now. 2023. So that means that Barrels of Fun had started production or at least conceptualizing getting the Dune IP before or right as Labyrinth hit market, which is good. And the reason that's good is that means that Barrels of Fun was planning on making more pinball machines immediately instead of waiting to see if Labyrinth did good, which means that they must have investors, which means that they have financial security, which means that for someone who's interested in buying a pinball machine and wants their company to be around to support it, unlike other companies, American pinball, then that's good. That should be a company that you're you should want to support. And interesting. Yeah, for sure. Uh like I was actually working on Labyrinth at the time when he told me like you know like we probably going to have the Dune license. Uh would you be interested on working on that? And like being like I said like I'm French Canadian. Denny Nev is from like my my also I love his wedge shirt there in Canada. You don't know wedge heads and I was super period of em pinball machines that have a very specific shapes. Sand. Yeah. Like the first thing you think about is like you know brown and yellows and That's right. What's up man? That's the color palette you're working with. But in the movie, like he uses a lot of the oranges and see, I don't know that, but I do know dope pinball machines. You know, he plays a lot with that. So, basically, I started lasagna. Oh, no. That's a laser gun. Whoops. [Music] Uh, kind of. I mean, they're contractually obligated to release Cuphead, even though Cuphead has not seen any light of day. A lot of We'll see. What's up? What's going on, Raymond? Good to see you. And I pulled it back. We're looking at the uh 35 minute uh behind the scenes video that Cool Toy put out about Dune and they go through everything. They talk about the They talk about the shots, they talk about the rule set, they talk about the artwork, they talk about everything. Speaking of new shirts that I could own, where's the Oh, man. Where's my flipper room shirt? I got a dope ass flipper room shirt. I'm totally going to wear it on stream next. Anyways, oh, you'll have to wait till then. God damn it, Sid. The camera likes you better. Cover your face. I'm streaming. There we go. Okay. They say like sands gets everywhere, you know? So like I was trying places where like like it was coming in over the playfield playfield under it and then the sand is starting to, you know, take more and more space. And uh it's evident in the the inserts. You've got spots where Oh, awesome. That actually covers your insert cuz it was uh this is kind of neat. So, uh for all the people that are hating on the artwork for being brown, he talks a lot about like it's a sand planet for one. Uh what did you want it to be? Neon pink and purple and blue. There's a game for that. It's Kong. However, in this particular one, he's talking about like all the ball paths. Remember how I talked about uh whatever yesterday or the day before about one of the reasons that I really liked the playfield design on this game is that it's very like UI implied, right? And you can see here that there's like ball path lanes that kind of imply trajectories. You know, this here is the Haronan harvester destruction. And not only does it come out of the pipe pop bumper, which is where all the sand starts, it then travels up into the sandworm into the shot that you need to hit. So, there's a lot of implied like what you should be doing in the playfield artwork, which is a pretty good fundamental UI thing. Um, but it goes more than that. Like he does a lot of details and they're talking right now about the sand over the targets, you know, making it look like the ball path has been running there and that the sand from the mountains in the back are kind of like dripping down into the kind of blue color playfield. It's a good detail. This is somebody who took care. They didn't just make it brown cuz they were lazy and didn't know what they were doing. Like this is a smart planned layout. Also ball pitting right here in in before people start [ __ ] claiming that pinball machines should be able to prevent ball pitting. It just happens. Get over it. And in over the playfield like basically there's a playfield under it and then the sand is starting to, you know, take more and more space. And uh it's evident in the the inserts. You've got spots where you have artwork that actually covers your insert. Yeah. I was like cuz it was thumpers like so I'm like let's take those thumpers and like put them in the sand you know. So uh isn't it cute the way he says? So that was fun for that like like coming down in front of certain inserts to uh dropping off. You say it wrong. Yeah. All right. Here we go. We can see what the four wizard modes are going to be. You're looking at battle of araken. You're looking at the fall of siege tur liberate arachus and voice from the outer world. Pretty neat. Yeah. We're also looking