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We Are Pinball Beetlejuice Launch Interview Episode! #49

We Are Pinball (WAP)·podcast_episode·1h 16m·analyzed·Nov 14, 2025
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claude-haiku-4-5-20251001 · $0.037

TL;DR

Spooky Pinball discusses Beetlejuice design, mechanics, and voice features in launch week interview.

Summary

We Are Pinball hosts an in-depth launch week interview with Bug and Luke from Spooky Pinball about Beetlejuice, their limited-edition ($9,999, 999 units + 80 show games) pinball machine. They discuss design philosophy, innovative playfield mechanics (sandworm toy, magnetic saves, multi-zone layout), the Spooky Speak voice interaction feature, and extensive theming tied to the Tim Burton film. The interview showcases design depth across shot variety, mode structure, and Easter eggs, with hosts praising the quality and theme integration.

Key Claims

  • Beetlejuice has been in development for 6-7 years

    medium confidence · Don mentions development timeline early in episode during launch discussion

  • Limited production of 999 units plus 80 show games allocated

    high confidence · Bug clarifies: '80 of them was the limit that we set but we don't currently even have that many allocated'

  • Beetlejuice is the most injection-molded sculpts Spooky has ever produced in a game, by 3-4 more than previous titles

    high confidence · Luke states: 'It's the most tooled sculpts we've ever done for a game, probably by three or four.'

  • Spooky Speak (voice interaction) was only integrated into the game 'like a couple months ago' and uses hand-coded approved assets

    high confidence · Luke: 'We honestly only got it integrated like a couple months ago, and right now we're just hand coding in approved assets'

  • Rush was the most-played game in Spooky Pinball lunchroom history

    medium confidence · Don recalls: 'The most played game in Spooky Pinball Lunchroom history was Rush, for sure.'

  • Evil Dead received criticism for being too dark in the back corner; Spooky is developing a light board add-on that will be backwards compatible with Evil Dead

    high confidence · Luke: 'The lighting add-on that we have in this game, we're going to make it backwards. I believe we have it so that we can add it on to Evil Dead.'

  • Spooky does not use NDAs with media/content creators; they operate on an honor system

    high confidence · Luke: 'I don't, yeah, I'm not looking to enforce any NDAs or anything wild but most people are honestly good.'

  • The topper with Spooky Speak microphone integration costs $15.99; Ghost Glass costs $2.40; dust cover also available

    high confidence · Luke provides pricing: '$15.99 for this topper' and 'Ghost Glass is actually a little bit cheaper, I think. I think it's $2.40'

Notable Quotes

  • “This game's been in development for, I don't know 6, 7 years. And now I see what you did.”

    Don @ early in episode — Establishes lengthy development timeline for Beetlejuice

  • “All new in-box games has to cost under $10,000. So The Walking Dead for $13,000, that's over my limit.”

    Don @ mid-episode — Signals market pushback on premium pricing; establishes personal collector threshold

  • “How the heck can this cost under 10k?”

    Genghis @ watching trailer — Reaction to perceived value density of Beetlejuice's playfield

  • “I watch early trailers and get pictures and all of this by almost all the other companies, but they always want me to sign the NDA and tell me, please be positive and all that. I have so much respect for what you guys just did. No NDA.”

    Genghis @ mid-episode — Praises Spooky's open approach vs. industry norm of restrictive NDAs

  • “We're just kind of starting. We honestly only got it integrated like a couple months ago, and right now we're just hand coding in approved assets and everything.”

    Luke @ discussing Spooky Speak — Reveals Spooky Speak is in early optimization phase despite launch proximity

  • “Luke has really perfected these freaking ramps, dude. You throw it up there. It's so smooth. It glides all the way from the back right corner around and into that couch.”

    Bug @ discussing ramp mechanics — Highlights Luke's mechanical design expertise within Spooky

  • “It's the most tooled sculpts we've ever done for a game, probably by three or four.”

    Luke @ discussing playfield density — Beetlejuice sets record for injection-molded toy count at Spooky

  • “I think we're the first people to do that. I don't know if there's ever been a shot in a game where we shoot off of a main playfield to hit something lower, like back behind it.”

    Luke — Claims novel mechanical design element (under-toy shot)

Entities

BeetlejuicegameBugpersonLukepersonDonpersonGenghispersonSpooky PinballcompanyEvil DeadgameWe Are Pinballorganization

Signals

  • ?

    business_signal: Spooky prioritizes trust-based media relations over legal restrictions; does not enforce NDAs with content creators/press

    high · Luke: 'I don't, yeah, I'm not looking to enforce any NDAs or anything wild but most people are honestly good.' Genghis praises: 'they always want me to sign the NDA... I have so much respect for what you guys just did. No NDA.'

  • ?

    community_signal: Spooky hosts are actively soliciting feedback and planning community engagement for launch event (torch-lit procession joke suggests themed celebration)

    medium · Discussion of upcoming launch event with torch imagery; Luke mentions 'party' and community play scheduled; no specific content strategy mentioned but tone suggests community-focused launch

  • ?

    design_philosophy: Potential community backlash anticipated if Spooky announces Super Collector Edition production post-launch; hosts joke about hosting blame

    medium · Genghis: 'I know what every comment on this video is going to be about that. Spooky does 999 plus 99 plus 99 plus 99. Jen gets to start their 17th controversy.' Luke says would need to announce 'before launch. Years before launch.'

  • ?

    design_philosophy: Spooky intentionally creates sectioned/zone-based playfield areas that function semi-independently, inspired by TNA; each shot has multiple outcomes and theme integrations

    high · Luke: 'I love sectioned off portions of playfields that play in their own little world. Really inspired by TNA... And on this one, I wanted it to take like a back corner.' Each shot 'will do more than just one thing.'

  • ?

Topics

Playfield design philosophy and shot varietyprimarySpooky Speak voice interaction feature and integrationprimaryBeetlejuice limited edition production numbers and launch timingprimaryTheme integration and film-to-gameplay adaptation mechanicsprimarySandworm toy and multi-ball mechanicsprimaryPricing, market positioning, and collector thresholdssecondaryCompany ethos: NDA-free media relations and trust-based approachsecondaryEvil Dead lighting upgrades and backwards compatibilitysecondary

Sentiment

positive(0.92)— Hosts are enthusiastic about Beetlejuice's design, mechanics, and artistic execution. Praise for Spooky's transparency and lack of NDAs. No significant criticism or conflict. Genghis expresses amazement at playfield density vs. price point. Minor humor about potential Super Collector Edition controversy but not negative toward the game itself.

