All right, let's get started then. Oh, you did the rules for this, right? Yeah, I'm Bowen Kerins. I was the rules designer on Final Resistance for Multimorphic. This is the most recent P3 module. It is available now to purchase or to play. And a big thanks to the folks from Glimmerholds who have this set up in their room, along with a number of other amazing games. And they loaned it to us to show it to you here. And I'm going to play it, but also talk through what we did in this game and why, and really anything else you have questions about, I'm way open to whatever you want to know. Okay, and you'll be hearing a lot of buzz about Glimmerhole, so check out their room. The actual place should be open pretty soon. So take it away. Okay, let's go. All right. Sure, so this is Final Resistance, and the designer of the game is Scott Danesi, who previously made Total Nuclear Annihilation and Rick and Morty. And so we thought of this game as being a spiritual successor to Total Nuclear Annihilation, which is known for being a punishing game, plays a lot like an early 80s machine or mid-80s machine, rules are relatively simple, there are lights on the playfield to tell you when you've got playfield multiplier, but it always corresponds to how many balls there are. There are things to do in that game, like destroy the nine reactors. And we imagined taking the nine reactors that you do in Annihilation and bringing them into nine different little battles that you'd have to win to defeat the aliens in Final Resistance. So Scott, from the beginning, had this vision of the giant alien ship that takes up, like, you see from the top camera, it takes up a significant chunk of the play field. And there are three major shots that are all kind of underneath that ship and represent you attacking the ship by making shots at it. And it's an aggressive ship. It actually fights back at you in a couple of ways. And there are parts of the play field that are relatively safe and other parts of the play field that are relatively unsafe. but then of course you want the parts that are unsafe to be worth more points than the parts that are safe. You also want to mix it up and we also want to take advantage of some of the things that the P3 platform can do that no one else can do. So I don't know, I'd rather play the game than to blah blah you for too many minutes, but if anybody has an immediate question they want to throw Go out, go for it. You can see him play TNA from a couple of shows ago on our YouTube channel. Oh. Yeah, Annihilation is... Total Nuclear Annihilation is basically the game that got me into working on pinball. That game by Scott is basically homebrew, turned into a production machine of 550 plus, and I contacted Scott and then Spooky Pinball saying, this game's amazing, let's work together and try to promote the game or do something. Secretly it was my hope to just get one for free or something. And they're like, actually, we need someone to help us work the rules on our games. And so I was also the rules designer on Alice Cooper's Nightmare Castle, and then Rick and Morty, along with Scott. So it was really pretty dreamy to be able to work with Scott on a project, from start to finish. And now here we are doing it again. doing it with final resistance. Alright, let's try starting this up. Scott is also the sound and music designer, so any sound that you hear from the game is Scott designed, Scott approved, Scott-tastic. The main objective of the game is to battle the aliens, and there are nine battles listed in the middle, and it'll say right in the middle, prepare for wave one. Skill shot is any orange shot, the ramp, the spinner. So that is not a skill shot. See if I can get up there for that skill shot. Nope. Also you can see right there in the middle the ball save timer is the same as it is in Annihilation. So one of the things we try to do with the P3, and this was one of Scott's big ideas, is do not mess with the play field. Make a play field. So that's a screen, but those are lamps, and we have lamp effects on them, and they will light up the same way they would light up if we were playing F-14 Tomcat, for example. So the left ramp and the right ramp each have three purple lights on them that lead to something. There are white lights that lead to power-ups, and we'll discuss that. But you can do a lot of things during battle, but after a certain amount of time, the wave is ready for you. And then the blue lights that say battle will light on either orbit to start the fight. There's also an icon in the middle of the red there that, once you play the game enough, you'll actually know what battle is coming by being able to identify the icons that are associated with each battle. So if we just shoot an orbiter here, we'll start the battle. Or we could just flail and miss instead. You know, that works too. Here we go. So this is going to be ground control. And in ground control, there are green, red, and yellow lights that indicate where you are fighting the aliens. And your goal is to push the aliens all the way to the right by making shots. And the worse you do, the more they gain ground on you. Shooting the green shot gives you the most. Come back. and then as you progress you can move the sort of move the bar on that and if you go all the way to the left like I did you fail and you lose so the more shots you make the further that ground goes but they the aliens start to slowly gain ground on you and if they get all the way to the left they make it basically any any shot that's in their color will advance you any shots in your color will also advance you but not as much if you hit right where the battle front is the green shot you'll gain the most ground at that time but I did not do very well that sorry let's try make a skill shot here I have a pretty juicy spinner the spinner will go up to a number is just 73 and then it will start counting down after you haven't made it for a while pretty quickly if you continue to make it Cool is to get that number up to 99 and you get it up to 99 you get super spinner And during super spinner you get 9900 per spin and whatever the number is 100 times that number is worth the spin until it counts all the way back down to zero So I swear I can play better than this There is also a multiball and the main multiball is