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Live QnA with Gerry at Multimorphic!

Cary Hardy YouTube Live Streams·video·45m 23s·analyzed·Aug 28, 2025
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TL;DR

Multimorphic Q&A reveals modular P3 economics, floating flipper tech history, Portal positioning, and growth trajectory.

Summary

Gerry from Multimorphic conducted a live Q&A discussing the P3 modular pinball platform's design philosophy, business model, and technical innovations. Key topics included the modular game-kit approach (reducing per-game costs to $1,800-$3,500 vs. $12,000+ for traditional cabinets), the floating flipper design evolution, Portal's suitability for the platform, community hesitancy toward screens, and planned features like Insider Connected integration. Gerry emphasized the P3's focus on theme immersion through integrated screens and mechanics rather than traditional pinball manufacturing.

Key Claims

  • Portal will be playable at Pinball Expo in October with one or two machines on-location

    high confidence · Gerry confirmed Multimorphic typically brings two machines to Expo, with Portal as the featured game and game swaps available

  • P3 side art uses magnetic strips for easy game-swapping without disassembly

    high confidence · Gerry demonstrated peeling back side art to reveal magnetic construction; slingshots, side targets, and apron also use magnets

  • Dave & Buster's test achieved 2-3x higher pinball revenue than industry operators, but still underperformed redemption machines by 10x

    high confidence · Gerry stated: 'The numbers they pulled in were by far higher than any operator's numbers for any pinball game I've ever seen. Like double or triple most operators. But...those things made 10 times as much money as the pinball game.'

  • Cannon Lagoon integrated ticket redemption framework into Dave & Buster's card system

    high confidence · Gerry confirmed: 'We actually did that. So they wired their card system into our machines. We actually tied Cannon Lagoon. We added a ticket redemption software framework into the game.'

  • Portal was the first Multimorphic licensed theme; subsequent games (Princess Bride, Weird Al) sold incrementally more game kits vs. cabinets as installed base grew

    high confidence · Gerry explained sales trends: 'Weird Al was our first license theme so it sold mostly machines and few game kits...nowadays we have so many machines out in the wild that we sell a good chunk of game modules every time we release a game'

  • Elemental is a free software-only add-on (100-200 MB download) available to all P3 owners without playfield module swap

    high confidence · Gerry stated: 'Elemental's free, by the way. Everybody with a P3 can download Elemental and enjoy it today.'

  • Community resistance to P3's screen has been significant but improving with each licensed theme release

    high confidence · Gerry: 'I thought the majority of the community would be open to new cool things...a large percentage of the community has been closed-minded. And every time we release a new game, we open up some more minds.'

Notable Quotes

  • “I thought the majority of the community would be open to new cool things, open-minded, experience them, give them a chance. And a large percentage of the community has been closed-minded.”

    Gerry (Multimorphic)@ 7:59 — Candid admission of community resistance to P3 platform; signals ongoing challenge despite product success

  • “The ball is you traveling through the levels. You're solving problems. You're immersed into them. I think the P3 is the only one that can do it justice.”

    Gerry (Multimorphic)@ 7:27 — Core design philosophy: P3 uniqueness tied to thematic immersion via integrated screens and mechanics

  • “Our business model is entirely different than a traditional pinball manufacturer. We don't want to sell you a new cabinet every time we release a game. It doesn't make sense.”

    Gerry (Multimorphic)@ 11:54 — Explicitly contrasts P3 console-like economics ($8,500 cabinet + $1,800-$3,500 modules) against $12,000+ per-game traditional model

  • “Our flippers are floating above the surface of the screens. And therefore, if we wanted to add a different flipper mech or kind of a pop bumper setup...you'd just have to figure out the engineering of it.”

    Gerry (Multimorphic)@ 22:03 — Modular design enables future flipper/mech variations; ROI analysis governs feature decisions

  • “The numbers they pulled in were by far higher than any operator's numbers for any pinball game I've ever seen. Like double or triple most operators. But...those things made 10 times as much money as the pinball game.”

    Gerry (Multimorphic)@ 13:03 — Quantifies Dave & Buster's P3 test success and operational revenue ceiling vs. redemption machines

Entities

MultimorphiccompanyGerrypersonLespersonNick BaldridgepersonPortalgamePrincess BridegameWeird AlgameCosmic Kart Racinggame

Signals

  • ?

    business_signal: Multimorphic bootstrapped status with stated openness to investment indicates capital constraint limiting next-phase innovation; seeking external funding for unspecified 'super big ideas'

    medium · Gerry: 'We are mostly a bootstrapped company...we have super big ideas and big plans...if someone out there is like, man, I could come in and help...let's talk.'

  • ?

    community_signal: Multimorphic tech support (Nick, TJ, Gerry) providing holiday/weekend coverage; pro-active customer satisfaction framed as competitive advantage; community testimonials highlighting support quality

    medium · Chat: 'Shout out to the person on tech support he even helped me on my son on thanksgiving day'; Gerry: 'Nick...he started out helping nights and weekends...now he pretty much is always answering questions'

  • ?

    design_philosophy: Multimorphic design strategy explicitly rejects traditional pinball for modular P3-only path; Gerry stated 99.9% certainty will never build traditional machine; company identity inseparable from platform innovation

    high · Gerry: 'The answer is 99.9% no. I have no interest in building a traditional machine.' Contrasts with full P3 focus and screen/mechanics capabilities

  • ?

    licensing_signal: Multimorphic explicitly positioning video game licenses (Portal, potential future) as uniquely suited to P3 screen capabilities; other manufacturers without screens seen as unable to justify license ROI

    medium · Gerry: 'Portal is perfect for the P3. Because of the cool physics the P3 can deliver...I can't speak for the other manufacturers because they don't have screens in the play field, and I don't know how they'd translate'

