# Homebrew Showcase: Pokemon Pinball at Texas Pinball Festival 2026

**Source:** Marco Pinball  
**Type:** video  
**Published:** 2026-04-06  
**Duration:** 16m 12s  
**Beat:** Pinball

**URL:** https://www.youtube.com/watch?v=vhwVb06PdOQ

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## Analysis

Jeff from Dirty Pool Pinball interviews Owen Underwood about his homebrew Pokemon Pinball machine at Texas Pinball Festival 2026. The widebody game, inspired by The Next Generation (TNG), features combo-based gameplay, Pokemon collection mechanics, multiple modes including legendary bird battles and a Mewtwo wizard mode finale. Owen discusses the game's evolution since 2022, design innovations like four flippers and bent entrance ramps, manufacturing challenges of custom widebody construction, collaboration with his brother Luke, and the supportive homebrew community ecosystem.

### Key Claims

- [HIGH] Owen and Luke started the Pokemon Pinball project in 2022, bringing an early version to that year's Expo that was completely different from the current iteration — _Owen stated '2022 is when we started. Uh we brought a game to 2022 Expo that was like technically Pokemon, but it was completely different.'_
- [HIGH] The game has been mostly stable since 2024 Expo, with recent improvements including side rail lights and quality of life enhancements — _Owen: 'ever since 2024 Expo, things have mostly been stable. Uh we added these like side rail lights to make it easier to see and then we've just been doing quality of life improvements since then.'_
- [HIGH] The Pokemon game is inspired by Steve Richie's The Next Generation, including the iconic Picard maneuver (left orbit into third flipper shot) — _Owen: 'It was my favorite game. Uh I had one for a long time. Now, this is the only game I own, but definitely inspired by it... And the Picard maneuver is, for people that don't know, that's the left orbit into the third flipper shot.'_
- [HIGH] The Gyarados 3D sculpture was created by a freelancer found on Fiverr in multicolor print that took 4 days to produce — _Owen: 'We gave him the shape of our VUK uh and said, "Can you build a Gyarados around it?" And he did... that was a 4-day print actually um because we did it in multicolor.'_
- [HIGH] The game uses custom widebody construction with a CNC-machined cabinet and playfield, with Luke handling all CAD work and Owen handling approximately 99.9% of the code — _Owen: 'in terms of dividing the work, this was a mostly shared effort, although Luke always does 100% of the CAD and I do like 99.9% of the of the code.'_
- [HIGH] The playfield art was created by Owen's brother Luke, with cabinet art by Chris Johnson who they met at Expo — _Owen: 'my brother Luke actually did the playfield... Chris Johnson... he did, um, this the cabinet art'_
- [HIGH] CPU fans on flippers are critical for preventing flipper fade—their first Expo appearance without fans resulted in flippers dying after 30 minutes — _Owen: 'I think our first Expo we didn't have fans and then they just died after like 30 minutes.'_
- [HIGH] The Pokemon catching mechanic is based on hitting three specific shots to spell 'GYM', unlocking eight different badge modes — _Owen: 'all shots are lit white, and if you spell, you hit three shots to spell gym... there's eight different badge modes uh that you can play.'_

### Notable Quotes

> "We wanted the ramps to be really attractive and really big so that they were like easily hitable. Like our our main goal was to make this game flowy."
> — **Owen Underwood**
> _Design philosophy emphasizing accessibility and continuous play flow over difficulty_

> "I normally don't like fan layouts, but you found a way to put four flippers in a fan layout."
> — **Jeff**
> _Recognition of innovative mechanical design solving traditional layout constraints_

> "I think it's incredible. It's nice to have someone motivate you. Uh, and then you can motivate them back so a project never goes stale."
> — **Owen Underwood**
> _Insight into collaborative homebrew development benefits versus solo design_

> "every iteration is a learning process and and eventually you'll know when you're ready to complete a game."
> — **Jeff**
> _Advice for homebrew developers on managing project scope and completion_

> "The homebrew section is probably one of my favorite sections yet again from another pinball like show, right?"
> — **Jeff**
> _Indicates growing quality and diversity of homebrew games at festivals_

> "the homebrew community really does kind of band together to try to make every project kind of kick and flip as best as possible because when they're all amazing it really benefits the whole area."
> — **Jeff**
> _Describes non-competitive, collaborative culture of homebrew pinball community_