Transcript

groq_whisper · $0.229

Welcome everybody to a fantastically special episode of We Are Pinball. Here in house, of course, your hosts Don, Jengez, and the Bowen Duke Luke of Spooky Pinball. Literally, Bug and Luke. We are here during launch week for the earth-shattering release of this year, Beetlejuice, The Pinball Adventure. I think that's the working subtitle. So let's stop with me and we'll go with Yee, guys. We're going to show Cengiz the trailer, and we're going to get some live reactions. Everybody talk. I cannot wait. It's going to be so awesome. In a couple of minutes, I'm going to watch Beetlejuice, Beetlejuice, Beetlejuice. I should probably send it over to him. You guys can keep talking while I send this. Luke, we're not even a minute into this Luke's already playing on his phone I do have an unhealthy cell phone addiction The iPad maybe epidemic of 2025 He's a grown iPad maybe So guys He's holding, that's not his phone That's just how his hands are So this is launch week, finally This game's been in development for, I don't know 6, 7 years And now I see what you did Why is that? Are you in on that too right now? No, I mean, I'm aware of it, but I'm trying to stay out of it. I sent it over, Sengez, so you should be getting it in your Facebook Messenger here anytime. Let me open it up so I can see. This is sending, so it might take an actual second. Okay. Did you hear my new tattoos that I got, Sengez? Tattoos? Yeah, I got knuckle tattoos. Can you read them? wait let me see here and I haven't received them yet so now look at the camera oh show game baby I was a messenger while I'm getting the video I just want to say one thing about all these is it 80 show games you're doing 60 or 80 how many is it well it's 80 of them was the limit that we set but we don't currently even have that many allocated. Listen, people have been talking about those show games. This is my take. Okay, listen to this. This is the real deal. Make the 80 show games. Get $800,000 more. Make 150 show games. Do it, man. Who cares? I'm doing the math in my head. I don't think we make that much, but that'd be pretty cool. Yeah. Do it. Don't listen to those negative guys. Just make them. Enjoy, man. More games out there. This is so cool. So, yeah. Okay. I'm looking at Messenger. I haven't got anything yet. What does it say? It still says sending for some reason. Oh. This show is sponsored by the Fiber Optic Network. It goes instant usually when I text it and everything. Okay. I got a message. Oh, that was from Stern. That's not you. We need to read that live on air. So, how many of you guys bought a Walking Dead Elite this week? Yeah, I don't know why. You didn't? You did or didn't? I didn't. No. No? Yeah, we did not either. We used to buy just whatever game we came up with. What was the last game we bought that was new? Probably Foo Fighters? Was that our last new box that we did? We used to buy everything from Foo Fighters. What did we, yeah. Or maybe it was Bond. No, Rush. Was it Rush? Bond was after Rush. I will say, Rush, people played a lot. The most played game in Spooky Pinball Lunchroom history was Rush, for sure. But here's what I say. All new in-box games has to cost under $10,000. So The Walking Dead for $13,000, that's over my limit. So under 10K, that's the mark. It is what it is, guys. It should be about a little bit now, I'd imagine. Oh, yeah, it says it's sent to you. Oh, my God, wait, wait. How do we do this? The trailer's right here. How the heck? Can you see? You cannot see my screen, right? No, no, we'll just see your beautiful face as you react. Oh, Buck has seen the trailer, okay. Can you hear when I start the music? Can we share? Oh, yeah, nothing, nothing. Can you hear this? Yeah, absolutely. Okay, just give me two minutes and 16 seconds, okay, guys? I'm going to enjoy this. Oh, that topper. Oh, nice. Oh, speakers. Oh, yes. Oh, my God. Yeah, I thought the speaker grills was a nice touch. We're going to keep doing that, I think. Oh, that chopper is creepy. Guys. Oh. French artwork. So beautiful. Oh, Abraham, amazing. Oh, some of the toys. Wow. Wow. Absolutely wow. Oh, my God. I can hear the music in there. Oh, Magnet, the two of the flippers. Oh, so cool! Guys! Oh. Boys, we have toys! Open the gate. What's that dragon head? What is it? This is so cool! Oh, this is so cool! Wow. I was just mentally following along with him. Yeah. He's going. Oh, all those colors. So much blue, so much green. Oh, this game is going to sell out on day one. We're expecting a thousand refunds on launch day. Oh, it's so cool. I'm loving this. Turn the room. I'm watching along. This is funny. I suppose in when the action goes together too they could play it while he's watching everything is it over oh the beat goes up there wow now I know it's close I know what he's at now what part of Australia that was. Whoa. This, this is amazing, guys. Wow. He's taking it all in. I'm speechless. I mean, wow. There's just, first of all, the color palette is so 80s. I love it. There's so much purple and blue and green. I absolutely love the color, the layout looks jam-packed oh my god and there's, you showed the movie and you showed the stuff from the movie yeah, I think that's what Zach did really well is he showed in the trailer, here's the mechanisms and here's how they actually tie to the film and what we're kind of recreating in the game from the film one question, at the back right corner. What's going on back there? You have Beetlejuice that comes up. Can the ball go behind him? Oh yeah, explain this. So that's how we start most of the modes in the game is the two-stone mechanism. He's hiding behind it. You shoot the ball back there. We catch it and then Beetlejuice actually picks it up. He rises out of the grave like he does in the movie and shoots the ball down the habit trail back to your flipper. He's got an electromagnet embedded in him. oh man so we have those three stand-up targets you hit them you bash them and you open up and you get into this is it a dragon what is this at the back the sandworm a lot of people are going to be looking for from the film is the sandworms that's probably the most asked for toy i would say everybody's expecting a sandworm to eat the ball i mean that was kind of the number one thing which is i mean it's a really major max do like we have the whole motor he dances to the music yeah and everything in the game which is neat and you lock the ball at the back left on the sofa physical ball locks i love that on all your games it's just it's the best so it locks the ball and throws them down so what happens do they just come straight down to the flippers or do they hit something so the whole thing kind of lifts up and inverts like that it dumps the balls off of but that whole area if you notice is designed around the waiting room. So there's a waiting room countdown sign, what place you are in line, up in the corner up there. There's a couch. Even with Frangie, he did the flooring of the waiting room there, so it really makes it a separate area, which is kind of like a mini playfield type area brought to the main level. That was a big deal for us in this one, because they go to so many cool locations and spots throughout the movie. We really wanted to separate portions of the playfield of like, this is the dedicated sandworm area. This is the dedicated waiting room, the model kit, the house. The grave. The showtime grave area. Wow. So, I'm watching the video again. So, it has the magnet between the flippers. Yeah. I love magnets in games. Tell me about how does that work? Is it a push the button or is it automatic? Yeah, it's an action button magnet save that we do. I don't know if you saw in the trailer too that Right Out Lane it actually lifts up and down the right out lane. So we can close it completely and feed the ball to your flipper or raise it up and have the ball shoot underneath it. And then we catch the ball with that magnet between the flippers and throw it back out in the game. Because the movie starts with Adam and Barb dying immediately, so it's pretty on theme for us that when you launch the ball, on occasions it will immediately die and drain and get caught and brought back to life. Yeah, so I don't think this was explained so much in the trailer, but it's got a traditional launch button, a spooky launch button. The ball will get launched up into the right in lane, but if you catch it the wrong time or the right time, a little gate will open. Your ball will immediately just go to the drain, and you're like, what the heck is going on? And then from the drain, the ball is grabbed by the magnet and then thrown back into gameplay, and then the game continues. Like, it's crazy. When you see it the first time, that's nuts. But it also functions as a ball save, too, like a functional hit the button and save your ball. Not that I ever remember to do it. between the flippers when it comes out either out lane you can smack that yeah you can grab it off the left or the right out lane yep as well as just right down the center this is amazing i'm just looking at the right side so we have the inner art plate so beautiful it says beetlejuice and all that just at the lower portion we have the barn and next to that we have a coffin and next to that we have something Gorgar-alike at the Green Rep, and behind that we have the Beetlejuice guy, behind that we have something more. Oh my, this is just, how the heck can this cost under 10k? Yeah, so if you notice, like, each of those areas has a mechanism in it kind of tied to the film, so immediately off the plunge, like Don described, we have the mech where you can plunge and die right away, like wrecking off the car bridge, and then you have the whole Showtime, Gravestone scene, Gravedig, which is cool on screen too. Casey's been adding the, like you can actually see as you're digging the grave, you see the dirt come down one foot at a time. It looks like layers of cardboard. Yeah, exactly. Of course. I don't know. I find it very satisfying. Okay, next question. I see three pop-bombers. Yeah. With two shots through them. Okay, yeah. But I want to talk about the upper flipper yeah i have never seen an upper flipper placed like this maybe it reminds me on the off the looney tunes but this is this is so cool it's like it has it its own area so the upper flipper it can loop the ball yep you can hit the two inserts in front of the sofa yep yep and it has got a scoop hole if i'm right as well yeah yeah and this is one of the things in the layout i wanted to do. I love sectioned off portions of playfields that play in their own little world. Really inspired by TNA, honestly, but like a little bit smaller scale because in TNA that takes up like half the playfield. And on this one, I wanted it to take like a back corner. It made perfect sense as the waiting room. And then, yeah, you have variants of the things that you're shooting there. You have a quick loop, you have a scoop that'll get it out of there and fire it through a spinner back to your main flippers, or you have the targets that you can hit and still catch it off of. Another super fun thing, when the ball falls out of there, say you hit the target, scoop, whatever, a lot of times when the ball is in the pops, it'll jut back out of the pops, back up to that flipper and set you up perfectly for more looping. So the action we get in those pop bumpers, it just sets up so many other things that's so much more satisfying than your normal pop cluster layout and exit and entrances that you typically get. So guys, I can see the right ramp it's a 180 ramp it's hard to see on this trailer how do you go into that ramp at the background ramp section we call it it's a lift ramp but underneath the lift ramp is a traditional right ramp so the lift ramp in front of it lifts up and then you shoot up a ramp underneath of it, there's two ramps stacked on top of each other I don't know That might be a new thing. I'm not sure. But to us, it was pretty novel and cool. But, yeah, you shoot up that ramp, and then it goes all the way across the play field on that habit trail and