achieved by shooting the ship shields on the right side. And then you shoot the ship shields on the left and the right sides of the shields together. Open it up. And then you drain. So yeah that was good. I haven't played this game in about five months so I'm not good at it. I'll swear I'll get better. Alright so let's look at the multiball. so you shoot the shield once you've shot the shield enough it will open up missed it there and we have the physical lamp for the lock and putting the ball in the lock I noticed the position of the lock looks familiar. And the way you can lock the ball with either flipper is also familiar. Not only that, there will be familiarity in the rules for that. So if you play Nuclear Annihilation, the multiball basically works the same way as Nuclear Annihilation multiball works. You'll get a playfield X for how many balls are in play, and the lamps for 2x, 3x, 4x are there. And they'll come on. get a fourth ball in play you can add a ball but it's a different tactic to add a ball than it is on an ILA so we get to that I'll help you out with that let's start battle again this is traps so this one uses the p3 scoops and it fires one ball into play and it's going to be ten seconds if I can't get rid of this ball in 10 seconds. I did it. That moves me on to level 2. Two balls now. Two X playfields. If any ball drains, it's over. Got it. Level 3. Three X playfields. Three balls now. Now it's back down to one X playfield because there's only one ball. So you're just basically trying to get the balls into the scoops. 3, 2, 1. Oh shit! Wait, what's this? 5 balls! 3, 2, 1. Oh my god. Ah! 7 balls! 6 balls! Five balls! Oh, one ball drain and it's over! And basically after it's over, we give you a little bit of time to clear it out, but... So... The risk... The risk-reward there is really interesting because you want the most points, you gotta not do the thing. You gotta wait for it to spit more balls at you. And whatever level you're on, level one, two, or three, it's gonna spit that many more balls at you each time you run out the ten seconds. and as soon as you drain even one ball, scoring is over, the mode is over, and actually if you drain while you haven't even finished level one, you lose your turn because you lost the ball that was in play. Oop, sorry. I have an issue with some switch on the playfield earlier, so I don't know what that was. Three, two, one, ready for battle. Alright, let's talk about what else happened when I won that. You might have trouble seeing it, but on the display, there is, right below the wave, there is an area that says power-ups. And I have a shotgun. I won that shotgun by winning the battle. Every time you win a battle, you earn a power-up. You can also generally earn power-ups through Mystery Awards. And I can use the secondary buttons to select which power-up I intend to use. You can add up to four different power-ups at a time. And the one on the right is always called Hack, and you complete hacks through the lanes. So one of the other things I wanted to do with this game, because it's a Scott game, is that Scott always has a unique completion of the lanes that do something different. There was the lane save in Children's Annihilation, then there was the slam save for the pop bumper in Rick and Morty, and so this game has the hack. And the hack allows you to open the shield on demand. So if you can complete all four lanes, you can activate a hack as a power up and just open that shield and light the lock whenever you want. If it happens that you push this and it's already open, then tough luck, you blew it. lose your hack and the lock is already open so the hack failed and the game will tell you whether the hack was successful or failed. But I have a shotgun here and I'm going to use the shotgun at the beginning of the next battle so let's try that. This battle, I think this is Firefight which is pretty much the traditional three shots the lid kind of there's nothing too remarkable about this mode compared to some of the others look so goody give me the ball but if I activate the shotgun come I just got credit for that if I hit a shot it's gonna give me credit for the shots that surround the target that I hit so it would have given me the lock if there was one and in the firefight you're just trying to make as many of these as you can and there are two health bars on the screen the resistance health and the enemy health because I've been blah blah blahing to you the resistance health is basically dead yeah yeah yeah yeah the other way you can acquire power-ups is there white shots around the playfield when you're not in a battle you make all the white shots then the power-up is lit at the scoop so they're mystery awards as well but let's see if we can get a power-up off of the scoop here? Oh, it's a simplify. Anybody, there's a game show called the cube. Is it the cube? Who said the cube? Congratulations. Yeah, so the cube has this thing called simplify, and it basically makes something about 20% easier. You don't know exactly how it's going to be made easier. You just know it'll be about 20% easier than it used to be. So I activate the simplify, A bunch of stuff is going to happen that's in my favor. So let's just do that during regular play. What should we do in battle? Ah, let's just do it now. Simplify. Simplify. So it just gave me a bunch of progress towards the preemptive strike, which we haven't talked about yet. But when I make three left ramps and three right ramps, the next battle will begin with me at a significant advantage because I'm the one choosing when to start. I'm no longer on the timer anymore. The timer will abort and it'll just be lit for me to strike instead of for the aliens to come after me. The other thing we've also lit here is Lock and Load, which you get by completing the targets. And Lock and Load is the stage ball that will just sit there. And the Lock and Load ball can be activated in two places. It can be brought out during a battle, or it can be brought out during multiball. You can't bring out the Lock and Load ball during regular play, so if I just shoot it right now and nothing will happen. But once I start a battle, and this battle will be a beam wave. I like this one. In the beam wave, there's four shots, and a giant beam is about to kick my ass. Well, I