Oh, no, not at all. That's what it sounds like to me, Tom. Not at all what I'm saying. What I'm saying is, like, I realize how important modes are. And you can't – you have to enjoy the journey. So if the modes are boring and you feel like you're just trogging through them to get to the next step, to progress to the fun thing in the game, it just – it doesn't give me that one more game type of feel. So my question, my actual question with all that lead up is, are what are some of your favorite modes? Like what are when you play pinball? What's a what's a mode that like when you started, even though it's a small step in the big, you know, the whole journey of that pinball machine, at least when you're in that that that mode, you're having fun. Like it's I'm excited to be playing this mode right now. So that's kind of just throwing it out there. I mean, I have a few thoughts, but I'm just dropping this on you. I don't know. Travis, anything? Like, are there any modes? Not necessarily a mini wizard mode, but just, like, game modes that you enjoy playing. So we were talking about this a little bit earlier. When you're talking about modes, are you talking specifically, like, the classic mode? Or are you talking about, like, any type of side feature or a multi-ball that could be put in or something like that? Well, let me say, I mean, there's a lot of games, like a lot of Dwight games. It's like ramp, ramp, shot, you're in a mode. And once you do so many modes, then you get to your mini wizard mode. So like every time you hit start, you're going to play one or two of those modes. So are there any modes like Iron Maiden has five modes that you play before you get to two minutes? Like, are there any modes that stand out to you? Because those are the things you're probably going to play the most. So, yeah, for me personally, there's several modes that I enjoy playing. But then there's several types of modes that I enjoy playing because of what the framework is for them. So, for instance, something like Icarus on Iron Maiden, right? It's very simple. It's just the ramps. That's all it is. But if you hit so many ramps, I think it's what? Once you get past 20 million points, you have your exit up that center ramp or underworld shot or whatever you want to call it. Just to hit the target. So something like that. It's so simple. yet for me personally, if I'm playing it on location, okay, whatever, if I'm playing it here at home, it's a lot of fun to try to get to like a two or three X play field multiplier and see how many ramps I can combo out and see if I can break 500 million or a billion just something just nutty Like I I enjoy stuff like that or something like um, that was my least favorite mode, my least favorite mode on Iron Maiden. Because, well, I could not hit the ramps. The ramps are hard. Yeah. And it's also, it is basic because it's just a ramps mode, right? But it depends what you want to do with it and what your goals are. with it, right? So something like Fear of the Dark, I really enjoy because you've got to hit this shot to light your spinners. Or you can hit another purple shot again to make it 2x, and then you hit this spinner. Or you can even hit both spinners and make it 4x and just see the points just go brr. Stuff like that, I thoroughly enjoy. And then you get a soul shard. Yeah, exactly. I enjoyed that mode a lot. Yeah, I like stuff like that. Any type of side quest feature that shows up, that's why I really like Godzilla. We've talked about that in the past before. Something like Jet Fighters or, you know, like the Rampage. I know a lot of people don't like that necessarily if it interrupts something, but I do like the idea of just priority modes all of a sudden coming out of nowhere or something that you can build up and go to. Yeah, yeah, stuff like that. Titanosaurus is a lot of fun when you can get different stacks. And sometimes, yeah, like that's a great example actually, Tom. Titanosaurus on its own, I'm just like, eh. you know, get some targets, whatever. But Titanosaurus with a multi-ball with trying to maybe seeing a two X Rodan lit. And you're trying to get that at the same time, like that creates the excitement because then you create these layers onto it. And it's just, yeah, it's a lot of fun. That to me, that's fun. That's what makes it like, that gets me excited. So, okay. So you guys, you guys are good enough that you can stack. I'm not, I'm not stacking anything. I just, you're good enough. So you're talking about just a specific mode, like single ball or something like that? Well, I just think there's a lot of modes out there. You've got to follow the path, Joel. Yes, but there's a lot of modes. It's like you could explain the mode. Like, oh, you're going to see a bunch of lit shots. Just hit the lit shots. I get it. But I think some modes tell a story more than others. Like, I mean, Labyrinth. Labyrinth has the bog mode where if you hit a green shot, that's it. like you got to hit everything but that and and there's some there's like a story associated with that where it's like all of a sudden i i'm not it's not only do i have the shots i hit i better not hit the other things and it's i just in and it's because you can turn on a setting that if you hit a green shot every switch hit for the rest of the game is going to be a fart sound like it's so dumb and but at the same time i loved it um even like ebora ebora in in godzilla it's just spinners but there's something about i i can ignore everything else in the game all i got to do is I got to rip each spinner. It just all of a sudden it makes me focus on something particular in the game and it feels unique compared to the rest of the game. So it's a mode that I like to play. Then how do you feel like kind of getting away from modes, but this is more or less just like a feature. How do you feel about solid state games in which you hit the first inline drop target and it lights a spinner? Something like that. Does that get you excited to play it? It's something I think what I'm realizing is anything that makes me changed my mentality of what I need to be focusing on at any particular moment. So like that spinner is valuable, but if you hit the inline target first, now all of a sudden inline drop first, now all of a sudden that, that's all that matters is that spinner. And I just, and I gotta, and I want to hit a real clean shot on it. Cause I want to, I want to rip it. And that's, you had said fear of the dark earlier. Yeah. You hit a purple shot and then it's like, okay, this is my one chance at hitting that spinner, but I want it to be clean because I want it. I want to rip that spinner. there's just modes like that that stand out and unfortunately I'm not trying to be rude with Stranger Things or Lonnie but