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The Godfather 50th Anniversary Pinball Featurette (Jersey Jack Pinball, 2023)

Straight Down the Middle·video·28m 47s·held·Mar 7, 2023
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Analysis

claude-haiku-4-5-20251001 · $0.027

TL;DR

Jersey Jack Pinball 50th Anniversary official reveal with design breakdown.

Summary

Jersey Jack Pinball official featurette for The Godfather 50th Anniversary pinball machine, released in 2023. Game designer Eric Meunier and software lead Keith P. Johnson detail the game's mechanics, licensing integration with Paramount, extensive use of film assets, innovative playfield design with 29 ball diverters, thematic features including the stained glass window UI, and collector's edition premium elements. The game represents a major licensed title combining drama-to-gameplay adaptation challenges with complex rule depth and mechanical innovation.

Key Claims

  • The Godfather pinball features 29 unique ball paths enabled by diverters throughout the playfield

    high confidence · Eric Meunier and Keith P. Johnson, design walkthrough section

  • Marlon Brando's likeness, voice usage, and sculpture were approved directly by his estate

    high confidence · Eric Meunier, licensing section

  • Game designers worked directly with Paramount to integrate audio and video assets from the film, including high-definition stems

    high confidence · Keith P. Johnson, audio/video integration section

  • The game contains eight main playable modes, four job award modes, and four main multiballs, totaling 16 features before wizard mode

    high confidence · Keith P. Johnson, game structure section

  • Eric Meunier developed relationships with musicians Slash and Mark Tremonti to create original recordings for the game

    high confidence · Eric Meunier, music integration section

  • The left and right orbits each feature seven different possible ball paths depending on diverter and magnet activation

    high confidence · Keith P. Johnson, orbit mechanics section

  • Collector's Edition features gold mirroring, gold armor with laser-etched phrases, glitter playfield, 3D Statue of Liberty sculpture, and articulated topper with moving mobster figures

    high confidence · Eric Meunier, collector's edition premium features section

  • Game uses active Newton ball mechanics with player-controlled spinning disc for the Capo Regime lieutenant toy

    high confidence · Eric Meunier, lieutenant mech section

Notable Quotes

  • “One of the main challenges when creating the Godfather pinball machine was the Godfather, while it has action, it's not an action movie. It's a drama. And how do you turn a drama into a pinball machine?”

    Eric Meunier@ 8:57 — Captures the core design challenge of adapting a narrative-driven film to an action-oriented game medium

  • “I've always said the key to a good playfield is that the shots can do multiple things at any time. The key to that is having diverters that do different things.”

    Eric Meunier@ 11:49 — States Meunier's design philosophy emphasizing diverter-based shot versatility

  • “When Eric and I first started talking about the game, he wanted to take kind of a more board game approach of the game. So the player is a member of a family. Not necessarily the Corleone family, because we wanted to tell more than just the story of the movies.”

    Keith P. Johnson@ 4:54 — Explains the narrative design choice to create original story alongside movie content

  • “So I called Slash when I found out I was going to be doing the Godfather theme. I'm like, hey, so my next game is The Godfather. Then I was quiet for a beat, and Slash said, Eric, I have to do the music for you.”

    Eric Meunier@ 23:42 — Anecdote demonstrating Meunier's personal relationships with musicians and their enthusiasm for the project

  • “Did you know the Thompson submachine gun fires at 10 times per second? Did you know that you can fire a knocker 10 times per second? So there is a physical, visceral knock that's happening every time these guys are firing their gun.”