got kicked ass anyway, sorry. That's my favorite one. Why? No. We'll play Beanwave again at some point, hopefully. Alright, but let's go. I've got two hacks, so you can use the secondary buttons to control the hacks. That's the only use of a secondary button in this game. There are no side flippers. There are no other crazy things that P3 sometimes does. Sorry. and I can activate any of the power-ups by this. I like to think of it like Monster Bash a little bit, except you have the selection of what you want to do, not just some things that are special to each type of monster. So you can have three different major power-ups and a hack available to you at any time, depending on how you're playing. But the hack is legit. The hack is just... Here's my ball. Alright, lock-lit. It is now. And throw it in there. Ball three! Uh-oh. Lamp effect. Not play field effect. Lamp effect. What? Give me the balls! Oh, jeez! Ah, that was fast. That was fast. Damn it, Scott. So fast. I gotta be so fast Scott Okay, so what so here my priority to shoot the white shot to light the power up Power up. Lower the shield by using a hack. Lock a ball. And then drain. The difference between intermediate play and advanced play in this game is these options are pretty much always available to you. When do you want to use your power? When do you want to use your hacks? when do you want to go for more power-ups during the prep phase, rather than just kind of play it safe and relax and wait for the battle to come to you. And the most points happen when you win battles, and also when you win battles under playfield multiplier, by bringing out the reinforcement ball and starting regular multiball during a battle. So some of those are the same things that would have happened in TNA, where if you're going to destroy reactors, you're probably best off destroying reactors while you're playing at 2x or 3x playfields during multiball. So in some ways, whenever we were faced with decisions like that, we're like, what would we do in TNA? And let's do the same kind of thing here. Let me see what questions you have first. Is there any colors that always represent the same thing from a player's point of view, like the good color or the bad color in the console modes? Yeah, so the question about the colors in the game, and yes, we pay as much attention to the colors in this game as we would in a traditional pinball machine So for example for power all the lights to light a power are white and then the power shot itself is white The shot-stirring modes most typically are green for good, red for bad, but there are some different colors here and there depending on what the battle is. And the green for lock is associated with the multiball. light blue for battle being lit any lock is green just kind of the right color to do that purple we associate with the ramp combos and I'll try to think about other colors, other questions before we play again? yeah Sure, so the question is, is there any coding that involves a ball rolling over the screen? The answer is yes, but maybe not in a way that might surprise you. Basically these letters that are hacked, they don't exist. There's nothing there, there's a screen there. So the game knows where the ball is at all times, so when you roll over one of these letters, it gives you the letter, but it feels exactly like it would feel on a traditional pinball machine with leaf switches there. The same is true for these targets on the left and the right, the lock and load targets. These actual green lights here, they're great, but they don't do anything. The P3 is capable of understanding where the ball is, and it knows, okay, I hit this L target because the ball ended up in that area. So for the most That's about it, but as soon as you go up above that line and you go onto the physical playfields, everything there is physical. So there are optos pretty much everywhere. You can look around the orbits if you get a chance to see it up close. You can see the same kind of optos, same kind of switches you would see in a traditional pinball machine. But everything down below is there. What we chose not to do on this game is do virtual targets like the ones that are in Weird Al during some of the modes and they're more visibly in heist and flexi light speed. And that was deliberate. We want this to feel like a traditional 1980s style pinball machine. And that's why we have these lamps. I haven't really talked about the display effects that we do that are not just on the lamps. couple. If you make a shot and it lights another shot, there is a quick pass arc that Rory programs so that it will tell you, oh you made this shot, now this is this. So look for it when lock and load is complete, and look for it when the white lights or power up are complete. Anything that completes, it will show you, you did this, now it's going to go to here. It's subtle, but it gives the player a little bit of feedback beyond the feedback that they're already getting from being the traditional playfield like, alright these lights are finished, now this light is on. That you would see from say Venom or Foo Fighters. With filming? With the status on the playfield, is there any worry about burnout? The burnout on the screen? Burn in, yeah. Well, I mean, it's an LCD, so, I don't know. No? Yes? Maybe? It's been burned in for many, like the testing went for a long time. So I don't know, but I would say we've tested pretty thoroughly. It is true that you're kind of keeping the same things in the same place on screen for a while. So I don't know. I can find out for you. But I'm not sure. Go ahead. Oh, LED! Sorry. Alright, let's play another game! I'm going to shoot for white lights now to try and get power-ups. And try to power up my way through some of these battles. I'll play a little more aggressively too. You can do a lot of things you could do on a normal morning. Kill parameters detected Yeah, bad play Play better Enemy ship incoming So you saw that right there, the green lights got finished and then it went over to the green lock to tell you what you did, did that. And then you lock that ball up. that ball is just kind of a helper and as a helper ball you either all right and then we battle what do we got here we got four we got trapped again so here the one ball comes out we got to send it back