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Episode 470 - Silver Falls

For Amusement Only EM and Bingo Pinball Podcast·podcast_episode·1h 6m·analyzed·Aug 15, 2021
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claude-haiku-4-5-20251001 · $0.033

TL;DR

Nick's new P3 game Silver Falls blends Sims-style home furnishing gameplay with chill-hop music on the heist playfield.

Summary

Nick and Ava discuss Silver Falls, a new P3 pinball game Nick designed in collaboration with his daughter Sophia. The game uses the heist playfield and draws inspiration from The Sims video game, featuring six rooms (living room, kitchen, game room, bathroom, bedroom, and job) that players furnish by collecting pin bucks through ramp and target shots. The design emphasizes a relaxed, chill-hop aesthetic by composer Scott Denise II, contrasting with Nick's previous work, and includes character customization, randomized shot values, combo systems, and increasingly difficult timed modes.

Key Claims

  • Wayne Nions just celebrated his 103rd birthday and is still living independently and sharp

    high confidence · Nick and Ava open the episode wishing Wayne Nions a happy 103rd birthday, mentioning they spoke with him on his birthday

  • Scott Denise II composed music for Silver Falls using a chill-hop/lo-fi hip-hop aesthetic rather than his typical hard-edge techno style

    high confidence · Nick explains he hired Scott Denise II for the music and specifically wanted a relaxing chill-hop sound to contrast with Ranger in the Ruins

  • Silver Falls features between 24 and 30 different playable character types with customizable skin tones and voice actors

    medium confidence · Nick states 'I want to say there's either 24 different character types or 30 different character types' and acknowledges uncertainty about the exact number

  • The game has six main rooms (living room, kitchen, game room, bathroom, bedroom) plus a wizard mode job scene

    high confidence · Nick and Ava systematically discuss each room: 'There is a living room, a kitchen, a game room, a bathroom, a bedroom, and at the end, there's a job'

  • The wizard mode (job) is the only multiball mode in Silver Falls and requires completing 40 shots in randomized pairs

    high confidence · Nick confirms: 'This is the only multiball mode in the game' and later details 'you have to hit 40 shots that are indicated'

  • Pin bucks serve dual functionality as both score and in-game currency used to purchase furniture

    high confidence · Nick and Ava explain: 'when you spend the pin bucks that's actually reducing your score... they're your score as well as money'

  • Beta tester Kevin from Buffalo Pinball suggested the combo system feature during testing

    high confidence · Nick states: 'Kevin, one of the beta testers from Buffalo Pinball, thank you Kevin, suggested that it would be nice if there was some kind of additional thing to shoot for'

  • Nick's daughter Sophia collaborated on Silver Falls and influenced the game's Sims-inspired design

Notable Quotes

  • “It's kind of like Sims, like the video game Sims, if any of you have ever played it.”

    Nick@ 4:02 — Establishes the core gameplay inspiration and theme for Silver Falls

  • “I wanted the game to be more laid back. So instead of the white knuckle adrenaline rush like Ranger in the Ruins is, I wanted this to be more relaxing and for the player to be able to enjoy their time.”

    Nick@ 8:27 — Clearly articulates the design philosophy and aesthetic difference from his previous work

  • “The rest of the game, relatively chill. When you get into these time modes, though, it becomes more chaotic.”

    Nick @ N/A — Describes the dynamic difficulty progression from relaxed furnishing to challenging timed modes

  • “It's turning ones on and off anything that one's not the hardest. It's not it's not so I'm so that it was relatively easy so that's—”

    Nick@ 26:25 — Shows the difficulty balancing across different room modes

  • “This game is dark! First the kitchen catches on fire, then your bathroom floods. Now you have to redo a store? And you're the only employee who has to fix everything!”

    Ava@ 31:51 — Humorous observation about the escalating chaos in the game's narrative progression

  • “Once you finish the job, you're brought back to... The start? Your new house, yeah. Oh my gosh, no! The living room, which is now empty again. That's so mean!”

    Ava@ 36:04 — Reveals the loop structure—completion resets the house, emphasizing the ongoing management gameplay

  • “The chill music would be stressing me out. That's how I feel about it in that particular instance.”

    Ava@ 34:28 — Expresses the tension between aesthetic choice and gameplay difficulty in the wizard mode

Entities

NickpersonAvapersonSophiapersonWayne NionspersonScott Denise IIpersonKevinpersonSilver FallsgameRanger in the RuinsgameHeistgame

Signals

  • ?

    design_innovation: Silver Falls blends simulation game mechanics (The Sims house-building) with pinball, creating a unique thematic integration where furnishing progression drives shot objectives

    high · Nick describes the core concept: 'the initial concept was moving from room to room and furnishing those rooms' using ramps and targets to earn pin bucks for purchases

  • ?

    design_philosophy: Nick deliberately chose a relaxed chill-hop audio aesthetic to create a laid-back, non-adrenaline experience contrasting with his previous work (Ranger in the Ruins)

    high · Nick: 'I wanted the game to be more laid back... I wanted this to be more relaxing and for the player to be able to enjoy their time' with 'chill hop' music by Scott Denise II

  • ?

    personnel_signal: Scott Denise II collaborated with Nick on Silver Falls, applying a different musical style (chill-hop vs. his typical hard-edge techno) and demonstrating versatility as a composer

    high · Nick hired Scott Denise II specifically for the chill-hop aesthetic; Scott previously worked on Total Nuclear Annihilation and Rick and Morty with harder techno styles

  • ?

    gameplay_signal: Silver Falls employs a ramping difficulty structure: early furnishing is relaxed, but each room has a timed mode that becomes increasingly chaotic, culminating in a multiball wizard mode with 40 shots and randomized blocking walls

    high · Nick: 'The rest of the game, relatively chill. When you get into these time modes, though, it becomes more chaotic' with kitchen, bathroom, bedroom modes escalating in challenge

  • ?

    gameplay_signal: Pin bucks function as both score and in-game currency, forcing strategic decisions about when to enter shops and spend money vs. continue collecting

Topics

Silver Falls game design and mechanicsprimaryP3 pinball platform games and developmentprimaryChill-hop music aesthetic in pinballprimaryCollaborative game design (Nick and Sophia)primaryCharacter customization and representation in gamessecondaryGameplay difficulty balancing and progressionprimaryTimed modes and wizard mode designprimaryPinball community and podcast ecosystemsecondary

Sentiment

positive(0.85)— Nick and Ava express genuine enthusiasm for Silver Falls' design, music, and mechanics. Ava's complaints about difficulty are playful rather than negative. Both hosts celebrate the collaborative effort, Scott Denise II's musical contribution, and the game's innovative design. The tone is warm, nostalgic (returning after a year off), and proud of the creative achievement.

