With his daughter, Sophia, they came up with the concept of starting a new life in Silver Falls. And they used the Heist Playfield module, and they also got Scott Danesi to do the music. Well, there were also official Multimorphic add-ons. One of them was Shoot and Scoot. Do you remember that one? I do not remember that one. I remember the name. There was Sorcerer's Apprentice that also used the cosmic kart racing module. For amusement only games also released Flipper Foxtrot Rhythm Explosion. Oh yeah, Guitar Hero. Yeah, it's kind of like Guitar Hero. I thought that was a really cool idea. And I think that used Cannon Lagoon, if I recall. This is where the company significantly changes. People are saying, ah, we don't like original themes. Yeah, no one likes original themes. When are you going to do a licensed theme? When are you going to put the button on one button? Why are the flippers hidden on the top? Why is it that when I shoot the top flipper, I can get the ball stuck behind the flipper on the top? Like, it's just everybody is a bit complaining. Or they're just complaining to complain. I think there's probably some of that, but I think some people are like, hey, there's something here. You just need to make these minor changes and you'll get to the next level. And then there's the other group that's like, this system is perfectly fine the way it is, you're just dumb. Which is kind of how technology people think normies are. But that first license, the game where they can change the narrative, it became Weird Al's Music of Natural Hilarity. Where were you when this game was announced? Um, surfing on the internet somewhere, because I think that's where I saw it. When this came out, people were like, whoa, wait a second here, what's going on? They got Weird Al. He's not an A-list or a B-list, he's probably a good C-list artist. Oh, I'd say he's B, come on. You think he's B? UHF, come on. I don't know, man. Come on. Like, he's, I love Weird Al. All right, let's put it this way, he has a fanatical following. Yeah, those, yeah, that's true. Rabid. Relatigh Fever locally advertised series, Vari- WITH R starter repairria rames disappointed the fun to improvise whileitch supported How dare 2 be Stupid word crimes, white nerdy, my bologna. Dare to be stupid. Like a surgeon. Dare to be stupid. Yeah. And Weird Al is in the game. It's actually Weird Al who did a killer job with the call outs. He let it all hang out on that game. Scott Danesi did the sound and the music. The art was by a Matt Andrews, and he did a heck of a job in my opinion. Animation by Steven Silver. The design was Steven Silver and Michael Ocean, so a bit of a collaboration. TJ Weaver, again on mechanics with Trey Jones and Les Pitt, Jerry Sellenberg, Greg Goldie, and Michael Ocean on the software itself. I mean, let's wind it back a little bit. Who is Weird Al? Weird Al Yankovic is an American musician, comedian, and actor. He's best known for writing and performing comedy songs that often parody specific songs by contemporary musicians. He also performs original songs. But like Dare to be Stupid was supposed to be Devo. That kind of thing. I think even the video he dresses like Devo. Dare to be stupid, dare to be stupid. And as you know, in polka melodies, he does a lot of polka melodies. He does a lot of popular songs, most of which he uses his trademark accordion in. And did you know that some people also say that he's a hip hop artist? He's been involved in the genre for many years. Now his big break was back in 1984 when he did Eat It, which parodied Beat It, which was shot for shot an exact parody of the Eat It music video. This ended up on MTV and Weird Al exploded. I remember that. That's how old I am. I don't. I was not born. Wow. Way to make me feel old. What your favorite Weird Al song There so many of them I always like Fat White Nerdy Amish Paradise of course I think Amish Paradise is my favorite What was the one stinkAregatob Search The library atiled Dame It was launched at just probably the worst time. And that time was right kind of in the middle of the pandemic or kind of on the just as we're kind of starting to see some light at the end of the tunnel. Wouldn't that be good timing though? But it wasn't because we still had all of the glut and all of the problems that came along with that with supply chain issues, getting people into your building to work and, you know, trying to get wire and the cost of plastic going through the roof and all of that stuff. The other thing is, this release had a couple of issues because there were a few minor leaks just before the release of the pin. So there was some leaking that was happening on some forums and things like that of individuals who might have seen the game. There was a lot of hype that was created around this top tier license, right? Like, word was that, oh, they're releasing a license, and it is top tier. It is a big A-list, S-tier level license. And then when it came out, people were like, I like Weird Al, but the hype train, I think, got a little too out of control. The website also had some issues with ordering because they included new flipper mechs and additional flipper mechs. So, like, if you had been, like, a Lexi Lightspeed purchaser or a Heist purchaser, you know, you could purchase the other modules for the flippers, but it wasn't entirely clear. Again, marketing issues, nothing at the end of the world here, but just communication things from a technology company that I think could be improved upon that would increase the experience to the purchaser and, I