in I sent it to level two two balls come out one two nope didn't do it so now it's three balls and it changes the target each time remember as soon as I drain one of these walls the whole thing is over nope don't get in there or am i doing this on purpose for more points Level 3 begins! Every time you complete all three you get more stuff too. Ah, that's over. Now we use this trick where we just open up all of the all of these so that it'll grab it. If you win level three you win it so that's a victory and now I have a freeze ok Mystery is usually a power up but it can be something else so lets see what I get what I get what I get time slow down my favorite one alright so time slow down what possible give me the ball back When can we use a time slowdown? Without... There ain't draining like an idiot. Trying to get control of the ball. Talk about it. We have a time slowdown. What do we use it for? Slowing down time. Yeah, slowing down time. Good answer. All right, what are the potential options for slowing down time in the useful way? Slowing down the physical ball? That's very hard to do. Slowing down... What kind of countdown? Like a what? How are ya? The switch up there is that switch on the right side, sorry. This is beamwave. Now I want beamwave to go slower, so I'm gonna slow down time. And unfortunately draining is just as fast for me. for me. Ah, jeez-weez. I gotta be more aggressive with my shaking, sorry. Um, what other uses is there a time slowdown are there? Ball save. You wanna see a ball save countdown? 9.9, 9.8, 9.7. Yeah, the time slowdown is for you. Um, does anybody need to see a detailed Does anybody need to see a detailed shot of the plate fuel? What are we looking for? Let's see, just maybe the power-up area down here. So that's kind of what it looks like. And we then have the lamps for the traditional Denise lamps for 2X, 3X, 4X plate fuel, the triangles. And then we use F-14 Tomcat style for the bonus 1K, 2K, 4K. And it will be the sum total of all that, and it counts down binary. But all those are fake. Remember? And that's what we're trying to do. We're trying to fool you into thinking that those are real lamps. And I think we do it pretty well. We've got the 1 through 9. Is that real playfield wear? Oh, the playfield wear. Yeah, that's fake too. But that's real. as soon as you cross that line all of that is real and sometimes people talk about cost but one of the things that the overall cost of the space allows Multimorphic to do is really put a ton of really interesting cool toys in that playfield area compared to what we see I don't know hopefully it's good value and my good value would be to actually play well for once. I'm sorry. Let's play well. What questions do you have? I'll answer your questions while you play. Okay, the pink lights that I haven't finished yet are, they represent the preemptive strikes. Every time I make shots in the purple areas, So the right ramp... sorry. Are you stuck there or something? Something might be stuck there. Now that should be going through. So I don't know what's happening with that. As you make ramps, you have to light the other ramp. And then you can make three of each ramp. yeah but yeah that should be going through I'm not sure what's happening there so we can fix that but it might take a minute I like that that should be helping with combos and the more you ramp the more you ramp combo here the more you Oh, we haven't seen this one yet. In Missile Wave, you shoot around, you acquire a missile. Here's one place where we do have an animation. You've got the missile loaded on your left flipper now. And we shoot the left ramp. We'll be able to arm that missile and fire it. And hopefully not miss. Don't miss. When you aim for the king, you best not miss. Come on now. Talk to Quiet. God darn it. I don't know what's happening over there. Sorry, the right ramp is kind of getting stuck on something. It's got a little motor that comes up and down. We thought it would be an Attack from Mars-ish thing where you hit it and it goes down into the playfield. The way it's designed, it usually works really, really well. It comes up into the ship instead, so it's one big mech that includes the bring-up. So I'm sorry I'm not showing that too well. Oh, you can still wheel on the spinner and it sounds awesome. Thanks Scott. That sounds even more awesome when you get it to 99. All right. Well, this game is designed to kick your ass and make you want to keep coming back to play it again. So it's definitely doing that to me. Other questions for the short term? Yeah. How is the ball actually tracked on the video? Yeah, how is the ball tracked on the screen? Basically it's lasers. So we've got a grid that runs across the whole thing diagonally, and you figure out based on which things are being tripped to know where the ball is in terms of an area here. So for example, we're to hit that C target, it's got to hit a certain laser coming from this angle and a different one coming from the other angle. And so you get sort of this two-dimensional answer where you would normally have just gotten one-dimensional answers from traditional long optos that are on lots of other machines. And that is all built into the case here, so any of the P3 machines can do that. And if you've ever played ROX, which is an add-on that just uses the display, it's basically asteroids. It's completely virtual. So you're just firing the ball around and the game will just know which asteroid you hit and try to clean it up. Oh, there. Let's go. All right. Mystery. Let's see. What is... Prepare for next battle. Prepare for next battle. What do we got here? got we got a shotgun yeah everybody loves shotguns so one one one thing to do is going for multiball again you can use your hack open the lock and ooh hack acquired again maybe I should fail that hack aww Okay, and we've got a battle now. And the battle, along with multiball, say, would be a really nice thing to have. Assuming I can get it going. And I don't have it going because I'm bad at shooting things. Oh, final warning. My resistance to shooting these shots are final. There we go. So now I have the battle running. This multiball will make it triple play field. I have the locked ball also that I staged by completing lock and load which enables a 4x play field if I can hit that