Transcript

groq_whisper · $0.199

0:00
What's that sound? It's 4 Amusement Only, the EM and Bingo Pinball Podcast. Welcome back to 4 Amusement Only. This is Nick and... Ava! Hey, we're back again. It's been almost a solid year since... Sorry! Well, it's my fault, too. I mean, it's both of ours. We've both been pretty busy. Yeah. So, before we get into what we've been working on, let's start off by wishing Wayne Nions And that's a happy 103rd birthday!
0:30
One hundred and three! Wow. That's a lot. That is a lot. So I spoke with him on his birthday and a few days before and he's still as sharp as ever, still living on his own and doing well. That's awesome. Yeah. I hope I am doing half as well at half his age. Yeah. So, happy birthday Wayne and next up, my best friend Ryan has released a new watch.
1:05
It's been so long since we've recorded, I think, that his previous watch hadn't released yet. Probably not, honestly. Probably not. I'm honestly not sure. I'm not sure. His previous watch was called Step Right Up and it was themed after an early 1900s shooting gallery at a fair type thing. So this next watch is called Ricochet and it was released by the same company, Mr. Jones Watches, and this one features pinball.
1:38
And there's three robots. Our favorite thing. They're all gathered around a wood rail playing a game. And each of the three is made with a different... Chrome. ...color of, yeah, metallic... Chrome. ...brushed on... It's not chrome. What is it? Different metals. It looks like chrome. There's like a copper, a gold, and a silver. It looks like chrome. Anyway, they're all gathered around a game and there's a couple reels which indicate The Second Hand is a color that flashes behind the pop bumper and inserts on the play field.

high confidence · Nick explains: 'Yeah, that was a collaboration between myself and my other daughter, Sophia. Yes. And she is big into the Sims and those kind of crafting and building games'

  • Neither Nick nor Ava has progressed past the second scene in regular play; even in team games they nearly completed the second scene

    high confidence · Ava states 'I've only gotten to two and I'm kind of sad about it' and Nick confirms 'Both of the kids, both of my kids, have only gotten to the second scene'

  • The kitchen timed mode is among the hardest scenes in the game and involves a sequence of four shots to extinguish an oven fire

    high confidence · Ava describes the kitchen mode in detail: 'you have to make that cross town shot and then that's not all then you have to hit the two targets on either side of the jail'

  • “I don't normally trap up the ball and then shoot it. And I wanted to make a game, especially with this play field, which has so many shot paths.”

    Nick@ 35:35 — Reveals design intent focused on on-the-fly play and leveraging the heist playfield's shot variety

  • “I just yell at the game... She gets quite upset. She's a type, she doesn't hit the game, she yells at the game.”

    Nick@ 8:51 — Characterizes Ava's gameplay personality and frustration response during play

  • “So, intrepid explorers of the bathroom in Silver Falls, uh, give this a shot and let me know if it still works.”

    Nick@ 28:26 — Invites community testing of a possible undocumented mechanic—suggests the game has hidden depth

  • Total Nuclear Annihilation
    game
    Rick and Mortygame
    The Simsgame
    Multimorphiccompany
    For Amusement Only EM and Bingo Pinball Podcastorganization
    Buffalo Pinballorganization
    Mr. Jones Watchescompany
    Ricochetproduct
    Step Right Upproduct
    silverfallsforever.comproduct

    high · Nick and Ava explain: 'when you spend the pin bucks that's actually reducing your score... they function have dual function'

  • ?

    design_innovation: Combo system highlights alternating shots and rewards correct sequencing with bonus pin bucks; missed shots reset the combo, adding intermediate challenge layer

    high · Kevin (Buffalo Pinball beta tester) suggested the feature; Nick implemented it so hitting a main shot highlights a shot on opposite playfield; missing any non-main shot resets combo

  • ?

    content_signal: For Amusement Only returns after nearly a year hiatus; Nick has launched a newsletter to share behind-the-scenes game development content

    high · Episode opens: 'It's been almost a solid year since... we've both been pretty busy' and Nick announces new quarterly newsletter at silverfallsforever.com

  • ?

    design_philosophy: Silver Falls prioritizes player agency with 24-30 character options (gender, skin tone, voice combinations), adjustable difficulty settings, and multiple difficulty modes (1-3 jail hits, variable combo difficulty)

    high · Nick: 'ideally everybody gets to pick something that can represent them' with half male/female presenting characters, three voice actors per gender, and adjustable settings for beginner to advanced play

  • ?

    collector_signal: Limited-edition pinball-themed watch (Ricochet) by Mr. Jones Watches sold out with only 100 units; potential for permanent collection inclusion driven by community interest

    high · Nick: 'Limited creation. Only 100 were made. But hopefully they will be adding that to their permanent collection' and notes sign-up for interested list

  • ?

    design_innovation: Silver Falls includes only one multiball mode (wizard job scene) with unique wall-blocking mechanics that prevent shot selection on random intervals, adding difficulty beyond standard multiball

    high · Nick: 'This is the only multiball mode in the game' with walls popping up 'on a randomized basis' to block specific shots for a few seconds

  • ?

    gameplay_signal: Nick deliberately designed shots for on-the-fly play (no trapping) using the heist playfield's many shot paths, indicating preference for continuous action over setup-heavy gameplay

    high · Nick: 'I don't normally trap up the ball and then shoot it. And I wanted to make a game, especially with this play field, which has so many shot paths'

  • ?

    product_strategy: Nick launching quarterly newsletter to share exclusive behind-the-scenes content, photos, and game development details not published on social media, targeting engaged enthusiast audience

    high · Nick announces newsletter requiring only email signup, distributed quarterly with 'behind the scenes, creation details, and photos' and exclusive content

