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Total Nuclear Annihilation VPX with Scott Danesi

Mystery Pinball Theater 3000·video·1h 7m·analyzed·May 22, 2023
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claude-haiku-4-5-20251001 · $0.039

TL;DR

Matt Scott discusses TNA VPX collaboration with Virtual Pinball Workshop and game design philosophy.

Summary

Mystery Pinball Theater 3000 hosts Matt Scott (Spooky Pinball musician and TNA designer) to discuss the newly released Total Nuclear Annihilation VPX recreation by the Virtual Pinball Workshop. Scott explains the collaborative process with Spooky Pinball leadership to provide artwork, sound files, light show data, and animations while protecting proprietary game code. The VPX version features accurate reproductions of the original's lighting systems, animations, and artwork at 30 FPS with full LED color and brightness control, requiring complete rule code rewriting from scratch. Discussion covers TNA's challenging gameplay philosophy, reactor strategy vs. high-score paths, multiball mechanics, and design decisions intentionally creating player peril at every moment.

Key Claims

  • Total Nuclear Annihilation VPX was completely rewritten with zero code from the original pinball machine, requiring full reconstruction of all rules from scratch

    high confidence · Matt Scott and Jon Hey explicitly state: 'there is zero code in the virtual pin that exists in the actual analog pin' and 'this had to be completely 100% recoded, which is really really impressive'

  • The TNA VPX light show implementation runs at 30 frames per second with hexadecimal color codes updating every LED with exact color and brightness values

    high confidence · Matt Scott explains: 'I run them as literal values running at 30 frames per second. It updates every single LED in the game 30 frames a second. It tells it exactly what color to be and exactly what brightness to be. By giving it hexadecimal, just little codes'

  • Spooky Pinball CEO Charlie Emery approved providing artwork assets to the Virtual Pinball Workshop on the condition that assets would not be high-DPI printable, preventing physical machine reproduction

    high confidence · Matt Scott: 'I convinced Charlie to be okay with that, and he gave me the thumbs up... We give them artwork that will look really good on screen, but nothing like crazy, nothing like super high DPI printable stuff'

  • TNA VPX version 2.1 is the current release, with additional updates expected following Matt Scott's feedback to the Virtual Pinball Workshop team

    high confidence · Jon Hey states: 'They're up to version 2.1 right now this is the latest version and when Matt Scott gives some of his feedback. There'll be another version that they know is coming'

  • Matt Scott engineered parts produced through Pinball Life and contributed to Bride of Pinbot 2.0 and The Big Lebowski pinball projects, work that the community doesn't realize he did

    high confidence · Matt Scott: 'the most of the stuff in pinball that i do that makes the most impact people don't realize that it's stuff that I did. Like all that engineering for parts that goes on in Pinball Life' and 'i also did some helping on The Big Lebowski Pinball too with Dutch Pinball'

  • A 7-inch vinyl record of the Total Nuclear Annihilation soundtrack was released, featuring the two most-streamed tracks (title track and Alpha Particles/Reactor 1) selected by analyzing streaming data

Notable Quotes

  • “there is zero code in the virtual pin that exists in the actual analog pin... it had to be completely 100% recoded, which is really really impressive”

    Jon Hey and Matt Scott@ 16:20 — Clarifies that VPX is a complete from-scratch reconstruction, not a code port, highlighting the technical achievement of the Virtual Pinball Workshop

  • “I run them as literal values running at 30 frames per second. It updates every single LED in the game 30 frames a second. It tells it exactly what color to be and exactly what brightness to be.”

    Matt Scott@ 17:44 — Technical explanation of TNA's proprietary LED lighting system implementation in VPX, demonstrating precision of the recreation

  • “I want to make the player feel scared at every moment. That's what this is.”