locks onto the couch. Wow. Absolutely wow. So when you're hitting loops on that upper, well, it's not an upper play field area, but the waiting room area, I should say, when you're hitting those loops that you were talking about, that's you knocking on the door. So as you qualify those, then that lift ramp will lift up, and you can shoot that and lock balls on the couch. It's so satisfying. Luke has really perfected these freaking ramps, dude. You throw it up there. It's so smooth. It glides all the way from the back right corner around and into that couch. It's just... It's even backhandable, too. I've been successfully able to do that as well. So that's fun. I love any time I can... Yeah, bolt ramps. Yeah, player backhand bolt. So we have a display at the left side that says 03. What's that? Yeah, so the now serving counter. We use this in a few different ways. The coolest one to me is during the multiball, that couch multiball where it dumps off. You're building up jackpots on it and then cashing them in at the scoop. But also our Juno modes in the game, you will be given a number, a ticket, and the hand will be holding up that number. You have to get to that number because you're waiting in the waiting room. When you get to that number, you go to the scoop, and you will start your mode or hurry-up sequence at that scoop. really it's just kind of it's so funny because we had this sound effect there for when you're hitting those targets and the numbers are counting up and it was this like ding ding and I hated it I was like this needs to be so much like crazier and bigger and cool and Luke was like that's freaking perfect that's my favorite sound effect in the game I love it he's like it's the best one by far yes there's like there's three main areas that modes start right now, right? So you have the Juno Scoop modes, and then you have the Showtime Beetlejuice modes over there. I don't know if you're calling them Showtime modes, but we are now the Sandworm battles. So you can get a whole bunch of different Sandworm battles as well, so you're going to be able to do different things. It's not just going to be like a one-trick type of toy. Is it just me, or is the Scoop lit up? It feels like it's green. Oh, yeah. He's really excited about this. Yeah, I'm a nerd now about that quite a bit. um so so yeah all the scoops have like corresponding colored 12 volt like full size full flashes and then also the the drop target under uh i'll have to send you some pictures it's cool it gives a cool effect but the drop target under beetlejuice i have instead of having a single led like we normally have i have a full size flasher underneath the playfield on him so it makes a whole drop target glow and like the area around it and everything so almost almost It's like a green smoky type effect in that area. But, yeah, I've been nerding out over the flashers pretty hardcore. So the scoop in the center is where you collect lost souls. So that's kind of got like a light blue corresponding color. And then the Juno mode is back, right? It is what, green? Yes, something like that. No, it is green because – no, it's specifically green. Sorry, I was getting – I can see it. It's green. Loser kid is trying to butt in on your time and your interview. Yeah. No, it's green because when Adam and Barb, when they enter into that room, there's a really, really awesome shot where the door opens and there's that green fog pouring through there. So, like, the scoop being that color just makes all the sense in the world. We also added lighting to the back of the game on top of the backboard up there, too. Yeah, this is huge. Which you'll notice that, so, between our apron and the back of the game now, it kind of, similar to other manufacturers, they're running LED strips up the side now. Yeah. I'm kind of okay with it, but I don't love that you can see those LED strips all the way up the side. So instead, we have basically hidden ones in the back and the front that shine that light instead. But it creates the same effect. We're able to flood the whole play field with color. Believe it or not, I was just about to ask the same question because I just shut down the trailer, and I'm watching your guys now, and at the background, we have got the Beetlejuice game. And as I can see, it's very bright play field. So I was just about to ask, what did you do? Because as I can see from Denmark, it's so bright. Yeah, actually. Frenchy was gonna wring my neck pretty soon if our gamers didn get brighter So we and that was like that was of the very few complaints Evil Dead did have was just being a little bit dark in that back corner section over there So this was like a really great... Oh, here's an exclusive, though. The lighting effects that we're doing, or the lighting add-on that we have in this game, we're going to make it backwards. I believe we have it so that we can add it on to Evil Dead. So Ben's been putting code in for that, for Evil Dead, because people were saying that the back area on that was dim and everything. So you're going to be able to add that same light board back there. You're talking with your hands, and I keep seeing show game on your knuckles. My knuckles? Sorry. It's like how my brain works. So as I'm telling you guys that, my brain is setting that light board on there. Like Don grabbing a pickle. Full mitt. Full mitt. guys and i want to talk about that very very spooky topper you have got got on top of the game there so the topper i'm watching now this is the topper you buy extra right this is not the included one it cannot be the included one so first of all what's the price for this topper that looks absolutely spooky amazing. What's the price? Let me remember here. $15.99. $15.99, okay. Yeah, so $15.99 for this topper. I'm trying to think if we have any other add-ons. We have Ghost Glass. The Ghost Glass is actually a little bit cheaper, I think. I think it's $2.40 because it's standard body this time. Oh, good point. I want to say it's $2.40. I think I'm going to have a dust cover. Dust cover. Dust cover, of course. It's got a really awesome, great desk cover. So pretty much all the same things returning that we had for options last time. The difference this time, though, is that with your topper, you're also getting the Spooky Speak microphone and everything integrated into that, so you'll be able to talk to your game. I don't know if you've seen. Have you checked out those videos yet, Sengas? Wait, that was very important info there. So Spooky Sock is only available with that topper, without the topper. Because it's controlled up by the topper board, yeah. Yep. Correct. Oh, okay. So how advanced is this spooky speak that everybody loves, including me? It's so awesome. We're going to find out, I guess. We're just kind of starting. We honestly only got it integrated like a couple months ago, and right now we're just hand coding in approved assets and everything. Just coming up with as many things as possible that we can get in there that will be fun for people to interact. What I love is just when people are standing around and talking and it picks up a keyword that plays a sequence. I think that's really cool. Yeah, I know. We're trying to think outside the box of that, too. We're just working on something. I didn't even tell you about this yet. We're working on something this morning that I'm hoping to have in for the gameplay video. That'll be pretty top-notch. That'll be exciting for me. Well, whatever it is, I don't even know about it. Okay, okay. Well, just give me two minutes, okay? I just want to say I watch early trailers and get pictures and all of this by almost all the other companies, but they always want me to sign the NDA and tell me, please be positive and all that. I have so much respect for what you guys just did. No NDA. No, I really don't. Nothing like, please be kind, please be positive. You didn't sign them in. No. No. I've got my deepest respect. The game is not out yet, nothing like that, and you sent me the trailer. Thank you, guys. I'm so thankful. This is the way to go, man. This is the way to go. I think most people just have good hearts at the end of the day when we share stuff with people. Even Don, when he first started coming in, he's like, if you need me to sign an NDA or whatever, I'm like, I don't know, man. I'll just be mad at you. That's like back when you're going to do something to disappoint your parents, and then they'd be like, I'm not mad. I'm just disappointed. That just hurts worse. That hurts worse than a lawyer. No, we just kind of use the honor system. and I don't, yeah, I'm not looking to enforce any NDAs or anything wild but most people are honestly good. Like, if you just give people faith and treat them well, they're generally pretty good. Yeah. I love that... Don't be trust. He doesn't need no NDAs. Nothing there. I love that now for the first time I can talk to somebody that's not from Spooky about the game because I have a couple of takeaways from this. You know, each of your games seems to have its own, like, gameplay theme. TCM and Looney Tunes really had that flow from one shot to another Evil Dead was like mechanisms everywhere This is really a game that seems to play Almost like a zone defense It's like there's shots that are Kind of short, like close to the flippers There's medium range shots With that whole assembly With the ball eating worm And then you've got those long shots too All the way back to that back left play field The waiting room area Where you can shoot straight back, clear the pops All the way into that scoop or play around in there And then you also have backhandable ramps That are close by Then the other part, and this is something I've been kind of hinting at when I've been doing some podcast episodes, is you're really doing this thing where each shot will do more than just one thing. Because it's one thing to say there's six or eight main shots in a game, but to have each one of them do different stuff, right? Like you can shoot back under Beetlejuice, and that reaches that habit trail that returns to your left flipper. Unless he's ready for a mode, then he's going to grab the ball, pick it up, and put it down the other habit trail. Or you've got Rampception next to it. Or you've got the shot straight up to the sandworm, which is easy to hit. But then you can have those targets that come up, and then now you're interacting with it in a different way. So the game is just transforming all over the place. Meanwhile, it's loaded with clips and assets. I've still only played barely launch code, so to imagine where this thing is going to be, and picking up and listening to the crap that I'm talking about, and then talking back at me, what's not to love here? And honestly, they've even poured a lot of stuff in since the last time you were here. Oh, yeah. It's probably been some of the most major code updates since then. You should have been here for the meeting this morning going over all the stuff that we're adding before the show. You'll see it. You'll have to run in here when you fly in next week on Thursday. You said Thursday you're coming in? Yeah, so the launch event is Thursday night, the 13th, and then the game officially launches midnight on the 14th, and it will be for sale on the website somewhere later that day. I'm coming in the day before. Lord willing, in the creek, don't rise, and then we're going to party. So, you know, if you want to just wheel that down the street to my house, I'd appreciate it. We could just kind of play around with it. You can show me there. Then you wouldn't be able to walk up here with torches. Oh, the torches, man. I can't wait. I have a question. As a guy that hasn't watched the movie, can you see this on the camera? Yep, yeah. This barn. I just saw that a car drives through the barn and falls down. So I can see the car there. does that car move? No, it doesn't move. So like that's that ties into the whole mechanism of you dying at the beginning because a big part of the film that Corwin's about to drop on you is that yeah, they're dead. A big part of the film