    Eric Meunier@ 22:37 — Demonstrates attention to historical detail and syncing mechanical feedback to thematic elements

Entities

Eric MeunierpersonKeith P. JohnsonpersonJersey Jack PinballcompanyThe Godfather 50th AnniversarygameParamount PicturescompanyChristopher FranchipersonJean-Paul de WinpersonMarlon Brandoperson

Signals

  • ?

    design_innovation: Game features 29 unique ball paths enabled by multiple diverters (at least 5), with orbits each capable of 7 different routing outcomes. Represents escalation of diverter-based design philosophy from previous JJP titles.

    high · Eric Meunier and Keith P. Johnson detailed playfield sections describing 29 ball paths, 5+ diverters, and 7-path orbits

  • ?

    design_innovation: Active Newton ball mechanism with player-controlled spinning disc on Capo Regime lieutenant toy, combined with safety release mechanisms. Also features bidirectional lift ramp that can route to all three flippers.

    high · Eric Meunier described active Newton ball concerns and solutions, lift ramp versatility, and wire form feeding mechanisms

  • ?

    design_innovation: Extensive integration of original film audio/video assets from high-definition stems provided by Paramount, synced to gameplay modes and multiballs throughout the game.

    high · Keith P. Johnson described pulling assets from HD stems, syncing video to multiballs, and integrating iconic scenes and lines meticulously

  • ?

    design_innovation: Stained glass window UI motif designed by Jean-Paul de Win, used to represent game modes, multiballs, and job awards. Colors represent different family factions. Described as original design approach not previously seen.

    high · Eric Meunier stated 'I've never seen a stained glass user interface before' and described motif integration through entire UI

  • ?

    design_innovation: Extended Hot Rails lighting on back panel and apron, multiple LEDs per playfield insert (2-3 instead of 1), intricate fountain sculpture with 16 RGB LEDs creating water illusion, back glass fully lit from factory.

Transcript

youtube_groq_whisper · $0.086

0:00
All right. Some people have to play little games. You play yours. Don't ever take sides with anyone against the family again. How's it in there friend, what can I do for you?
1:11
Keep your friends close, but your enemies close. I need a man who has powerful friends. That's the second message. I mean, it's a little brass. He sleeps with the fishes.
1:54
Take a hold of him. I'm going to make him an officer, General. I'm going to die. What about you? My name is Eric Minyer and I'm a game designer here at Jersey Jack Pinball and our latest creation is The Godfather 50 years. So I've been working on this game since just before the launch of Guns N' Roses. Bringing it out to the world and showing the world is always a very exciting thing. This license has so much behind it. One of the most iconic film franchises of all time. We had access to Marlon Brando, which was fantastic. So James Caan is part of this game as well. and even though he did pass during the production of this game, we're still using his likeness and interacting with his family. And as a stateholder, Al Lettieri, who played the Turk in the film franchise, one of the major bad guys who meets his end in Louis' Italian restaurant. Richard Castellano, who plays Fat Pete Clemenza, one of the iconic lieutenants in the franchise. Abe Bogota is part of the game. He plays one of the other lieutenants from the Corleone family. He plays Tessio. Sterling Hayden is also part of the game. He plays Captain McCluskey, who is the dirty cop. J.D. Spradlin, who plays Senator Geary in the second film. Marlon Brando, the Godfather. He is the heart and soul of this game. He is the main face of the franchise, and we worked directly with Paramount and his estate holder, and they approved all of the artwork, all of the scenes that he was featured in, his voice usage, the sculpture that we recreated of Marlon Brando, all of that went through his estate, and they were great to work with. We can't do The Godfather without Marlon Brando, and he is the core of this game.
  • “There are 29 unique ball paths that this thing can go through... There's at least five diverters in the game, most of which you probably can't even see.”

    Eric Meunier@ 11:57 — Highlights the complexity and hidden mechanical depth of the playfield design

  • “The left orbit, instead of just being a loop that you shoot, has seven different things the ball can do, which is astounding for one shot. And oh, by the way, the right orbit can do all those things too.”

    Keith P. Johnson@ 17:15 — Emphasizes the unprecedented versatility of single shots through diverter routing

  • “I've never seen a stained glass user interface before. And we went through just all these different design concepts in the user interface as we were developing this game.”