    Jon Hey (referencing Eugene Jarvis philosophy)@ 24:06 — Articulates the core design philosophy of TNA—intentional player peril as a feature, not a bug

  • “This game doesn't want you to feel cheated right... there is so many things you have to pay attention to”

    Matt Scott@ 29:07 — Explains the intentional mechanical mercy features (ball saves at multiple points) that coexist with the challenging gameplay philosophy

  • “if you practice playing this game with one hand, you could get really good at pinball... because this game does not like if you're a flipping crazy fiend. If you're flipping all the time, and those flippers are up, you're dead.”

    Jon Hey@ 35:45 — Highlights TNA's design as a skill-teaching tool that punishes reflexive flipper mashing and rewards controlled, methodical play

Entities

Matt ScottpersonJon HeypersonManupersonTotal Nuclear Annihilation (TNA)gameVirtual Pinball WorkshoporganizationSpooky PinballcompanyCharlie Emeryperson

Signals

  • ?

    community_signal: Virtual Pinball Workshop demonstrated collaborative approach with original designer Matt Scott, obtaining feedback iteratively on artwork, animations, light shows, and sound implementation before release

    high · Matt Scott: 'they were able to use the art assets also as like a like almost like a layout for the actual game itself... from there I started giving them all of the sound files and animations and I gave them all the light show files and then walking through how that kind of integrates with everything'

  • ?

    community_signal: Total Nuclear Annihilation established strong secondary market value through vinyl soundtrack release and continued software updates; community engagement demonstrates sustained interest in original-theme games

    medium · Matt Scott mentions vinyl release with curated track selection based on streaming data; Jon Hey references version 2.1 release with planned future updates based on designer feedback

  • ?

    design_philosophy: TNA's core design intentionally creates continuous player peril and challenge, drawing explicit inspiration from Eugene Jarvis' Defender arcade philosophy of making players feel scared/at-risk at every moment

    high · Jon Hey: 'This game is the equivalent of playing Defender by Eugene Jarvis. Eugene Jarvis' creed was to make the player feel at peril at every moment. I actually met him at a convention and he signed a card for me and he was like, yeah, I want to make the player feel scared at every moment. That's what this is.'

  • ?

    licensing_signal: Spooky Pinball implemented strategic IP protection for VPX recreation by restricting artwork to screen-resolution quality only, preventing unauthorized physical machine reproduction while allowing high-fidelity digital experience

    high · Matt Scott: 'We give them artwork that will look really good on screen, but nothing like crazy, nothing like super high DPI printable stuff, right? So, you know, there's no risk of someone taking this art and going off and printing and building their own thing'

Topics

Total Nuclear Annihilation VPX Recreation Technical AchievementprimarySpooky Pinball Collaboration and IP Protection StrategyprimaryTNA Game Design Philosophy and Player Peril MechanicprimaryVirtual Pinball Workshop Open-Source Development ProcessprimaryMatt Scott's Behind-the-Scenes Industry ContributionssecondaryTNA Gameplay Strategy and High-Score vs. Reactor Completion PathssecondaryLED Lighting System Implementation at 30 FPS with Hexadecimal Color ControlsecondaryTournament-Driven Rule Changes and Exploit Preventionmentioned

Sentiment

positive(0.87)— Very enthusiastic and celebratory tone regarding VPX recreation quality; Matt Scott expresses genuine appreciation for Virtual Pinball Workshop's technical achievement; Jon Hey demonstrates excitement about gameplay demonstration and hidden features; collaborative partnership between Spooky and VPX team presented as mutually respectful and successful

Transcript

youtube_groq_whisper · $0.203

0:00
you know y'all don't all show up like this for me You know you don't You do for this guy right here Oh hey there's my face My face just showed up out of nowhere there It's probably because people think I'm going to get crazy And say some weird stuff like I usually do Which I probably will You mean like you just I must warn everyone early First of all welcome scott how are you doing buddy i'm good i'm good i'm surprisingly not tired so that's cool i know this is late this is i'm sorry i'm all of california apologizes for our stupid time zone yeah it's all right iron fox in tennessee this is um no one ever is going to know again if it's going to be Becca or Scott. Like, there's... Her cosplay is so good. You never know. I was gonna...
1:28
I love the Scott Tannisi thing, but I wanted Scott Tannisi tonight. I feel like the pinball, like the analog pinball community knows about Scott Tannisi, but the virtual pinball community may not know about scott so well you go ahead and tell the story go ahead and tell it if you want or you want me to tell the story why don't you tell it real quick all right all right so super fast oh there's there's backs right there the better look you get the better scott so i know so she she dressed up like me for a um for a talent i'm not talent contest a uh What the heck is that called? A cosplay contest?
2:15
A dress-up contest? What is that? I don't know. Whatever. But I don't remember even when she did it the first time because she's done it like three times.
2:23