think, boost sales. But let's face it, they did actually sell quite a few of these weird al games. Their issues haven't been selling games. They've been getting them made. That's been most of their issues. Right, exactly. And that's the thing. They are producing the games that they can design and build. Would they want to sell 10,000 multimorphic systems? Of course they would. But they wouldn't be able to keep up with this. So I think they're doing just what they like to do. All of these are still in production and they're growing slowly and steadily. They had issues getting the stuff out. They were trying to increase their, get more employees, speed up the production. Most of their issues have been in that regard, honestly. Yeah. And I would agree with that. That's a solid criticism that, especially Weird Al, because it was a license, and it was actually a pretty good license, not A-tier, but a very good license. They actually got probably more orders right away than they could fulfill. So that's kind of like when a smaller company starts to fall behind in production. That's kind of like when the whispers start of like, are they going to go under? Do they have enough money? Are they actually building any machines? And the weird thing about Multimorphic is they're not just building the module for the back third of the playfield. They also need to build the whole platform. Yes. So they'll have it, they'll have instances where like the modules will be out here, but full, you know, if this is your first game and you need the full unit, it won't be out till whenever. Right. And here's the thing, right? Like, are you catering to the 300 people that already have a system or are you trying to grow that system to be thousands of them? And unless you're building brand new systems like the cabinet and the back box and the whole thing, just building the modules is not expanding your reach. You're just catering to the same individuals. I think their most interesting game was Final Resistance, and that's from March of 2023. So here we go. You got like 2019, 2020, 2022, 2023. They are launching a game or a module every 12 months. Like, that's better than most of the manufacturers out there. Oh, that Art Stern, yeah. But also, I mean, they're only building a third of the machine. You know what I mean? Like, they're not building a whole machine. So, yeah, they're releasing machines, and I don't mean any disrespect there. Now, the final Resistance team, the concept and game design was by Scott Danesi, and also Also working on this was Bowen Kerins, who we know from the tournament scene, Rory Karnuta, Michael Ocean, TJ Weaver, and then we've got Mechanics by Scott Danesi, TJ Weaver and Trey Jones, Software by Michael Ocean, The Sound and the Music by Scott Danesi, Artwork by Jonathan Burgoyne, who did the T&A artwork, I recall. I was Matt Andrews. I thought did the T&A artwork. Oh, no, no, this, um, I'm thinking of, uh, I'm thinking of Jurassic Park. This is Johnny Crap. That's the guy whose name is Johnny Crap. He also did Labyrinth, the David Bowie Labyrinth artwork. We're not disparaging him. That's actually his, his, what we say, his, his work name, if you will. His work name, yeah, yeah, Johnny Crap, Jonathan Burgoyne. He's from Montreal. Yeah, he's Canadian. Tip of the hat. Yeah, eh? Why is Final Resistance so cool? You've played this. Well, the music. Anything with the Scott Danesi soundtrack I'm interested in. People have called this TNA 2.0. Yes, it is. It is TNA 2.0. Is it actually? I 100% say that. I've heard Bowen Kerins say that. And since he worked on the game and he's a huge fan of TNA, the game, so I would say yeah. If he's saying it's TNA 2.0, it's TNA 2.0. So if we, again, you know, if we bring back some of the criticisms. Well, if you get some of the criticisms, this is unique in the catalog in that it uses, the LCD is a static image for the most part. It's a static playfield image. So it looks like a playfield, but like with inserts that blink and things that pop up on it, but it's not very cell phone gamey. It looks more like what you would consider a standard pinball machine to look like. Exactly. There's not like animations that you're looking into a city. There's not explosions everywhere all over it with alien craft flying across it. It's very much like a static playfield. So one of the criticisms that Multimorphic gets is it's very busy down there. Just because you can put all that animation on the screen doesn't necessarily mean it's a great idea. There needs to be a, I think, a balance there. Is this their best game? Uh, it's my favorite of all their games that I've played. I really like Heist. I played Heist. I think that one is- Heist is good. Pretty good. But I haven't got into it enough to know if the rules are there. I like Weird Al, because it's fun and quirky. The mechanics are pretty neat. I don't really like the way it shoots. I haven't played Final Resistance. There was a huge lineup at Pentastic to play it. Yep. That should tell you something. Well, they had one there. And it was always huge. Yes. I owned a TNA. So for me, this is literally like the TNA sequel. It brought out the feels in you. Yep. Well, how about their latest game? And this one I have played a little bit. This is Princess Bride. This is the fantasy film license. It came out in February of 2024. It's designed by Colin McAlpine from the tournament scene, Jerry Stellenberg, TJ Weaver, Steven Silver, Steve Scheuer, and Josh Kugler, whose name we'll know from American Pinball. Now, that design concept, that seems