bbf-4eb5-ac55-506ab5699f55*