    Eric Meunier@ 18:17 — Notes the originality of the stained glass motif integration into the game's digital interface

  • James Caan
    person
    Slashperson
    Mark Tremontiperson
    Guns N' Rosesgame
    Al Lettieriperson
    Richard Castellanoperson
    Sterling Haydenperson
    J.D. Spradlinperson
    [name withheld pending review]person

    high · Eric Meunier detailed Hot Rails expansion, multi-LED inserts, RGB fountain lighting, and factory back glass lighting

  • ?

    licensing_signal: Direct collaboration with Paramount on asset integration; Marlon Brando's estate approval required for all likeness, voice, and sculpture usage. James Caan's family consulted for inclusion despite actor's passing during production.

    high · Eric Meunier described working with Paramount and Brando's estate on approvals, and James Caan family interaction

  • ?

    content_signal: Celebrity musician involvement: Slash recorded rendition of 'Speak Softly, Love' theme; Mark Tremonti (Alter Bridge/Creed) performed vocal cover as part of Down Syndrome Awareness charity fundraising; full orchestra recorded Tremonti version.

    high · Eric Meunier detailed personal calls to Slash, Tremonti's charity collaboration, Frank Sinatra band recruitment, and recording sessions

  • ?

    design_philosophy: Drama-to-gameplay adaptation challenge: Game designers created their own action-oriented world and elements rather than simply recreating dramatic tone from films, balancing mood with engaging mechanics and action sequences.

    high · Eric Meunier stated core challenge was turning a drama into an action game; described building own world with action elements

  • ?

    product_strategy: Collector's Edition features extensive premium elements: gold mirroring, gold armor with laser-etched phrases, glitter playfield, full stained glass glitter window, acrylic skyline, polycarbonate spinners, enhanced lieutenant toy, 3D Statue of Liberty sculpture with LED torch, elaborate articulated topper with 2 moving mobsters and barrels.

    high · Eric Meunier detailed all CE premium features including gold armor, glitter playfield, sculptures, and topper mechanics

  • ?

    design_innovation: Topper design synchronizes dual knockers firing at 10 Hz (matching Thompson submachine gun fire rate) with animated mobster figures behind sculpted barrels and crates with articulation and lighting.

    high · Eric Meunier tested Thompson gun fire rate, calculated knocker firing rate match, and described articulated topper mechanics

  • ?

    gameplay_signal: Three concurrent economies (family strength, soldier recruitment, political influence); eight main modes plus four job award modes plus four multiballs; influence system unlocks perks affecting scoring; five families multiball and baptism sequence as centerpiece modes.

    high · Keith P. Johnson described three concurrent economies, 16 main features, perk system, and multiball structure

  • ?

    manufacturing_signal: Jersey Jack Pinball implementing audio equalizer improvements across product line for enhanced sound quality post-launch.

    medium · Eric Meunier mentioned 'right now we're working on equalizer for the game' for improved audio