  • 2:17
    It's really cool. So I was lucky enough to get one. It was a limited creation. Only 100 were made. But hopefully they will be adding that to their permanent collection so anybody can order one. If you would like to do that, there will be a link in the show notes and click on that and add yourself to the interested list. Speaking of interested, I have made a newsletter and this newsletter will include information
    2:53
    about upcoming games that I'm making, behind the scenes, creation details, and photos and I'm going to be sharing some things which I have failed to share on social media over the past year or two. Honestly, if you look through our photo galleries, it's just pinball, pinball, pinball. There's a lot of pinball. So, it would be good to be able to share that with people in a more efficient way, and especially to people who are interested. So, in order to do that, I created this mailing list. All you have to provide is your email address. You don't have to provide your name or address or any other information. And then about once a quarter,
    3:31
    is how frequently I'll be putting that out. So if you're interested, you may sign up on the link that's in the show notes. Yeah, I'm having a hard time speaking. Oh, don't worry. We all do. So that brings us to... Silver Falls! Yeah, Silver Falls. Silver Falls is the latest creation that I've put out for the P3.
    4:02
    It's kind of like Sims, like the video game Sims, if any of you have ever played it. Yeah, that was a collaboration between myself and my other daughter, Sophia. Yes. And she is big into the Sims and those kind of crafting and building games, so we wanted to create something... Yeah, interior design, all that stuff. We wanted to create something using the heist playfield, which has a cityscape on it. Like a normal city.
    4:33
    And so we were thinking about different theme ideas for what a game could be that used that module and we came up with a game where you're trying to build and furnish a house. So the idea, the initial concept was moving from room to room and furnishing those rooms, having some kind of need that needed to be fulfilled. In The Sims you're constantly managing different needs as you go. Those are just trying to buy furniture.
    5:07
    In the creation process, we ruled out having to juggle all that. It became way too difficult, way too quickly. Chaotic. Yeah. So there were a few different ideas that were asked from the game as things went on. We'll talk about those more as we get into the gameplay. But Ava has played a bunch, died a bunch. I'm not very good at it. It's a hard game. Yeah. The good thing about it is you can change settings.
    5:38
    So it could be for a beginner all the way to a very advanced player. I'd like to act as, and give a embassy in the While Vogel Goldman port Covid19 So I get a lot of complaints about about that shot being a little difficult, but once players move past that, you know
    6:13
    It opens up again. Yeah, and that was that was the goal so First off let's talk about The music so the music I hired Scott Denise II Scott Denise II is well known for creating the game total nuclear annihilation as well as Rick and Morty and he did the music for both of those as well as the playfield layout and design and he did a whole lot of work on both of those games.
    6:48
    He did everything on Total Nuclear Annihilation which is quite a feat and that game is super fun. I haven't played it but hopefully I will one day. Hopefully when things open up a little I'll be able to take you out and introduce you to those games. Oh, woo! But, um, at any rate, I really like Scott. I've been talking with him on and off about different things. Taught him how to play a bingo. He won big on, I believe it was Gay Time at York a few years ago.
    7:20
    So, we had talked about maybe collaborating in the past and I... There we are today. Yeah, I gave him the shot at doing the music for this. The Thing with Silver Falls was that I had a very specific aesthetic in mind audio aesthetic. I wanted to Use chill hop. Are you familiar with that? Not really, but I mean I've listened to the music in Silver Falls So you're aware I'm aware of it now. I wasn't before so I listen to a lot of that kind of thing while I'm programming
    7:57
    And yeah another term Is lo-fi hip-hop. Chill hop is a slightly different take on a similar genre, but the idea is that it's it's very relaxed kind of rhythmic beats and like just interspersed with with small Elements of treble that repeat so yeah, and it it really helps you focus on what's going on
    8:27
    So the reason I wanted that is I wanted the game to be more laid back. So instead of the white knuckle adrenaline rush like Ranger in the Ruins is, I wanted this to be more relaxing and for the player to be able to enjoy their time. Even though I still get mad because I'm very bad at it. Yes, Data gets it very mad. It's pretty amazing to play with her. She gets quite upset. She's a type, she doesn't hit the game, she yells at the game.
    9:01
    I don't think I've ever tilted in my entire life because I just don't... Oh sure. What do you mean oh sure? Okay, I might have tilted like twice, but other than that, instead of your like 10 million tilts, thank you very much, You literally tilted on Silver Falls the other day. So, don't be talking to me. I don't even remember the last time I tilted on a game. So, instead of hitting it, I just like, I don't even know how to describe it. I just get really mad.
    9:31
    She just yells at it. Yeah. Anyway, so Scott's music really fits in with the aesthetic I was looking for. This is very different from the kind of hard edge techno that he's got in his other games. Very chill and like relaxing. It's right in the name. Chill Pop. Anyway, Scott did a fantastic job and I could not be more thrilled. Each room has... Each different scene within the game has a different song that plays. And then he also wrote several different loops for different things that happen within the game, which we'll get into during the gameplay.
    10:07
    But it all meshes together very well. I'm very pleased with how that came out. Good job, Scott. Thank you, Scott. Yeah. So, um, thank you, Scott. And, uh, let's talk about, um, initially what happens when you start the game. So... Is you get to pick a character! Yeah. My favorite, some of my favorite features. Your favorite part is not actually playing. It's just picking a character. Yeah, I was gonna say that. And then I was like, maybe I should hold on for a sec. So, out of curiosity, why do you say that?
    10:39
    What's, uh... I just like, so when you first fire up the game, um, obviously it opens to the, like, title screen, and you just see the cityscape, you know, very breezy. And, um, after you get past that, there are a ton of character, um, that you can choose from. And with each character, it has three skin tones, and with each skin tone, it's a different variety of colors too. And you get to pick a voice for each character. I mean, you only get to pick one unless you're doing like a co-op multiplayer game. Yeah. Right. Um, but yeah, and I just love the character like designs. I always play the same one, but I like the designs and all the thought that went into the process of making them.
    11:29
    So I attempted to make a split of half and half as far as kind of male presenting characters and female presenting characters and then there are three different male presenting voice actors and three different female presenting voice actors. So you can really mix and match. One of them is not me sadly. You can really mix and match and find ideally exactly the character that you would like to play.
    12:00
    Hopefully. And each character is like a different job or a different... Yeah, so like some of the ones off my head are a football player, like emo teenager, which is the one I like playing. Oh man. Then there's a nurse or a doctor and yes, a chef I think. And those are the ones off the top of my head. But there's an astronaut too. There's a variety of scientists and astronauts. There's a hippie.
    12:34
    Nice. That would be mom's character. There's a grandma and a grandpa. Just all kinds of different characters. and so ideally everybody gets to pick something that can represent them, you know, is an avatar in the game for them. It's not, you know, perfect. There's definitely more options I would have loved to add but... There's quite a few though. Yes, I think there are thirty... I want to say there's either. There's either. And here's where I might have fallen down, just remembering how much I put into the game.
    13:07
    It was either 24 different character types or 30 different character types. There will be a link to the website which is silverfallsforever.com and that gives you the rundown. Very nice of you. Thank you. And that'll tell you exactly. But at any rate, yes, once you pick your avatar, then it brings you to the living room. Dun dun dun. First room. The Living Room is one of six different rooms or scenes within the game.
