# Episode 414 - Williams Line Drive, Robo-Frenzy Wiring, 1935 Pamco Roto Lite

**Source:** For Amusement Only EM and Bingo Pinball Podcast  
**Type:** podcast_episode  
**Published:** 2018-01-24  
**Duration:** 23m 34s  
**Beat:** Pinball

**URL:** https://foramusementonly.libsyn.com/episode-414-williams-line-drive-robo-frenzy-wiring-1935-pamco-roto-lite

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## Analysis

Nick Baldridge discusses his restoration work on a 1972 Williams Line Drive (focusing on solid-state sound board capacitor replacement), ongoing RoboFrenzy wiring and relay setup, and a detailed analysis of Pamco's 1935 Rotolite, an early bingo game designed by Don Hooker featuring innovative flash animations and variable payouts. The episode highlights the mechanical challenges of wet-damaged machines and early design innovations in flipperless pinball.

### Key Claims

- [HIGH] Williams Line Drive (1972) was one of the first games Williams made with solid-state sound, using four different sound boards — _Nick Baldridge describing his current restoration project in detail_
- [HIGH] Don Hooker designed every Bally bingo that ever came out and worked for Pamco in the 1930s before joining Bally — _Nick Baldridge providing historical context about Rotolite designer_
- [MEDIUM] Rotolite's flash feature (the roto hole) likely illuminates S's on the bingo card on a per-row basis when landed in — _Nick Baldridge speculation: 'I believe what happens when you land in that roto hole is that you get this beautiful animation, and then it will pick one or more of the S's to illuminate'_
- [MEDIUM] Rotolite's rotating numbers feature and moving line mechanics were seeds for later bingo innovations like magic squares and magic lines — _Nick Baldridge analysis: 'That feature could be the seed for any of the moving numbers features that came after'_
- [MEDIUM] Pamco games exclusively used stool pigeon tilts (a small ball balanced on a protruding metal piece as tilt detection) — _Nick Baldridge: 'Pamco, as far as I know, only used stool pigeon tilts'_
- [HIGH] RoboFrenzy uses Bally-style delay relays with 455 flasher sockets to control octopus hit mechanics — _Nick Baldridge describing wiring details: 'They added a lamp socket with a 455 in it. The 455 is a flasher or a blinker, and what happens is the coil can be pulled until that blinker draws off enough current to light, and then it will let go'_
- [HIGH] Line Drive had severe water damage in the past with extensive corrosion on parts — _Nick Baldridge: 'this game had gotten wet, uh, at some point in the past, very wet. Um, and so there was a lot of corrosion on a lot of the parts'_
- [MEDIUM] Don Hooker understood difficulty curves and reward structures, intentionally making line 2 of Rotolite hard to complete but worth 8 points (highest payout) — _Nick Baldridge interpretation: 'Don Hooker had thought about how difficult it was to complete the sequence on the second line and he said you know if you're able to do that, you get a big reward'_

### Notable Quotes

> "The answer is silence because I've been working on a 72 Williams line drive."
> — **Nick Baldridge**, early in episode
> _Introduces the Line Drive project; plays on the episode title's reference to no sound board output_

> "This game is a little unique in that it's one of the first games that Williams made with solid state sound. In order to produce the solid state sound, it uses four different sound boards."
> — **Nick Baldridge**, early segment
> _Key technical detail about Line Drive's sound architecture, critical to understanding the restoration challenge_

> "I don't quite understand the amount of grease that's put on these things... when everything is clean... it was rocketing balls out of the game."
> — **Nick Baldridge**, Line Drive discussion
> _Practical restoration insight: over-greasing affects coil performance; cleaning dramatically changes behavior_

> "It's nylon. It's almost 100% nylon... And it's a little odd to me that somebody would put grease all over that, but they sure did."
> — **Nick Baldridge**, Line Drive section
> _Highlights period restoration practices that may have been problematic (grease on nylon can cause degradation)_

> "So I'll just cut that problem out entirely by using a ballet transformer as well. double the weights, double the fuses, but it should work very reliably."
> — **Nick Baldridge**, RoboFrenzy wiring segment
> _Design decision: using period-appropriate Bally transformer rather than mixing Williams/Bally components_