  • 4:30
    Hi, I'm Keith Johnson, and I am the software and rules design lead for The Godfather 50th Anniversary. As a programmer, it's important to me to, for each game that I work on, to have a different feel and a different way of going about things. I mean, in some cases it's inevitable, but, you know, like in this game, we've got three different economies going on at all times. When Eric and I first started talking about the game, he wanted to take kind of a more board game approach of the game. So the player is a member of a family. Not necessarily the Corleone family, because we wanted to tell more than just the story of the movies. We got to cherry pick the best scenes from the movies and use them in the game. You'll see them featured very prominently, but we're also telling our own story. You're building the strength of your family. You're recruiting soldiers to help you go on jobs and make yourself more powerful. You're gaining influence with various political figures. You start with influence over beat cops. You move up to detectives. You move up to chief of police, all the way up through judges and senators and finally the president. You can have influence over that. If you reach presidential influence, you get a presidential pardon when you lose your last ball and you get it back. As you're just playing the game and making shots, you're increasing your influence, which is how you get more perks in the game later on. So when you get more influence, things like jobs score a little bit more, then multiballs score a little bit more. The concept of perks isn't limited to just influence. You also get perks from the start of the game. You pick which family you want to play. The family that you pick determines what kind of things you can do in the game. So you get perks from influence, you get perks from your families, completing jobs, playing multiballs. The player is taking over territories, expanding their growth, gaining more ventures, illicit ventures. So we have a cute name for each of these ventures as you collect them, right? You're doing sports gambling and laundromats and fishing trips, right? instead of murdering someone and throwing them off the boat, you're going on a fishing trip. There's not any one correct way to play the game. As you're playing through, you're starting various multiballs. Turf War is a big one where you're expanding your territory. You get to visit the old country in Sicily multiball. You are defending your compound with the active Newton ball area in the game. And you are playing the Five Families multiball. So one of the main features and again why we wanted to tell our own story is we wanted to make this game you interacting in the environment So you taking out other lieutenants from other families and after you take out enough of them you get to play the Five Families Multiball You play through that you go back you're taking out more lieutenants so that you're making the other heads of families more vulnerable. And then you get to play the baptism, the most iconic scene from the franchise. We've recreated that to the best of our abilities in the game and it's incredible.
    7:38
    So we've taken all those fun objectives to do in this game and we have integrated all of the audio and video assets from the movie.
    7:48
    Things that are synced up, things that are just the voice calls that are happening in the background that we went through and meticulously pulled from the high definition stems that were sent to us directly from Paramount. We were taking this and pushing it into the game in every nook and cranny possible so that you get your own fun, creative, imaginative world also sprinkled in with all of the stuff you remember from the movies. The iconic lines, the iconic scenes, synced audio and video elements, call outs and jackpot scenes that are showing various bad guys getting eliminated, showing Michael, his house getting shot up from the second film. We've got the senator that's doing speeches in the public hearings from the second movie, just a lot of the iconic scenes that you will remember from the franchise. Obviously we want the players to experience the biggest and most exciting moments of The Godfather, so we take as much as we could from the movie and turn them into various intros, various shots during modes and multiballs. That's how we immerse you in the world of The Godfather as you're playing the game. One of the big challenges when creating the Godfather pinball machine was the Godfather, while it has action, it's not an action movie. It's a drama. And how do you turn a drama into a pinball machine? That's kind of the reason we had to create our own world and create our own elements of action to keep the player interested, to keep the player vested in what they're playing, what they're doing. I mean, a lot of the game is the mood of the movie, but you can't just make the game a mood. Taking all of the action and the iconic scenes and moments from the film and then building those into our world is what makes this game really pop. So there's a lot to do in the game, but the main feature of the game is the window down at the bottom of the flippers. And that window represents all the jobs in the game, represents the multiballs in the game, it represents what we call job awards, which will happen later on if you get a couple jobs next to each other. There are eight main playable modes in the game that each feature iconic scenes from the films. Then after you've played two adjacent modes next to each other in the stained glass window, you're able to unlock a job award mode that's between them. So eight main modes, four job award modes, and then four main multiballs. Those are what fill up the stained glass window. After you've played all 16 of those, you then get to play Honor, which is the first wizard mode. You get to play, after you've done five families and taken out the other lieutenants, you get to play the Baptism. After you've played all of those, and you've reached Presidential Pardon, and you've gotten a 10x weapon multiplier, done everything the game wants you to do, you get to play the final mode, which is Kiss the Ring.