    13:40
    I've only gotten to two and I'm kind of sad about it, but it's okay. Both of the kids, both of my kids, have only gotten to the second scene. Crying. Unless we work in a team game. Even then, we didn't get past today. Recently, yes. We haven't gotten past that second scene, but we got very close. We were in the final portion of the second season. And then I kept losing all the balls. Uh, me too. At any rate... There is a living room, a kitchen, a game room, a bathroom, a bedroom, and at the end, there's a job.
    14:17
    Yep, and that's the wizard mode. Wizard. So, the main goal in each of the rooms is to populate it with furniture. And to populate it with furniture, you need to acquire pin bucks. Which basically just means rolling over different ramps or targets on the playfield. Yep, hitting different switches and so forth. And each awards you a different amount of pin bucks. Yeah, yeah, yeah. The amount is actually randomized for each hit. Really? Oh, except for, there is one that's my favorite to hit, and it's the, right by the jail on the high, playfield, there is a little, what do you call it?
    15:00
    Spinner? Spinner, yeah, with a coin on it. And however many, however hard the ball goes through it and however many times it spins, it gives you that much amount of cash. So like if you only, if it only spins like three times, you only get however much. Three times whatever it spins worth. Yeah, yeah. And then if you get like 11 times, then it's 11 times whatever you spin. Right. So it's pretty cool. Yeah, the spinner is one of my favorite shots on that play field as well. And so I wanted to make it
    15:31
    So that it wasn't overpowered, you know, it doesn't give you a tremendous amount of pin bucks per spin, but But, it's fun. If you get the spinner really going, then you can earn a lot of pin bucks very quickly. It's also a relatively safe shot. In fact, every shot on the highest play field returns relatively safely to the flippers. Except for my least favorite one, and it's still the same as I don't even know, like a year ago. It's the stupid hacker ramp, which I can never get. So she's talking about the right ramp on the high splay field.
    16:03
    It's the red one. And I've shown her a few different ways that you can access it. I finally did it today. You can backhand it or forehand it. I did it two times today. That was it. And I tried to do it like seven other times. They all came right down and went straight into a gutter wall. It was so annoying. Yeah. I will do it one day successfully. That's been long. Multiple times. At any rate that one does also safely return to the flippers if you hit it Normally for you If you actually make it all the way up the ramp But if you don like Then it not day hours Poor Ava here
    16:40
    Then, yeah, you drain. At any rate, as you're making these pin bucks, as I mentioned, the value is randomized. So there's a range that I set for each target or each main shot within the game. Ramps are worth more than stand-up targets and ramps are worth more than orbits. I also have a combo system that came up in beta testing where Kevin, one of the beta
    17:12
    testers from Buffalo Pinball, thank you Kevin, suggested that it would be nice if there was some kind of additional thing to shoot for. So instead of just having a super chilled out experience where you're collecting pin bucks, create a little bit of friction there where there is a shot that's highlighted and if you hit that then you earn a specific amount of pin bucks. So the thing with the combo system is that for each main shot that you hit on the upper play field, not stand up targets, but for example ramps or the spinner or any of the loops,
    17:53
    Then it will highlight a shot on the opposite side of the playfield. Okay. And if you hit that shot, then it gives you a flat amount of pin bucks, which is worth more than whatever that shot would have been ordinarily. Oh, okay. I got it. So, you can really rack up the pin bucks if you're only focusing on combos. The only problem with, for me, in the combos is the arrow moves, like, quite fast. And I normally don't have very good aim. The arrow moves with each successful shot that you make, otherwise it will stay there forever.
    18:25
    Well then I guess I'm making a lot of successful shots. You are, that's a good thing. Except I'm also dying. Now, the other problem with the combo system, from a player's perspective, it's not a problem per se, but any missed shot that you make, for example, hitting one of the stand up targets, the swing shots, the side targets, will remove the combo indicator. Sad. I'm sad. Yes. So you want to make sure that you take advantage of that combo before it disappears. I don't think I've done it successfully.
    18:55
    I think I might have done it once, but other than that... Well, you haven't been focusing on it either. Yeah. It's a different way to play the game, and it's nice to have that option. Yeah. However, I will say that it makes it more dangerous. Dun dun dun. Yeah, because if you're playing for combos, it's a little different than if you're playing for just the safe shots that you enjoy making. So, you know, it can be a little tricky. At any rate...
    19:26
    What you're trying to shoot for is the jail. Yes. So by default, if you hit the jail three times, it will open up and... And you can change that so it can be one or two times also. Correct. Is it... can you put it any higher than three times? No. Oh. The deal with 3 shots is the center shot on the highest play field. It is a difficult shot to make unless you plan for it because if you hit it incorrectly
    19:56
    it will drain the ball immediately. Really? Yes. How did I not know this before? I don't think it's happened to me, but I have to be careful. Showing off. I'm just saying. I already said I was failing enough earlier. So when you hit that shot and it opens up the door, there's a physical door that opens up, and you shoot into the jail. So technically you're shooting the jail four times. Right. Is what it seems like. By default. Yes. And again, you can just make it two times, three times. Yeah. However many, basically.
    20:27
    Yes. When you shoot into the jail, what it does is it brings you to a shop. It takes you to the shop. Yeah. And the shop has five different items that you need to purchase. So, what do you need to purchase? Each scene has five different items except for the job. For the living room, I think you get a couch, two lamps, except the lamps you have to purchase separately. Each sold separately. Each sold separately, like a real store. Then there's the TV and the table? The chair.
    20:57
    The chair. Yeah. But each of those items is a different amount of pin bucks depending on what... it's kind of based off real life. So like the lamps are like only 500 pin bucks while the couch is like 5,500 pin bucks. And when you spend the pin bucks that's actually reducing your score. Yes. So the pin bucks function have dual function. Yeah, they're your score as well as... Money. The money that you, the currency that you spend in order to furnish the room.
    21:29
    Yeah. So you have to plan out when you want to go into the store. I think that's part of the reason why I don't get that high scores is because I try to... You spend all your money. As soon as I get enough money, I head straight to the shop and I'm like, okay, spending all the cash. Yeah, that's one strategy or you can shoot around and try to get as much cash as possible before moving to the next scene. Yeah, I can't do that. And yeah, it's pretty challenging. Honestly, it's hard enough. For me, I just try and hit the jail because normally it's very difficult to hit that jail like three times.
    22:02
    Funny with all the world s of English rfuzen isютºU I mean, in the first room it was hard. In the living room, one of the things you purchase is a TV, as Ava said. So, what the game does is it tells you that you need to turn the TV on so that you can watch TV.
    22:37
    When you do this, or you do this by rolling over the TV on the playfield, and then you have to make sure that you don't hit it again and turn it back off. Now, some... That's what happens to me all the time. I, as soon as I get into the mode, I automatically shoot for TV and then I can hit it. And then, except, this past time, what happened was it kept going to the left slipper and it's very hard to hit the TV unless you backhand it, like, very precisely.
    23:10
    And I can't seem to do that correctly, so it took me, I almost ran out of time trying to do it, but then, of course it decided to fall down the middle. Yep. So it's almost like it was designed in order to make it difficult for a player to do that consistently. And that's the deal. So the timed modes at the end of each scene are made to be fairly difficult. So the rest of the game, relatively chill. When you get into these time modes, though, it becomes more chaotic. Exactly. Yeah. So each different scene has its own different mode, timed mode.