at it from so far away. I mean, look, you can even see there's a little one of that little uh the little dust rat or whatever mouse from uh from the second film, first film. I don't know. Yeah, like I tried to play with it like it's uh and I I wanted to make sure too that we saw the the ball path. There's a lot of games that have the wizard mode listed on the playfield. Joe, come on. You know that over it. That's correct. Those are the many wizard modes and then when you beat all four. So, Joe, if you missed it here, let me reel back real quick. Uh, so the way that this works for their wizard modes is you you collect dune letters like you collect orbs in labyrinth. So by completing certain objectives you are awarded a dune letter and when you spell dune it gives you one of it it gives you one of the wizard modes and these are progressive wizard modes they said. So I'm guessing you start with battle of and then go on to the fall of siege to I mean these are kind of uh in in uh order from the film story line. So, Spell Dune, do a mini wizard mode. Spell Dune, do a mini wizard mode. So, that's how that works again. Oops, I'm clicking on OBS. No wonder it's not making the thing go. Yeah, like I I tried to play with it like it's uh and I I wanted to make sure too that we saw the the ball path uh and use them, you know, bringing sound over it, but also using like the the ball path like like the ball just passed by and it's dragging the sound. I really like that you can get into that shot here. So, look look at this this shot just behind the scoop here. You can you can go into the scoop. You can knock into the scoop through this two-way gate here. You could lift your flipper up to go into it by this way. There's just and they'll talk about it later where they use magnets and uh uh whatever post stops on ramps and stuff to control the like direction of the ball. Like this is definitely a game like you know how Labyrinth looked like pretty simple initially with its playfield layout but the more that you shot the shots the more it kind of like was like oh wow this [ __ ] can really go around in different ways you know ramps lifted up underneath you could fall in behind things it would divert stuff so it wouldn't go down there was a captive ball on the left side like there was just a lot of like oh interesting ball motion and I and I think that's what's going to be different about this game than Kong where Kong is like the layout is very obviously there it's fast it's flowy it's whereas this one has a lot of like more surprise motion between shots that you get to give the player, you know, visual cues of where to aim and shoot. Yeah. Kind of the direction. I don't think the day one code's going to be good on this based on the fact that they're still waiting for approved assets from uh the path. There's like audio a dune like terrain kind of topography I think like you call that. It's a lot of fun. I tried to break it out to like in the middle if he says turquoise and I miss it. We got to rewind. Shout out to Turquoise. And it's like a different like view to to the rest of the the playfield. Yeah, that's that's how I understand that too. Person's eyes upwards because we got this kind of like downward perspective starting. Sure. Yeah, that's great. And I brought like when I was working on the plastics and the stuff that goes around it like I wanted to make sure that like I had some graphic elements too in there. Um stuff that they used to like I didn't know they didn't have auto updates based myself like off what they had. So like bringing some line work and uh like like the the apron is basically based on the the mural that's in the movie at some point. Paul like walks in front of it. So, um, so that's neat. I don't know if you heard that, but uh, so the apron here is based on the, uh, mural that's whatever. Cowdor. I can't remember what the name of their home planet is. Someone can probably see our stars. Yeah, I really have to push. Fact check me on that one. I guarantee someone will. Like, I don't do characters like that as much. I can't stand this back. Push the like I cannot stand it. The the finish of it. What's up, goons? like the rendering. There's a lot more rendering than I usually do. I left it a bit looser on the the clothing just cuz like it's a bit less important to like make it really uh Yeah, this it's just not it's just not good. It's not his fault. Like you can tell clearly that the studio was just like, "Okay, all the characters need to be represented on here and it needs to look like the movie poster." Like you can like kind of hear the the conversation that they probably had with the studio and they were and they were like, "Sure. Yeah, if you want to have a movie poster on your game, it's not it's not that bad, but I don't want a movie poster on my pinball machine. If I get a movie poster, I want it on the wall. Um, so looks cool. Yeah, Sunday does look cool. So does uh Paul's mom, which is the Benny Jessro over here. Yeah. Um, it's