  • $

Topics

P3 modular economics vs. traditional pinball pricingprimaryCommunity resistance to video screens in pinballprimaryFloating flipper design evolution and technical reliabilityprimaryPortal theme suitability for P3 platform capabilitiesprimaryDave & Buster's operational test results and FEC market challengessecondaryOnline connectivity and Insider Connected integration planssecondaryP3 installation base growth and game-kit sales trendssecondaryFlipper fade causes and configuration solutionsmentioned

Sentiment

positive(0.78)— Gerry is candid about community challenges but frames them as solvable obstacles to adoption. Enthusiastic about Portal and P3 capabilities. Honest about technical trade-offs (flipper fade, ROI calculations) without defensiveness. Acknowledges bootstrapped constraints while expressing growth ambitions. Chat participants expressing enthusiasm post-Austin Collective experience.

Transcript

youtube_groq_whisper · $0.136

here. We should be live at this point. Let me refresh this to make sure we are. Refresh this to make sure we are. The whole world can see you. Alright, let's do an audio check everyone. Make sure you let me know if you can or cannot hear us. Carrie, your comparative review of Vimbal Glasses led me to Jerry when I picked up my order in Round Rock. I didn't even know he was multimorphic. He graciously led me around the factory. Solid guy. Yeah, he's all right. Audio checks. All right. Can you hear me, meow? So, by all means, guys, I'm just a little off screen. I'm here. I got my laptop right here kind of thing. but um like i might be able to roll the laptop over i probably have enough battery power case i have to but we can make this work uh i'll just get all buddy buddy up with him and everything it's a wide screen i can even pull out right should be able to get all right so loser kid oh josh already coming in gary are you joining the p3 family like loser kid What game has he got? He's got Princess Bride Princess Bride and Weird Al I believe I would assume he's got a portal coming in too Because I know he's a big fan of that particular theme You know I can't talk about Picking shipments to anybody Confidential information Princess Bride and Weird Al Josh were you getting a portal? You want to answer that on the air? Greetings from Slovenia I got to try your games at Stefan Riddler's place. Nice. Slovenia. But, yeah, to answer some questions I saw earlier during the stream, yes, there will be games. I'm not sure how many at Expo. Do you know by chance how many? He usually takes two machines. He has two machines. Usually we set one up as Portal or the latest game, and one up as something else. We do game swaps. We do whatever. TBD. I don't know. They might ship them another machine or two. It depends. Okay. So, yes, Pinball Expo, almost pretty much next month in October, you will be able to play Portal. And someone was asking about, I'm guessing, if the sides were magnetic strips. So I'm guessing that answers that question. The side art on our games is, I don't know if you can see this on the camera or not. Can you see me peeling this back? This is a magnet. The side art is magnetic, so it's easy to swap games in your house or whatever. magnets inside the machine slingshots side targets apron all magnets so there are a couple printed plastics that you need to swap when you're doing a full swap the artwork the speaker panel in the front artwork are plastic because the cabinets made differently there but everything else is magnetic all right so it's like we got to see at the beginning of the tour where you started and where you've come from kind of thing. It's like, so what do you feel like was the biggest leap in your innovation process? Like where do you go from what you had to go, oh, this is next level kind of thing? So ignoring the fact that even our first prototype is way, way, way different than traditional pinball, we started without thinking about a modular game right the the first prototype was something that less than i built for fun we were tinkerers he's a mechanical guy he likes to make stuff with his hands he works on cars he builds stuff he he and i used to work together at our previous corporate jobs we're both into pinball i designed the p-rock to try to control the infrared grid circuitry that we now use on the P3. I wanted to see if I could make that work. Can I make a ball rolling on a piece of wood? Can I make the computer track that, put it into positions, and have that interact with artwork? So the first prototype was that, and we just built a machine around it for fun. When people showed an interest in the technology and in the gameplay, that's when we started thinking about a company. And I don't think a company works with this kind of idea, and an LCD screen in the play field unless you're changing the content. So we switched from just a prototype of a single-themed kind of idea to a full multi-game capable, mechanical, swappable play field module thing. And that is a huge leap from the first prototype, and also it had huge implications on our future. And so is that when the name basically came to you, like multi-morphic because you're morphing and it's multi-purpose? You got it. Yeah, figured it out. Absolutely. I'm not as dumb as I look sometimes. Naming companies is hard. I bet. I personally don't want to name a company after myself. I want the company to represent the product and to not be tied to me. It's a team of people doing a lot of cool things. So naming companies is always hard. You come up with cool ideas and you search for them and someone's already got it. Well, you know, sometimes the name isn't everything. I know that even when barrels of fun, they still get crap for naming their company that. I mean, it's like, hey, you know, they love it and evidently it's kicked on. everyone has no problem with it now so but yeah naming a company i i couldn't imagine the difficulty but yeah you did well because it bodes well for what you're doing here kind of thing like oh yeah just all those yeah the machine morphs into whatever it needs to to present the game the way we want to present it and we we feel like we've delivered something that immerses the player into whatever theme it is princess bride we immerse you into the movie portal you're you feel like you're walking through the hallways and jumping through portals yeah the ball comes out somewhere else and you feel like and it makes sense it's like you know like would you would If you want Portal on a standard pinball machine, I'm sure plenty of people would, but you wouldn't get the game changing because if you know Portal and you play Portal, the game goes through different scenes and scenarios and different test chambers. It only makes sense that it be on this platform because of the fact that your system can do what it can do kind of thing. There was someone making a homebrew one. They had just started talking about it kind of when we were in our pre-release process, And we were curious to see if they'd get far enough before we released to see how you take a traditional machine and implement Portal. Because our ball trough, our Infinity ball trough, allows us to kick balls out anywhere at any time without staging them. You don't have to first shoot into something to get a ball there before it can come back out. And the screen, the ball trough, the wazzle scoops, we use them all in different ways to immerse you into that theme. I don't think you could