    23:50
    The Living Room, as I mentioned- Oh my god, the kitchen one I think- do you think- which one's the hardest? The hardest? Yeah. Umm... I would say perhaps the bedroom. Really? Although the kitchen is very hard. Okay, well, in order it goes living room, kitchen, game room, bathroom, bedroom, and job at the end. Um, so- but the kitchen is fairly soon in the game. Um, however, I watched him do the shot because I died.
    24:20
    Also, it's his turn, are you playing a co-op game? Anyways, he did the shot and what you have to do is you have to, it comes shooting out on the right side and you have to hit the upper flipper and make it, what's that shot called? It's called the cross town shot. Well, you have to make that shot as soon, or very relatively soon to put, because your oven is on fire and you have to put out the fire. So you have to make that cross town shot and then that's not all then you have to hit the two targets on either side of the jail and it is so hard.
    24:58
    It's so hard. Yeah there's four you have to put out each of the burners independently so the first burner you have to put out is that cross town shot and then the remaining three are quite a bit easier. Those targets. Yeah those targets are easier. They're not that much easier. They are dangerous targets and you know the ovens on fire so yeah and you only have limited time by the way yes although that time that I give you is very generous if you do happen to exceed the time it will kill the flippers and kill you but oh yeah and when you die it's my one of my favorite things in the game when you die it says died of boredom
    25:43
    That's the kitchen. The bathroom, or I'm sorry, the game room is next. The game room, you are purchasing arcade games. See, I haven't made it this far. You have to turn them all on. Oh, like in real life? Yeah, it's very difficult because they're clustered together, so it's very easy to accidentally turn different ones on and off. Oh, and they turn it off? So the way that that functions from a gameplay perspective is that each time you turn a game on it gives you a small boost
    26:15
    So yeah, if you don't have them all on but it will well it turn on and off like each So as you're rolling as you might imagine no It's turning ones on and off anything that one's not the hardest. It's not it's not so I'm so that it was relatively easy so that's You say relatively easy, yet I can't... The balancing comes in with how much you need to earn as far as pin bucks go with that needs And I assume the arcade is, or game room is relatively expensive.
    26:49
    Yes. So there are different games which are very high dollar. So I wanted to make it so that that needs mode was actually pretty fun and relatively laid back compared to the kitchen desde Filipina he added 3D printed League Man, also a moreakis physk mà vet
    27:29
    I'm sorry! Yeah, anyway. With this poor house! So you have to get into the shop very quickly and then purchase things to cap off those pipes like a shower. Oh no! I would fail immediately! And a sink. Normally it takes me a while to go into the actual shop. So the timer for that is also pretty lengthy. You know, I didn't want to punish you too badly just for making it far into the game.
    27:59
    So it's pretty easy to get that one as well. You say easy. Pretty easy. I didn't say it's very easy. Sure. There's also a trick with the bathroom, which I don't know if anybody has noticed or mentioned. You don't actually have to buy all five. Wait a minute. Did I change that? He doesn't even remember anymore. I don't remember. There have been so many changes to the game, but at one point you didn't have to buy everything And we don't know if this is true or not to this day. Right, so, uh, intrepid explorers of the bathroom in Silver Falls, uh, give this a shot and let
    28:33
    me know if it still works. But, um, when you purchase the three items which cap off the pipes... You don't have to buy anymore. ...and return from the shop, yeah, you don't have to buy anymore. So there's a mirror and a toilet brush which you don't necessarily have to purchase. You have to buy... A toilet brush? Yeah, you have to buy a toilet and a shower. By the way, each of those, when you hit them, will turn on and off. No! Wait, do they flood as well? No, no, no. It just adds lighting effects and sound effects and stuff.
    29:07
    You're going to give me a heart attack if you do. So that's the bathroom. The bedroom, you're furnishing, you get a bed and a dresser and the main thing though is you get a computer and then the computer helps you look for a 26
    29:49
    It doesn't turn it on. So it just gives you another chance, basically. Like it doesn't do anything. Right. So you're still earning pin bucks and so forth, but the thing is that the computer doesn't turn on and the time is ticking down. Remember these are all timed modes. Hopefully it's not too bad. Like I said, this to me is the second hardest one because of the positioning of that computer. It's fairly difficult. Why? I do like the sound effects that I chose. So Scott did all the music, but I did all the sound effects and then the balancing and so forth of all that.
    30:26
    Between them. So I picked sound effects or made sound effects that fit into the aesthetic and worked with Scott's music. And I really like the sound effects that I picked for the arcade games and the computer. I like the, there's a sink in the kitchen as well, right? If I recall correctly. Um, I like the water sound effects in the game. That's like one of my favorites. I don't know why, but I just do. So, um, once you complete the bedroom, thank you, by the way, um, once you complete the bedroom, you go to the job and then the job, uh, you're in a big space, unlike in every previous iteration.
    31:07
    Iteration. And this big space is like a supermarket. And the supermarket... Do you have to be a cashier? So you're walking around and the crane comes out and the crane actually smashes everything. Man! And ruins the store. Oh my god! And you have to hit 40 shots that are indicated. 40?! In order to clean it up. All in the same order? This is the wizard mode. All in the same order? No. It's randomized. So, yes. I have different pairs of shots.
    31:42
    Oh, wait. So, if you hit a different shot, does it do anything? I mean, it gives you pin bucks, just like in every other. But, like, it doesn't... It doesn't take away or, you know, cause any problems. Um, so... Geez! This game is dark! First the kitchen catches on fire, then your bathroom floods. Now you have to redo a store? And you're the only employee who has to fix everything. Oh my god. So each shot will put something back so you can see your progress visually as well as I also have an indicator on the play field.
    32:12
    Oh my god. So like freezer doors are open. Have you ever actually completed it? Yeah, twice in one game. Wait, so what happens once you finish that? Okay, so first let me tell you more about this mode. Yes, and then how do you... It shoots out three balls from the center launcher. So it's multiball. It's multiball. This is the only multiball mode in the game. Why? That makes it ten times harder. Oh, I don't know. Aside from the multiball aspect, there are also, you know, the walls and scoops in the middle?
    32:48
    Yeah, where you have to, like, shoot it and... Yes. So every time you complete one of the scenes, all the scoops pop up and start flashing in this cool little light show. Yeah. And you hit those and it brings you to the next scene. It also gives you an extra ball crucially But in the job mode instead of the scoops popping up the walls pop up Oh my god And the walls pop up on a randomized basis just one Why? And they pop up and they stay up for a few seconds.
    33:19
    Do the scoops also pop up when they do it? The scoops pop up once you finish assembling the store. Oh, okay. And then the walls pop up, or a wall pops up. The walls pop up as you're playing. So they block- Yeah, they block... Oh my gosh, that's evil! That's actually evil! Each wall blocks one sixth of the playfield, so it blocks specific shots. So for example, there might be a shot that's indicated and you're not able to hit it for a few seconds because that wall is...
    33:50
    That's actually evil, oh my gosh. However, what I found in playtesting... And you have to do multiball and there are 40 shots, oh my god, I will... There's a few different strategies which I found work for me. The first is to cradle, to let one of the balls drain, cradle a second ball and then use your third ball in order to make the shots. To actually flip. That way you actually have a backup once you drain one. Oh my god. Yeah. This is stressing me out just a little bit. However, here's the deal.