    10:47
    So when you walk up to this game, your eye immediately goes to the center of the playfield, which is the capo regime, or the lieutenant mech. So he's just a big badass, right? He's walking there with his Tommy gun, and he turns around. He can follow the ball around. You whack him, and he bounces around a bit. There's a player-controlled spinning disc underneath. So after you've gotten through a couple of the lieutenant fights, you shoot it in there, and you're controlling the spinning disc. So it's whipping the ball around. you're making it move left, you're making it move right. It gets to the point where he's so strong, he's wearing a bulletproof vest, you can't shoot him from the front. You've got to go behind and get him around with the garrotte.
    11:27
    So there's more than one way to play the bad guy. And in fact, there's several different ways that you interact with him as you're killing each of the lieutenants in the game. This game is completely loaded with shots. However, almost every shot has a diverter on it. So there are 29 unique ball paths that this thing can go through.
    11:49
    I've always said the key to a good play field is that the shots can do multiple things at any time. The key to that is having diverters that do different things. There's at least five diverters in the game, most of which you probably can't even see. So we can use those to put the ball in all kinds of different configurations, all kinds of different paths. There's a lot of unique mechanics in this game. This is the fastest game that I've ever made. It is keeping you on your toes, and there's some really cool mechanical action that's happening. One of the favorite pieces that I designed, and I did a lot of the mechanical engineering on this game as well, one of the favorite pieces I made was this wire form that allows the ball to be fed in conjunction with the lift ramp. So you can shoot a ball out of this wire form and it can feed to all three flippers in the game. It's a really fun feature to play around with. So that you can, it always changes up to where the ball is coming out. I've always wanted to play with an active Newton ball, right? Stick a ball somewhere, be able to hit it, pop it around, go back and forth, and then release it. But there's always concerns with a physical mechanism that can hold a ball, right? happens if power gets lost or the player can't hit the shot to get the ball back out of there, right? There has to be a release mechanism inside, so that's in there. So we're allowed to store a ball, release a ball, move a ball from side to side, and it really makes for some fun physical action. There's lots of sculptures on this game. I spent so much time articulating the design of one sculpture in particular, the fountain. So the fountain is made from 11 different pieces of two different materials. One of them is clear, one of them is not clear. So we have 16 RGB LEDs underneath just the fountain itself in the pop bumper, and it glows, and it looks like real water, and we can turn it red when you're defeating a bad guy. We change it to the different colors of Sicily as you're playing through the Sicily multiball because it's kind of the area on the playfield where that's focused.
    13:57
    There's a sculpture for the Don himself, for Marlon Brando. Getting that approved through his estate actually went really well because we have a very, very high quality, highly detailed sculpture. There's a ramp on the back of the game called the Loop Ramp. It's a cityscape ramp. So it is laser etched and then enameled to have a full stainless steel cityscape in the back of the game It a physical steel ramp where it laser etched windows and building outlines and all sorts of just very very cool looking ramp There are a lot of ways that the ball can get locked in this game. So there are two physical multi-ball lock-up devices. There's a three-ball lock in the back left-hand side of the game. There's also the compound lock on the right-hand side of the game. There's a subway.
    14:50