it's like there wasn't a mode in that game that I was like oh yeah I'm excited like I got this one if I was excited it was because it was an easy mode that I could just get through quicker to get on to the next thing yeah well I think some of it too is if you're coding a game I think you're going to be it's difficult to code around certain layouts as well so if you look at something like Stranger things, it's, you know, a fan layout that has a bash toy up the middle. So a lot of your code is going to go into with that under consideration. Then you take, for instance, something like Foo Fighters, right? It allowed for them to look at, okay, what do we want to do with this captive ball up here by the UFO and just make it go around the switch? Do what is it the UFO tractor beam? What do we do with this kicker that's facing away from the player that they can't hit on their own, but it might hit it and kick back up, right? So they got, I forget what that mode is that's with or the feature that gets started with the lightning bolts and all that. I can't think of it off the top of my head. But there's stuff like that that happens, and that happens in the background, right? It's not something that you can necessarily do skillfully until it gets lit and it starts going. So I don't know. I think that that's part of it, that there's only so much that you can do with a fan layout. Because look at how Attack from Mars is or Medieval Madness. yeah you know it's very much hit the same shots over and over and over again to get to something or to do something else or have some type of feature that can start or stack together uh yes and that's i don't know i just to me i think it's a great thing that separates a good game or a great game from an exceptional game is like we've talked about before like don't ignore the first 10 minutes the first 10 minutes of a game is what people are going to be playing the vast majority of the time they're going to be playing that game. So please be creative. You know, I hope modes are fun. I hope modes are creative. I know that was something we had. Like Labyrinth, I thought some of the different modes, the Oubliette mode was really, I just thought it was a fun mode. Like hit a shot, and then you're going to hit that same shot again, but it's going to do something different. You're going to experience that game in a different way. Well, that's what I liked about Hot Wheels from American Pinball, hitting the targets up front over and over and over again, the red line, and then you could boost up future modes or whatever future battles in it. So stuff like that, the risk-reward of knowing you're trying to go for something to start something. So it's a mini multiball that's at the beginning of the game if you hit it enough. So something like that's pretty cool. I like modes that are in the middle of your journey towards something. For instance, Cherry Bomb. Oh, like a mini wizard mode. Yeah, Cherry Bomb's awesome. Cherry Bomb on Guardians. It's pretty sweet. But that's something to look forward to. Like that's a like, you don't experience it, or at least a player like myself, you don't experience it every time you play the game. But once you get there, it's exciting. And that's, yeah, Jaws, Rescue Multiball, Search Multiball. Like those are something to look forward to, to enjoy when you get there. Yeah, and a lot of it is too, it just goes into how can a coder differentiate the modes from each other, right? So you take Walking Dead, for instance, Lime and Code, which is really fun to play. I think an awesome nuance with that, and we've seen this from time to time with other pens as well, but I think a cool nuance with this particular game is whenever you finish a mode, right, you can use that same mode shot to boost up the values to other modes in the future. So something like that is pretty cool. You can, like, and they all feel different. Like the way CDC works in terms of building that up and shooting the other shots for a massive payoff at the left ramp. Much different than, say, just arena where you got to hit the right ramp, which is hard to hit. Or much different than tunnel to where you hit it once or you can hit it twice to really build up the value of the shots that go all around. So I think just a lot of it is how creative can somebody that's doing the software be with whatever the layout is. It's just like we talked about Pulp Fiction the other day, right? super simple layout yet there's some interesting things in there the fact that you can't stack everything so you have to kind of pick your lane where you want to go and how you want to attack it from there i i'm with you tom do you have any modes that uh here i'll set one on like rush rush has some really some fun modes some rush has a lot of fun all rush modes are good all rush every one of them there's there's nothing wrong with rush there's not a bad mode i will say i was so upset though when they stopped the uh the building or the infinite build whatever the records oh and my game updated on its own yeah unless you're andy bagwell and you took your card out dude he's the only one with the only one with that code i offered him my first born child for that game and he's like nope never selling it you like the old code that much that it's it's oh yeah because oh yeah because you could do the record build on it it allowed for a different way to play the game right so your records you could build up so much to where you could just make the most your score up right to just puke points and it's not like you would do this in a tournament you wouldn't do this you know anywhere else really other than just for funsies on location or in your own basement or your own game room. It was just a unique way to play the game that I just, I got to where I understood where all the modes were at and how to play it, the drum bonus, all that. But I wanted to do something different. So I was just challenging myself to see how long I could keep the ball in play, keep building it up. I wanted to get it as high as possible and then just have massive cash-ins and payoffs. And I was finding that to be a lot of fun. And then when the code switched, I told myself I was going to take my game offline and then I just completely forgot and one day I came in and I saw that it was changed and I was just like damn it I was so disappointed with myself yeah it's just little things like that but we all get joy out of games in different ways sure just like you talked about Joel what type of mode do you want to be able to play at the beginning of the game do you like games to where the mode is available as soon as you plunge something like Guardians or do you like to earn it and then start playing it. I don't mind earning it when I feel like it's earnable.