> "Don Hooker designed every bally bingo that ever came out. he is an incredible genius and he worked for Pamco back in the 30s before he went to Bali."
> — **Nick Baldridge**, Rotolite historical segment
> _Establishes Don Hooker's foundational role in bingo pinball design lineage_

> "I believe he was thinking in terms that were so advanced in the 1930s that the industry really wouldn't be able to catch up until the 1950s. I find that absolutely fascinating."
> — **Nick Baldridge**, Rotolite design analysis
> _Contextualizes Don Hooker's innovation gap relative to industry maturation timeline_

> "Don Hooker... was a genius. I mean, he really thought about how the player would be impacted with choice, as well as how the game design, the playfield design, would allow the player to make decisions that would impact them positively or negatively, and generally negatively."
> — **Nick Baldridge**, Rotolite analysis conclusion
> _Philosophical observation about early game design: intentional difficulty balancing and player psychology_

### Entities

| Name | Type | Context |
|------|------|---------|
| Nick Baldridge | person | Host of For Amusement Only EM and Bingo Pinball Podcast; restoration technician and designer working on RoboFrenzy, Line Drive, and Fox Hunt projects |
| Don Hooker | person | Legendary pinball designer who created Rotolite for Pamco in the 1930s and later designed all Bally bingo machines; recognized as innovative thinker ahead of his era |
| Williams Line Drive | game | 1972 Williams game with early solid-state sound (four boards); currently being restored by Nick Baldridge with focus on sound board capacitor replacement |
| RoboFrenzy | game | Custom homebrew electromechanical pinball machine designed by Nick Baldridge; currently in active wiring phase with Bally-style coils and delay relays for octopus collision mechanics |
| Pamco Rotolite | game | 1935 Pamco flipperless bingo game designed by Don Hooker; features early flash animation ('roto hole'), variable payouts by line color, and dual bingo cards |
| Fox Hunt | game | Previous pinball restoration project completed by Nick Baldridge before shifting focus to Line Drive and RoboFrenzy |
| Multi-Bingo | game | Ongoing project by Nick Baldridge involving programming and coding; paused during Line Drive and RoboFrenzy work; has multiple playfields stacked in arcade |
| For Amusement Only EM and Bingo Pinball Podcast | organization | Podcast series hosted by Nick Baldridge focused on early electromechanical and flipperless bingo pinball machines; distributed on iTunes, Stitcher, Google Play, Pocket Casts, and website |
| Pamco | company | Early pinball manufacturer (1930s era) that designed Rotolite and other games; known for stool pigeon tilt mechanism and stenciled cabinet artwork |
| Williams | company | Pinball manufacturer; Line Drive is a 1972 Williams title; used 120-volt coils for bat mechanisms and early solid-state sound boards |
| Bally | company | Pinball manufacturer; Don Hooker worked here after Pamco; used 50-volt coils and delay relay circuits with flasher sockets; RoboFrenzy incorporates Bally mechanical components and transformers |
| Dennis | person | Listener/community member who suggested covering Pamco Rotolite for the podcast |

### Topics

- **Primary:** Electromechanical pinball restoration and repair, Sound board diagnostics and solid-state audio in early 1970s games, Homebrew pinball machine design and wiring, Flipperless bingo pinball history and design innovation
- **Secondary:** Don Hooker's design legacy and game design philosophy, Water damage restoration and corrosion remediation, Bally vs. Williams mechanical and electrical standards compatibility
- **Mentioned:** Early pinball cabinet artwork and cosmetics (stenciled vs. scroll work)

### Sentiment

**Positive** (0.82) — Enthusiastic, knowledgeable tone throughout. Nick expresses genuine excitement about his projects ('I'm getting pretty excited', 'I think it's really gorgeous') and deep appreciation for historical design ('I find that absolutely fascinating'). No negative criticism; challenges are presented as interesting technical puzzles rather than complaints. Historical analysis is admiring and scholarly.