do it with the traditional game. It's like you could do the game, but you wouldn't be able to really do it justice. Okay, you could deliver, I like to call it delivering thematic hits. Yeah. You take an element from the game, you put it in the artwork, or you hit this thing three times and it activates some game mechanic. But to time all together in a playable puzzle, you kind of need to live the game. You need to be, the ball is you traveling through the levels. You're solving problems. You're immersed into them. I think the P3 is the only one that can do it justice. What is probably the hardest lesson that you've learned during this whole evolution process? I'm sure you have many, but where is one where you're like, man, if I would have told myself this years ago, I would have been able to, you know. So we're doing something very different than every other pinball machine out there. Everyone knows that. I thought the majority of the community would be open to new cool things, open-minded, experience them, give them a chance. And a large percentage of the community has been closed-minded. And every time we release a new game, we open up some more minds. Oh, they finally did a theme that I like. Let me give it a chance now. And most people, when they play it, realize this is really fun, cool, physical pinball. The hesitancy to try something new, especially because we've put a video screen in it, has been tough to overcome. A lot of people don't like change. And so I think what's also helped in particular with Portal is the additional layer that you put on top of it now with the additional ramps. Extension. Extension. Is that what you're calling them? Extension. Extension module. Yeah, extension module. So I'm thinking that's getting it more closer to the familiar area, territory that people are accustomed to kind of thing. Making it feel what they're used to. So interestingly, this screen is a rectangular LCD. So by definition, it kind of puts in borders and it creates a separation in your mind. Because you see the edge of the screen and you're like, okay, this is a distinctly different element from the painted wood beyond the walls and scoops or whatever. So it feels like it's less integrated. And some people translate that to there's nothing in the middle of the play field. If you go look at most games, you never have something right in the middle of the play field because the ball would hit it and go down the drain and you'd have no shot angles and it just doesn't make sense. So Portal Extended has us bringing things lower, but they're still a little bit off to the sides, like any traditional machine would have. They're off to the sides to bring things closer to the flipper and make you feel like you have a fully traditional experience. And in the process, I'm seeing a couple of games, your heads-up machines over there, I'm seeing the sides of them light up, but none of them are lighting up. Is that just that particular system, or is that something that you tried and you moved on? No, actually, so the two machines Carrie's talking about down in the end, we have a sample game, a network-linked, the two machines are linked to each other. You can battle each other on them. It's called heads-up. We put that on the floor at Dave & Buster's a few years ago for a trial. So we added the outside cabinet LED strips to do real cool effects. Yeah, it draws attention. My eyes keep going over there because of the flash on there, so it's doing its job. We would like to productize that. The cabinets are designed to accept those. Our power supply and breakout boards are designed to accept those. We just haven't productized them and added them as an upgrade you can get. I can see that being implemented with Portal as well. Like, one side be blue and orange, and then they change color. I can see you being able to do some fun stuff with that. Someone's asking, do you think with the modular play field and video game screen, you're making pinball video games leaner than the other manufacturers? Was the leaner? Yeah, that's the word. I don't know what leaner means in this context, but we are trying to introduce more immersion, more interactivity. So, because you can start a mode and the scene can change to show you exactly where you are in the theme or we can add instructions right there on the screen to the shot you supposed to hit and give you a story reason to hit that shot I know I want to hit this thing because there a path shown on the screen with a fire trail pointing at that shot It gives me a reason to do it So there a lot of concepts in video games that are just intuitive because you see everything on the screen. It's nice to be able to pull those into the pinball realm and build more, I call it gameplay immersion or theme into the game. I guess he's clarifying right here. I was thinking you don't have to make a new cabinet for every new game you make. Right, yes. Leaner manufacturing. Yes, absolutely. So our business model is entirely different than a traditional pinball manufacturer. We don't want to sell you a new cabinet every time we release a game. It doesn't make sense. You shouldn't need to take up that much floor space in your house or spend the $10,000 or $12,000 every time we release a game. We've adopted kind of the video game console model, to your point, Nintendos or PlayStations or whatever. You buy the cabinet once. Some people are adding more now because we have so many games and they want multiple machines set up. But the idea is you can buy one cabinet. That's the expensive part. A cabinet by itself, I think we're listing now for $8,500 without a game kit. With a game kit, they bump up to 11.5 or 12.5, depending on the game. But after you have that, you can add game kits for 3,000, 3,500, 20-something hundred, 1,800 for Cannon Lagoon. So once you have the system in your house, adding games, building a game library is much more like the video game paradigm than the pinball paradigm. And someone's asking, was the test successful at Dave & Buster's? The test at Dave & Buster's, so The numbers they pulled in were by far higher than any operator's numbers for any pinball game I've ever seen. Like double or triple most operators. But Dave and Buster's and other FEC's type places, they make most of their money on redemption machines. Where the kids go and they put the money in, they spin the wheel and it gives them tickets. and those things made 10 times as much money as the pinball game. Well, now these days they've got them on these cards. So is there something maybe you could do to where I guess it could speak to whatever their infrastructure is? We actually did that. So they wired their card system into our machines. We actually tied Cannon Lagoon. We added a ticket redemption software framework into the game, and we added ticket awards to reaching the end of Cannon Lagoon. So people could play the pinball game and receive tickets, receive awards, just like they would on the machine. But it's still a process. You've got to play the game to try to get the rewards instead of just going up to a big bass wheel and spinning it and getting some tickets. Yeah, there it is. Instant gratification that a lot of people want. So Jordan's asking, for Weird Al and Princess Bride, I know you wouldn't want to disclose exact numbers, but can you give any percentage numbers of which sales were just module and which were cabinet and module? so every game that we sell sells incrementally more