funny that they put Baron Haronean in the back over there. So like apparently the story on the pinball machine is that you play as the Fman and you're trying to fight the Haronan. You would think that there would be more Haronin and Fman in action on the back on the back glass, but I wanted it to be uh as close as possible. Obviously, it looks like a sticker. So, like some photo. There's an alternate back glass coming out. And like I showed earlier in the stream, uh they showed the labyrinth one which had, you know, a bunch of Jim Jim Hansen Muppets on it which is way cooler. And then you've got a lot of Right. Yeah. That would have made more sense to me, but we'll see what the alt back is. That's not in production for now. whole machine. They say it's coming with one side. It's kind of like the the night time and on the other side is a bit more of the daytime. Heck no. So, I kept that through all through the the game. Uh like even the art blades are like, you know, different on each side uh to represent the night and day. Same thing cuz whenever you add the spinners to like you see the lighting, it plays with the artwork that's in there too and like really uh like helps the the the player like realizing that they're going through like cycles like that. Hi, I'm Phil Grimmaldi. This is the other coder at Barrels of Fun. Coming up with uh the rules for a game designer for IP as deep as Dune has a lot of challenges. I mean, there's a reason why just adapting this to film is a big challenge. So, trying to be true to the vision of the the Dune films. And so, I just other than this dumb highlight that's there, this looks awesome. Like, this pinball machine has so much depth to it. Like, for example, I remember the first time I had cuz when I got back into pinball, I hadn't played Godzilla. Like I it just it I have been out of it for many years before being like, "Yo, it's time to be a streamer and do a whole pinball thing." I remember going up to the pro version of Godzilla at in Vegas at the Pinball Museum and going up to it and it's just like it's flat. It's just flat, two-dimensional. Like everything in a lot of the Stern games really is flat and then they try to like imitate that it's not by having layers of things. This feels like multi-dimensional in a way that I don't think a lot of games are. And obviously, so much of that has to do with the giant [ __ ] 3D sculpted mountain in the background. But, you know, their their ramps are really all over the place. It doesn't feel cheap. And stop hating on the artwork. Like, this is not very brown and orange. Like, there is so much deliberate color on here. So, picking. What's up, CNK? How's it going? Right. Bye. Bye. Bye. I'm doing it. Uh, I've already have actually I've already purchased both. I fully paid for both my uh both Dune and uh uh King Kong. Anyways, so I have an art degree. That means nothing. But I am going to use a little bit of what color theory classes taught us in terms of design, right? So you can tell here that they picked three primary tone palettes and that was going to be the design for the entire game. And those are the teal, the kind of orangey red, and the brown. So that is the accent deliberate color that they picked for the entire game. And that's smart to not overload like King Kong which has Yeah. Well, you are on a pinball podcast. So which which one of us is really the nerd? Both. Uh I have a neck brace on. I'm [ __ ] I'm a pinball clown talking about Dune the pinball machine. Like anyways, so you have you have a threecolor palette to keep it from overloading from color overload and also to use that color information to tell information on the playfield. Uh which is great. You can tell they used red inserts to stand out but still be inside of a of a complimentary colors of this world, right? So the complimentary color to to blue is red. So that this is a way of having accents that are on the playfield that work in the color palette but also stand out and it's it's smart and and all of the people that are hating on this machine for being bad artwork is they're just wrong. I'm sorry. Making sure that we're able to capture the essence. You can have your opinion and not like it, but to say that it is bad artwork is is objectively incorrect. I think we've done an excellent job of doing that. We've translated that vision, put it into the game and made it a really compelling gameplay experience. There's a lot of just amazing moments in here that kind of like pinball first. Like it really captures a lot of the, you know, these moments where oh my gosh, did that just happen? And that kind of magic that only pinball can provide. And it only I don't know if this is intentional too, but the design and the the characterization of these uh of the characters on the front here feels very much like pin uh Dune 2000 or uh like early '90s the VGA adventure game. And you can tell cuz they have this like skuorphic like art style for the buttons. like skumorphic is like this