    There's a lift ramp where you can shoot underneath it. There's a post that pops up, gets you ready. There's a flipper that feeds right into that, so you can release that. You can hit the flipper and shoot the loop ramp or shoot it into the hideout shot, which goes under the play field. There is a scoop that you shoot into. That's the Don's office, and the ball can be held there. We can also hold the ball in the Capo Regime mech, so you can play some videos. You can start some multi-balls there. There's just a lot of cool places where the ball can be held. So the lift ramp is always a very cool mech, right? We've seen them in a couple games. I wanted to do something that hasn't been done in a while, which is a ramp that goes in both directions. You can shoot it up the ramp and it goes down one path, and you can shoot it up another ramp and it can come down the left lift ramp. But what's really fun is that you can shoot it up the right side and it can go, if the ramp is in the up position, it can go down a wire form and feed the lower left flipper. So that ramp shot feeds all three flippers. It's a very, very fun mech to play around, especially in software. We can change which direction it's going based on what's currently active in the game, and it provides a lot of versatility for the programmers to make the ball move into different directions. So as Eric mentioned, there's 29 different ball pads in the game, and figuring out how to put all those together and what things are going to tie to which modes or multi balls and stuff like that was definitely a fun challenge. So let's take one of our orbits for example. When you shoot the left orbit, the left orbit can go all the way around like it you would normally expect an orbit to do. There's a diverter in the back right that can toss it into a subway. There's also a magnet that can grab the ball on the orbit. So when you grab the ball on the magnet it can either drop it into behind the bad guy or there's a little diverter that we can put it in a lock up where you lock balls and then you can either lock a ball or you can kick a ball out and then you can kick a ball out to any of the three flippers in the game so you can kick it really hard it'll come all the way around and come down to the right flipper or you can kick it softer with the ramp up and it'll come down to the lower left flipper or you can kick it softer with the ramp down and it'll go to the upper left flipper. So it's really mind-boggling all the different things the ball can do in this game. The left orbit, instead of just being a loop that you shoot, has seven different things the ball can do, which is astounding for one shot. And oh, by the way, the right orbit can do all those things too. One of the main playfield features is the stained glass window, and we took that stained glass motif and we brought it all the way through the user interface that was designed by Jean-Paul the win. So there's different windows describing the different multiballs, different features in the game, and they are all created to look like this stained glass motif. And I think this user interface is one of our best. It's a really original, cool concept. There's really excellent lighting that JP animated behind this stuff. We get breaking windows when you're doing different multiballs, when you're locking different things. So even the colors of the stained glass, they represent the different families fighting different mobsters. Their family colors are there and represented in the purple or the blue or the red or green. A lot of thought was put into representing the UI and making it understandable to the player, which is of course our job, but doing it in an artistic way, in a unique way. I've never seen a stained glass user interface before. And we went through just all these different design concepts in the user interface as we were developing this game. So the Hot Rails, ever since we originally put them on Guns N' Roses, it's just been mind blowing, right? They really made Toy Story 4 pop. They have gone up another level on Godfather. So now we've got lighting along the back panel, and we've got lighting under the apron. So this game, we've extended the hot rails to even start showing you information. There's a cutout in the bottom arch that lets you see into a little area. It's part of the hot rail, but it's specific to the health meter of the lieutenant that you're currently fighting, the toy up at the top of the game. Anything that you do in the game needs to be viscerally rewarded with instant feedback and light is the easiest way to do that. Most games, an arrow, you know, on the play field has an LED under it. Now we've taken that and most of our arrows have two or three LEDs under it. So you're getting like,
    19:26
    you're getting intra insert animation. On the CE we've got lighting around the bottom and around the back, and we added more lights. We really wanted to accentuate the artwork that's been created for this game, so we've lit up the entire back glass from the factory, so it just really shines in your game room. The artwork that we really want to show off here on the cabinet was done by the one and only Christopher Franchi. He did a great job on both the Limited Edition cabinet and the Collector's Edition cabinet. Our highest trim model, the Collector Edition, features Marlon Brando heavily on the cabinet artwork. It is the prestigious, the esteemed version of the game, so we had to have the one and only Don Vito Corleone on that art package. Michael was heavily featured on the Limited Edition art package in not only the cabinet artwork but on the play field. He is the center figure in the LE play field. the collector's edition play field where we focus on Marlon Brando. Brando is a central figure with Michael just off to his left shoulder, you know as an in waiting Don. At Jersey Jack we're always striving to improve our games in every way possible so not just things with like lighting and the hot rails and stuff like that but even with sound right now we're working on equalizer for the game. You know our games sounded pretty good before and now with the equalizer, you'll be amazed at how good they sound. The collector's edition