was the handbook for the recently deceased. So they're haunting their own house trying to get these people out. But like the whole sequence of that skill shot we themed again back to like us theming all these areas. Because that area is themed as like, okay, so when the ball shoots around the shooter lane there, and then we have that out lane lifted up and it goes down there, it's to emulate the car driving through and falling out the bridge effect. So that's why we have the bridge there. This races up, the ball falls through it, you're dead. Like the drain is the water. You're dead. You died. But then, of course, brought back as ghosts. I love the way you guys integrate. I mean, the theme integration with you guys is just top notch. So last time we talked, when we talked about Evil Dead, and congratulations, what a success, I asked you if you were about to make a SCE model with the yellow car and all that iconic stuff. And you weren't sure, and I said, do it, man. Still haven't done it. I still haven't done it, no. no super elite he's like god damn you no I would like to I have ideas I have ideas I had ideas for it we've not completed the task yet it could come it could happen yes it have to build the 999 build 80 show games and then build a hundred super collector editions I mean I know what every comment on this video is going to be about that. Spooky does 999 plus 99 plus 99 plus 99. Jen gets to start their 17th controversy. Yeah, right? Dude. If we do it, it would be something that we would have to announce before launch. Years before launch. Yeah, like clearly even longer before launch. A blimp with a banner behind it. Yeah. We would have to disclose it. A Super Bowl commercial. It wouldn't be something where we would Like, go back and make 99 of them. We wouldn't do that. Just say people can blame Jengis and they can just write the hate to me. How are you? Buy those 100 super collector editions. As I can see, the play field is jam-packed. I don't know what more you can put in there, but do it, man. I definitely have ideas for, like, add-ons and stuff that we could do that would make the games cooler. We were talking about it, yeah. It's full, though. I think it's a record for most sculpts that we've ever done in a game. Yeah, it's the most injection molds we've ever done in a game. So it's the most tooled sculpts. Well, I say sculpts, but some of the sculpts are mechanisms as well. A lot of times the sculpts are tied to mechanisms in our games. It's the most tooled sculpts we've ever done for a game, probably by three or four. I think so. It's a lot. I want to ask about the left side of the play field. So we have got this entrance. It looks like a dragon head or something. Dante's corner. Yeah. But on top of that, it has got this turn wheel thing. I don't know what it's called. Oh, roulette wheel. Sorry. Yeah. Yeah, so we have a whole roulette wheel Dante's Inferno Room feature going on. That whole ramp became like its own mini mechanism feature where as you're hitting that on various numbers of times that you've shot that ramp, It will spin this roulette wheel that has a bunch of different awards on it. Some are negative, some are positive, most are positive, some are neutral. Okay, so it turns that turn wheel. Yeah, yeah, yeah. So we do it both physically on the play field and on the LCD. So the lights on the actual roulette wheel there will spin around, and it will match the ball that you see on the screen, and they spin around, and it will fall into your options, which some of them may be like you light extra ball. Others are super spinners, super ramps, points, or nothing you lose. It's just another thing we did to create more areas in the game from the film. Like you'll even notice the habitrail is powder-coated red to match that ramp. We just did a lot to differentiate each shot in the game, like Don said, to function in multiple ways but also represent the film in multiple ways. It's very colorful. So we have two magnets or more than two? How many magnets in this game? There's at least two. Two, yeah. Two magnets. One between the fuckers, one in Beetlejuice. Oh, random cool thing, too. There's targets under the sandworm. Did you see those down there? Under what? If you shoot underneath the sandworm, there's targets in the back of the subway. That was a Corwin idea that I hacked in at the very last hour. And it's cool because I think we're the first people to do that. I don't know if there's ever been a shot in a game where we shoot off of a main playfield to hit something lower. like back behind it. I don't know if that's ever been done before. Has there ever been subway targets before? I don't think so. Like shooting off this open. We're just out here either creating new stuff or too dumb to know that it's not. We're thinking we are. So when you shoot the ball in there under the worm thing, where does it pop up? So it feeds the subway back over to the right scoop by that captive ball where that coffin is over on the right side. Oh, yes. Yeah. And that thing in the middle of the coffin, is that a big flasher there, or what is it? Yeah, a flasher, and there's a Newton ball underneath there. That's how you interact with, like, digging the grave. Where are the spinners on this game? The sexiest, most satisfying spinner shot of all time. So right in that left ramp, right next to it, you have the spinner shot. So the spinner is, like, kind of up closer to your flippers, and when you shoot that spinner, it's going to ride against this short ball guide that's then going to throw it through the pop cluster, up through the waiting room, past that flipper, into the scoop in the back left corner of the game. And then after you hit that scoop, it's going to shoot it back out and rip through the spinner again on its way back out to your flipper. I am, like, really obsessed with a thin shot towards the back, kind of between other things. It's like shooting across me. It's like pool. You shoot it over into the other corner pocket between stuff. It's super satisfying. That's a good analogy. It feels like a pool shot when you're shooting the shot. Well, Don was mentioning it earlier, and you've heard me get this rant all the time. I love in pinball when the shots kind of do some of this, where you have it up here, and then the next one is here, and then your next one's here, and then it just keeps you really on your toes. It makes it sink. I love that feeling when it feels like you just sunk your shot over into those areas. When it's not just an array of eight shots and a fan, where you can just kind of go every shot the same distance away. Some are far, some are close. I don't know, Don, do you think we'll get fan layout comments about this? Because it's pretty altered. I don't feel like it is. I mean, it has that array, but there's a lot of depth and different directions to it. This is not a fan layout. The meme now is to call every game that comes out a fan layout no matter what, but I think this is a very unfun fan layout. How many shots does this game have? We should probably memorize that so we can know the answer. It depends. People count it different ways. flow shots or like newton balls scoop i mean i usually count so when i count shots i'm usually counting things like scoops newton balls ramps or orbits and what if those shots do two different things too though right like is that kind of two then or one no just one how many how many do you call them diverters or diverters what's it called over there diverters how many does it have any form of diverters. It has got black... It's technically the shooter lane diverter, I think. It's more the... It's more the mechanisms changing the path than it is the diverters in this one. I mean, technically, your upper flipper in the waiting room is a diverter, too, so this is another really cool thing. When you shoot the left orbit of the game, so it shoots up this left orbit, throws it through the pop cluster up past your flipper, around behind the couch, and then bumps out for you to catch it with your upper right flipper so that you can shoot your waiting room shots or when you shoot that left orbit and it throws it between those pops if you just hold that flipper open it'll go behind that flipper and feed it into the back side of the lost soul scoop so that you can start getting your rewards from that too or if you're Don you just keep forgetting to let your flipper down or if you're Don and that's what always happens because you hold your flipper up after every shot I get so happy that I made that shot I don't want to let go of the button and then it just goes right underneath the flipper I forget to catch it I'm really happy with this layout, man. No, I think people are going to like it a lot. I mean, Don's played it more than probably any on Earth at this point, besides you guys. Besides me? Yeah. So, guys, I can see here on the video that you show a video mode on the display with the cannon shooting there. Yeah. So does it have more than that one? Do you have multiple video modes? Because on Evil Dead, the video mode is very popular. Yeah, kind of. So that's the main video mode, video mode of the game. But there's also this one where... The fly. The fly. We have a fly. So dumb. We have changed the rules on it. We're still changing it. Like every day, what this stupid fly does. But this fly shows up on your display, and it's crawling around on your screen and buzzing at you. And there's a silhouette of a fly swatter hanging around. And then when it's over top of it, you hit the action button, and it swats the fly. And this goes on over top of, like, anything. It could be in when the game's just sitting here, it could do it. Or it can be in gameplay, your ball bonus, like, whenever. And we've changed the rules for what this is about, like, 20 times. We can't agree to anything. There's more. You forgot. Yeah, this isn't even the worst part of this. It becomes a ghost. It becomes a ghost. And then it's just walking around as a ghost. And it's so dumb. And it's like, my guts are on the screen. I have no idea why we're doing it, but it's really cool. I don't know. wow guys let me be honest here um i mean we're the game hasn't been released yet nobody knows anything and it's sold out but let me be honest if we didn't sell out by now and people saw this amazing trailer the game would sell out in 10 minutes. Yeah, I think I would be really nervous right now otherwise, but that's what people were saying when we, with the whole pre-pre-deposits debacle, whatever. I was like, normally I would have been really nervous about that, but I was fairly certain this one was going to hold up, and it clearly is going to hold up. Oh, nice, nice. It feels good to be confident in your game. Yeah. Or you could make more show games. Who cares? No. No. No. I will say, to your credit, the whole concept of the show game and making it clear that that's going to be something that happens, that was all done before launch of the game. So it wasn't that you launched a game, it sold out, and then you were like, oh, wait a minute. It was our idea the whole time to do this. No. So the very first distributor email that I ever sent out when distributors even got allocated games had their show game allocations for the shows that they go to. So this wasn't like something where we're like, holy shit, we're getting a lot of orders for this. We knew we were going to get a lot of orders for the game. That wasn't the question. And to be honest with you, we don't want to make more games. We really don't want to make more games. And we limited too like we can only make so many and actually get them two shows But yeah some people were like well they just added this on It like that not true Like I talked to Don about that I've told him about this months ago. I told, like, there was an App Arcade article a month before launch. Yeah, I mean, I can see the agreement or disagreement with it. I can see the, but we've certainly been transparent. But you can't say we weren't honest and transparent. You can't say that we weren't transparent. Because we haven't been