high confidence · Matt Scott: 'when we were going to make the vinyl for that... we took that on, and he and I sat down and went through all of my streaming data, and we took the two top songs that people were listening to on the streaming services and put those two on there'

  • TNA's game design philosophy intentionally creates player peril at every moment, similar to Eugene Jarvis' design philosophy for Defender arcade game

    medium confidence · Jon Hey: 'This game is the equivalent of playing Defender by Eugene Jarvis. Eugene Jarvis' creed was to make the player feel at peril at every moment' and Matt Scott confirms game design intent to challenge players constantly

  • TNA has a hidden rule preventing intentional multiball drain exploitation where draining all three balls during multiball gives a ball back but removes the ball saver

    high confidence · Matt Scott: 'There is something interesting about multiball that you guys do need to know that's probably not in the virtual pinball... if you start multiball and you drain all three balls, it gives you a ball back, but it will take away your ball saver... because they were draining on purpose and that was like... It made the game not fun to watch'

  • “the most of the stuff in pinball that i do that makes the most impact people don't realize that it's stuff that I did”

    Matt Scott@ 8:33 — Reveals Scott's behind-the-scenes influence in the pinball industry through parts engineering and other work beyond public-facing game design

  • “they were draining on purpose and that was like... It made the game not fun to watch”

    Matt Scott@ 28:17 — Explains a tournament-driven rule change in TNA that removed a loophole exploited by competitive players

  • “you can easily just take apart the code and just see what all the hidden stuff is... I want people to find them naturally”

    Matt Scott@ 30:55 — Balances open-source transparency with game discovery, showing Scott's engagement with the pinball community's technical sophistication

  • Astro
    person
    Final Resistancegame
    Eugene Jarvisperson
    Bride of Pinbot 2.0game
    The Big Lebowskigame
    Pinball Lifecompany
    Keith Elwinperson
    Zach Sharpeperson
    Beccaperson
    California Extremeevent
    Scorbitproduct
    Pinsomniacperson
    Game Club Centralorganization
  • $

    market_signal: Open-source VPX platform enabling free distribution of high-fidelity pinball recreations; potential market implications for commercial pinball licensing and digital distribution strategies

    medium · Jon Hey confirms VPX is completely open-source and downloadable; discussion of version 2.1 availability suggests ongoing community-driven development model

  • ?

    product_strategy: Tournament players exploited TNA multiball drain loophole where intentional draining could trigger ball recovery without ball saver penalty; rule change implemented to preserve competitive integrity

    high · Matt Scott: 'if you start multiball and you drain all three balls, it gives you a ball back, but it will take away your ball saver... because they were draining on purpose and that was like... It made the game not fun to watch'

  • ?

    product_concern: VPX recreation required complete from-scratch code reconstruction since original TNA code could not be ported; demonstrates complexity of reverse-engineering proprietary pinball rule systems

    high · Jon Hey: 'there is zero code in the virtual pin that exists in the actual analog pin... it had to be completely 100% recoded, which is really really impressive. Yes So I just want everyone to be clear on that that this is a actual reconstruction'

  • ?

    personnel_signal: Matt Scott's contributions to pinball industry extend significantly beyond publicly visible TNA design work, including parts engineering at Pinball Life and technical assistance on other manufacturer projects

    high · Matt Scott: 'the most of the stuff in pinball that i do that makes the most impact people don't realize that it's stuff that I did. Like all that engineering for parts that goes on in Pinball Life' and 'i also did some helping on The Big Lebowski Pinball too with Dutch Pinball'