game has so many bells and whistles on it. There's gold mirroring on the back glass. There's gold armor on the collector's edition that's been laser etched with some of the iconic phrases from the franchise with this really cool reflective film underneath it so it pops. I created these things that we're calling leg covers. And on the collector's edition, they are these golden lions. We also took that golden lion motif, because that is the symbol of House Corleone, and put that on the lockdown bar. We have the Statue of Liberty 3D sculpture with working RGB LED torch in the back We have a full glitter play field and on that stained glass window the glitter play field is unlike anything we ever done It is so beautiful There's an acrylic skyline separating the in-lane and out-lane on the left-hand side in the collector's edition game. The spinners on the collector's edition game are a polycarbonate. They just spin for days when you hit them. And there's even, could be a difference, in the main lieutenant toy on the CE versus the LE. And the collector's edition features a topper, unlike any that I've ever created. This car sculpture was beautifully sculpted and painted, automotive clear coat finish on top, and there's not one, but two fully articulating mobsters up there that are hiding behind full sculpted barrels and full-sculpted crates in this scene. And they're moving, and there's lights flashing, and we really wanted to drive home this Tommy gun feel. So I ran some tests. Did you know the Thompson submachine gun fires at 10 times per second? Did you know that you can fire a knocker 10 times per second? So there is a physical, visceral knock that's happening every time these guys are firing their gun. And of course, because there's two mobsters, there's two knockers that are firing. Da-da-da-da-da-da-da-da-da-da-da-da-da! Oh man, it's fantastic.
    23:05
    One of the things that I was very proud of on this game is I have a friend now who's in the music industry. And actually I developed a couple others. But I reached out to this friend because during my time designing Guns N' Roses, I got to watch 18 three-hour long concerts. And in every one of these concerts, Slash would play the theme song from The Godfather. That was the transition from his 10-minute long solo into Sweet Child of Mine. He would always end his solo with the theme from The Godfather. Speak Softly, Love is the theme from The Godfather. So I called Slash when I found out I was going to be doing the Godfather theme. I'm like, hey, so my next game is The Godfather. Then I was quiet for a beat, and Slash said, Eric, I have to do the music for you. I'm like, okay, man, twist my arm. So Slash and his rendition of Speak Softly, Love are here in The Godfather.
    24:07
    Another friend of mine who's in the music industry, his name's Mark Tremonti. Mark is a huge pinball nut. And I found out Mark was doing a very interesting change from what he normally does. So Mark is a guitar player and he plays generally in hard rock. So he plays in a band called Alter Bridge. He played in Creed. He has his own band named Tremonti. And Mark is raising money for Down Syndrome Awareness with this charity. And in doing that, he wanted to push people out of their comfort zone to try something new and unique. So Mark, Mohawk, tattoos, hard rock, right? One of the best guitar players in the world, put on a suit and recruited the band that Frank Sinatra toured with. And Mark sang Frank Sinatra's songs. He did an entire cover of Frank Sinatra music. Now, there's a history with Frank Sinatra and The Godfather. and I asked Mark if he would perform Speak Softly Love vocally for us. And he has, and that is also included in our game. We hired a full orchestra to play Speak Softly Love, and then Mark recorded vocals for it. And I also recorded some vocals for it. So here at Jersey Jack we really pride ourselves on theme integration, on taking such an awesome franchise and turning it into a kick-ass pinball machine. We really pushed to get everything possible into this game from mechanical to software to music to electrical with the lighting, everything in the kitchen sink we threw at this thing. We are so excited for you to take on The Godfather. recreate one of the most iconic scenes in movie history with the baptism. Get all the way through the end of the game and get to kiss the ring. I really want you to enjoy this game with friends, steal territories from each other, make them sleep with the fishes. Go out on a high note. Be the Godfather. A major game that you can't refuse.
    26:29
    My name is Eric Menyer. I am the software and... I made you a game that you can't refuse. Come on, partner. . All right. So the number of skill shots in the game is one, two, three. . Like a songbird. Four, five, six, seven, eight, nine, ten. The rings were going to pay off at some point. I knew they were. Nicely done. Eleven, twelve, thirteen.
    27:44
    There is so much movie content in this game, it's over the top. Feeding the bumper is one, feeding the compound is one. And there's another one where you can plunge it up the ramp a little bit and they'll go down into the eye lane. So we'll call that the Mo Green, because you shot the eye.
    28:14
    It's hard not to drink that, man. I can't wait until you guys get here and, I can't wait until you guys get a hold of this.
    28:22
    The you two? 17, 18, 19, 20, 21, 22, 23. Okay. Perfect. That's it. See, that's it right there.