modules because the previous games convinced people to buy machines so let's walk that backwards 2018 we started shipping machines with lexi lightspeed some number of people bought machines then we released cosmic kart racing some more people bought machines but previous people already had machines so they bought modules and so every game we release more and more people have machines so by definition each game release sells more game kits than the last not by definition but that's how it trends out yeah that's how the math works out yeah weird al was our first license theme so it sold mostly machines and few game kits because we had fewer machines out in the wild nowadays we have so many machines out in the wild that we sell a good chunk of game modules every time we release a game get ian in here and he's like i love a new game day of carrying the module into my basement versus a new cabinet so there's new game day with modules yeah we release portal when we start shipping on people will be able to get that box and carried in their machine delivered by ups or something and then there's also add-on games and we just released an add-on game called elemental It's just a software add-on that works with any Playfield module. So the new game day is telling your P3 to download the latest game that we just added to our server, and you instantly can enjoy this new experience. Elemental's free, by the way. Everybody with a P3 can download Elemental and enjoy it today. Yeah, I was kind of curious. What's the file size? I'm just curious. How do you download that? One of our big games with tons of assets is one and a half gigs, or two gigs. Elemental, I think, is 100 or 200 megabytes. Okay. It's pretty small. Let's see here. Is there a suggested way a homeowner should store the modules not currently in the system? Seems like they'd still take up space like another full-size pinball machine might. Yes. So the game modules, the Playfield modules, ship in a 23 by 23 by 20 inch box, and most people keep those boxes around to store the play film back in them and then stack them up in a corner or something in their room. Two boxes can fit under the machine itself. So in a single footprint of a machine, you can have three modules, one in the machine and two underneath it. A few third parties have started tinkering with pretty decorative cabinets to store them in. A couple other people have designed, Nicholas Baldridge designed a cart that can slide under other machines. If you've got five or six machines you can put p3 boxes under all of them but yeah you can certainly store them in the box they ship in and people are working on third parties mostly are working on decorative cabinets so uh chris is asking has anyone ever bought a module without first owning a cabinet yes on accident i guess no we assumed it was accident but it happened a few times with weird al and they they simply said that they didn't have enough money for the full machine yet but They wanted to be in the build queue, so they didn't have to wait. At the time, we had long lead times. It took about a year and a half to get through the whole Weird Al order queue. So some people did get their playfields, and then we shipped them a machine. It's like, eventually, I'm going to get to play this game. And some of them buy a new game kit to get it, and then have bought a used machine down the line. But it's happened. Not very often. Is Portal going to open the floodgates to more video game licenses? Oh, gosh. Yes? No? Maybe? Every licensing decision is a difficult one and a difficult process. We spend man-months in meetings and discussions talking about the next theme. Portal is perfect for the P3. Because of the cool physics the P3 can deliver, and we were all thrilled to be able to deliver that experience. We've talked about other video game licenses. We've talked to licensors about them. You'll probably see more from us. I can't speak for the other manufacturers because they don't have screens in the play field, and I don't know how they'd translate. Scott's mentioning Insider Connected, and he's kind of curious if there's anything in production or possibly something similar that you might be able to implement down the road. So the full Internet, what do they call it? Insider Connect. Sider Connect system, yes, we could do it. We could actually turn it on in a month or two, something similar. We've experimented with online connectivity before. Cosmic Kart Racing is an online connectable game. If you have Cosmic Kart Racing and your P3 is connected to the Internet through the Wi-Fi that comes installed in it, you can race against other people on their P3s over the Internet. So we already have some level of connectivity. We have a profile system. You can log on to your P3 locally and create a profile and change the settings and have different people in your house with different profiles and different settings and all those things. I don't know if we'll make that Internet connected in the near term or if it'll be deeper. We're mainly focused right now on developing cool game content to introduce more people to the platform and get more buy-in into the system and infrastructure. Adding software features later will absolutely happen. I just don't have a time frame for it. Let's see here. Elemental looks sick. From Pirate Princess Jess and John Shepard's asking, or he's saying, I'm going to have to do an elemental add-on game party. Sweet. Let's see here. Dustin Echoes, we fear change. My first only experience with P3 was at Austin Pinball Collective. Was apprehensive because of general negativity. Not fair. Blown away. Give MM a chance for yourselves. One day I hope to own. Thank you for that. I don't understand why there's so much pervasive negativity. It's a cool thing. Give it a try. The AI collectors may just want to own everything AI. I don't know what that means there, Chris. Sorry, I can't follow that one. Does Multimorphic have financing? We are mostly a bootstrapped company. We worked with friends and family in the early days. We have a business plan that allows us to continue growing games and scaling up slowly. We also have super big ideas and big plans. So if someone out there is like, man, I could come in and help and let them achieve their next level, then let's talk. The next evolutionary stage of multimorphic. There are a lot of really big, cool things that we don't currently have the budget or time or resources to do that we would love to do. So we're certainly open to discussions. Would it ever be possible for different lower flipper configurations? And I almost feel like I can answer that. We didn't show that? No, I did. I almost feel like I can answer that question at this point. I would say yeah, because of the way it slides in and out of the system, and it's just to connect. So if down the road there is a new game, or maybe you wanted to do baby flippers or whatever kind of thing, you could do that. Yes. So everything about the P3's lower play field, you just have to engineer things differently. Our flippers are floating above the surface of the screens. And therefore, if we wanted to add a different flipper mech or kind of a pop bumper setup on a slingshot or something, we'd just have to figure out the engineering of it and put it in there and slide it in. Swapping is super-duper easy. The question is, what's the ROI, the return on investment in doing that? Is it going to be used in a bunch of different games, or is