  • ?

    technology_signal: Virtual Pinball Workshop successfully implemented proprietary LED control system in VPX, running at 30 FPS with per-LED hexadecimal color and brightness control, matching original hardware performance

    high · Matt Scott: 'The fact that they got that running on here is really amazing. And it doesn't look like it's bogging anything down... they're running at the right speed. They're running at the right brightness and everything'

  • But she puts on the Adidas. She puts on the hat three times. Yeah, so she just does it three times. Bex is in chat right now. I don't remember exactly when the first time she did it was, but it was hilarious. And I think it was, maybe it was on a stream. Wait, I was on their stream. she dressed up and came out there they got like an actual reaction of me seeing her the first time dressed up like me which is really funny the scary thing is you both are beautiful that's what the thing is it's like y'all okay yeah there you go y'all could be like brother and sister that's pretty funny we're both very hyperactive so it's great In case you didn't know, my name is Manu, and I hear Scott Denise, who is the musician, first and foremost, I must say musician.
    3:21
    I know you don't want to put him in an order, bro, but your shit is tight. Thanks, man. So, and I own all of Scott's stuff. Well, I don't know if I own all of Scott's stuff. The stuff Scott didn't release, we can't own. I missed out on the vinyl God Wow There'll be more I missed out on the vinyl Not the same thing But you know There's other stuff Do you guys know That there was a vinyl Release Of the Total Nuclear Annihilation Soundtrack Yeah Well it was a 7 inch Which is really cool Actually about that That's Oh man And it was like It was jukebox ready So it had the two most popular tracks from the TNA album on it. What we did is, this is really interesting, when we were going to make the vinyl for that,
    4:16
    we went and looked at... Whoops, sorry, I meant to do this. Oh, jeez. Oh, man. Go ahead. Look at that. Go ahead. So when we went to go make the vinyl for that, which is really cool, my buddy Adam and I took that on, and he and I sat down and went through all of my streaming data, and we took the two top songs that people were listening to on the streaming services and put those two on there, which ended up being Total Nuclear Annihilation, which is the title track and first track on there, and then Alpha Particles, which is Reactor 1. So both of those tracks are on there. That's a really cool way of doing it, actually. Yeah. That's cool. You never really know what people are listening to unless you dig in.
    5:00
    Yeah, that's true. also what is Becca yeah it's funny it's pretty funny I'm not gonna repeat that Becca I'm just gonna let you just tell chat no I mean we did the swap thing but like I got to hang out with Jordan I went down to see Jordan and she came up here and hung out with my wife so you know it just it happens everyone's got their things you know yeah yeah it's all good i feel you um the lovely sarah rose um i should show i i like it wow jordan offline offline it's like whoa we can't get to pm dude jordan dm me later um by the way i think i see a little bit of the uh the the redo of the of the man cave it looks kind of good in the background oh yeah there's uh yeah we're painting some of the paneling can i point i'm not really good at pointing to stuff here there's paneling back here somewhere that's uh wow like it was it was gross brown and now it's white so that's pretty cool we're still in the process we got to get the wall done that wall done and there's a wall in front of me here that's already done dr dude is not gone don't worry dr dude's like right there it's like your dude do you still have your um tron with all power balls uh right next dr dude i'm bad at pointing on the camera that's all right that's all right of course i have tron power balls and if anyone has a tron that doesn't have Powerballs in it.
    6:49
    I don't know if I can be friends. At least one Powerball. No, no, you got to put all four in. Put all four Powerballs in it. God, that's just ridiculous. It's a lot of money. It's like $100. It is.
    7:07
    It's the stupidest thing. Y'all haven't looked up how much a Powerball looks. Yeah, Powerball. Go to Pinball Life and look up how much a Powerball looks. Yeah, what are they, like $25? How much are they? I think they're more. Are they? Crap, I'm going to pull it up. They're not 25 books.
    7:22
    Dude. Astro says, I'm going to put six Power Balls in my Rush. Do it. Wait, does Rush have magnets? Yeah, Rush has a magnet, so that's not going to work so well. Yeah, that's not going to work. It's got to be a game that has no magnets. Oh, man. Yeah, so that's, you got to do that. I mean, do you want me to walk down the line here? I can kind of like, I can kind of show it, like just say what's here, because it kind of looks weird. What's what? And I do get questions a lot. So there's the P3 is the first one right there. Yes, we'll get to that. Yeah, Meridel's in there.