like a lot of cooks in that kitchen. It's a lot of people. You know, as Steve Ritchie says, there can only be one dad. The Mechanics by T.J. Weaver and Trey Jones, Animation by Steven Silver, Art by Matt Andrews, Music and Sound by Matt Kern, Paul Ferrer, and Software by Josh Kugler, Greg Goldie, Steve Schroyer, and Michael Ocean. The Princess Bride is a film from 1987. It's an American fantasy adventure comedy, and it was directed and co-produced by Rob Reiner. You didn't know that? You didn't know Meathead himself did this movie? I didn't and I'm like, I can see it. I can see Rob Reiner in this film now. It was adapted by William Goldman's 1973 novel and it tells the story of a swashbuckling farmhand named Wesley. He was accompanied by some of his companions who he befriends along his adventure and they They must rescue his true love, Princess Buttercup from the Odysseus Prince Humperdinck, which is just a terrible name. That's a great name. He's a bad guy. I mean, come on. You're all about this film. I've never seen the whole film. I've seen it twice, maybe once. I've seen parts of the film. Didn't like it. Wow. Yeah, I'm not going to lie. This is the kind of movie that I feel is like, this is my kind of movie. Man, it's inconceivable that you wouldn't like this movie. It's got Andre the Giant. Yes, you're Canadian. I mean, you have to like him, right? Wrestling? Totally. You know, Inigo Montoya, You Kill My Father, Prepare to Die. Come on. It's like the most quotable thing ever. It's absolutely quotable. It's got Carrie Hughes in it. I love Carrie Hughes. It's got Robin Wright in it. It's got Billy Crystal, Wallace Shawn. This movie is like right up my alley, but I just, I didn't like it. I don't know why. Did you not like Columbo? I love Columbo. He's in it. Come on. But I don't like the, I don't like that. Well, okay. I like, I like Columbo or in the jacket driving the crappy car, hanging out with his dog. You never see his wife. Love Columbo. Columbo should be a pinball machine. Get on that, Elwin. Okay. This film has become a true cult classic. 100%. People love this film. 96% of Rotten Tomatoes. How can you not like this movie? It also won the 1987 Toronto International Film Festival People's Choice Award. Did you know that? Ah, now I know it. See, it's popular in Canada. It was. It's a fun, lovely movie that people enjoy. It just wasn't for me. $16 million budget, $30 million box office. It was profitable. But what about the pin? Let's tie it back to pinball. Now we know all about this. Cult classic, great theme. Pinball All of these things are all about cult classic stuff. So all those quotable lines from the movie, you will see all of them in this game. Every one of them. They really, whereas Final Resistance has the static LCD, this is like the opposite. They show like, it's every memorable clip you can think of from the movie is in this game. And the video is going on and on and on and on and on. You can skip it. It was wild. No, but it's, if you love this movie actor That You Gets Off Our Heels Alan Zweig western d The WrestleMania one. You need to be more specific. The Legends LE WrestleMania. There you go. He's only on the LE, I believe. This is another world under glass type of machine. The back third, you got a castle on the left, like a drawbridge walkway. It's got these cool swords that come down to kind of lock the ball or stop the ball. You got to have a castle. It's got a center ramp, which is wide open, and it has one of the coolest ball lock things ever, which is you shoot a drop target and then your ball will stick to the cliffs, and then there's a magnet that pulls it up the cliff. Yeah, well, there's a mode where it, well, goes up the cliffs. However, I played this game, and I didn't like the shots, because there's a couple of things. The Valley Company, Subsidiary of Walter Kidde & Co., Inc., Mirco Playfields, Tim Kitzrow, Scott Danesi. I love to see a spinner just go, right? You see it go, the spin it. I mean, I see it. I'm looking right at it. I don't know how hidden it is. I know, but this is not where you're standing and playing. This is an image of the playfield. Okay. The other thing is, the fourth flipper, the upper flipper on the top, doesn't shoot to anything. Like, why is it even there? You can pretty much play this game without using the upper flippers and you'll be fine. So why are they there? The other thing is that center ramp shot is really open and really easy to shoot and you're shooting it by accident all the time. That being said, if you love this theme, this game is for you. So it's not for me. They also came out with the LE cabinet for this one. This is the first time they released a specific cabinet that was specific to the game. So it's got the magnets and all that other stuff, but it comes with swords attached to it, which is really cool, and a very awesome topper. Looks good. I will say I was worried about the sword handles being that close to the flipper, but I actually didn't have an issue. And with my tiny hands, if I didn't have an issue, you won't have an issue. Good game's not for me. I don't kind of like the way it shoots. It's kind of... I don't know. I think there's other better ones, but I'll tell you what, man, if you love Princess Bride and you love quotable quotes and you love kind of easy shooting, this is your game, man. As you wish. Yeah, there you go. Or is that what he says? I think it is. Might be something else. If we want to, let's sum up Multimorphic now in general, right? Like let's kind of tie it all together. Is it real