    34:21
    Does it still have the chill music though? It does. It's got a different chill music. Oh my gosh. It sounds... The chill music would be stressing me out. That's how I feel about it. The chill music would be stressing me out. That's how I feel about it in that particular instance. So, as you're making the shots, different indicators light up on the play field. You hit those and it picks from these different randomized pairs. So there's, I think, six different random pairs. So do the pairs pop up at the same, like do two shots pop up at the same time?
    34:53
    Not at the same time. You have to complete them in an order. It just picks one of those fix. Oh, okay. So, for example, it might be left ramp, right ramp, or left orbit, right orbit, something like that. But it's always left and right? I try to make it so that one shot is on the left side of the playfield and the other's on the right side of the playfield. Are they like the same shot? Like are they, what's it called, symmetrical shots, though? Like left orbit, right orbit? Not necessarily. Oh, okay. Yeah. In testing, what I found was that certain pairs of shots were easier to make, especially on the fly. I'm an on the fly player. I don't normally trap up the ball and then shoot it.
    35:35
    And I wanted to make a game, especially with this play field, which has so many shot paths. It is so cool. Yeah. The way that it's designed. I really... Not to brag or anything, but to brag. I really love heist and so... Oh my gosh, heist. My favorite thing. Besides your game. This is your new favorite, right? Besides your game. At any rate... Don't worry. Once you finish the job, you're brought back to...
    36:08
    The start? Your new house, yeah. Oh my gosh, no! The living room, which is now empty again. That's so mean! No! So there are multiple high score tables within the game. The different high score tables are the number of pin bucks that you achieve in a given room. Also the max number of pin bucks that you've achieved over the whole game. There are like seven different high scores. The number of items that you've picked up within the job mode and there's, oh, the number of rooms that you've entered overall.
    36:43
    Nice. So I wanted to talk for a moment about the light shows. Yes, you did all those. I did. I remember him talking about it. Now I'm normally not very good at visualizing or creating light shows. It takes me quite a while to come up with something... The patterns and stuff. The patterns and so forth. I'm just, that is not something which works well with my brain for whatever reason.
    37:14
    I mean, there are specific things for everybody. This is just one of yours. Yeah, this is what I would call one of my weaknesses. I think you did a very good job though. Thank you, daughter. I appreciate that. So the light shows, similar to Quest for Glory, I wanted each, and this feeds into the general laid back aesthetic, point or action music, at nenhuma dist election not interesgated
    37:48
    what is actually great to the ceo white easily see me has a visual and and the reason for that is the wanted to have a light source within the rooms any demands me Each lamp that you purchase in any given room, if it has a lamp, is its own light source. So this is a 3D game, as we mentioned up top, and I tried to utilize the features of the
    38:19
    game engine in order to make it feel like you're within that world. Yeah, it's pretty cool, if I do say so myself. I'm a big fan. Anyway, so the light shows, there's a few different special ones. First is multipliers. We haven't actually talked about that, but at the start of each ball, the crane comes out. If you hit the crane as it's sweeping across the playfield, it functions as a bash target. If you hit that, it enables a playfield multiplier for 10 seconds. Nice. Yep. And the music changes.
    38:50
    It actually stays on for longer than you would think. Normally, if you've ever played Heist where their crane comes down, I feel like it stays on longer. Does it stay on longer? Because it feels like it to me. It's approximately the same amount of time. Okay, well I haven't played Heist in a while, but to me it feels like approximately the same time. Cause it stays on for like a good, I don't know, like 15 seconds maybe? It takes 8 to 10 seconds. Wow, I was way off, but okay. But yeah, you're real close there.
    39:21
    You're in the neighborhood. So, as it's sweeping across, if you hit the ball, if you hit the target on the front of The only annoying thing with the crane for me is that it often when I'm playing my goal is to just hit the jail like that's my only goal because normally it takes me like at least like three or four minutes just to hit the jail like three or four times so for me uh when I'm doing that the crane I'm not trying to get that much money because I normally
    40:00
    I just rack up pin bucks in when I'm playing, um, when I'm trying to hit the jail, but often failing. Anyways, um, so whenever I do that, the crane often goes right in front of the jail whenever I'm super close hitting it. It does. So we often get the multiplier, but not the jail. Or, as frequently happens, you hit the crane and then drain immediately. Um, which is also annoying. So, it's almost like I made it that way on purpose.
    40:33
    It's almost like a weakness and an advantage at the same time. That's the whole balancing thing. Wow! So, this game is the first game that I've made with a ball save. Oh, thank God for that. Today I was doing so terribly. I literally, on every ball I had, I literally had two ball saves. It was bad. So I added that during the beta period and I initially was very resistant to adding a ball save. Why? It helped so much.
    41:03
    I'm not a fan of ball saves. Why? I feel like you should be able to do it. What do you mean, you should be able? You should be able to do it. Right, Mr. Pro here. No, I train more than anybody. At any rate. Sure. So the multiplier mode starts up specific music from Scott and it also enables all the lamps to be bright white. And so they kind of flare up white and it stays white for 10 seconds and then it switches back to whatever the room light show is.
    41:38
    When you hit the jail, it makes the closest approximation to brown that I could make. Oh, it looks kind of like orange. It does because LEDs can't display brown. Oh. Why? It's just not a color that they can reproduce. That's kind of stupid but okay. Anyway. It's the way that they work. I know. I'm just saying. They should be able to make brown. It's one of the basic colors. It's made of like every color. Yeah. Anyways. And then you're right. So. So what happens is it swirls around the play field when you knock as it plays the color. Also, when you hit the jail, it actually on the play field, it says knock, knock, knock.
    42:09
    Yup. And then you're right. So. So what happens is it swirls around the play field when you knock as it plays the color. Yup. I'm a fan of the Jail. It actually on the playfield it says knock knock knock. Yep. Depending on how many times you hit the jail. So if you only hit the jail once it'll say knock. If you hit it two times it says knock knock. If you hit it three times, knock knock knock. So those are some of the specialty light shows. The scoops obviously flash and pulse and stuff when they're up to indicate, hey, shoot this thing. You know, as it does. Yep. And there's a few other specialty light shows. Like for example, when the kitchen's
    42:42
    I have a special fire light show which lights the specific shot that you need to hit. To be honest, the lights make it when the kitchen was on fire. I was so chaotic during that time because I was like, oh no, the kitchen's on fire because they actually looked like it kind of. And I was just like, oh my gosh, my heart rate. I was like, get a fire extinguisher. All right, I'm going to get some of this stuff. Is there one in the game? I don't think so. That was the motion I wanted to capture.
    43:13
    I was like, no, fire. Happy to hear that. At any rate, yeah, there's that fire light show. There's a few other things, too, like I mentioned in the bathroom, when you hit the toilet or sink or shower. When the water turns on. Aside from turning the water on and initiating specific callouts, there's also a flush light I'm a fan of the light show that I make. Nice. It swirls around. Real nice. It flashes between different colors of blue. Yeah.
    43:43
    There's a few other things. You know, one of the difficulties with light shows and one of the things that really kind of sticks in my brain is figuring out priorities of light shows. So like when should a light show be preempted and when should it not? Yeah. And that's actually a really tricky balance for me to come up with because, you You know, obviously I want to present you these different light shows, but there are different actions in pinball that can stack and create other opportunities for light shows.