for a long time. There was even a guy the other day that was saying we said we'd never make more TNA. Yeah. It was like, they said they'd never make more TNA, then they made more. It's like, we always said we could make more TNA. So what are you talking about? We launched TNA as an unlimited game. And he was like, well, you know, Spooky has a history of doing this stuff. I'm like, do we? Yeah. Yeah, so there wasn't a situation where there was like, you know, we're only going to make 500 of this topper, and then all of a sudden it was like, oh, wait, but here's a bunch more, you know, after the fact, you know, or something. Or we're revisiting the well. I just thought it would honestly make it cleaner, which clearly it didn't. But I did think it would make it cleaner if it was just, okay, here are the games we're selling and here are the show games. That way it shows people weren't coming up and seeing, like, hey, why is number 711 at this show when my game is number 400 and I don't have it yet? So it was kind of one of those things where, like, last couple years at shows people went coming up and getting upset with me and Corwin. They're like, why is this game here? Why is this game here? Why is this game number here? And I'm like, you know what? Next time, we're just going to freaking label them show games so it's cleaner and you can tell the difference. And that is as far as I thought into it. And I was not fully prepared for how much more people were going to think into it than I was. It turns out to get bad either way. I make a lot of decisions every day. So I'm bound to make a wrong one here or there. It's fair, man. It's fair. How does the included free topper for under 10K, how does that look? We should not tell anyone, but it's the best. It's the best one we've had. Oh, yeah. We hate to admit it, but it's also, like, the coolest multilayer plastic top we've done. It's the Dante's Inferno room, like, as the whole building. It's Gorgar. Yeah, it's Gorgar room. It's, like, on the play field where we have, like, that sculpted mouth and then kind of some art behind it. This is, like, the full thing of the whole building with also, like, some lights and stars around it. And it's really cool. It's, like, by far the coolest included top. Does it have the turntable up there? No, no, no, it doesn't have the roulette wheel on that because it's like the outside of the building. Oh, okay, okay. No, if it was that cool, we'd have to make an ad on Topper. Yeah. I know, like at this point, you need to put it on a shelf or something. Yeah, let's get roulette up there. That could be cool. So code-wise, I want to ask, so can we put a percentage of how long we're on the code? I mean, is it 80 percent? Is it 60 percent? how would you feel about all the visions you have for the code? So the thing is we have more modes planned for this game than we do like Evil Dead even. Probably more code in it than there was in Evil Dead. Yeah, there's a lot more code. For whoever got Evil Dead at launch, this has probably 10-15% more code in it at launch. The code in Beetlejuice is really immediately going to set the new standard of how spooky games are going to look and feel. it is on a different level of professional than, which I hate to say that that way, but it just comes across as more professional than anything we've ever done and now everything that follows it has to be at minimum as good as this and yeah, it's got more content in it than Evil Dead did at Code Launch its appearance is better Everybody's wondering now, Buck what does he mean? How? So like, well, one simple thing or one easy thing to explain would be like the lighting system, Dylan times all of our light shows to the music now. So not only are the mechanisms dancing along to the music and stuff like that, but the light shows are following that beat the whole time too, which really helps with Dylan because Dylan's a musician as well or has a lot of music knowledge at least as well, so he can code stuff like that really well. And on top of that, the major sound upgrades that we have from working with Brady Hearn, our composer and sound guy now, it's just the combination of the lights, the sound, stability too, of course. I mean, we just keep getting better and better at the code stability at launches. All those things have just really put together what is by far the most professional package of code that's ever come out of us from a game launch. Yeah, I hope Brady doesn't get kind of lost in the noise of the year because, like, sound guys and sound design has been kind of the trend of this year. Yeah, it has been. Poor dude. He came in and it's like, we're like, he's going to change sound, you know, and this year has kind of been the year of sound guys and sound design. Everybody's got a sound guy they're bragging about. But he really is great. Ours is the best. Yeah, we're going to sit over here and be like, yeah, we have the best one. But no, no, he's going to really change the way our games look and feel. And even the assets, we got separated assets and everything on this one. Yeah, huge deal with that. Like, all the movie audio is separated from, like, the score and sound effects and whatnot. So that isolated speech just really punches through in a way that our previous games' audio didn't. and it also is really funny because we're pouring through the assets because we have the whole movie. Pouring through the assets, you get the scenes like the day of a dinner party, and it plays without the audio there. We can hear the actors mumbling the song, which is like nobody's ever heard that before unless you have that file in your hands. So it's kind of like really neat, fun things in there. It's shocking the amount of stuff we could find in the movie that, from just watching it, you maybe never have heard or seen before. so did the studio want you to include the movie number two now so we were working on this before movie two uh came out we actually brought in some meetings and stuff like that yeah that was actually one of the cooler things that i've ever gotten to be a part of was um because like people were announcing beetlejuice 2 for like 10 years in a row it was always fake and then one day i got an email from warner brothers they're like no it's actually real this time and uh we want to just give a brief overview to all of our licensees of what we're working on with it and what can be expected from it. So I got to be included on a lot of, seeing some behind the scenes stuff before that movie came out, which was like absolutely insane to me. I mean, that was that felt like inside baseball, like really cool. So that was neat. But no, the game is strictly the original movie. Okay. Okay. Did the second movie hold up or? Yeah, I think it did. We just had to license that, which would be of equivalent cost to the license that we already have. So basically, it would raise the game price like, I don't know, $500,000 who knows how much when you factor everything in. We would just have to wonder if it was worth it to sell the game for $11,000 or $11,500 to have that. Yeah, and amending contracts, adding new things in, licensing for the first movie. What you do get and don't get is going to be completely different in the second movie. It's just a... We just decided, basically, it probably wasn't worth the cost to include. And nostalgic-wise, all guys at Donnie and my age, we will prefer the first movie anyway. Absolutely. I have one very special question, and I think this is for Spooky Luke. I'm a hardware guy. So hardware-engineering-wise, do we have some sort of upgrades of any mechanical parts, flippers, speakers, whatever, board system. Let me hear some hardware stuff. I got stuff for this, actually. So I think the first thing, so this is kind of the same situation we were in in Evil Dead, right? We launched the game. It was a pretty big success. And then everyone was waiting to see if, like, build quality or if there was going to hold up in location and stuff. I think what's really cool about a lot of the things that I'm doing now is, for example, the Beetlejuice mech. if you look at it i don't have a picture for you but if you look at it from above view that thing's just mounted on a steel plate you just set it on two posts and put two lock nuts on and then plug it in it's it's just it's like so few fasteners um to actually get the mech in the game so a customer was to need to replace one or something like that now in in the past we've had a lot of stuff even on evil dead that was just too varied you had to take off too many plastics you had to get to this you know for people people who have replaced like their their halloween uh hedge servos right oh god you have to get all the way down to this wiring um so all those mechanisms now that i think this would probably be really important to people is that you know like say say your beetlejuice mech does go out it's like you're gonna pop off two or three lock nuts and just pull that out you don't even have to lift up the play field and you're just going to be able to hopefully unplug it right from the top side of the play field we'll run that extension through there and then drop a new one in plug one plug put two lock nuts on and you should be good to go we're going to try to you might have to set some settings in the menu as far as up down a little bit but we're also going to try to test rig all those mechanisms so that the settings are very close from game to game to game so when we send you a replacement you're going to drop it in and it's already going to be pretty close you might have to dial it you know one notch down or one notch up or something. But in the past, it was like you were starting from scratch because all the games were set differently. So you would have to kind of dial it in yourself. But this way, we should be able to do kind of drag and drop replacements. Same thing with the sandworm. I'm hoping to be able to make that so it's like when the customer goes to replace that down the road, hopefully, in our test, 20, 40,000 plays, there shouldn't be a thing. But someday when they go to replace that, they should be able to just take like two lock nuts, three screws out without lifting up their play field at all, unplug it, and then just drop a new one in, plug it in. It should be close already to adjust it to where it needs to be. So I guess just making all of the mechs very modular in a sense that they're assembled outside of the game and dropped in on mounting plates that make it very simple to work on, I guess. My employees are looking forward to that. Yeah. Do I have a question? I have a question to Buck, and while he's answering, I hope that, Luke, you can send me a picture of under the play field so I can see what's going on there. I don't know if I have one. I couldn't even find one on my phone. Yeah, I don't know if I have one. I can probably send it to you after. Okay, okay. So, Buck, I want to ask you as an operator, what percentage of games are you selling for operators? because as an operator, when you look at this game, it has so many mechanical parts, and we're afraid of mechanical parts breaking down or trapping a ball. That's just chaos for us, and we have to drive and blah, blah, blah, because a lot of our locations is unmanned. So percentage-wise, when you design these games, are you thinking about private collectors as 90% and 10% operators? How is your mindset when you do a game jam-packed like this? So, you know, what I would say is that... Market percentage is probably about 90-10. Yeah, exactly. What I would say, because, you know, people, like some operators get a little antsy when we're like, well, we design with the home private collector in mind. What they're forgetting is that I also don't want those people to take their glass off either. Yeah. They actually, in most cases, get just as upset as the operator who has to take the glass off and lift the play field. They get just as upset. No, Luke, this guy over here, is the king of designing me some ball traps to handle on the production line. And so far in Beetlejuice, he's done a