pinball? Sure it is. What does Jerry say about the haters? He says, We struggle getting traditional pinball people to accept that the P3 is traditional pinball. And I'm not 100% sure why that is. Yeah, there's an LCD in the playfield. Maybe that makes some people think it's a video game or some kind of video game variant. This is still completely physical pinball. We just use the LCD, the dynamic graphics underneath the ball to enhance the physical experience. We struggled with a lot of the community accepting the fact that this is pinball. I don't understand why that is. And it's been a challenge to get the community on board. And I think some of that is communication. I think some of it is design. And I think some of it is bending the vision to what Jerry has that is multimorphic, right? So a lot of the people in the community are whiners. They just whine. There's nothing you can do to please them anyway. So they're just going to whine. There's others in the community that I think would say, hey, if multimorphic made these few changes, I think it would make all the difference. And then there's kind of the core multi-morphic team that's like, no, this is our vision and this is what it is. And if you don't get it, you don't get it. And I think that's a, that's fine. I think it's pinball in my opinion, even as it is today. It's pinball. Absolutely. It's pinball. Is the LCD screen a bit busy? Yes. Is having everything in the back third very limiting as to what designs you can do? Yeah. The designs they've all come out with have all been pretty unique and kind of fun. Does it have longevity? I don't know. We'll see. What say you, Ron? I think a lot of it is probably just the fact that there's a section of the playfield that will never be different. You know, it'll be different as far as what you display on it, but physically it's always going to be the same. Basically from the pop-up things there to down, it's always exactly the same on every game. Yeah, you can't have a wall of drop targets. I know a lot of people make an argument, well, the last third of the game is where everything is. I mean, look at Venom. But I mean, I think of games like, just crazy games. Like, think of Radical, where you got stuff directly in front of your face. You know, you couldn't do something like that. The Walking Dead. On a multimorphic. I just wish there was a way you could have the LCD stuff, but still put more physical stuff on there. But I don't know how you would do that. You'd have to float it somehow. I mean, if you added a flipper, maybe you can float something else out there. That'd be interesting. So I think most people are like, oh, you know, they'll never do that. And then they'll come out with something and be like, well, now we've got a, I don't know, reverse drop targets or something that float over the plate. Like they'll come up with some innovation and then people will be like, yeah, but it doesn't have a pop bumper between the flippers. Like they'll come up with some other excuse. I mean, you have a relatively young company that came up with something as cool as that crane. They'll figure it out. Like, come on, where's Stern? Jersey Jack? I mean, I want something that does that. The other thing that people have complained about with Multimorphic, and there's been some people there, is the quality of some of the parts that they have, right? They're using 3D printed parts. There was basically an open letter on pin side from an owner that instead of just bashing everything, tried to do it in a more constructive way of all the issues that they were seeing with their P3 unit. And shortly after that, they actually stopped production of things. And I can't remember the wording, but it was like, we're going to do an assessment. And then sometime after that, they came out with this, like, we're going to be doing all these things, improving all these things. If any of these things break, you know, that were a problem, we'll give you a new versions of them, that kind of thing. The thing is, though, everybody wants the company to succeed. Some people are really weird with the way they interact with a company when they want that to happen, right? Some people come off as overly negative when in fact they're trying to help and other people are just, again, complaining to complain. But it's cool that Jerry listens and he's not perfect, right? This is his baby. People give him criticism. He's going to be a little defensive. That's understandable. Not everybody that gives criticism is trying to destroy Multimorphic, the company, right? If they just want to improve the process, they just might be a bit ham-fisted in how they do that. They may also have some valid concerns, like for example, the friggin' flipper buttons. You know, it's not easy to switch the flipper buttons over. And that's like the biggest complaint. Well, you know, people are just like, well, just go into the menu and change it. Well, I can't do that on location. Well, one of the original complaints was the flippers themselves. Just the feel. They did re-design them or change them. They are much better than they used to be. As someone who's played the old version and new versions can attest to... They're listening to feedback. They might kind of drag their feet a little bit, or they might be a bit defensive, but they're a small company. They're getting there. I think there's a lot to like here. Would I buy a multi-morphic P3 platform? No, not really. It's not for me. I'm not that techie. I don't want to design my own software. Now, you don't have to.