### Entities

| Name | Type | Context |
|------|------|---------|
| Owen Underwood | person | Homebrew pinball designer, creator of custom Pokemon Pinball widebody machine, handles ~99.9% of code, recently moved to Texas |
| Luke Underwood | person | Owen's brother, works at Barrels of Fun, handles 100% of CAD design for Pokemon Pinball project, created playfield art |
| Jeff | person | Host from Dirty Pool Pinball, interviewer at Texas Pinball Festival 2026, self-described 'cursed' player known for finding bugs |
| Chris Johnson | person | Artist who created cabinet art for Pokemon Pinball after meeting Owen at Expo, hired through freelance channels |
| Steve Richie | person | Classic pinball designer whose The Next Generation (TNG) game inspired the Pokemon Pinball design, particularly the three-flipper layout and Picard maneuver shot |
| Pokemon Pinball (homebrew) | game | Custom widebody pinball machine inspired by TNG, features Pokemon IP, combo-based gameplay, Pokemon catching mechanics via Pokédex VUK, badge modes, legendary bird mini-modes (Articuno, Zapdos, Moltres), Mewtwo wizard mode, and Gyarados multiball. Currently touring at festivals including Texas Pinball Festival 2026 |
| The Next Generation (TNG) | game | Classic Steve Richie pinball game that inspired the homebrew Pokemon Pinball design, featuring the Picard maneuver shot and three-flipper layout |
| Barrels of Fun | company | Pinball manufacturer/company where Luke Underwood works, mentioned in context of his employment |
| Dirty Pool Pinball | company | Jeff's pinball content/streaming channel, represents broader pinball media coverage |
| Texas Pinball Festival 2026 | event | Event where this interview took place, features homebrew game section highlighting new custom machines |
| Monsters Inc. (homebrew) | game | Another homebrew game referenced for using Fiverr for playfield artwork, represents broader homebrew community collaboration |
| Ernie | person | Creator of Monsters Inc. homebrew, offers CNC cutting and playfield outsourcing services for homebrew developers |
| Lord of the Rings | game | Commercial pinball game referenced for mode-selection lighting design pattern (eight lights for different modes) that inspired future Pokemon Pinball improvements |
| America's Most Haunted | game | Homebrew game referenced for unique elevator mechanic, which Jeff claims to have broken within 15 minutes at a prior event |
| Fiverr | company | Freelance platform used by Owen to source 3D sculpture creation (Gyarados) and used by other homebrew developers for playfield artwork |

### Topics

- **Primary:** Homebrew game design and mechanics, Custom widebody construction and manufacturing, Pokemon IP and theme licensing in homebrew context, Collaborative homebrew community culture
- **Secondary:** Pinball layout innovation and shot design, Electrical reliability (flipper fade, CPU fans, coil fade), Freelance services and outsourcing for homebrew projects, Project management and labor division in collaborative homebrew development