    7:53
    Then I have a TNA. That's the first one. I'm bad at pointing. There, TNA. Look at that. First one. Then Rick and Morty. And then Dr. Dude, Tron with oops all power balls. And then their Bride of Pimbot 2.0 kit back there. Oh, and people, here's the funny thing. people don't know that you helped on pinbot 2.0 yeah and i also did some helping on lebowski too with dutch pinball so there's a lot of i've been doing a lot of weird pinball behind the scenes stuff for many years now yeah yeah yeah and i said yeah i said in podcasts before when i talk about stuff but like the most of the stuff in pinball that i do that makes the most impact people don't realize that it's stuff that I did. Like all that engineering for parts that goes on in Pinball Life, all those things that people buy to keep their machines running, that's all stuff that I actually engineered the parts for and we produced them.
    8:54
    Yeah, I was playing Jay's Pinbot 2.0 when he was living here in California, which he doesn't anymore.
    9:01
    And the attract mode came on and it said Scott Denise, and I was like, wait a minute, what? And he's like, oh, yeah. And he told me all the stuff you invented and stuff. But that's a whole new stream. That's a whole different stream. But so, so musician, creator of TNA. Hi, Terry. Hello, everybody. By the way, I need to let you guys know I didn't turn off the redemptions because I'm a jerk. I turned off the redemptions because they don't work. Hey, I'm a poet and I don't even know that I am. that's pretty good yeah all the redemptions are currently out of order and they will come back maybe sometime that's all I'm going to go still a jerk though I know oh here it is here it is I was just checking your emote overlay to make sure it was working let me just make sure alright alright there it goes let's see oh yeah it's working perfect perfect alright what a day all right um back in okay so scott we're going to talk about a little bit about this we're going to talk a little bit about final resistance which i can't wait to talk to you about um and music back in 2017 ladies and gentlemen it seems like for a way 18 19 20 21 22 yeah i count on my fingers Shut up. Six years ago, this game came out. Spooky Pinball. This analog version of this game came out. And I discovered it at California Extreme, I think that year, and played a ton of it. In fact, I think it was in the tournament.
    10:47
    Oh, brutal. that's yeah i mean we were seeing sub sub 500 000 scores and people were going through with those um because because scott nobody knew what to do i think you have a better shot if you don't have if you don't know what to do on this game and you do if you do because then you start focusing oh you think way too you think too much yeah don't don't think too much i mean there's a lot of points in the game like we can go into this later when you're playing it but there's points in this game where I'm purposely making you make a hard decision, and that actually will throw you off big time, whether you want a reactor to be killed or you want multiball to start or you want to work at jackpots or what. There's some weird stuff that goes on with the scoring that you have to know. If you're going for a high score, it's different than if you're going to kill a bunch of reactors. Yeah, it's a different mentality.
    11:42
    I'm playing the crap out of this again. Okay, so let me back up again. you and i scott you and i we we got on the stream a while ago i don't remember even how long before the pandemic like like a while ago and we looked at a version that was kind of hobbled together i'm gonna say yeah yeah i'm gonna be nice it was the first iteration it was the first iteration of it right um you think it was fan made i think at that point it was kind of fan made but then a bunch of guys who call them I say guys but I don't mean a gender a bunch of they probably are all guys but a bunch of fine people who call themselves the virtual pinball workshop who have proven over and over again that there is not something that they can't tackle that they can't do proven way too much they're proving this yeah and what happened did they reach out to you or did you reach out to them or was was my stream kind of a culmination of i'm not sure exactly what uh where it came from but uh i i am familiar with some of the people in the scene and one of the guys reached out to me that i think he was doing the main project management for this thing he reached out to me and said hey uh do you want to help with this at all in any capacity whatsoever you know and And at the time, I was really busy, but I was like, well, what do you guys need? And they're like, well, we'd love just some feedback and assets and just to check some things over and all this other stuff. Yeah, it was Astro.