target as well. And if I finish the battle while it's triple or 4x, you're going to see some serious... AHH! Oh, and there's that ramp. Jackpot! And there's the reinforcements. Nope. Okay, trying to... Okay, and you notice what I did there is I used the shotgun to help me actually gain two shots. And then if I can just hit some of the shots I needed. The aliens get progressively more powerful as this mode goes on. And it's also... Ah! I almost got it! But... And I... It's still very much a risk-reward situation where that could have been... That could have been up to 15 million if I had done better there. My high is about 52, 55 maybe. Yeah, Cyclone Match. Questions before we play maybe one more? Okay, you haven't seen the favorite power-up yet. So the favorite power-up is the Nuclear Blast. And the Nuclear Blast you earn by completing a specific thing that we haven't seen yet along the middle of the game. The reason we don't want to give a beginner player the nuclear blast is because of what it does. The nuclear blast will finish any battle. It will destroy everything. You will win the battle immediately. It will also destroy the game. And the flippers. And everything. So you nuke blast, boom. Might as well walk away because you You can't do anything else. The ball is going to drain. But you're still going to get your victory. And you're going to get all the points associated with that victory. Now, why might you use a nuclear blast? One, because it's awesome. But if you have, we also award an extra ball based on number of victories. So if you get a third victory, you get an extra ball. So if you have two victories and a nuclear blast, you also have an extra ball. but at the expense of your ball in play. The other thing you can do is just save it for when you're about to drain, and that would allow you to take it out on your way out. That's probably my favorite. Simplify is pretty fun. You're like, this is hard. I want it easier. Okay, it is. It's pretty cool. But either of those are the correct answer. Can I finish with the with the power up still? Alright, the real best power up is the eraser. Again, we haven't seen yet. I really want to get to the plug where I can show it to you. So let's say you're playing a mode and it sucks, a battle in this case, a battle mode. And you running out of time you know you gonna lose You have an eraser Well you can select the eraser and it will rewind the entire game to the beginning of the battle. And we take advantage of the fact that P3 can save anyone's progress at any time. We have save states and you can attach those to your profiles, but in this case, you basically have a save state that gets restored and you're back to 45 seconds in the past or whatever. I wanted to call it the omega 13 but I think it's copyrighted. But it also rewinds your score back to where it was when you had started the battle. So you could rewind and mess up and do worse. That was actually one of the things that Scott felt was really important about the power-ups, that they all have, not necessarily a dark side, but that you could set one to go, and then it either wouldn't do you any good, or would actively be bad for you. And for most of the power-ups, there are bad times to use them, at the very least. And in some cases, like the Rewind eraser, I forget which name we settled on, it could actually cost you points. Eraser is so good. Eraser is the kind of thing that I wish were in other pinball machines already. It's not something that would only be possible in the P3. So we wanted things that would be real, legit. This could all have been done with a regular playfield instead of what we've got. But we take advantage of some of the things we can do, like those little animations. You may also have seen that when something's lit for a certain value, there will be little pop-ups that will tell you what the value is. So when multiball begins, the jackpot 1x, let's try it out and focus on the jackpot 1x when I try to start multiball here. Why are they always incoming? Why are they ever outgoing? No fucking way. Boo! Who earns? That's what I get for trying to isolate on something. Enemy ship incoming. So let's get these locks. locks. Didn't work right. No we had a ball search problem there. Can I abort? I got one locked. Alright. Come on, Scott. Stop beating me down, Scott. Oh my god, Scott. You can hold the start button and it will abort the game. I didn't do that during game yet but I'm tempted to now. Alright, so we open it up and we lock him up. Oh, right rim forking again. Hey! Let's see if we can get to, uh... to that. No? What is catching there? Prepare to fight. Three. Two. Alright, let's do this battle. Alright, here we go, fuse. Okay, the fuse is basically royal madness. Oh, god, what was that? Hey! Oh! Why would you do that to me? So, that was kind of the first time we got to see that. The right orbit is also a Yagov kicker from F-14. And it will activate during modes. It will activate sometimes, depending on how many shots you make. It will come on and off whenever the aliens feel that they need to beat you down. And in this case, they beat me down pretty good. but that shot was also the most valuable shot in that battle. So you can make the other shots. The object of that battle is there are five shots, and you have to make each of the five shots once to reset the timer, and make all five shots, you shoot one final shot to get the victory. We've basically stolen Lyman's rules from Royal Madness and just made it a quickie one-ball affair with one shot per, so that's more attainable. and then the right shot, the agaroff kicker, will instantly spot you any particular remaining shot from left to right. So you could get four out of five and then shoot the agaroff and be done. And you can get two that way. But even after you claim those two, it's still worth good points to do it. Let's use the hack. Hack it open. Lock it up. Oh god, make a shot. Okay. Okay. I am hitting that stand up target a lot. Okay, I can do that. Oh my god. Alright, this one is missile wave. So the lamps will also show you like what your progress says on the different battles. The blue says it's lit. It'll eventually turn red or green depending on here. Okay, lock it up. Pull two locks. One more for multiball. Oh boy. God, shark. Frickin' meh. Frickin... meh. Who