like fake pseudo threedimensional uh kind of like highlighting drop shadow stuff, but it looks very like uh yeah, it looks like a '90s VGA adventure game. And I mean that in the most like complimentary of ways. I like it better than the dumb shamomite on my on my glass dingdong Timothy Shulamu Shamalot. So much packed into here. There's I really [ __ ] look. It's a big old channel. We did our best to uh honor everything that's in here. We're all like huge Dune fans. I'm a huge Dune nerd. So, this is such a dream come true for me to be able to do this. And uh and gosh, just the end result as you're seeing is stunning. That's another Speaking of branding, son of a [ __ ] this is another one of my favorite comments that that a lot of the pinball haters have been making up there. They're like, "Why did they pick Dune?" You know why they pick Dune? Cuz they like Dune. He just said it. I'm a huge Dune fan. It's not like they were like, "Hey, you know what shitty theme we should pick that no one will buy? Dune." Like, no. Obviously, they picked a theme that they wanted to make. So, if you need to, if you're a pinball person and you're like, I can't believe they picked Dune. Why? The answer is cuz they wanted to. [Music] So proud to be part of this team. So let's talk about the pinball moments that you alluded to. So you got a couple of first in here for sure. Obviously you can't have Dune without a sandworm. Swizzle a go on Facebook. The Facebook army of haters is a team Kong for sure. Uh it can do so many different things. So there's basically uh it can do it has a magnet in center. It can grab the ball. That's you know one common in pinball. But it can grab the ball. can rise up out of the playfield. It can drop it. I'm actually excited for Cuphead. I just Wow, that's wild. You know, American pinball can't make a good pinball machine. Various different stages. So, it can eat it when it's down. So, it can just grab the ball, eat it. It can rise up and eat it, like kind of envelop the ball as it's going. It can rise up then eat it. Um, so there's all sorts of different kind of ways that we can capture certain moments uh in the Okay, first off, Swizzle, let's address that. the video that the three guys did at Stern. First off, those aren't just three guys. That's Jamie Bersell, who's a super sweetheart. He's such a nice guy. Okay, that's Retro Ralph, who is a fairly new to pinball and absolutely loves it. And the third guy is Kale the C from Electric Bat, who runs probably one of the best pinball locations you could possibly go to. And don't be mean to them because they gave me a shout out on that stream and I super appreciate it. So, you shut your hor mouth, Swizzlefish. You shut your hor mouth. rules or film that we're trying to emphasize. And it can also turn into a bash toy as well. So, we can capture a ball, hold it on there. I mean, to be fair, they're there to to sell Kong for Stern. They weren't invited to Stern to go [ __ ] all over the game, you know. So, which I would I would trust them to give an honest opinion. Deceptively simple and hidden mechanism that comes out of the playfield, does all sorts of different cool things. Cuz your top down view, we're just looking at it. It's like, okay, it's it's a it's a magnet with a core. Yes. And I know. Oh, okay. I can imagine. Digitally incorrect. One, welcome to the stream. I've never seen you before. Thank you so much for hopping on. And to your point, I completely agree. You know, one thing that people haven't said at all, everyone's making fun of Stern like, "Hey, make a make a thing that's not a movie." Like, they didn't do King Kong the movie. They did King Kong. So, there's your non movie IP. And and of course, like, people are hating on it. uh mostly because of some strong decisions that they made in terms of the art design and packaging and whatnot. But uh you know, yes, King Kong is a movie, but the King Kong pinball machine is not a King Kong movie pinball. So there you go. You kind of got somewhere in the middle of like a movie and original IP from Stern. Same thing with D and D. Like that's not based off the movie. It is, you know, DN D. By the way, Hired Goons has already said that he's going to come back on the stream and he knows basically everything about King Kong. So, uh, expect expect Hired Goons, whether he wants to or not, to be on stream playing uh, maybe King Kong depending on how long it takes or maybe some other game talking about King Kong cuz you know where King Kong exists, the land of Mordor. ine a lot of new people who maybe not familiar with this game play this for the first time and will be extremely shocked and surprised when some of this stuff uh goons that has everything to do with the fact that they're uh making a homage to the 1990 Data East King Kong game that never came out that uh those moments where you're just like holy crap that ball just did that thing or the game just did that. So we got what's big man assets from both movies. How do you roadmap