### Sentiment

**Neutral** (0)

### Signals

- **[design_innovation]** Four-flipper fan layout design with bent entrance ramp to accommodate upper flipper passing and improve center ramp shot consistency (confidence: high) — Owen discusses designing four flippers in a fan layout (typically three-flipper), attempting upper flipper ramp passing, and using a bent ramp as a late-stage compromise solution
- **[design_philosophy]** Intentional design emphasis on large, easily-hittable ramps and flowing playfield rather than tight challenge shots, with combo mechanics rewarding continuous play (confidence: high) — 'We wanted the ramps to be really attractive and really big so that they were like easily hitable... main goal was to make this game flowy.'
- **[community_signal]** Homebrew community exhibits non-competitive, collaborative support culture where developers help each other achieve quality—each game's success benefits the entire community (confidence: high) — Jeff: 'the homebrew community really does kind of band together to try to make every project kind of kick and flip as best as possible because when they're all amazing it really benefits the whole area.'
- **[manufacturing_signal]** Widebody construction requires sourcing or fabricating custom components (e.g., aprons) unavailable off-the-shelf; CNC access critical for rapid iteration and control (confidence: high) — Owen: 'we had to make our own apron cuz we couldn't find one... we have all the tools to do everything custom. So we had a CNC'
- **[product_concern]** CPU flipper fans are critical component for preventing flipper fade during extended play at festivals; first iteration without fans failed within 30 minutes (confidence: high) — Owen: 'I think our first Expo we didn't have fans and then they just died after like 30 minutes... ramps are tall, so if you lose flipper power then like you can't hit things'
- **[technology_signal]** Freelance platforms like Fiverr enabling homebrew developers to source 3D sculpture design and artwork, reducing barriers to professional-quality aesthetics (confidence: medium) — Owen found Gyarados sculptor on Fiverr; Jeff notes Monsters Inc. used Fiverr for playfield artwork, indicating emerging pattern in homebrew outsourcing
- **[content_signal]** Dedicated homebrew game showcase at Texas Pinball Festival 2026 with new machines appearing every 6 months, representing growing showcase quality and audience interest (confidence: high) — Jeff: 'the homebrew section is probably one of my favorite sections yet again... I've seen new ones every year... it's great to have new games coming in like every every six months.'
- **[design_innovation]** VUK-fed shot with adjustable power and metal deflector that launches ball across playfield, creating Houdini-style mechanic central to Pokemon catching gameplay (confidence: high) — Owen explains VUK with adjustable power piece and metal deflector that can shoot ball to other side, integrated into Pokédex catch mechanic
- **[personnel_signal]** Brother collaborative team: Luke handles all CAD/design, Owen handles ~99.9% of code; partnership prevents project staleness through mutual motivation (confidence: high) — Owen: 'Luke always does 100% of the CAD and I do like 99.9% of the of the code' and 'it's nice to have someone motivate you... a project never goes stale'
- **[gameplay_signal]** Two-track mode progression: Badge modes (8) unlocked via GYM spelling, and Pokemon catching/evolving via combo shots and Pokédex, culminating in legendary bird modes and Mewtwo wizard mode (confidence: high) — Owen describes 'eight different badge modes' and separate Pokemon catching track with evolve qualifications, leading to Articuno/Zapdos/Moltres and Mewtwo final modes