really great job of making sure that we didn't have any totally crazy weird ball traps to deal with. And also in code, we're getting a lot better at figuring clever ways to clear that out or move on past it, even if it couldn't get cleared out because we understand that a lot of Stern games are like that, where you can have a ball stuck in Jaws for a year, and the game will just keep rolling. So we've been working and improving on that quite a bit. But what I would also say is Evil Dead definitely was an uptick in locations. Yeah, definitely. Because they felt very confident in that game on location. I could say it held up like a champ at most all of these locations. So I wouldn't be surprised if Beetlejuice you see more than the normal amount on locations for a spooky title. And I feel 100% confident in that. It's not really making me sweat, knowing that there will be probably more Beetlejuices on locations than we've had in the past. I mean, it's all the same parts as Evil Dead, but if anything, it would just be improvements upon those. It's not like we're using anything. We're not using any new... I don't think we're using anything new. It's just improvements upon us. We're just using the same type of parts and materials that we've been working with now. Because that's the nice part, too, is before it was like we're changing systems, we're changing board sets, we're changing this motor, we're changing that motor. But now it's like, okay, we're starting to get some, like, these are the light boards we use, this is the board we use, this is the cabling we use. So we're getting consistency in our parts from game to game, so I think we're able to use those in ways that we don't have the issues because we're aware of them and have so much experience with them. Everything we use, we're on revision six or seven of it, and it's really finely tuned in. We've complained about this a million times on podcasts and shows and whatnot, that it's a bummer for us because we're always years developed ahead, and our best, most refined work is always ahead of us. Evil Dead was one where I was like, I know this is very well designed, but it's still going to be a really tough build for us. I'm just so thrilled to be on these titles that we're on now and the layouts because this dude has really figured out how to make these as modular and easily buildable. There's some great words. Easily buildable. Easily buildable for the employees as possible. It's not Dylan's first game on code either. Exactly, yes. That's the thing. Evil Dead was – How many games of Warden is this? This is like the fourth game on Warden's system or something? Probably. Probably the eighth or ninth revision of it. Exactly. We're so deep into this stuff now. When Dylan coded Scooby-Doo, that was his very first game. he ever coded for a pinball company or coded in general. On the first time using that system. Yeah, same thing with Ben Heck on TCM. That was his first game back after, you know, what, a 10-year hiatus since America's Most Haunted, which pinball was a whole different thing back then. Oh, yeah. So I guess it's nobody's first game now. It's not my first game. It's not Bug's first game. It's not Dylan's first game. It's not Ben's first game. everyone on the team uh minus just hiring casey just now has been down this road two three four five times now and i think that's that's where you're starting to see even casey's had experience with production yeah it's not his first game is coding yeah yeah he's had multiple games go to full mass scale production another thing there's two full-time programmers on this game yeah we have oh that's never happened that's a spooky pinball first yeah so it really shows that this expert level of build, but when you look at the play field, it's so jam-packed that you could maybe choose to make this a wide-body game. Why did you choose standard body this time? We're really good at making wide bodies fast, but there's still no doubt about it that a standard body is just a really great way to have your game play fast. With the music and the bounciness of Beetlejuice, I wanted the flow and the layout to kind of match that. I mean, when you're playing it and the Danny Danny Elfman theme is going on behind that, you want the ball to be flowing and doing cool curves and twists and popping out of places at that same pace and tempo. So that was a really great way to ensure that that's how that would feel. I also think this layout is probably going to cater to a wider audience than typical because we've always had either kind of like odd layouts or we're doing a wide body or there was always something different about it. We always just had to add a little spooky flavor. I think this one is probably going to be more towards, like, the kind of layout. I don't know, because, like, we do a lot of things that are different than everybody else, but this is probably a standard body, you know, two-ramp, left-ramp, right-ramp type of shooter with some good flow shots and an upper flipper is probably going to be more what the average person is expecting to walk up and play. so the best toy in this game is those three stand-up targets is that the best opening up well then you can actually shoot in the sandworm's mouth as well yeah so he's gonna he's got an opto in his throat so it knows if you hit or miss him or whatever nice real nice i just want to talk about the artwork french's artwork on this game yeah there's there's nothing to say yeah It's just incredible. That's what I was calling. Do you like it more than Evil Dead, do you think? I really like the artwork on Evil Dead, I have to say. But it's just good. It's more of the same. It's like that ice cake that just, it's so good. And more of it. So, wow, man. I mean, Frenchy artwork. It's just, I've been looking at the trailer while we were talking. It's just all the details in there. amazing work so thumbs up for that also the last thing the trailer made by zach many wow absolutely amazing i love that this didn't leak out maybe it will leak out tomorrow i don't know but uh absolutely amazing work again from zach so it feels like this is going to kick ass The last thing I have here is that Don and I have been talking about that. I'm just excited. I'm so sorry. This is good, but you know how I am. If I didn't like it, I would just destroy that game on live recording. I don't care. I don't have that filter in me. So this is very dangerous what you just did, but just trust your product. That's it. But Don and I have been talking about, Don gave me the idea, how about a midnight release, and we were talking back and forth, and you all said, yes, you want to do this. Can you tell a bit about it? This is so exciting, man. This is Don project but is this something Spooky is going to do from I think this is one of the things that we usually don have the energy for and it just so happens that Don the best to talk about this but he happens to have unlimited energy for these types of shenanigans. Full credit to Don. We wouldn't be doing it. No. If Don hadn't stepped in and been as awesome as he is, we would not be doing it. So full credit to Don for putting it together and everything. And it's also a benefit of us being worked up further ahead. You know, just being able to do that. Being done with these projects sooner, planning them out, being able to give more creative energy to these game launches and things. So, yeah, full credit to Don. What if we could approach it like an old Call of Duty release or like waiting for the Nintendo Wii or something, like when we're lined up out in front of GameStop or Best Buy in the frigid morning, you know, or like a Black Friday or something. Like it's never been done in pinball, probably for a good reason, but when have I let reason stop me? We're going to find out. So I just thought, wouldn't it be fun to just have a small group of knuckleheads outside of your factory at midnight waiting to just walk in and put in deposits on a game? And luckily, other people were like, at least 80 other people were like, yeah, how do I get in on this? So the first round here, we're trialing it. We got 20 spots. They went immediately, free of charge. And then people are going to show up and be able to not take a game home with them, but they'll be able to secure a deposit in a reasonable manner. But the other part of that is the game will be there as well. We've never had a launch where the game's revealed and it's there to play. It's so seldom that that happens, that everything can come together. So people are excited just to be able to actually see the game too and not have to wait for the next show or something to come up. So we're trying to make this as fun as we can. I think horses and torches may be involved now. It's kind of turned into its own monster, and I'm here for the ride. Yeah, I think it's a good example of what Don is bringing to the company right away. He might play it off, but he does have a lot of good ideas behind the scenes. He's been adding some stuff. I think this is just the first public thing people are going to get to see. Our new employee, John. I need to take a picture of this. What's going on? I'm just going to cover the game. Hold on. Just let me take a picture. I'm covering the game. I'm going to release this. Can you see the game? No, nothing, right? I'm just I just want to say those 20 persons that got picked with this Don's midnight release thing those ones that he handpicked yeah yeah yeah they paid us how do you like it I just want to say some of those guys reached out to us and they were like we wanted this game, we couldn't get it, and Don doing this. I mean, they are so happy. So midnight, you are going to have a bunch of very thankful, positive, happy, happy guys out there. I wish I could be a part of it, man. Yeah, I hear there's going to be a taco truck and everything. Morgan was very insistent on taco truck. Yeah, I have not been a part of the planning, so we'll see what happens. I'm just ready to let it happen. So about the boring stuff. usually when i go back on my videos i'm like this month this period of time i always poke to the other companies and i say this is spooky's time spooky is just alone selling their products it's just perfect and then at the beginning of next year all the new all the other companies are fighting but i just feel like right now yeah i mean it's everybody is taking over spooky season what's going on man can i we talked about this on the last show i was like you know what somebody's gonna somebody's gonna come in they're gonna try to scoop our release time i was like i'm gonna publicly shame them and that's what i'm doing so i mean i i don't know we uh people are like well all the companies need to talk to each other about scheduling the releases and it's like okay well spooky pinball has released their games at pretty much the exact same time for four years in a row people know when we're going to do our thing and it turns out a lot of people want to launch three weeks ahead of that sometimes it works out and sometimes it really doesn't more power to them I guess I think we carved out our own little launch window and I knew that we weren't going to have it for long but here we are I think what you're demonstrating is that if you're going to try to covet your spot there, you better bring it because the release of Spooky is devastating. I've got some foresight now into what's coming and it just keeps getting better. The other companies in the industry right now, they're not putting out bad products either. There's some real good stuff coming out. People are showing up to compete and we do the same thing. When we're coming out, we're coming out to put out the best product in the industry, but so is everyone else. Everybody's throwing haymakers. as much as possible. But guys, okay, they put out great products. I agree with you. But they cost more than $10,000. So you have to put that in your consideration. And it just, yeah. But I have been doing this for 20 years. I feel like you have just made a record, like selling out two, three weeks before launch. Has