that when it comes to, you know, coming up with rules, coming up with modes, what what to leave out, what to cut in, how do we do this without overloading, you know, a player's senses, right? And if you're familiar with the films, it's a very political and there's a lot of like strategy and politics and abstract things that are in this which makes Dune such like a a great story and compelling movie. You can't do all that in a game. And it's pinball. Okay, so this is exactly this is exactly what I said yesterday. Remember when I was like people are like complaining because they don't like Dune the Movie? The pinball machine isn't Dune the Movie. The back glass, the modes are going to have these action sequences of special effects from it and loosely glue a a story line together. It's not going to be Timothy Shalomé talking for [ __ ] two hours for one quarter of the first film, you know, to his mom. It it's it's just not. So people that are concerned that the game is going to be like boring because they don't like Dune. It's just like dude, you're not watching the movie. You're watching the highlights of special effects in an interactive physic place physics playfield. And and to that's exactly his point here. What's up fight zombie? What's going on? Welcome back. You can't there's you can't do nuance in a pinball machine. So what you need to do is distill it down to what are the things that are tractable? what what are short objectives that a player can do in the game and like what's going to be a repeatable thing. So like if you put a a mechan mech in a game, you put all this stuff into or like all this engineering into a particular me mechanism, you don't want it to be a one-trick pony that does one thing. It can't just be one scene. What's something that you can do over and over again? And in this game, you're playing from the perspective of the Fman. So you are fighting against the hearkinin, you know, and Lisan ag comes, the messiah comes at this point, but you're fighting against the uh the hearkinin. And one of the the main objectives in the in the game is feeding all of their harvesting uh their spice production. So we have another amazing mechanism in the rear left corner of the game representing the Hearkinin harvester. Yeah. So this thing's really cool. So, uh, you can smash this guy with the, uh, butthole ramp, which let's see if we can get there. So, if you making this shot up here, this ramp kind of angles up at the Haronan, uh, harvester, and I think you can launch into it, hit it. It's They talk about it being a bash toy, and then the like internal uh, door of it kind of like explodes open and close. So, pretty neat that they hide. And then there's an explosion that happens in the back corner. Now that I've seen this in Kong, what are my thoughts on the layouts versus this vers versus that? So, I mentioned this a little bit. By the way, what's going on proxy? Thanks for jumping on. So, I think that what's great about this game and what's great about Kong and what's probably going to be great about Harry Potter based on Jersey Jack's layout stuff is that each one of these explores a different idea. Kong is about fast-paced, heavy flow chaining shots in a most kind of unique transfer of playfield action. And what I mean by that is like you've got your mini flipper in the upper left of Kong that you can shoot kind of behind a ramp and it loops up and around and feeds to the right flipper which then you can immediately if you time it right hit up the biplane ramp which then will spin it around and feed it back to the other flipper and you can go back and forth with that. If you fail that on the left, it immediately feeds down to the left flipper which you can see in the video they're hitting the spinner in the middle which puts it back up to that left flipper which then you could start doing the transfer again. So the game is fast. um hitting the right loop, sends it up into Kong's like fist punch, hammers it back at you. So, you know, in a very Elwin style like that playfield is about flow and about fast [ __ ] To me, Barrels is going the different direction. It's where I wanted Dn D to go and it didn't. And it's more where Labyrinth went, which is you have a play field which looks at least at face value familiar. has a little bit of like kind of I don't know maybe like white water people have been saying but the shots seem like they're there and then as you start making the shots how the ball interacts and returns on them is just different than what you expect. Sometimes it will loop around but like look on a Stern game you see a left orbit you hit the left orbit it comes back around the right in general right not every stern game but just in general that's the expected behavior from it. Barrels loves to [ __ ] with you. You press, you shoot the left, you shoot the left orbit, and there's a magnet that grabs it, drops it down one way or there's a diverter that sends it up a different way. They talk about a magnet feeding