### Signals

- **[restoration_signal]** 1972 Williams Line Drive experienced significant water damage with extensive corrosion; Nick Baldridge successfully restored electrical functionality through component cleaning and capacitor/resistor replacement (confidence: high) — this game had gotten wet, uh, at some point in the past, very wet. Um, and so there was a lot of corrosion on a lot of the parts. Um, I was able to get everything working
- **[restoration_signal]** Period pinball machines used excessive grease on mechanisms (bat coil, mix unit nylon gearing) that may degrade nylon components; modern restoration requires careful removal (confidence: high) — I mean really covered in grease... the mix unit was slathered in grease, and it's nylon... your understanding is you aren't supposed to put those kind of lubricants on nylon, or it can eat through it
- **[design_innovation]** Pamco Rotolite (1935) featured an early flash-type animation ('roto hole') with rotating numbers and sequential lighting; design elements preceded later bingo pinball moving-number features by decades (confidence: medium) — It is what is essentially a bingo... what is most interesting is that the design elements from Rotolite were actually the seeds for much later bingo pinball features... That feature could be the seed for any of the moving numbers features that came after
- **[design_philosophy]** Don Hooker's Rotolite design intentionally scaled payouts by line difficulty (yellow/easiest=2pts, red/line2=8pts hardest, etc.), demonstrating early understanding of player psychology and risk/reward mechanics (confidence: high) — Don Hooker had thought about how difficult it was to complete the sequence on the second line and he said you know if you're able to do that, you get a big reward... he was thinking in terms that were so advanced in the 1930s that the industry really wouldn't be able to catch up until the 1950s
- **[technology_signal]** 1972 Williams Line Drive used four separate solid-state sound boards (three sound generation, one amplifier) in early solid-state audio implementation; represents transitional era from tube to solid-state (confidence: high) — This game is a little unique in that it's one of the first games that Williams made with solid state sound. In order to produce the solid state sound, it uses four different sound boards. three different ones produce a different sound, like an explosion or a cheer, and then the fourth one is actually the amplifier board
- **[restoration_signal]** Coil performance in Line Drive bat mechanism highly sensitive to mechanical cleanliness; excessive grease reduced efficiency dramatically; cleaning enabled 50% power reduction and safer play (confidence: high) — I had the game set to 50% bat strength and when I put it back together after cleaning the pall, it was rocketing balls out of the game... put it back together after cleaning the pall, it was rocketing balls out
- **[design_innovation]** Pamco Rotolite (1935) implemented variable payouts by bingo line color/difficulty (yellow=2pts, red line2=8pts max, green=3pts, etc.), predating later color-based scoring systems by decades (confidence: high) — the first line which is yellow gives you two points the second line is the highest scoring and gives you eight the third gives you three the fourth gives you five and the bottom gives you two
- **[restoration_signal]** RoboFrenzy design decision: use Bally 50V transformer and coils instead of mixing Williams 24V/120V components to avoid experimental incompatibility with Bally mechanical units designed for 50V operation (confidence: high) — I'm not sure if it can overcome the mechanical resistance in the ballet unit that's expecting 50 volts. So I'll just cut that problem out entirely by using a ballet transformer as well... I'll just go ahead and drive it at 50 and everything will work just fine
- **[design_innovation]** RoboFrenzy uses Bally-style delay relay circuits with 455 flasher sockets (octopus hit relays) to control coil release timing based on light draw; advanced control method for early EM collision mechanics (confidence: high) — They added a lamp socket with a 455 in it. The 455 is a flasher or a blinker, and what happens is the coil can be pulled until that blinker draws off enough current to light, and then it will let go
- **[historical_signal]** Don Hooker's design innovations in 1935 Pamco Rotolite (flash animation, variable payouts, moving targets) were conceptually 15-20 years ahead of widespread industry adoption (confidence: medium) — he was thinking in terms that were so advanced in the 1930s that the industry really wouldn't be able to catch up until the 1950s
- **[restoration_signal]** Line Drive's mix unit variable strength resistor had burned out, causing intermittent bat failure (~25% of innings); replacement restored full functionality (confidence: high) — There's a variable strength that's produced by an extra resistor, and this resistor had actually burned up... about one inning every game, the bat stops working entirely. Well, that's because there's an open in the circuit. So, replacing the resistor back to regular strength, and everything's good