this ever happened before? any company? We didn't plan for it. Not to us. Have you heard about this before? No, and honestly, when it kind of started happening, I wasn't sure what to... I mean, we just didn't even have policies in place to deal with it because it just wasn't on my... I keep saying it wasn't on my bingo card for this year. Guys, this is the biggest big dick energy in the industry. You have to... I mean, you have to walk the walk, man. The big dick walk. You have to do it. This is amazing. Congratulations. One boring question. When are you shipping out these games? Should be in January. January, you'll start seeing them. We're trying to carbon copy the Evil Dead schedule, basically. Pretty much, yeah. Okay. So you're sending the first game out to Donnie so he can show the world or what? I thought he was just going to, like, steal this one or something. I don't know. I'll come get it this weekend. Let's go. I think he knows the door code now, so we're probably screwed. He froze just like this. Yeah. And congratulations with all three of you working together now. I love it, including Donnie. I mean, Donnie is an ambassador for pinball. I love that he's a part of Team Spooky. The only thing that irritates me, this is between Don and I, When we are talking now, after he became a spooky guy, he's like, when I ask him some questions, he's like, oh, wait, I have to think before I answer. Wait, wait, wait. He's too good for you now. I'm not used to thinking before I talk. So this is a new skill I've got to learn. You're an us eater, man. We struggle as well. Yeah. A lot of times when people ask how we made decisions, they're like, well, I don't get how they got to this decision or how they did this. is like, I don't know, man. We're just taking shots in the dark here. Do I look like the kind of guy with a plan? You're designing an amazing game. Yeah. Wow, man. Guys, that was all my questions. I'm so happy about this. I cannot wait. I'm going to not talk about this for a week now. It's going to be so hard. It's going to be so hard. What do you got, Don? You've been left out here. We've got to bring you in. I know, man. I'm just trying to get – it's like the storm is coming. It's going to be here as soon as midnight strikes or probably when the taco truck shows up. But then we're going to be like full bore in this release. And it's going to be like a whole new world. Like the door is going to open. People are going to have eyes on the trailer on this game. 20 to 25 people are going to have the physically hands-on. And then we're going to have even more hands-on at Pinball at the Beach in February, followed by TPF, and the games will be out there. So I just can't wait at this point. We're on the street as 10, 10 at Pinball at the Beach. What? What? And, like, are there games that people can pick up or what? Set up, yeah, 10 games set up at Pinball at the Beach. Show games. Can people buy them? They're already all. So that's the thing is all the show games are all spoken for, too. Okay, $100,000 more. I love it. Do it. I think almost all the TPF games, the MGC games, everything's pre-pre-sold. I don't know. We don't even get to launch stuff anymore. It just sells out before we even get to talk about it. That's wild. How does Daddy Spooky feel about the game? He had a stroke. Yeah. No, I had him in here playing it a few weeks ago. He had no idea we were doing Spooky Speak. Oh, he didn't know about that. Until like two weeks ago. I brought him in and I showed him that, and he was like, oh, my. He couldn't believe it. Again, I posted that clip of him online saying the game was going to sell out in a day. That was before he played it recently and saw Spooky Speak. He was like, it's not going to take a day, dude. He's like, this thing's a goner. Remember months ago when he was saying that and we were like, yeah, well, maybe. And then now it's like, oh, not even a day. Not even a day. So I'm sure about a day, three weeks prior to watching this. Negative day. I don't know. Yeah. so part of this big dick energy is because of evil dead and this time you chopped it i can the game is amazing okay so what's your predictions for next year is it gonna sell out two months before release how do you feel i'm hearing rumors i'm hearing rumors of people already trying to put orders in And we have people trying to order from us already on the next game. I'm not going to say who or what. A distributor got a check already. They're like, I have people trying to send me checks for your next game past Beetlejuice. This distributor sends us a picture, or he sends us a text, and it was a guy asking him if he could put a deposit down for our next game, as in not Beetlejuice. Oh, my. The following week, he said no. Right? A week later, he gets an envelope in the mail. He opens it up, pulls out a note. It says, I know you said no, but here's a check just in case you change your mind. People are mad at us. They're like, what? You guys got to have policies in place. We're like, we don't know what's happening. We don't even have time to make the policies because they're ordering next year's game before I can make a Ryan Policky. We need a crystal ball for these policies. That sounds like me at work. I'm making you transparent before people put their orders in. I'm like, when's that going to be? Because I don't know. We don't know anymore. Wow. Absolutely amazing. You have to change the name. Something I learned at work is you can't violate a Ryan Policky if you do it before the Ryan Policky is actually written. So that's how I live my life. That's it. He never officially signed the company handbook, so technically he's not. No, I still have it to this day. No, to this day, he's never signed the company handbook. So your name is Spooky LLC, right? Mm-hmm. Yeah. You have to change it to Spooky BDE. That's it. Oh. The LLC. I'm working on the t-shirts. No, let me ask you this thing. Do you think the hype is going to increase after the trailer comes out or decrease? People are going to go mad. This is going to be instant. The 15th of this month, this game is going to come up for sale for like $16,000 to $18,000. Just wait and see. Let's wait and see Big technology baby Not only that I think it'll probably sell Armhawk in the morning Alright so As of the time of this recording We're still one week from the release So there's still time to sell out the game after this Before this one actually launches Before this launch So I'll get the word out If we release If we release this video right now You will sell 500 more show games today. I'm just saying. No, we won't. We couldn't even make that many. That's why people were running with it. They're like, they're going to make hundreds of these things. Have you looked how long it took us to make 600 Evil Deads? Where do you think we're going to squeeze in an extra 600 of these things? There's only 900 people in this town. Don't you have some friends that can help Bill Donnie. Right. Isn't there a Brazilian production facility or something as well? Spooky South or something? Doesn't Stern have one in Brazil? I thought that was a fever dream, but I heard it again recently. I did too. I didn't know if that ever became a thing or not. I need to investigate because I haven't been invited to Media Day down there yet, or I haven't been banned from down there, so I should show up. Yeah, that's strange. I think we have actually a couple of contacts in Brazil we could ask. That's true. We just have guys in Brazil. We got top men. So my dream with two spooky games a year is not possible at the time, right? If we do, and I've said this before because we have smaller projects that people want us to work on, it's going to have to be not very many units, like 300 or something. It can't be a lot of units. I don't know. We don't have time. we don't have time or brains to we do a lot of stuff yeah I see that we're not that interested in growing I don't know you know it's probably counter intuitive what you think but we just as long as we can just make a thousand games that are in high demand we're pretty happy we're not looking to it's not about money for us it's about if we feel like doing it I mean, it's just amazing what you guys have done. I'm so proud of you. I mean, this is just, in this climate where you buy a new game and it loses 3,000 value, except what you guys are doing, it's incredible. You have to take it in and enjoy it. I mean, Luke, you have to go out and shoot some more. I don't know what you like. I heard I'm a professional hunter on a podcast recently. Are you? Are you? No, I don't think so. I wish I was professional. I want to call you a professional pinball designer. That's what you are. I'm trying to be. Trying to be. And keep up this theme integration. This is your thing right now. I mean, keep up with that. It's amazing. Do you have any Arnold licenses? No. I don't think so. You ask this a lot of my training. Just kindergarten top, right? He can be in the game more than anything. Is he available or do we know? Does anyone know if he's really? I think Spooky Pinball can do it. How about Van Damme, Bloodsport, something like that? I mean, movies, come on. We're booked, man. we're booked for like four or five years or something. I don't know. It's a lot. We're booked for at least five years. We're about into the 2030s now. So we got some good stuff. I, so that's an underrated thing about our company too. The people don't realize, I guess, cause they haven't seen them all yet or anything, but we're, we're about to go on probably the, the craziest five to six licensing care that's ever been in pinball. I mean, like bug gets underrated a lot. I mean, for like, people don't realize how good he is at pinball. They don't realize the tournaments that he can just walk in and win. But they also don't realize the licensing. Like, he's running circles around licensing departments that are probably five, ten guys. So, no, we are very spoiled in the licensing department for the next five years here. So I don't think anything like it's ever been done as far as five games in a row. So you're designing five games right now? I don't even know. I don't know how many we're working on It depends which ones you count Wow Alright guys It's just 10 out of 10 for me Congratulations I'm so proud of you This is amazing Thank you for everything Cannot wait to play the game Thank you Of course I got at least two new phone ringtones Out of this interview And alarms to wake me up And get me moving each day Come on, get up. I got motivation for the year. Monica in a car crash. I don't know. Shout out to Monica. All right, Donnie. Yeah, buddy. Shout out to Monica. Guys, thanks for spending some of your day with us. The game looks amazing. Jenga's just started for the first time. And while he is a dyed-in-the-wool spooky shill, I think we're going to see the same reaction echoed amongst everybody. So, no, if you're on a waiting list, too bad, because I don't think anybody's backing out of this deposit. Yeah. All right, midnight. let's go eat some tacos dudes taco time I'm excited I haven't even heard half of the stuff that's planned I'm just planning on slamming an energy drink and showing up so I think we're going to be pulling an all nighter into game lunch day I think that's what it's going to end up being how many games do we have there do we have more than the one in the back just the one just the one just the one that's how we're rolling we're rolling since this was planned you know thank you everybody and especially our very special We Are Pinball guests, Bug and Duke Luke, for joining us for the release of their Beetlejuice Pinball Machine episode. I can't wait for everybody to get to play this. I can't wait to get my hands on one of these machines. In the meantime, be sure to email your comments to us directly at wearepinball69 at gmail.com and join the Patreon over there at patreon.com backslash wearepinball. We love you guys. Follow the Facebook page more when we hear it. And from We Are Pinball, Jay Giz, Don, signing out. Be cool. It's Beetlejuice time. Let's go.