it a one-time-only thing? And will people buy it if it's expensive and it's a one-time-only thing? A lot goes into the decisions, the business decisions around that. But yes absolutely we can do it Yeah AI earlier is evidently AL for Weird Al So that was my mistake I mean AI is going everywhere right now so I just read it as AI there Chris Sorry about that So AL collectors may want everything AL Yeah, for sure. I guess it says, John's like, ship me a second flipper blade assembly anytime. We do have it listed on our store. What we thought would happen is machines that went onto location, the operators would buy a spare flipper assembly just in case something went down they could swap it in real quickly you can do that with spare parts too we have our modular board system the P-Rock control system you can buy additional circuit boards for the the coil drivers or the LED drivers or the switch inputs and you can have a couple spares lying around in case you ever need them if nothing if if no one shorts a wire from one part to another part your circuit board should be fine forever or um it's it's rare that something fails but having spares is certainly something everyone can do bobby six says shout out to the person on tech support he even helped me on my son on thanksgiving day sorry can't remember his name nick nick baldred so he came on board a couple years ago and he he started out helping nights and weekends and now he pretty much is always answering questions whenever he has time but nick tj or i will generally answer everybody's questions and if nick's unavailable on the weekend and one of us tj or me if one of us is then we'll still answer you well we just want people enjoying the machines so pirate princess jess how did y'all figure out the floating flipper design was that hard to engineer as an alternative to regular flippers yes it was hard to engineer you just showed in the tour you showed the older machines that we have here. The first iteration of the floating flipper, they were clear. They were polycarbonate flipper bats, which is not on there. I don't think, maybe they are. Polycarbonate clear flipper bats, so we could see through them and see the screen underneath them, and we connected them with bicycle brake lines. So you activate the brakes on a bicycle and it activates the brakes we threw that mechanism in we being my friend les who designed the first he's a mountain biker so it's like mountain bikes i've got i've got brake parts all over the place all cables so actually it's funny the progression because we started with brake lines and those pulled in the flippers great but they didn't release because they're not oh yeah so he's like what other bike parts can i use and he took apart a wheel he's like i'm going to use the spokes so So he cut down spokes and he connected the coil to the flipper bat with a bicycle spoke, a wheel spoke, and they worked great. We took the machine to shows and after, I don't know, 50, 60, 70, 100 games, the spokes would break. They'd literally break in half. So we iterated and iterated and iterated and eventually we now injection mold our own super high strength plastic flipper rods. Mounting them in a way that floats from the flipper, from the plastic wasn't too hard to engineer, but getting the structural integrity was, was a bit of a challenge, but that was, that started 13, 14 years ago. Our flippers now, I think our flippers are the most reliable in the industry. That's why when I was mentioning changing a coil, you're like, you shouldn't have to change a coil. I mean, they come aligned. there's small tweaks you might have to do depending on on your setup but they come aligned the rods aren't gonna break unless they're getting tens and twenties of thousands of games on them and the coils are standard coils the mechanism the flipping mechanism with a rod and a coil is similar to traditional it's just it's just we've minimized the amount of things that can fail on apart. Rafcon USMC is going, he says, I played Princess Bride at Golden State Pinball Festival. It was awesome to be staring at the play field and actually see what's going on with a mode without having to look up. Such a cool difference. We leverage that screen every way we possibly can, including your score. Your score is right below the flippers. When you watch most people playing pinball, especially beginners, they're focused on the flippers and keeping the ball alive so you're seeing the score right where you need to while you're playing. Our hope is that you never need to look up while playing a P3. Yes, we have a backbox display. We put it on there for your friends and other people in the location so they can watch what's going on. But you as a player should never need to look away from the ball in your slippers. What about maintenance for these? Is there typical maintenance, like recommendations, like certain types of chemicals and not to use, to use for wiping things down? I mean like so it's all generally standard most people use Novus to or a plastic cleaner on their playfield surface as well as the Upper playfield you don't need to wax the polycarbonate sheet But the polycarbonate sheet is just a rectangular piece of plastic So if you need to get scratched or scuffs you can replace it easily. There's really no standard maintenance The parts are all pretty durable the flippers and Slingshots and any moving part in any pinball machine can wear out or break over time and that that can happen but we have no we have no list of things that every customer calls us after a year or two of operation and says these broke it's always one-off things that that happen just based on the game that's installed or whatever has progress been made on flipper fade a lot of the p3s I have played have issues after a certain amount of time with the flippers being too weak to hit shots properly it's probably a show as if I had to bed I mean was getting constantly play but i don't know if that's so though there's a couple of points there flipper fade in general happens on all pinball machines and happens because as the as the coil continues to activate over and over again to flip the flipper um coil or a current flowing through the coil heats it up it gets super hot as it gets super hot resistance increases it doesn't have enough strength anymore to flip the bat. We added end of stroke switches a couple years ago, which ensures that the flipper bat gets a full stroke before the electronic turns off. That helped. We also have the slight adjustment I was talking about earlier. There's a very slight adjustment to get the plunger deep enough into the coil that the coil always has enough power to pull the plunger. And if it's adjusted that way, you should not see much fade at all. If your plunger is adjusted a little bit too far out of the coil, then the coil gets weaker and it can't pull the plunger in and it slows down or it's weaker. But it's a solvable problem. Most P3s should not have flip or fade. However, if you put... Let me back up on this one. The P3 has multiple buttons. and we set by default that the upper buttons, the white buttons, which are separate from the normal red flipper buttons, the white buttons control the upper flippers. We like it better that way because you have control, manual control over when your upper flippers activate relative to lower so you're not accidentally blocking shots by hitting the same button. But there's a software setting to allow people to combine