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## Transcript

 what's that sound it's for amusement only the em and bingo pinball podcast welcome back to for amusement only this is Nicholas Baldridge well i'm back recording in the arcade downstairs uh i haven't recorded here since uh essentially i started programming all the games for the multi-bingo after York two years ago. So it's been a while since I've been back down here, and honestly, there hasn't been space for me to record until now. I have a bunch of playfields stacked up to use in the multi-bingo. I've got the back door for RoboFrenzy sitting over here. We'll talk more about that later. And the cabinet for RoboFrenzy right in the middle of the walkway. Um, but it's great. You know, I've got, got a chair down here. I'm not disturbing anybody. Uh, so that's even better. Uh, so what's that sound you might ask? Uh, the answer is silence because I've been working on a 72 Williams line drive. Uh, that's been my project after, uh, Fox Hunt left. And unfortunately, or fortunately I guess, everything else in the game I've got tuned up. The game works 100% except for the sound. This game is a little unique in that it's one of the first games that Williams made with solid state sound. In order to produce the solid state sound, it uses four different sound boards. three different ones produce a different sound, like an explosion or a cheer, and then the fourth one is actually the amplifier board. Well, I believe, at a very minimum, that the capacitors need to be replaced on all these boards. So I'm going to try that first, and we'll see if the sound comes back. For now, though, the game's a lot of fun, and we're having a good time with it. Um, one thing that I will mention though about that is that, uh, this game had gotten wet, uh, at some point in the past, very wet. Um, and so there was a lot of corrosion on a lot of the parts. Um, I was able to get everything working, uh, which is great. But, uh, one of the things that was kind of difficult was the, the bat mechanism. And for those who've looked under a pitch and bat, you know the bat is driven typically by a 120-volt coil, one of the big coils that Williams used to reset trip banks. This huge coil and the associated pawl and plunger and everything are typically slathered in grease, and I mean really covered in grease. the coil uses a metal sleeve so I can understand some reduction of friction especially when you have 120 volts of power pulling that coil so hard but I will say that I don't quite understand the amount of grease that's put on these things so I cleaned the coil side cleaned out the coil sleeve cleaned the stop and everything, got all the grease off and lightly lubed, put it back together and the bat worked pretty well. It didn't return back to its default position very easily so I took the rest of it apart and all of a sudden I had the game set to 50% bat strength and when I put it back together after cleaning the pall, it was rocketing balls out of the game. There's no playfield glass, I should mention, so I had to turn the bat strength all the way down, but that's more than powerful enough when everything is clean. This game also has what I think is a cute little unit called the mix unit. So the mix unit basically changes up the pitches, and it changes up the bat strength. There's a variable strength that's produced by an extra resistor, and this resistor had actually burned up, but I didn't know it. And so I'm testing out the game, and about one inning every game, the bat stops working entirely. Well, that's because there's an open in the circuit. So, replacing the resistor back to regular strength, and everything's good. But I will say, as I said before, I mean, this is a fun game. It's been a lot of fun to play it, but that mix unit was slathered in grease, and it's nylon. It's almost 100% nylon. It's like the paw for a score reel inside the gearing. And it's a little odd to me that somebody would put grease all over that, but they sure did. So I spent a lot of time cleaning that off too. Hopefully, well, I guess it hasn't deformed the plastic yet, but my understanding is you aren't supposed to put those kind of lubricants on nylon, or it can eat through it. So either whoever put it on did their research or I just lucked out I don know what the case is but um I excited So, um, in multi bingo news, uh, I haven't gotten back to coding yet, but I will. Um, because I've been working on RoboFrenzy. RoboFrenzy had been put on hold for quite some time, uh, as I finished up multi bingo tasks, worked on Fox Hunt, and then worked on Line Drive. So now I'm into the swing of things, and I'm starting to wire the game. I'm going through, and I've been posting pictures to Instagram and Facebook, but basically I sit there with the schematic and the back door, which has most of the relays for startup and scoring on it, and have been marking through switch by switch, wire by wire, the colors that I'm using and all the connections and so forth. So that's going very well, actually. and so far I've got all the hot side of all the coils tied together. Of course, in AC, hot and switched aren't really a thing. So I've got one side of the coils all tied together and I've got my two delay relays, which are the octopus hit relays wired up along with the lamp socket that's going to drive those. For those unfamiliar with the Bally delay style circuits, the way this works is on a circuit like the over-the-top relay or the tilt relay on some of the later Bally EMs. They added a lamp socket with a 455 in it. The 455 is a flasher or a blinker, and what happens is the coil can be pulled until that blinker draws