set these outlanes? Oh, wait. No. That's their factory. It's my fault. Alright. Play better. Goodness gracious, play better. Play better. Okay, the power up ready? So what do you got? Time slowdown. Alright. Alright, prepare for the greatest use of the time slowdown. This would be a good time for a time slowdown. Ball saver at the beginning of the multiball perhaps? So watch the timer once I activate it. Alright, who set the ball save timer to 2 seconds? Geez Louise. I blame Denise. No I don't, no Denise would say no, definitely would say no to this. But you can also see it now on the jackpot value so, jackpot is doubles. Hey! Whoa! Did you see that? Where'd that ball go in and come out? Ball came in the scoop and it shot out where? It shot out of the cannon from the lock. That's because on the P3 we can take a ball in anywhere and spit it out anywhere else at any time. So all of these scoops, like that traditional looking scoop there, that actually is a pass through into the trough in P3 land. The lock that's over here, I mean, if I make it, that's also a pass through. Guess what? That's a different ball. And so it works a little bit like the value will drop after a certain amount of time with triple jackpot now it's double and after about another 10 seconds it'll drop back down from double to single and if you want to get to the most point yes the value will be shown there as it goes every time I make one you want to raise the value I can shoot any of the yellow flashing shots or I can shoot the dangerous jagov and it will that will raise the most so we should probably not do that and whatever let's do it y'all got me ah shoot shoot why not shoot like actually shoot things boy oh you jerk wad why did I do the thing Prepare for next battle. Who built this? Ah, darn it. So what's up? What other questions do you have? Sir? Yeah? We're stuck with the, uh, the, uh, the... Sorry? Which VUCs are you using? Yes. Okay, so now you're asking me to go deeper into the P3 here. So what the P3 actually has is a very large trough. There are at least 15 balls in this machine. There is not a 15-ball multiball like there was in Heist, which broke the record of highest ball multiball. There are eight different input-output VUC areas that basically connect between the module and the platform. They're called VUC 0 through VUC 7 from left to right because, you know, computers and stuff. We use VUC 1, 3, 4, and 7 out of the ones that are there. So buck one is the kick out that is behind the left ramp. It'll just kick off and drop you a nice ball to the left flipper. Buck three is the scoop. Buck four is the one that traditionally starts the game. That's the one that kicks up in the air. And buck seven shoots a ball into the cannon. So the bucks don't have to give you the ball. They can throw the ball anywhere else instead. So there are lots of things that are possible with P3 that haven't necessarily even been done yet involving using the bucks to load in things into other things. As you saw when I was playing Trapped, it has the capability of just saying, oh, you need three more rolls? Fine. Boom, boom, boom. Here you go. We didn't test the full capability of that. We didn't go up to eight or nine or ten, but the maximum is ten on that, mainly because we we didn't feel like anybody be able to handle more than that and I don't know and the lights down here the two three four maybe the maximum is nine I don't know but each game uses a different set of bucks other questions yeah when am I gonna play better what I'm just curious, is that an actual translator or is that a screen? 90s ballies with the displays. One thing that's neat is with the displays, they've got the little segments and they use them, but we don't have to restrict ourselves. So we have nine segment displays on here, which I don't think I've ever seen in a game. It was interesting to see us working on this and then our game and Foo Fighters come out at the same time And like Foo Fighters is doing with their score display down the bottom, very similar stuff. I think it's a really good idea in both cases. And it's always interesting to me, like, how different people can be working on the same idea in completely different places in different ways. And then they come out and you're like, oh, man, you're also doing this. God. So like, you know, space battle, unlicensed theme game, Texas pinball. But I don't know. It tends to happen. Other questions? All right. Yeah, go ahead. Do you use the slowdown at the multiball starting level to extend the start of the sequence? It does not extend the start of the sequence. You actually can't activate the power up. If you activate the power up right before starting the multiball, it would play the normal sequence, I think. That's a good question. I don't know what Michael did there. he might mess with it and let it play really slow. But it slows down the music, too. It slows down the sound effects and the music. That's about 4x speed. And it lasts for 20 seconds. So, 5 seconds of game time. What? What? What questions? More questions? No questions? Alright, let's just try to play out a better... Okay, I think we're getting out of this missile wave. Attack. Prepare to fight. Yes. Yes, I will. I will. The left ramp, right ramp is meant to kind of go back and forth like that, like you can make all the combos. I don't know what is happening with the... there, like that. They're both backhandable also, which is neat. So like I can backhand the left ramp. No problem. Okay, there it is. So that's it. You shoot three left ramps and three right ramps. I'm sorry, I don't know what was going on with the mechanics. It changes the battle lights to purple instead of blue. And whether or not there's a timer going on to light the battle, it doesn't matter. It immediately makes it available. And then starting that battle, you will have advantages. I'm also going to take a power up. So I've got a time slowdown going into this. Ooh. Okay, so... So in case you didn't see that, it basically gave me a missile for free and fired it right at the center of them, and then I'm done. I should have set the ball save timer a little more generously. I didn't check and they are they're nasty they're supposed to be a 10 second ball saver at the beginning of any battle so that if you work your way