    44:14
    So you don't want it to be like too... Crazy looking. Yeah, crazy or busy looking. And so during, you know, testing, that's where refinement comes in for me, and I settled on something which is a little more laid back when I had to make that choice. It's very like casual. Yeah. Except for the fire. So inserts and things like for the fire mode are, you know, a particular thing that I do which will carry on but then other things are preempted. So like combo shots, those are indicated with the flashing purple light and that, you know, stays on top versus some of these other things that happen.
    44:57
    So, that's the light show. One of the other features that we wanted to talk about was the co-op mode. Yep, oh my gosh it makes your life 10 million times easier in the game and in reality. In co-op and my friend Don and I have talked about this on a weekly podcast that we do called Gaming on 10 and the link will be in the show notes for that. I'm not on that. But Don has played this with some friends out his way and he was talking about team
    45:28
    play and how much nicer of an experience it is because you're all feeding into a shared pin bus. So you can all, when you're playing it in co-op mode, you can have the same player essentially. Avatar. The same, so you're essentially the same person. You're working together towards the same goal. Instead of having separate point scores, you each have the same score. Point value.
    45:58
    Yeah. The pin box value. And so it makes it a little easier to progress. And I find it's really fun. And Don mentioned this too. You kind of cheer each other on and it's less... It's a bit of a... Less competitive? Yeah. I've had a different experience than some other games in co-op that I've played as well. One of the cool things about the P3 is that all their main platform games, except for
    46:33
    Cannon Lagoon, support... Which I have not played yet, but I will soon, I promise. Ava's really slacking here. I know. She's been working on a million different things, so, you know, and I'm super proud Vacu swim
    47:15
    and it is fantastic and a lot of fun but in Silver Falls specifically it's really fun you've got that laid-back atmosphere wait so I have a question can you also do like a versus mode against someone like where it's two separate players okay cool yes that's awesome we haven't done that yet where it's like competitive so you can do like for example you and Sophia can play against me yeah so you're both competing against me oh so you can have a like
    47:45
    Tim O Extras. Robosong Right Financier. I'm excited by this perspective. You're destroying me. I'm just thinking about it. Don't worry. Yeah. Poor old dad over here. It's okay. I'll go easy on you. Sure. Maybe Sophia will play on my team and we'll work against you.
    48:19
    What? Yeah. Anyway, one of the other things that is special about the P3, and we've mentioned this in past episodes, is the profile setup. So, I built Silver Falls so that the different settings that you can apply to make the game potentially easier for a new player, those can be set on a machine level so everybody experiences them the same way, or they can be set on a profile level. Oh, speaking of which, we need to talk about profiles.
    48:50
    So, one of the things we did today, which we hadn't done previously, was I set up special settings on Ava's profile. Yes, it made it 10 million times easier, even though I still couldn't get past the kitchen. But we're not talking about that right now. After she had some particularly brutal games today, I went in and changed the settings on her profile so that she earned two times more pin bucks than normal. The Normal, and you only had to hit the drill once, or technically twice.
    49:22
    Well, one time to open it up, and another shot to actually go in the store. So that of course changes the entire nature of the game, and then playing it in team play makes it, which we also did, that also makes it friendlier. So we were able to progress through to the end of the kitchen and I made the tough shot and then we both bricked a whole bunch and trained Dreamy
    49:53
    We made one or two of them, but we needed one or two more. Oh yeah. And just could not put that together before we started recording. So we just played a few quick games before recording here, but overall, what did you think? And you played some, obviously, during the creation of the game and at various points. Yes. I really like it. I feel like you can play it at any skill set that you have, and like with most games. You have a more like custom experience I feel like with all the characters and the voices and everything that you get to choose I feel like it's more unique and geared towards you.
    50:34
    That was the idea so I'm glad you put that one. Good job. Thank you. So how did you feel about the the concept of purchasing furniture and seeing it populate within the space? It was, um, I feel like it was kind of like a life simulation almost, which I mean it technically is, um, but, uh, yeah, it was really fun to try and do it and sometimes when you go into the shop you don't have enough money, but you can only go into the shop once before it closes again.
    51:08
    Yes. So, it was fun but at the same time frustrating. That's the idea. So Silver Falls is available from the Multimorphic store and you can purchase it today and install it for $150 which, well $149 actually. You save a dollar every day. That's right. So check it out and hopefully you enjoy it as well. And you can give us your thoughts on it. Yeah, I've had some great feedback so far and you know I'm always looking to hear what other people think about games that I've made.
    51:43
    All of them are games that I've made. It's a real thrill to see people enjoy stuff that I've spent a lot of time making. That's why you do it! Well, that's one of the reasons, yeah. One. One of many. Also, just the joy of creation. Yes. That is one of those things. So, wait, I have a question for you. Yes. Would this be your favourite game that you have created so far? Ooh! Oh, that's a tricky one. Yes. My favorite game that I've created is Ranger in the Ruins of Crossford Glory or this.
    52:18
    Or the multi bingo or multi races. No, just out of the P3 games. Or Robo Frenzy. Out of the P3 games. Okay. Out of the P3 games I would say my favorite is... The existence games. All of them. No! Not acceptable. I've got the ball! You know, they all hold a special position. A special place in your heart. They're all favorites for different reasons. So it's like me and Sophie. We all know one safe child.
    52:51
    Hey! That's not how that works. At any rate, so... Uh-huh. Change subject. This Silver Falls is special for a number of reasons, not the least of which is that it was co-designed with Sophia. I'm so excited. Yes. My lovely sister. Yeah. That people are able to play something that we created together. Yeah. That's really special. Yeah. You still need to create one with me, by the way. We might be working on something like that at the moment.
    53:24
    So speaking of, let's talk about some upcoming projects. Upcoming project time. So, in the EM world, I had some folks over recently to play some different games that I'd created and just kind of quickly play through different parts of the P3 library as well as, you know, some other games that I had down in the arcade. And one of the games is Golden Nugget. Golden Nugget has... That game confuses me, but it's fun.
    53:59
    A lot more random chance than the... Yeah, it's a lot more just like pure luck. Yeah. So the way that that's laid out, there are six different lanes on either side of the center lane. So 12 or 13 in all. I can count. 13 in all, that's correct. And the ones on the left are red and the ones on the right are green. Christmas colors. Yes, and you are trying to achieve six balls on one side or the other and for and they're a sequence so you have to complete them in a row in order to win replays. Now you can win up to a hundred replays which is a lot, which is an awful lot, by achieving all six in a row. That's extremely, extremely difficult. Yeah it's like pure luck. It's so hard. It's almost pure luck.
    54:54
    But basically, pure electric. Yeah, so there is a flipper. There's a single flipper. So I guess this counts as pinball. There's a lot of... It doesn't... I don't know if it counts as pinball. There's a common argument I get into with people about bingos and flipperless games that they're not pinball. I didn't say that this one wasn't pinball. I said... I mean, it has a flipper, so it's not flipperless. Right. Which means I think it's not a pinball because it's one. It's standing upright like a vertical. Which pinball I guess could be vertical. It would just be very...