it. You can go into that seat on the right there and it can come out like three or four different ways. So, I think that the barrels game is going to feel more like an an adventure, for lack of a shitty buzzword. It's going to be more of an exploratory pinball, but it also still has enough space in the lower third to actually have regular pinball mechanics. You know, my complaint with D and D is the dragon target was so close up front that, you know, they were saying like, "Oh, it's no problem hitting. It's not going to center drain immediately." It totally center drains and it totally out like outlane drains constantly. So, I think there's a lot of more interesting exploration in Dune. I think that Kong is going to be flowy as crazy [ __ ] and in the best possible way. And we don't know about Harry Potter. I'm gonna guess it's going to be incredibly overdesigned. I guess I'm guessing like it's gonna be Wizard of Oz 2.0 you know, because, you know, they threw the kitchen sink in, half the [ __ ] didn't work. Like, I think it's going to be overdesigned and people are either going to love it or they're going to hate it. But that is speculation, but that's that's my opinion on on what I think that these two play fields kind of offer. What's something that you can do over and over again? And oh, it's of course it is Jersey Jack loves RGB. RGB Jack in the house comes the messiah comes at this point but you're fighting against the uh the hearkinin and one of the the main objectives in the in the game is a pretty good example disrupting production. So we have another amazing mechanism in the rear left corner of the game representing the hearkinin harj so you'll be defeating these harvesters as you go to try and disrupt spice production. this is going to get, you know, more and more difficult. So, uh I don't think they show it here, uh but in uh the other promo video for it, there is footage of it. Like when you bash I'm moving my mouse on the wrong screen. When you bash the uh Haronin Harvester here, the L LCD screen here when you defeat it has an explosion that shoots out like you are destroying it in sync with it like shattering. Super cool stuff. Ah, you found the mural. Awesome. Let's pull that up. There you go. Cool. Oh, neat. You love to see it. Sorry, that's not centered. I just can't do anything about it. And uh and I don't care. Anyways, that's a cool ass mural and that's really neat. Good find double flip. As you go to try and spice production, this is going to get, you know, more and more difficult as you go on. Obviously, the first harvesters is cool. I mean, it looks a little bit like a stock, you know, render. Awesome. You know, they rendered it in with the ball as you destroy these. does the whatever explosion physics simulation have this kind of collapsing inner collapsing action to it when you hit it but we're making I completely agree back behind it having explosions come out and this gives you way more kind of immersion into what who doesn't want like a big old wormy dong on their pinball machine like come on look you get two dongs one pinball machine here this one comes up and then this one and then look there's a bunch of holes to use like This pinball machine's got a lot going on. So like this is like medieval madness 2.0 kind of that that moment when you defeat the castle castle. This is like that you defeat the harvester and you get this big explosion and you want to do it again. And that's how we can take a very complicated story and structure, but we can build pinball rules around it where you have this repeatable objective. It's, you know, it's fun to do. You want to do it again. It gets harder and harder as you go and it and it's uh yeah, it's compelling. I'm Eric Priky. I'm the program. Uh we'll get we'll get back to Eric real quick, but something I did I talked over this too much in the beginning. Where were we? 204. Remind me of that. 204. Okay. So, when you ride the worm here, uh one of the modes that they talk about in the beginning is that you it lights two different shots, left and right. And on the back glass here, it tells you I'm [ __ ] moving my mouse on the wrong side. There we go. uh you ride the worm and then it lights two shots and it tells you you got to turn it like left or right to turn the worm and you need to make the corresponding shot to like pull the worm in the direction that you want in order to successfully ride it. So, I you know, I think that's a neat way of expanding the mode and having it feel like you're, you know, whatever, experiencing. I That's a really important part of modes, especially when they're based on IPS. You want the experience to feel like you're remembering that part of the film. Even though this film's so long that nobody remembers it because I can't remember past 15 hours of film footage, and after experiencing 15 hours of Dune, I just am a little burned out. But I do love the the universe and the world world building. I don't know proxy and I'm glad that I mean