to get into a battle you don't want to you don't want to see it blown off like immediately I can't stand that on the Avengers you work your butt off to get in there I'm sure they probably have in the software so you can turn it on or off just default off what five minutes okay did you have a question or you just Dan five give me five skill shot there's again that'll be just going back thanks Scott I say thanks Michael Come on, play better. Boo! Man. This game is brutal. Why is it so bad? Why is it brutal? It's mean. No, I don't like it. Prepare for next kill shot. Prepare for next kill shot. That's always good. Hack fails. Hack fails! Oh yeah, it's already open. Oh, it's already open. Oh, it's already open. Oh, it's already open. Oh, it's already open. Oh, it's already open. Oh, it's already open. Oh yeah, it's already open. Okay, I'm pretty worried. Alright. We're gonna fight. I'm going to try to focus on the jackpots on this one just to show you what we can do with it. Fire away, fire, fire, fire! Here we go! With my two second ball saver, thanks. Okay, so this is like in TNA this is a good position to be in because then you can backhand the lock. Or try to. But in this case, OH! The fire back is a pain in the neck. You can still do lots of the same tricks. Ball tricks or otherwise. Man. Shields get progressively harder but you can still unlock at any time by taking a shot using a hack. I've generally found that the same skill moves, wow that was a spin ball, the same skill moves you can do on a regular game you can do on here. There's a couple that work a little differently, notably this maybe you've seen it it's called a P3 pass which is you sort of you sort of flip early and then you use you basically use the plastic of the in lane to bounce the ball over almost like an alley pass but early See if I can show you an example of this The post transfers work. Alley passes work. That, that's a... Alright, we're making shots! Missile wave. Missile wave. So you make an orbit to find the missile. You shoot the left ramp to arm the missile. and then you drain down the middle if I talk about it. So... Sorry. Um... Daryl? Or... We done? Should we stop? Sure. Uno mas. Alright. One actual good ball here. Let's go. Woo, shotgun! I called it. That was it right? One more? One more game! One more game! Well, that was World 2, so, unfortunately for me, it's not even just one more game. man oh we do the restart I'm not training this ball what are you talking about simplify I've decided I want to simplify everything here lock two and so like like there's an effect there there's the p3 pass there's an effect there where you lock the ball and it immediately loads it into the cannon. That's two balls. It's a ball shot into the lock and then a different ball being loaded into the cannon but it feels smooth and hard to notice but now you know so you'll be unimpressed forever. Alright, let's see if we can get in a multiball and get a good payday here. fight. This one is... What did you say to do here? Yeah, that should be a ball save. I'm sorry. I don't know why it's not a ball save. I can't imagine the defaults are like that. So, I don't know. Play better. Stop defaulting. Don't blame the defaults. Just win. Enemy skill shot. Super skill shot. Alright well, you know, when you get a super skill shot you gotta feel good about that. Freeze or quiet? Freeze! Oh, we didn't talk about freeze. But this is what's supposed to happen. You start comboing shots, you start making stuff, pretty soon you've got preemptive strike ready. Go! So that's how it's meant to work. And now I get trapped with a benefit, I've got two scoops open instead of one. So let's see how far I can take this. the answer is not very far. Oh, let's go level three, why not? Oh, that was cool, it fell right in. Yeah, screw this, let's get more balls. Six balls, please! Oh darn it! Well that was fun while at it. But I got 3.5 million out of that. And then every time you win a battle you also get a new power up for free. That's how you get some of the more complicated power ups. Hacks still there. Let's go. Let's go. Talk to quiet. But the super spinner rule is there to help people who are like, hey I just want to jam on a spinner a lot. Prepare to funk. They're like, yeah, you can totally do that and you can get a ton of points from it. 3, 2, 1, doing the funk. Oh, I missed it. And then once it eventually starts counting down, you can hit it again. But now it's going to be... Nope, nope, nope. Okay, that works. That works. Ball two locked. Let's play battle. All right, what's this one? We got a power down. This is a very good one to have during a multiball. This again we stole some of the some good rules from other games. This one is Bonesaw from Spider-Man. You gotta get a hundred switches. The spinner which gets like 50 switches by itself is the target here. But now I'm on triple playfield so if I can get this done while at triple playfield I can really rake a lot of points here. Here we go! Even the other shots, the shots you don't... How we doing? 10, 9, 0, 0. And that's the end of it. Congratulations. Great play, believe it or not. Hey! Stop doing that! Frickin' Yago. But once you get more used to it, you can actually save those. It's not as terrible as it looks. Time slowdown. I have a freeze, a shotgun, two time slowdowns, and a hack, and two hacks. Gotta start using this stuff. For the second multiball you gotta undo the shield all three times. So you can either use hacks for that or you can hit the thing. Put it back open with a hack. Alright, good choice. You can let me have one more game. Easy things to say before dying. Let's do freeze on this one and see what it does. This is ground control. Freeze and force. That shot is now locked in for its value. Oh, and by the way, shotgun. Oh wait, time slowdown. Oh my god, it doesn't stop me from hitting stand up targets. Mystery award. How about another one? How about nuclear blast? Time slowdown. Oh yeah, let's do that. I'm really just trying to get into multiball here so I can... Yes! Alright, so now it's still running in mode, but I can advance faster because I've got three balls to make shots with. and all those shots will be a triple value. I might, I'm probably still gonna lose the battle. You can win pretty, you can win at the beginning, but if you