the flippers onto the same button. And when you do that, they'll fade quicker because you've got more stuff happening. They're also stealing power from each other, so they'll feel like they fade faster. So if the machine you're playing that's experiencing fade has the same button, try configuring it the other way, and I bet you're going to see better results. When will you start building regular or regular wide-body games? Portal as a regular game would be more successful, according to this individual. What regular game you mean? No screen, no ball tracking? It just says start building regular or regular wide body. I'm guessing that's probably what it is. I'm guessing they're wanting to know if you're ever going to create a regular pinball machine. One of these questions. The answer is 99.9% no. I have no interest in building a traditional machine. I'm staring at the camera when I say that. I have no interest in building a traditional machine. But you have, how many other companies are there now? 10, 12, 15? There's tons of other companies all doing the same thing and putting a different theme or a different set of rules and a different set of artwork on their games. What we're doing is unique and gives you an entirely different experience and also allows you to add more game content for a literal fraction of the price of buying a new traditional game. So P3 owners that have Portal, they can buy Portal Standard, the game kit, the playfield module, and they can add it to their lineup for $3,900 is the price of Portal Standard. It's a little more for the extension kit. You can add Princess Bride to your lineup for $3,750. Under $4,000, you get an entirely new gaming experience because it's not traditional, because it's got the modularity, because it's got the screen, because it's got the Infinity Baltroff, because it's got the wall scoop assembly in the base machine. You've already paid for it once. You don't need to pay for it again. That to me is awesome. And it excites me to design games for this platform. It excites me to deliver something new and different. So yeah. I mean, it seems like I've got a slew of the games right here. It's like over time, it seems like, although yes, you are unique and different, you are still trying to cater to traditional means to give the people that are traditionalists to the ones that want the regular feel to at least the aesthetic of it kind of thing whether it be external stuff or whatever i'm seeing that so our first prototype you can see over there in the room carrie doesn't have a backbox and we took it to shows and people are like oh my god yeah that's not gonna fly it needs a back like but we don't need to put anything in the backbox but we need the backbox so we put on the backbox um pinball people have very specific i'm lumping all pinball people together and that's not fair But pinball is something that a lot of people recognize as a particular thing. It's a physical ball with flippers in a cabinet of this size and shape and this length of play field. And that's super important to everybody. We're not messing with the shape and the physicality of pinball. Still a ball, physical ball, you still flip it. Just instead of rolling over a painted piece of wood, it's rolling over a dynamic surface. Those are kind of the mainstays of pinball. And I'm a pinball person. and I had a collection of 12 traditional machines in my house at one point. I was wondering, why do I have 12 individual machines? I have a phone that has tons of apps. I have a computer that has tons of apps. So the P3 is intentionally different in its price model, in its space model, but it's presenting still a mostly traditional pinball experience because we're not creating a new industry. We're just offering a different type of product in the same industry. And I feel like one of the things that's been added somewhat recently is Toppers I mean because I don think you got toppers for all your games I think weird Al got a topper normally but you don have one on here But is that something that we should see on future games going forward Probably As more and more games go into the homes instead of locations, it seems like more people want toppers on their machines. So with Weird Al, we introduced a topper as part of the limited edition kit. So we had 227 limited edition Weird Al game kits that included a topper. We did not for Final Resistance because it's an original theme, and we didn't know if people would want a topper for a theme they don't already know. Princess Bride and Portal both have toppers. We're likely to do toppers at least on our themed, on our licensed games, TBD on original themes. So Matt's asking, how long to change out playfields? So I guess modules is what he's talking about. If you're just changing the module, then literally 60 seconds. You pull the glass, you put the frame into service position, you walk around, disconnect four, three or four connectors, depending on the game, literally just pull it out of the machine. Stick it on the side, take another one, put it back in. If you're changing all the artwork, it takes a little bit longer. But within ten minutes, with a full artwork change, you'll be up and running with the new game. If you just want to swap a game in the afternoon to enjoy a different play field while you're playing pinball with the family, then one or two minutes and you'll be enjoying the other game. Let's see. And there are other people in the chat, I'm sure, that have P3s, and they can tell you if I'm lying or not. Oh, I've seen them being put back in or swapped out at shows before, kind of thing, because I want to see it myself a lot of the times. I'm like, let's see how long this takes. And it's pretty NASCAR. Now, granted, they are people that do this for a living here, people that are doing it at the show, but it's literally just out with that one, in with that one, a couple of connections, and then they drop it back in. In my opinion, I feel like they're being rough with the machines. I'd be a little more gentle, but these people, I guess they just know what the machine's getting and can't handle. But I'm like, oh, God, be a little more gentle with that. That's a funny topic because a lot of pinball owners are very sensitive about people shaking their machines, doing death saves or something on their machine. I'm like, do it. The machine's built. The machine's built to be shaken. We actually designed the shape of our drain to be able to do death saves from both sides. Oh, really? Okay. You're like, do it. Do it. Do it. Let's see here. Did you ever get any note or contact from Rob Reiner, director of the film, about Princess Bride? If yes, what did he think of the machine? We have not spoken to Rob. We have spoken to a few of the primary actors and actresses. We did most of our interfacing through a company called the Princess Bride Limited. They're the people that own the IP. And then we've worked through a couple of the different agents. But no, we haven't heard from Rob. Yeah, someone was asking here again, how do you store the modules when not in use? Is the bottom designed to sit on the floor or a shelf? The playfield module itself is designed mostly to fit into the machine, but the boxes that they ship in are designed to be stored on the floor or a shelf or stacked up in a corner. Is there like some kind of like bracket system inside the box that it can sit on, I guess? The foams are designed, the same foams that it ships