Labyrinth had similar scoring range like if you think of uh the scoring kind of like pattern that that they have set stern is about a billion right like a billion is a good score on games that were released from like you know 2015 to 2025 the last 10 years or so with Stern uh Labyrinth had a similar thing where it seemed like a couple hundred mil is uh Raymond are you still here? Raymond will know what a good score is on Labyrinth since he probably has every grand champion at Ace Goi. But if you are still here or if somebody does know a lot about Labyrinth because I've only played it like I don't know 15 20 times. Not enough to say like I know what a good score is on it. But I would imagine that their scoring range is going to be in the same vicinity. Do all that in a game, right? See, look, I do have a little bit of a memory. California hasn't burned out. Distill it down to have this repeatable objective. It's, you know, it's fun to do. you want to do it again. It gets harder and harder as you go and it and it's uh yeah, it's compelling. I'm Eric Priky. I'm the programmer for Doom. A lot of complicated uh stuff to have to juggle in this game with the various sections. Uh so this is the sequence that I was talking about where I was like, there's no light show. Um I actually glad that I'm re-watching it with you. By the way, I took off my dumb clown collar cuz I can't take it anymore. A [ __ ] ads. Anyways, uh you'll notice that there's not a lot of light interaction modes when the balls hit stuff. Thank you, Brass. I appreciate you stopping by. By the way, everybody, go check out Brass Le's channel. If you want to do some uh virtual pinball or pinball effects challenges, he hosts them along with Skullbot. Uh yeah, go check it out. Don't be lame. Get in there. Can do more than one thing. So, you know, here like he's hitting loop shots. He hit a ramp and not a single thing happened. Look at this. Right. More than one thing. The lift ramp and diverter and he made the ramp shot. Not a single light went off. So, this game is not done. This game is not close to being done. Uh, and this footage is right from the press event that happened 4 days ago. When was it? Very recently. Um, so there there's a lot to juggle, but it's also a lot of opportunity to do a lot of really cool things. Exactly. And with those opportunities, we have, you know, certain things. We've got also they have drop targets. That's awesome. Drop targets are great. Keith loves drop targets. I love drop targets. If you don't like drop targets, why are you in pinball? Cuz drop targets are way cooler than any kind of stand up. Shut up, D. No one gives a [ __ ] RGB. You're gone, dude. You're gone. Look at this. You're Look, watch. You're going to get Look at what you're getting with every single LED. You should have been more complete for the end of the battle. This whole rail lights up blue like the laser beam from the the movie. And then there's a little bit of glow along the rail when it blows up to go along with all the other screen and other LEDs inside the toy. And like you said, it's the little details like a small section of the light killer. It's not a genius. What are your ballets, man? What are your three valleys with drop target mode when you're in the thopter? There's a constant forward. Okay, so this is really cool. Uh I'll go back to full screen in a second, but right now this is uh they're talking about this mode is they're stuck in the helicopter. I believe he calls it a helicopter and now I'm doing He's stuck in an ornithopter and uh yeah, he's sitting on the back of this. This is the only time I ever want to see Timothy Chalamé in the goddamn uh on the LCD screen. They're trying to escape the Ornithter and they're traveling at night. So, look at the effect. The lights is killer. It's not just a blinking rail. Yeah. And the you got your light show going on. You've got your trim on it. Like this looks so much more exciting. And I think barrels really shot themselves in the foot by not having more of this light presentation ready for the press event because everybody saw Dune and they were like, "Wow, this looks really interesting. Like the playfield's really cool, but it doesn't seem like it's that flowy and that exciting." And so much of that is carried on with the [ __ ] light show and the sound. Whereas what did Kong have a ton of? Kong had their music set. The sound effects are big and they had a ton of light show. When we did the breakdown of the Kong thing, I specifically pointed out like they were hitting shots like it kept um a good example, there's a plunger uh moment where you need to like use the plunger as a skill shot to hit the spider target on Kong. And it's we got 30 seconds of ass. I'm sorry the commercials are running. I feel bad for anybody who's not a subscriber. I am willing to stop the goddamn stream in its [ __ ] right now and hold on until this dumb 30 seconds is over so nobody misses anything. We're going to listen to ass. Here we go. It's ass