off enough current to light, and then it will let go. We'll see if this works. Right now I've got it wired up with Williams coils. It may be that I have to change those out for Bally relays, but I've got some of those handy that I can use. So, aside from that, it's really going to be setting up the interior of the cabinet, which is going to be mostly empty. We have some grand plans for how this is going to be designed, and there will be control wheels on the front. Inside the game, mounted to the edges, will be the trip banks. So the trip banks are going to be used to measure your progress in creating the larger robot. The goal of the game, you have to carry a gear from the bottom back up to the top six times in order to complete a robot. But in so doing, you've angered this giant octopus, and the octopus is going to try to stop you. And if it touches you, you get hit, and it makes you drop the gear. and prevents you from picking another one up until that delay relay cycles, you know, until it lets go. So we'll see if this all works here once it's wired together, but the nice thing is it's coming together very nicely. I did have to add a secondary transformer. I had thought about replacing bally coils with Williams inside a bally unit, but kind of ruled against that thinking that A, I don't really want to experiment a lot with different Williams coils until I found one that fit and B, I'm not sure if it can overcome the mechanical resistance in the ballet unit that's expecting 50 volts. So I'll just cut that problem out entirely by using a ballet transformer as well. double the weights, double the fuses, but it should work very reliably, so we will see. But I have several bally units and coils and things, and I feel like rather than trying to take apart, say, a credit meter and putting in a 24-volt coil or trying to drive it at 24 volts and seeing what happens. Um, I'll just go ahead and drive it at 50 and everything will work just fine. So, uh, that's all for RoboFrenzy for right now. I've got holes to drill. Uh, I've got coin door to mount. Uh, I've got all kinds of things to do, but, um, I'm getting pretty excited. Uh, of course my initial testing won't have art or the hand wheels, so I'm going to have to, uh, improvise a bit, but luckily I know how this game is made somehow, so I should be able to trip the appropriate relays and ensure that everything is working properly, even without those controls. So, in other news, we've come to the year of Flipperless. Travel back in time to February of 1935, and we will find Pamco's Rotolite. Thank you to Dennis for the suggestion. So we covered Rotolite before a long long time ago but I had much less of an understanding of the games designed by the fellow who designed this Don Hooker than I do now And also I believe there were fewer photos available on the IPDB back when I covered this So, it's with great pleasure that I revisit Rotolite with some updated information. Rotolite is an interesting game. It is what is essentially a bingo. There are two different cards that you can buy into separately. You have a different coin slide for each. You get ten balls to shoot, and your goal is to complete a horizontal row on either card. And as it so happens, both cards are exactly equal. So the same numbers in the same pattern are on both. What is most interesting about this game, it's a very early game that had a Flash-type animation, but what is most interesting is that the design elements from Rotolite were actually the seeds for much later bingo pinball features. Now, I mentioned the designer, Don Hooker. Don Hooker designed every bally bingo that ever came out. he is an incredible genius and he worked for Pamco back in the 30s before he went to Bali so this Pamco game, like most Pamco games so let's talk about those innovations this game has in the typical skill shot position for a game of this era, right up at the top center right below the arch So if you drop down a little bit, there's a hole. If you land in that hole, the ball returns to you to play. So it's like the free play hole at the bottom of a bingo. But this also gives you a nice animation. It flashes all the numbers around. It rotates them. Hence the name Rotolite. And to understand what's going on when the game spins, I think it's important that we take a moment and look at the card layout itself. As I mentioned, there are two cards, both with the same layout. The top row is yellow and is 1, S as in Sam, 15, S as in Sam, 6. The second row is red, is 7, 13, S's in Sam, 15, S's in Sam, 12, and 2. The third row is green, 3, S, 15, S, 8. The fourth row is red again, 9, 11, S, 15, S, 14, 4. And the final row is yellow, 5, S, 15, S, 4. 15S10. Now one thing that you heard over and over again was the number 15. That's the center number on every single row. So 15 is required in order for you to win. But most important are the numbers, or should I say letter, that flank it. The letter S. I believe, and I don't have any proof because there's no video of this available that I've been able to find, and I've not seen the inside of one, But I believe what happens when you land in that roto hole is that you get this beautiful animation, and then it will pick one or more of the S's to illuminate. My thinking is that it does it on a per row basis. So, for example, maybe it will light the two S's in row one for you. perhaps that would make it too easy, but I would argue that having to land in that hole in order to complete anything, because you can't complete any of these rows without landing in that hole if it works the way that I'm thinking it does, that would be quite the challenge. It's placed in a deceptively simple area