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## Transcript

All righty. What's going on everybody? I'm Jeff from Dirty Pool Pinball. I am joined by Owen with uh Pokemon. Not the Stern Pokemon, the OG Pokemon. Owen, this is a big game. It's a widebody. It is. Yeah. We wanted to have a lot of shots. Um and we couldn't make everything fit in a standard body, so we decided to go with widebody. Nice. So, you gave me a little uh teaser that this is kind of an homage to TNG, one of my favorite Steve Richie games. Yeah, it was my favorite game. Uh I had one for a long time. Now, this is the only game I own, but definitely inspired by it. That's one of the reasons we have a widebody. And we have the best shot from that game, the Picard maneuver, which is amazing. And the Picard maneuver is, for people that don't know, that's the left orbit into the third flipper shot. Um, yeah. And then it returns to your uh right lower flipper so you can repeat it just like just like in TNG. So this looks like an awesome and very fast game. I noticed the ramps on this are absolutely enormous. This is like Surf and Safari on steroids, right? Yeah. We wanted the ramps to be really attractive and really big so that they were like easily hitable. Like our our main goal was to make this game flowy. So we didn't want any like super tight shots there. Now is there a mechanic that that rewards that flow? Um, uh, yeah. So, one of the ways you collect Pokemon is by, uh, comboing shots. So, as you combo shots, you'll you'll increase your Pokédex counter. Uh, and that's how you get to some of the mini wizard modes with the legendary birds. We have like Articuno, Zapdos, and Moltres. So, whenever you collect enough, you can start one of those modes, and if you do all of them, then you can battle Mewtwo. Very cool. So, you and your brother Luke, who works at Barrels of Fun, uh, took on this project, how long ago? Uh, I think 2022 is when we started. Uh we brought a game to 2022 Expo that was like technically Pokemon, but it was completely different. Um so every part in here is different from our original. Uh but ever since 2024 Expo, things have mostly been stable. Uh we added these like side rail lights to make it easier to see and then we've just been doing quality of life improvements since then. Yeah, that was going to be my next question is what is what uh what innovations or what improvements have have this year brought to the game? But it sounds like you already nailed that. Yeah. So, we've done almost everything we want. Um, if we do another iteration and like do a new playfield, then we will fix like the uh VUK, the Pokédex VUK over there. It's not as consistent as we like. Um, and then we we improve the art on the on the back and make it clear what uh mode you're starting. Like I if you know Lord of the Rings, they have like the behind the ring like the eight lights for the different modes. So, I think I would put that in the game as well. I am still trying to get to Valinor. I have been trying to for months. I stream it constantly and everybody makes fun of me. Someday. That game is so hard. Someday. I think I put it on 10 ball and I couldn't get it. Yeah, definitely one of the hardest wizard modes. Does this game have a wizard mode? It does. Yeah. So, the ultimate wizard mode is catch them all. Uh, so to do that, you have to do all the modes, all the legendary birds, um, and the three Team Rocket multiballs and Gyarados multiball. I think you need a super jackpot in Gyarados multiball as well. I love that you have a jump in there. a little uh I guess I wouldn't say no good gophers but uh what was what were some of the inspirations that you brought into the game? Oh also we might need to reboot it. Becca played so good that the game she caught every Pokemon and the game was just like you got them you caught them all. YOU DID IT YOU GOT THEM ALL. Thank you. I would like to thank the academy um uh Nintendo, Game Freak, the Pokemon Company. Um, I would not be here without um a extreme hoarding habit and lack of organizational system. So, Owen, Owen said that's embarrassing. I don't want to I want to specify that's absolutely not embarrassing. That's part of the homebrew process. That's 100% what the homebrew community here is for is to try to help take care of things like this. And when you're working on a game like this, that's just that's that can happen. I also I also want to preface with I am entirely cursed. Um, I probably should be the last person flipping these games because I can break everything literally just by walking up to it. I have a local reputation of I will break a game if I play it. I am like a walking EMP. You broke Winchester the first day. I did. Um, I will break everything if given the opportunity. So, actually, I should be playing all of your homebrew games cuz I will find every bug. You were like kind of like the best bug hunter possible. It's really amazing. Uh, two years ago at Indisc, I took out America's Most Haunted within 15 minutes. Amazing. That game's super fun. It is a super fun game. Um, when I when it works and I don't kill it in 15 minutes, I was kind of sad. I got to play it at Vito's at Halloween and uh it was my first experience playing America's Most Haunted and uh yeah, there's some neat the elevator mechanic on it. It's really neat. Like it's just got a bunch of weird quirky stuff on it. Oh, absolutely. But what I do want to say is as I remember playing this Pokemon a long time ago before it looked like this. Um, and this is just absolutely stunning. Can you remind me who did your playfield art? So, my brother Luke actually did the playfield. Um, but we met a guy at Expo, um, Chris Johnson. So, he did, um, this the cabinet art, and we want him to do a playfield in the future for us. I mean, are you kidding me? Luke did this? This is incredible. I can't believe Luke did this. Yeah, it took him forever. David, if you're watching this, you should make Luke do our next game. All right, so we're back up and running. So you you put the uh kind of like cabinet rail lights in and you said that was one of the recent adjustments. Yeah. Cuz it was too dark. Uh before like if if you had it in his tent before and there were no lights you just couldn't see anything. So I really love that uh