on, They're designed to hold it in the right orientation and to keep it from shaking free. Okay. Let's see here. Jordan's in here answering some of these questions for you, by the way. Thanks, Jordan. Final Resistance is awesome. Any chance we'll see any future game collaborations with Scott Denisey? Scott, he actually did the audio package for Weird Al. He's doing the audio package for Portal. Scott's a good friend of all of ours TBD on a new game design but we love working with Scott well thank you very much there Scott for the super chat opinion on me playing Portal with Nap Arcade and Don's Pinball Podcast at Pentastic and beating their combined score causing them to rethink everything everything the cake is a lie I don't know if that was a lie I guess he's just mainly picking on Nap Arcade and Don's Pinball Podcast. Basically, their scores combined or whatever. Is there any plan to offer standard or official add-on for flipper staging, a la what Pinball Life offers? Does this also help with the dual flipper power issue? Okay, so Pinball Life offers a mod for your P3. It's a different button box. Our button box is our module. You can take ours off. You can put on theirs. They injection molded a smaller, lower profile leaf switch housing, the actual button, so it fits inside the wall of the cabinet. Lots of technical details to say. Pinball Life designed an add-on module that allows for flipper staging. Maybe someday we integrate that into the system. Maybe we don't. I don't know. I like our setup. I like our structure. I wish more people would accept multiple buttons because we all think it provides a better playing experience. People just aren't used to it yet and don't want to give it a chance. Some do and don't like it, and that's fine. But generally, I wish people would give it more of a chance. But the Pinball Life box is available, and it's something that you can, it's got a switch, so you can turn on or off that function, too. I guess Ian's like, any plans to offer the giant single-button Cannon Lagoon button box? There's a prototype. it's not in this room it's one of those huge buttons we put in a button box just as a demo saying look we can make really cool button boxes and it's one of those huge it's one of those convex concave is sunk right so it's an outward one of those huge outward it's no fun to play with it he's making fun I assumed he was on that one but we're creeping up here on the top of the hour guys I think we've got a good length of time here. I think this is actually even more than the previous couple of people that I've visited in the last couple of days. Chris is like, I have to run, but Jerry will get a kick out of it. But Miss Ellen McLain, the actress who played GLaDOS, came down to the arcade this weekend at 2DCon to play my latest, The Dumpster Portal. Yeah, Chris, I remember seeing your post on that one at Comic-Con. She was there for it. She even sings that song and stuff I've seen. Oh, in person? Yeah, she gets up on stage and sings it. Jerry, any plans to allow me to release the dinosaur dance video? What dinosaur dance video? Any module bundle deals? So when you buy a P3, if you bundle modules with it, we give you an additional, I think it's 5% off of each playfield module. Later, after you own the P3, you're getting new games for $3,000 or $4,000, which is a huge discount to traditional new games. So no bundles on those. But if you purchase a new P3, a new machine, and get five modules with it, they'll all be discounted. I think, didn't Loser Kid have some sort of promo thing going on? I'm not sure if it's still going on or not. So we still have an active referral program. So any existing P3 owner who refers a new owner, the referrer gets a bonus, and the referee, the person buying the new P3, gets a $1,000 discount on their machine. Oh, there you go. So find a P3 owner and use them as the referrer. Tell them that you want to buy a P3, and they'll email us on your behalf and set up the communication, and you both get some good incentives to do so. All right. So is there anything before we wrap this up that questions that you wish would have been asked or any other tidbits of information you'd want to get out there? I mean, we're just doing stuff that we think is really cool. We're creating something different. We talked a lot about that. We like the extension module and the reception to the extension model, so you'll likely see more lower play field features that do really cool different things that nobody else can do or has done. we didn't talk about Pinglass Plus. Oh, well let's bring it up then. So we just started selling our own version of the anti-reflective glass. We're selling it for a lot less than AR glass traditionally has been and it functions just as well if not better as others. I've got a video comparison guys I have three different sheets from different manufacturers and they all look damn good and so for me it came down to price. I was like, that's just made sense to me. So if you've got traditional standard body we just added wide body sheets to sound standard or wide body machines whether p3 or not we have a our glass for you yeah Raphael's like yes the glass tried to find a way to buy it is that direct so I'm guessing you have it on your website apologies we don't have it listed on multi morphic site we have it listed on a separate site called pin glass net p-i-n-g-l-a-s-s dotnet and You can order it direct from there. We have it in stock. Ian can ship it within a day or two. Yeah, he's got crates of them over there. I've seen it. I've seen it! Thank you, Kerry. You're welcome. Thank you for hosting this. Thank you for doing the tour. You're welcome. This is the first time I've been here, guys. I didn't know what to expect. I was actually expecting something quite a bit smaller kind of thing. I think a lot of people assume that as well kind of thing, that it's probably a very small space to build. It looks like I lost internet. So we lost the stream right there, right there at the end. We were wrapping it up. Reconnection successful. Oh, are we back, guys? Are we back? Let me see. Let me see if it... Oh, yep, we're back. We're back. I'm going on their Wi-Fi. And that's the last I'm going to say about the new game. Exactly. But, yeah, all right, guys. Before the Internet starts to go downhill again, thanks for joining in. Thanks for tuning in. Thanks for watching. hopefully you got a lot of information out of the q a session right here and uh i'm gonna do some more filming right here at portal uh jordan if you're still wanting to meet up or whatever for lunch or something like that i guess hit me up on a messenger or something like that before i head home are there any pin glass distributors i don't i don't believe so i think you only sell it direct there are there are two and if you have a local distributor you want to sell it have them contact us. Game Room Classics, Jason, I think he's near Atlanta. His crate is shipping out to him shortly. Oh yeah, you had a lot of sheets from that guy. There's one other one, another Jason, I believe he's in the Northwest Seattle area. We're looking for more. If you want glass and you want to get it locally, tell your distributor to buy some. Alright guys, take it sleazy. Love you a long time. Thanks again, Jerry, for all this. Appreciate it, Gary. You're welcome. All right. Bye, guys.
  • Cosmic Kart Racing already supports online multiplayer connectivity over Wi-Fi between P3 machines