Spooky Speak is only available via the topper; the microphone is controlled by the topper board

high confidence · Luke: 'Spooky Speak is only available with that topper, without the topper. Because it's controlled up by the topper board, yeah.'

  • Beetlejuice launch event is Thursday the 13th, with official launch/sales starting midnight on the 14th

    high confidence · Luke: 'the launch event is Thursday night, the 13th, and then the game officially launches midnight on the 14th, and it will be for sale on the website somewhere later that day.'

  • @ discussing subway targets under sandworm
  • “We're just out here either creating new stuff or too dumb to know that it's not.”

    Luke @ discussing novel mechanics — Self-aware, humorous take on design innovation vs. reinvention

  • “I don't, yeah, I'm not looking to enforce any NDAs or anything wild but most people are honestly good. Like, if you just give people faith and treat them well, they're generally pretty good.”

    Luke @ discussing company ethos — Articulates Spooky's trust-based approach to media relations and community engagement

  • Tim Burtonperson
    Christopher Franchi (Frenchy)person
    Corwinperson
    Benperson
    Zachperson
    Caseyperson
    Walking Deadgame
    Rushgame
    Charlie Emeryperson
    Adam and Barbperson
    Dante's Infernogame/concept
    Spooky Speakproduct

    community_signal: Luke functions as both CAD designer and mechanical implementer at Spooky; self-taught without formal engineering training; now co-runs company with Charlie's son

    medium · Bug praises: 'Luke has really perfected these freaking ramps, dude.' Luke contributes last-minute design ideas ('That was a Corwin idea that I hacked in at the very last hour').

  • $

    market_signal: Collector threshold for new games stated at $10k max; $13k Walking Dead exceeds comfort zone; Beetlejuice at $9,999 falls within acceptable range despite high feature density

    high · Don: 'All new in-box games has to cost under $10,000. So The Walking Dead for $13,000, that's over my limit.' Genghis reacts to Beetlejuice: 'How the heck can this cost under 10k?'

  • ?

    announcement: Beetlejuice officially launching Thursday Nov 13 (event) with sales beginning midnight Nov 14

    high · Luke confirms: 'the launch event is Thursday night, the 13th, and then the game officially launches midnight on the 14th, and it will be for sale on the website somewhere later that day.'

  • ?

    product_strategy: Beetlejuice features record number of tooled sculpts/injection molds for Spooky, with most multi-functional shot design of their catalog

    high · Luke: 'It's the most tooled sculpts we've ever done for a game, probably by three or four.' Playfield has 6-8+ main shots each with multiple functions/outcomes.

  • ?

    product_strategy: Spooky developing backwards-compatible lighting board add-on for Evil Dead to address back-corner darkness complaints

    high · Luke: 'The lighting effects that we're doing, or the lighting add-on that we have in this game, we're going to make it backwards. I believe we have it so that we can add it on to Evil Dead.'

  • ?

    product_strategy: Major code updates planned for Beetlejuice pre- and post-launch; Luke mentions meeting about new additions; still-unrevealed Spooky Speak feature coming for gameplay video

    high · Luke: 'Probably been some of the most major code updates since then' and 'We're working on something this morning that I'm hoping to have in for the gameplay video. That'll be pretty top-notch.'

  • ?

    technology_signal: Spooky Speak voice interaction technology only recently integrated (couple months before launch) and still in hand-coding optimization phase

    high · Luke: 'We honestly only got it integrated like a couple months ago, and right now we're just hand coding in approved assets and everything.'