don't, oh, oh, oh. Didn't give me that back, dang it. No you son of a gun! Curse you, Cohagen! There was another example of the lights, finishing the white lights and then it flashed over to the the scoop saying here is the the result of earning a power up shotgun well I still have a hack the hack also gives you access to the right ramp so So you can't get preemptive strike without it open. And then generally once it's open, you can do pretty well with it. But you can also just take your lock. Get out of there. I knew that was gone. Good ball, though. All right. Should we stop? What? No! Alright, I'll just suck at these balls. No, stop. Stop, right? You said co-op was like team play? Team play. P3 in general has team and co-op play built into it so all the games including Weird Al and this game are eligible for co-op and team play. That's what I think is true. I hope that's true. Pretty sure it's true. I thought it is now. It is now. All right, we got, this is battle four. All right, we're doing pretty good. Lock and load ready. Watch me drain. Watch me drain. Yep, bye. Oh, good. All right, what do we got here? We got the fuse. All right, so this is the Royal Madness one. And there's five shots. I just have to make them all before this time remaining ship thing dies out. So there's one and then it resets completely. I'm running out of time so I'm going to employ the shotgun. Yes. And hitting that stand up target gave me credit for the spinner. And reset the timer. I already have the right ramp, the lock. Time is running out. Yeah, I go off. Nope Play better should have that. All right, so let's see when you get wave five going except that's an interesting one Alright, so what other final questions does anyone have? Yeah There is and there isn't Lock stealing is setable in the software about what you want to do about it What typically happens in a multiplayer game is the locks that are in there will be cleared, but you'll still have your progress because we can load more balls in whenever we want to. So when it's your turn, if you had two locks stolen by someone else and you locked ball three, we'll just load up the cannon for you while we go. But the answer is also yes, because the ball, the lock and load ball, the captive physical ball, that is sealable in the same way that it was on Alice Cooper and on TNA. So there are two different lock mechanisms. one which is, you can set it to steal also, so you can set the other one so that they both steal, but at least the lock and load bonus ball is always stealable. Okay. What's nice for you? Oh, I can't really answer anything about future projects, of course. I am the dealer on Deal or No Deal now, apparently, so I got that going for me, which is nice. I'm sorry banker not dealer dealer dealer is the player the banker is the one who that's terrible all right five let's see if I get battle five star here okay about five is swarm multiball and swarm multiball look at what we're doing we're loading up three four five six seven eight balls come on down you're the next contestant on the multiball is right all right you see that there are jackpots lit the playfield X is still the number of balls in place so the more you can do with the large number of balls in play the better off it's going to be and there are jackpots lit you can see them kind of in the middle there can we do power ups during this yes we can do I have any no I don't don't because I blew them all before I would love to have a shotgun right now this wave is always wave five so Now the super jackpot is ready on the ramps. The regular jackpot, whatever. There it is. And that third victory gives me an extra ball. So yeah, that's kind of the mini wizard to get to wave five, and wave five is always swarm, which is an eight ball multiball, unless you start it with preemptive strike, in which case it's more than eight balls. And you can get a pretty good score out of it. Shooting for these power-ups starts to become valuable. valuable oh I should have had that that was terrible we got the same old EB for extra ball as the other games had and this bottom area shows your scores how many tilt warnings you still have and your and your your pathetic ball save status of two seconds, five seconds. Give me that. Give me that back, Scott. Give me that back, Michael, is what I should be saying. So, the team here is myself on the rules, Scott Danesi on the design, Michael Ocean on the programming, Rory Cernuda on all the animations. So, Rory did an amazing job with these back and forth animations. There we go. That's how you get preemptive. You want to see preemptive strikes a couple times because then good things happen like I just get for free this missile kicking the butt of the bad guys here. Oh, and I have a simplify? Let's use it. Give me another missile. Thank you. Oh, they destroyed my missile! Jerks. Don't destroy my missile, please. Ah, that was close. I almost got that one. Prepare for next battle. Prepare for wave 7. Let's hack that. Pack the crossbow. Simplify acquire. Alright, another simplify. Pack acquire. There's ball two locks. Prepare to fight. A couple of the harder battles got held back towards the end of the game. I think this one is going to be beamwave? Alright, so beamwave again, yay! I get to play it for more than a second. So on beamwave, there are four shields you're trying to build. And you have to build at least one of each shield, otherwise the beam will kick your butt. If I simplify... Aha, free shield, sweet. If I hack, and I open the right ramp... Okay, so now I have at least one of each shield, I'm going to survive. If I can get one of the shields all the way to level three, I'm going to be victorious. So at this point I know I'm going to win. And oh god. No, you butt munch! I wanted to start multiball there because if I had been able to start multiball I could have finished at 3x or 4x playfield and taken down even more, but that's a good game. And I won four battles, so it wasn't all the way to the end. If you win the first eight battles, you qualify the ninth battle, which is called Annihilation. But if you lose a battle, after you play all eight, you will be sent back through the ones you didn't win to try again. You don't have to play them all again, just the ones you didn't win. Thanks. Thanks for watching. Thank you.