proper illumination on games is now becoming kind of a standard. It is nice. Yeah, I agree. I think they should be on every game. I like that it's subtle here. It's not too much. It's just enough to light the playfield so that the actual GI can do its work as well. Yeah. And you get to do accents for like, you know, whenever you're playing a show, you can just make things more exciting. So, this was your first homebrew or no? Uh, this was uh kind of the third. So, our first one we never finished. Um, we just got it to like the ramp stage and we were doing everything by hand at that point. Um, and then we were like, okay, we're not doing this by hand anymore. And we're like, okay, might as well start over. So, then we made a League of Legends game. Um, and that one we mostly finished. I never completed the code. Uh, but we didn't like it that much. So, we ended up cannibalizing it for parts and then this is the first one that we really took to completion. I think that's a really important thing to mention too, like you shouldn't be frustrated as a homebrewer if if the ideas that you're putting into an early project like don't come to the finish line. Like every every iteration is a learning process and and eventually you'll know when you're ready to complete a game. When did you know that you were ready to really bring this to the finish line? Um probably once after the first one when we took this back to the beginning like in 2023 we were like we really like this layout so we want to take this all the way. Um yeah and it is a big step because you can prototype forever without doing like playfield art and all the lights and you but once you decide like oh I want to build this then every time you need to change something it becomes like a whole ordeal. Yeah. I normally... really quick uh they need to get underneath you guys for some technical issues. Okay, I'm going to move the camera. We can shift over here and I'll just follow you. Sure. All right, let's go on a journey over here. You know what really tickles my jimmies about this game is? I normally don't like fan layouts, but you found a way to put four flippers in a fan layout. Yeah, the four flippers. It we really wanted to have the ability to pass to combo with the upper flippers alone. And so we knew we wanted four flippers to do that. Um and then of course we based it on TNG, which was a three flipper game. Um so we always knew we had wanted three and then the fourth one was just for fun. So, we didn't end up getting the upper flipper passing as we initially planned it. We wanted the left and right ramps to actually feed the upper flippers and then make them hitable from both flippers, but the geometry was just too difficult. Speaking of geometry, the other thing that rustles my jimmies is it looks like you bent the uh entrance ramp so that the side flippers can make a better shot into the main center. Yep. So, that was um that was a a somewhat late change. Uh it was kind of a compromise because we couldn't get the shots that we wanted. So, we said, "Okay, we'll make the center ramp at least hitable from all of them." Right. I don't know enough about Pokemon. I've been playing the hell out of Scarlet and Violet with my daughter. That's a That's a Gyarados. It is a Gyarados. Did I do it? Holy moly, I'm so proud of myself. Uh I do Did In terms of sculpts, did you 3D print these yourself or I did 3D print it? Uh we found someone on Fiverr. So, uh before, in fact, that that was a new thing I think this year. I I don't know that we had that at Expo last time, but we found someone on Fiverr. We gave him the shape of our VUK uh and said, "Can you build a Gyarados around it?" And he did, and it looks fantastic. I was so impressed. I didn't think it would be possible. So, you're not the first person who's mentioned that Fiverr has helped them get their game to the finish line. Uh the Monsters Inc. uh was talking about how they did that for their playfield artwork. What is a good way of finding people that are good on Fiverr, not getting scammed, and getting somebody that can actually like produce great stuff? I guess I'm probably not the best person to ask. That's the only time I've used Fiverr actually was to get that done. And I just put out a bunch of feelers and been was like, "Is this something you think you can do?" So, I looked at like the work that they'd posted. I don't necessarily have great advice not for not getting scammed. I I was fortunate not to get scammed and I was got a really like quality product at the end. Not to imply people are getting scammed, but it is the internet and you know that really shakes my shimmy shams, you know what I mean? Right. Yeah. And that that was a 4-day print actually um because we did it in multicolor. So that's one of my favorite pieces on the game for sure. So you mentioned that the the uh cabinet is custom the playfield itself like how did you let's talk a little bit about the manufacturing because you know wide bodies are not standard. You can't really cannibalize parts from other games as much as possible for these like what was some of the difficulties and where did you source some of this? Yeah, so that was a pain like especially for the apron. I don't know if you can buy widebody aprons but we had to make our own apron cuz we couldn't find one um at the time that we needed it. Uh, fortunately we have all the tools to to do everything custom. So we had a CNC so we could make the cabinet size whatever we wanted. Uh, we could do the playfield size whatever we wanted as well. Uh, and Luke, as you know, he's pretty good at CAD. So getting everything prepared like in the digital world to then eventually move to the physical was not a not a big hassle. Sure. That's amazing. So how did you guys divide the labor uh being brothers and did you how was it easier or harder to work with another person on a project like this? Much easier to have. I don't know how people finish pinball machines by themselves. I think it's incredible. It's nice to have someone motivate you. Uh, and then you can motivate them back so a project never goes stale. In terms of dividing the work, this was a mostly shared effort, although Luke always does 100% of the CAD and I do like 99.9% of the of the code. Um, and then we share things like