    13:22
    But so the first thing I did was I talked to Spooky Pinball, and I said, hey, this is what is being proposed to me. and by the way, I'm sorry, I'm distracted by the freaking play field, man. They took my actual light shows and put them in the game. Those are the actual legit frame-by-frame light shows in that thing, and it's distracting me because I've seen those like five billion times.
    13:50
    It's so good. Alright, so anyway, let me stop. So yeah, I contacted Spooky Pinball. I had a talk with Charlie. I said, hey, here's what I'm proposing we do. We give them artwork that will look really good on screen, but nothing like crazy, nothing like super high DPI printable stuff, right? So, you know, there's no risk of someone taking this art and going off and printing and building their own thing. There's just, you can't do it. So I convinced Charlie to be okay with that, and he gave me the thumbs up, and as soon as I got the thumbs up on that, I was able to compile all of the art assets for this thing and get that over to the VPX team. they were able to use the art assets also as like a like almost like a layout for the actual game itself because it had all the holes and everything so they knew exactly where things were placed and then from there I started giving them all of the sound files and animations and I gave them all the light show files and then walking through how that kind of integrates with everything. But they had everything they needed in that thing with the exception of the music. There was only one track in the free version in the actual version of the game because we can give away the main title track but the rest of it I kind of didn't want to just give away because people have been buying it. And if I gave away something that people were already buying, it just didn't feel right. I didn't want to make anybody mad. you know so anyway we just we said hey if you want to throw in extra tracks on this thing then you can take that album and dump the mp3s into it and it won't be it so it's pretty cool yeah but that's kind of how that happened and they they ran with it and they just were sending me links like hey how does this look how does this look and we were looking at different thing i'm like oh there's some colors that are missing or this is different or that is different you know um and it's pretty close to the original. I mean, that's a really, really good representation of the original.
    16:01
    And why is that tilt cam up? I might just add, just for good measure, Scott, everything you said is dead on, but I might want to add, just for good measure, and I'm pretty sure everyone here knows this, but if you are tuning in on YouTube later and you're watching this, there is zero code in the virtual pin that exists in the actual analog pin.
    16:32
    Correct. It had to all be rewritten from scratch. That was the one thing that I could not give out, was the actual code of the game. So it wouldn't have really helped too much anyway. It would have just mostly been confusing.
    16:46
    But this had to be completely 100% recoded, which is really really impressive Yes So I just want everyone to be clear on that that this is a actual reconstruction
    17:04
    I guess similar in the way, there is no similarity to that. It's just a reconstruction. The one thing I did want to talk about too is the light show. Like I looked at the script on this thing and I can see the light show is just nothing but pages of numbers. Yeah, yeah. So this is what's cool. But what's really interesting now is that, so this is an open source project, right? So someone could take this thing and pull apart the code, pull apart the sound effects, pull apart the light shows. they can now see how things were built a little bit, with the exception of the code that I have running. But the light shows, the way that I run them is I run them as literal values running at 30 frames per second. It updates every single LED in the game 30 frames a second. It tells it exactly what color to be and exactly what brightness to be. By giving it hexadecimal, just little codes, right? Little color codes.
    18:09
    So the fact that they got that running on here is really amazing. And it doesn't look like it's bogging anything down. Oh, no. Hopefully everything's okay.
    18:21
    But they're running at the right speed. They're running at the right brightness and everything. It looks amazing. I can't thank them enough for doing that. It's so funny, Scott. I turned off my light as if that wouldn't matter. It's just a screen. It's going to be... It doesn't really... Yeah, it doesn't do anything. It does nothing. I mean, this little... There's a little glint on the bottom of the table that goes away.