where you think you can land in it very easily, but there are no posts, there are no pins that are surrounding it. So there's nothing to guide you into the hole. You have to do it from the plunge very carefully. And I think that would be very difficult. So on the subject of innovation, how about this? That feature could be the seed for any of the moving numbers features that came after. Say, for example, magic squares with the rotation, or perhaps magic lines where they shift back and forth or up and down. I think it's really interesting to see these early games that Don Hooker designed and compare them against the later ones and see how he grew as a designer, but also to see that he was thinking in terms that were so advanced in the 1930s that the industry really wouldn't be able to catch up until the 1950s I find that absolutely fascinating So another innovation with this game is different payouts for different colors I talked at length about triple deck scoring or quadruple deck scoring the ability to have three or four different colors that could score completely differently in any given bingo. However, this game is one of the earliest that I've seen that has variable payouts depending on the line that you make on the bingo card. so the first line which is yellow gives you two points the second line is the highest scoring and gives you eight the third gives you three the fourth gives you five and the bottom gives you two what's intriguing to me about that is that again Don Hooker had thought about how difficult it was to complete the sequence on the second line and he said you know if you're able to do that, you get a big reward. But most likely, you're going to be shooting for that, and you'll wind up missing all of them. Don Hooker said it earlier, and I'll say it again, was a genius. I mean, he really thought about how the player would be impacted with choice, as well as how the game design, the playfield design, would allow the player to make decisions that would impact them positively or negatively, and generally negatively. So, let's talk more generally about this game. This is a Pamco game. Pamco, as far as I know, only used stool pigeon tilts. These are tilts where there is a tiny seal ball that sits on a piece of metal, which is protruding from a piece of metal that's underneath. If you knock it off of the stool that it's on, then you've tilted. Otherwise, your game is valid. At the beginning of the game, you insert a coin into either the left or right or both coin slides, and you push them in. You have to pay for your cards before you shoot your first ball, because otherwise, it's going to return that ball to you and start the game over. The interesting thing about the cosmetic setup of this game is that, like many of these multiple coin games that were very early where you could buy extra cards, the design is such that right in the center of the apron is one of the slug viewers. Over to the right and to the left, equidistant, to the left is the stool pigeon tilt and to the right is the second slug viewer for the second coin slide. I think that's particularly beautiful. It's really interesting to look at, I think. This game has an eye-catching green playfield surround and apron, and the scorecards are mounted in a metal holder, the score and instruction cards. The cabinet is also very interesting. For this time period, there are a lot of scroll work and other exterior modifications to the base cabinet that were happening. And around this time, things started to change and stenciled artwork started happening. So this is a relatively early game that has stenciled artwork. And the stencil itself is fairly simple. You've got what is essentially a circle with a wedge trailing behind it, so it looks like a ball moving at speed on the sides. A circle on the front with two triangles protruding from the sides right in the center. Your shooter rod and ball lift assembly are over to the right. The shooter rod is a square Pamco style, and the ball lift is directly underneath with its own bracket and everything. But one of the most beautiful pieces of this game is the head. The head is shaped, if you think of an Atari owl eye coin door, the one that looks like an owl's face with two eyes that you drop the quarter into. That's kind of what it reminds me of. You've got this wooden backbox, it's plain wood, with two circles, very large, that have the bingo cards inside. The bingo cards themselves are mounted on a field of black. So what you're seeing is exactly the card itself and nothing more on both sides. And in between the two cards, you have a triangle that descends down, and it kind of reminds me of an owl's beak. So, that's it for this game. I think it's really gorgeous. I certainly hope to play one one day. If you ever happen to come across one, please let me know. I would love to see a video of it working, and I would love to know exactly how that flash feature functions. Well, that's all for tonight. Thank you very much for joining me. My name again is Nick Baldrige. You can reach me at 4amusementonlypodcast at gmail.com or you can call me on the bingos line. That's 724-BINGOS1, 724-246-4671. You can listen to me on iTunes, Stitcher, Google Play Music, Pocket Casts, VRSS, on Facebook, on Twitter at bingopodcast, you can follow me on Instagram also at bingo podcast and you can listen to me on my website which is for amusement only dot libsyn.com thank you very much for listening and I'll talk to you next time

_(Acquisition: groq_whisper, Enrichment: v3)_

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*Exported from Journalist Tool on 2026-04-13 | Item ID: d31b2248-7067-46ae-b0d6-644e1abd0add*