assembly. We both work on assembly. Excellent. Excellent partnership. All right, we're going to slide back so that we don't have this bright light from the uh overhead shining here. I think that they were in an effort to resolve some of the power issues that we were having on the other side of the homebrew area. We had to slide over. There's secret holes everywhere in here, if you know what I mean. We got to slide over more. It's really tickling my ticky tanks. Uh all right, so just a little bit. We've got three lights on each shot. Can you talk a little bit about how the ramps uh mode lights and stuff work? Yeah, we can. So, the main way to start modes, uh, all shots are lit white, and if you spell, you hit three shots to spell gym. So, at the very back of the playfield, there's like a sign that says gym, so you can track your progress there. Um, and then there's eight different badge modes uh that you can play. So, that's the first track. The second track is the Pokemon like uh catching and evolving. So, those are the three lights that she mentioned on six of the shots. So, we have Geodude as the left orbit, Bulbasaur as the left ramp, Pikachu as the center ramp, Charmander on the right ramp, Squirtle on the second right ramp, and Gastly on the on the very right. So, you hit each shot one time. That will allow you to catch it. So, you catch Pokemon by then hitting the Pokédex. After you catch them, then it becomes two to uh qualify evolve and then three to qualify for the final evolve. Now, Pokédex is both a mini LCD and and honestly, I just noticed I hadn't seen the VUK fire before. You've kind of got a little bit of like I guess a Houdini uh mechanic, for lack of a better word, where it launches the ball across the playfield. Yep. Yeah. So, it's just a regular VUK actually, but we have a piece of metal and we adjust the power. So, if we want to shoot it into the other side, we just increase the power. How do you handle flipper fade or coil fade for something like that? Fortunately, those don't. That one we haven't had problems with losing power. We do have like CPU fans though on all our flippers. Yeah. which is a great way to get rid of that. There's a number of people that produce them. I know Pin Mon has really nice ones that have metal brackets, but there's plenty of 3D printed ones and I mean they're pretty much just basic 40 or 20 millimeter fans, right? Yeah. And they make a huge difference. I think our first Expo we didn't have fans and then they just died after like 30 minutes. So, and our ramps are tall, so if you lose flipper power then like you can't hit things and that's no fun. And it helps make it more consistent. I would say if you are a home brewer and you are planning on bringing a game like consider putting fans on there because you you think you play the game a lot at home but you ain't seen nothing yet. For sure. Yeah. Um so this game has been at Expo for a few years now. This game is now here right now. Do you have future projects that you're working on or are you going to keep iterating on this? Um it's all that's always the question. We we always want have more stuff that we want to do, right? I mentioned before like the VUK. Um but it is a lot of work. So, we're kind of between moving on to the next project and taking this back like one more time and really getting it locked in. Um, so we're kind of doing both. We have ideas. We haven't committed to like uh doing a a new version of this one yet. Um, and we also just moved to Texas like 6 months ago. So, we're still setting up like operations like we got to get the garage with like a CNC and all that stuff. What has been the most useful thing setting up uh for your home environment to be able to work on homebrews like this? It could be something like an organization method or just like anything that you would think would help people that are just getting into homebrew to make their life a little easier. Oh that's tough. Um I mean you need a million hex screws. You can never have enough of those. But that's not really organization. So I don't know that that's just an example. I think tons of hex screws is a great one, right? Okay. And I guess we I personally wouldn't be able to do homebrew without having a CNC, which maybe is not the best thing, right? Not everybody has access to a CNC. However, if you do, then it it just means you can make changes quickly um and you're in control of like everything. So, if you don't have to wait like a week, I think Ernie... Ernie does do um I think he'll do CNC cuts for you and ship them to you. Um and when we started Ernie, we're talking from Ernie from Monsters Inc., the guy who's done yeah a number of games. Yeah. And he started at the same time we did and at that point he wasn't CNCing out playfields. So honestly the it may have changed a lot since we started about like the ease of getting outsourced cut playfields. And one thing we were talking about uh with some of the other interviews is that like you're not an isolated individual when you're doing the homebrew thing. Like it's not a competition. The homebrew community really does kind of band together to try to make every project kind of kick and flip as best as possible because when they're all amazing it really benefits the whole area. I think this might be the second year now. I mean, I I don't want to call it, but the homebrew section is probably one of my favorite sections yet again from another pinball like show, right? Yeah. Know, I love the homebrew section and uh there I've seen new ones every year. Like I hadn't seen Top Gun, brand new, that one. Games Awesome. I haven't seen uh King of the Hill yet, but yeah, it's great to have new games coming in like every every six months. Amazing. Owen, thank you. Uh if you could just say your whole name, what the project is, and a little shout out to the people that are watching. Anything you want to say? Yeah, so I'm Owen Underwood. I built this Pokemon pinball with my brother Luke Underwood. And shout out to my family if they're watching. Uh, thanks. Amazing. Thank you so much, man.

_(Acquisition: youtube_auto_sub, Enrichment: v4)_

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*Exported from Journalist Tool on 2026-04-13 | Item ID: fde17bf0-7ce7-448a-82d5-cc5301dd812f*