    55:29
    Like Banzai Run. I have not played that. Whatever. There's a vertical pinball in the back glass. What? Yeah. That's interesting. Anyways, yeah. So I don't think, I don't consider this one to be a pinball. Okay. And, you know, I would say the same, but... Different people have different opinions. Different people have different opinions. I've never heard somebody say this is a pinball, it's just I was saying that that's a common thing that I get into all the time because actual pinballs people say are not pinball and then... Non-pinballs are pinballs. Something like this could fall into that category because it has a flipper. A flipper. Anyway, so the flipper is tucked in the left-hand side and it's
    56:15
    This is a very small pinball game. It's basically something that every ball touches, but the actual control it gives you is next to none. Yeah. It's very, like, very, very small. The original balls weigh more than the balls that are in there. Really? And I thought these ones were hard, like, heavy. No, they're very lightweight. Really? The original balls are like plastic coated marbles. Oh my god. Yeah, those weigh a ton. Compared to these. Because they're like normal sized pinballs. Yeah. These are essentially plastic. So they bounce a lot.
    56:50
    Yeah, which is not helpful in the slightest. It's really not fantastic. But the thing that's messed up on the game that I need to fix is that there's a couple of those relays. Each number on either side is governed by a trip relay. And there's a couple of them on one side which aren't tripping for some reason, so I need to pop it open and see. Problem. Yep, but that'll be a quick fix. It's probably at least switch on the prior relay. Then we have Circus. Yeah, so Circus is actually the first solid state machine.
    57:25
    Is it? Yeah. I thought it was Pop-It-Cart. That was EM. Oh. At any rate, Circus has a sound chip which has failed and what that does is it plays the same sound over and over and over and over again. It's like you're watching... It sounds like a glass shattering. Yeah, it's like if you've ever watched something and it's gotten stuck, like glitched, and it's been on loop for a while, that's what it sounds like, except it sounds like glass shattering. It's interesting.
    58:03
    So, I need to fix that, um... And it's soldering, and I really wanna solder, so tell him, tell him he solder, cause I love soldering, and he won't let me. Well, in this instance, you know... Uh huh, yeah, you say that every time, in this instance. The last time I soldered, I was like 8 years old. Yeah, uh... No. At any rate. No. It was like on turking, which I fixed when I was like 10. You were 8? I don't even know anymore, cause it's been that long since I soldered. At any rate, I need to change a chip on that and while I'm doing that I'll replace all the capacitors on the soundboard.
    58:40
    And solder. That's all I have to say. At any rate, that's what's going on with me and games that I need to fix. I still need to cut a piece of glass, or have a piece of glass cut rather for Linedrive. Oh, we still... It's been years and I... It's been years. Cast
    59:27
    You could just email them. Which I have none. Anyways, but, yeah, right now we just have two pieces of plexiglass stacked on top of each other. Yeah, they were strapped plexi and uh... It's bad, like the ball could fit through one of those. Like in between them. There's a little hole in the... A little hole, you say a little hole. It's a small triangle. Uh huh, sure. That a ball has never fallen out of. That you know of. Once it happened, actually. I think! I flipped it around so that it couldn't happen again.
    60:01
    Uh-huh. Sure. So yeah, I need to have a piece of glass. Line drive is actually really fun though. Line drive is super fun. Oh my gosh, when you first played the sound thing on it though, that thing gave me a heart attack. Ava helped me figure out the capacitor values for the different sound boards. These are not documented. They were made by Allied Leisure and then they were shopped to different manufacturers, Subtitles by the Amara.org community
    60:54
    I got so scared. It was pretty rough. So anyways, at any rate, yeah, that, no, you still love that sound. Yeah, sure. But that needs to happen. And as far as upcoming projects, I've been working on a new play field layout and game for the P3, which is still is not named. So it's not named. Yeah, I was just talking with him about it before the podcast. We should call it unnamed.
    61:24
    So, you know, more details to come on that, but that's... But the main thing you've been working on recently is redoing Quest for Glory! Yeah, so I've been trying to get that what I call show ready, so making it so that it's friendlier and playable by people who are not just me. And, surprise, surprise, some of my digital artwork may or may not be making an appearance there. We're just gonna have to wait for the game to start.
    61:54
    It's a little bit of a long time. I'm not sure if it's gonna be long enough. I think it's gonna be a little bit longer than the original game. It's gonna take forever, though. So don't count on it being any time soon. There's only 150 different sprites. Which have all different animations. And animations, if you don't know how to do animation, you have to take each picture, I'm a bear that turns into a prince, which originally I did not know turned into a prince until recently. So I just thought it was a bear. So yeah, so I have to draw each animation separately. And it's gonna be like over 100 frames for this one bear turning into a prince thing. So yeah, it's probably gonna take me like at least a couple years. So I mean, you'll probably scattered in like, through the years.
    62:48
    So this is high priority for Ava. Nothing takes priority over this for you. Nothing except for school. Low priority. I'm just kidding, obviously. Sure. But yeah, so I've rewritten the game and it is much, much friendlier. It's like a brand new game. It's really good. Yeah, expect a different episode on that here in the future. Oh my gosh, but the animations. The animations? Okay, so the original artwork is from the game originally? Yes. The game was made in 1990. Back then they did not have the technology that we have today. So all of these are like the lowest resolution pics I've ever seen in my entire life. So like today, when I was working on it, there was a teal shadow, which I thought was a chain. But it was like pixelated so much I could not tell what it was.
    63:41
    Anyways. They did what they could with the technology that they had, but, um, and I think that game is fantastic. It's pretty fun. The original, I mean. Yeah. Um. It's just the artwork, man. The artwork. No, but, uh, the, well, that's what I mean, the artwork. Well, yeah, I like the artwork for, like, one, three times. In context of the game, too, like, that's the thing that you're not seeing is, um, the, The artwork, when you blow it up to 800 million pixels, it's different.
    64:14
    But in the context of the game where the entire resolution of the monitor is much smaller. It was made to be played. It looks a lot more natural. Yeah, also it looks very clean for when it was released, obviously. Yeah, so the artists that worked on that were extremely talented. I'm really pleased with the reinterpretations that the artists that I hired, including yourself. Well, thank you. Oh, you're welcome. Uh-huh. All right. So, that's what we've been working on.
    64:44
    Ava obviously has a million priorities, and I'm surprised that she signed on to do some of these animations, which are left to be done. It's fun, though. It's just very time consuming. Yes. So, we'll see. Hopefully, we'll be talking about that soon. That's . At any rate, thanks for listening. Thank you very much, even though we've been gone forever. Not forever, but a very long time.
    65:15
    Yes. So you got a super-sized episode to make up for it. Yes. Thanks everybody for listening. My name again is Nick Baldrige and this is... Ava Baldrige. And we are For Amusement Only. If you'd like to get in touch, you can reach us at ForAmusementOnlyPodcast at gmail.com or you can call us on the bingos line. Speaking of bingos, oh my gosh. Oh my gosh, that reminds me, there's stuff that I have to talk about with that too. You may be getting another episode soon. Yes. We'll go into bingo.
    65:46
    It will actually happen. So you can reach us on the bingo's line which is 724-BINGOS1, 724-246-4671. You can listen to us on iTunes, Stitcher, Pocket Cast, VRSS, on Facebook, on Twitter, at Bingo Podcast. You can follow me on Instagram also at Bingo Podcast. We sign up for the newsletter. We also have a discord. The discord address will be in the show notes. Thanks very much for listening and I'll talk to you next time. Goodbye! Also, everyone go buy our game.
    66:17
    Thank you and goodbye.