    high confidence · Gerry confirmed: 'Cosmic Kart Racing is an online connectable game. If you have Cosmic Kart Racing and your P3 is connected to the Internet...you can race against other people on their P3s over the Internet.'

  • P3 floating flipper mechanism evolved from bicycle brake cables to wheel spokes to custom-molded plastic rods over 13-14 years

    high confidence · Gerry detailed progression: 'we connected them with bicycle brake lines...he took apart a wheel he's like i'm going to use the spokes...eventually we now injection mold our own super high strength plastic flipper rods'

  • Multimorphic is bootstrapped and open to investment/partnerships to achieve 'next evolutionary stage' goals

    high confidence · Gerry stated: 'We are mostly a bootstrapped company...we have super big ideas and big plans. So if someone out there is like, man, I could come in and help...let's talk.'

  • “I have no interest in building a traditional machine. I'm staring at [P3 potential].”

    Gerry (Multimorphic)@ 30:58 — Definitive rejection of traditional pinball path; company identity tied to P3 innovation

  • “Weird Al was our first license theme so it sold mostly machines and few game kits...nowadays we have so many machines out in the wild that we sell a good chunk of game modules every time we release a game.”

    Gerry (Multimorphic)@ 15:16 — Demonstrates P3 installed base growth trajectory and shifting revenue model toward recurring software sales

  • “When you watch most people playing pinball, especially beginners, they're focused on the flippers and keeping the ball alive so you're seeing the score right where you need to while you're playing.”

    Gerry (Multimorphic)@ 26:57 — UX philosophy: screen placement reduces need to look away from ball/flippers during play

  • Elemental
    game
    Lexi Lightspeedgame
    Cannon Lagoongame
    P3product
    P-Rockproduct
    Dave & Buster'scompany
    Pinball Expoevent
    Austin Pinball Collectiveorganization
    Stefan Riddlerperson
    Caryperson
    Insider Connectedproduct

    market_signal: Dave & Buster's test achieved 2-3x standard operator pinball revenue but failed FEC business model due to 10x revenue gap with redemption machines; suggests operational viability gap for P3 in commercial settings

    high · Gerry: 'The numbers they pulled in were by far higher than any operator's numbers...double or triple most operators. But...those things made 10 times as much money as the pinball game.'

  • ?

    product_strategy: P3 modular economics (console-like recurring software sales vs. per-game hardware purchase) explicitly positions Multimorphic as alternative business model to traditional $12,000+ per-game manufacturer model

    high · Gerry: 'We've adopted kind of the video game console model...You buy the cabinet once...Adding games...is much more like the video game paradigm than the pinball paradigm' with game kits at $1,800-$3,500 vs. $12,000+ traditional

  • ?

    product_strategy: Portal Extended adds physical ramps to mitigate screen-border perception and restore familiar playfield ergonomics; design response to community hesitancy about screen integration

    high · Gerry: 'Portal Extended has us bringing things lower...like any traditional machine would have...to bring things closer to the flipper and make you feel like you have a fully traditional experience'

  • ?

    product_strategy: Insider Connected integration under evaluation; Cosmic Kart Racing prototype demonstrates online multiplayer feasibility; full Internet connectivity rollout timeline unspecified pending game development prioritization

    medium · Gerry: 'we could do it...in a month or two...We've experimented with online connectivity before...I don't know if we'll make that Internet connected in the near term or if it'll be deeper. We're mainly focused...on developing cool game content'

  • ~

    sentiment_shift: Community resistance to P3 screens improving with each licensed theme; hesitancy framed as addressable adoption curve rather than fundamental rejection

    high · Gerry: 'And every time we release a new game, we open up some more minds. Oh, they finally did a theme that I like. Let me give it a chance now.' Chat confirms: 'Blown away. Give MM a chance.'

  • ?

    technology_signal: Flipper fade issue reported on multiple P3s; root cause identified as coil heat/resistance and plunger depth adjustment; software workaround available (separate flipper button configuration)

    high · Chat reports flipper fade after game time; Gerry diagnosed: 'coil...heats it up...resistance increases...We added end of stroke switches...if your plunger is adjusted...the coil always has enough power'

  • ?

    technology_signal: Elemental free software-only module establishes new delivery model (no hardware swap required); signals shift toward digital distribution for incremental content

    high · Elemental released as 100-200 MB download; users download directly to P3; 'new game day' redefined as instant software update vs. physical module delivery