    18:47
    Yeah, that's fine. It's awesome, though. Hey, what's up, The Fishbowl? Speaking of amazing coders, there's one.
    18:58
    All right, let's play a little bit. Now, I... Yeah. really suck at this. So what I was saying was a while ago we looked at the game, we did it. Scott just gave you the whole story about all the stuff which I didn't even know. All the stuff that he did help with. Those guys did the heavy lifting and did this and that and now we have this and let me know if you guys can hear the pin. We also have Scorbit integration.
    19:27
    Nice. so I'm going to sign in and I'm going to then do my auto I had to have my stream the other day say hey Mano you could just do auto claim you know that yeah holy crap I could claim that really quick yeah I got it you had this QR code sitting on your thing there for a while I know I know oh don't shut your oh no I'm still trying alright so So, Scott, thank you for reminding me. When this goes up on YouTube, that will get whatever.
    20:07
    So, can you hit the secret skill shot? Oh, yeah. I gave him the fonts. The fonts, the colors, all this stuff. It's all the same.
    20:16
    It's really neat. Oh, yeah. So, skill shot. There's a couple skill shots. Yeah, which one? So, first of all, I wanted to say this really quick out loud. if I say something like a feature in the actual physical game that doesn't exactly line up with what was reproduced in VPX well they'll probably make a note of it and we'll just say like awesome that's a thing that maybe they can update in the future I just want to say there could be slight variances in this still because it's just so much going on so don't panic everybody if something is like different than what I'm saying But the skill shot, there's two skill shots, right? So the first skill shot is a hands-free, so you get to pick what lane you want it to go in if you think you can hit it. Right? See how that moves around up there?
    21:07
    Now, if you launch the ball and you have to move it, that's the second skill shot, which isn't worth as much, right? That one just gives you a lane save. Yeah, you get a lane save out of it, which is great. But the first one will actually complete your keypad for you immediately. so you can start the first reactor immediately. Yeah, which is really cool.
    21:30
    But then there's also a super secret skill shot, which I don't know if they put in yet. They did. I don't know. They did put it in there? Oh, man. All right, so if you plunge that all the way around and you dead bounce it off that left flipper and then you immediately backhand it with the right flipper without touching the left flipper into the lock, you'll get 100,000 points. I think it also gives you a lane or something, too, but it's just mostly like a really cool thing to do. I used to nail that at the, I think Zach Wallens had a TNA at Free Gold Watch. I used to nail that shot, especially in a tournament situation where you can put 100,000 up on the board immediately on this game. Oh yeah, yeah, it's big. And we should talk a little bit about React. We should talk, so this game looks simple, but you can take two paths. You can say, all right, I want the high score or I want the most reactors. they will eventually converge together but most humans can choose well something cool too is that I mean the further you get like right now if you started a multiball right now with reactor 1 not even completed yet the jackpots aren't really worth much of anything don't tell me that yeah so like they don't really like I wouldn't even try for jackpots at all if you haven't beat at least one reactor but the more reactors you beat the jackpots get progressively more valuable and when you're at the end like if you're on reactor nine and you're hitting jackpots you can just get insane amounts of points pretty great so you so so you've just put if i want to get if i want to do reactors you've just destroyed my first strategy which was to short plunge lock locking and go no you can do that That's fine.
    23:20
    That's for reactors. You want to be in multi-ball as much as you can when you're going for reactors.
    23:25
    Because the multi-balls it's going to save you. I mean, this game should make you sweat. It should make your adrenaline go.
    23:35
    It's trying to fight you and it's trying to kill you. Even right now when it's sitting in the shooter lane, it's trying to kill you. I don't really know how it's doing that, but it's trying.
    23:45
    It's trying to kill me right now. This game is the equivalent of playing Defender by Eugene Jarvis. Does everybody remember Defender?
    23:53
    Eugene Jarvis' creed was to make the player feel at peril at every moment. I actually met him at a convention and he signed a card for me and he was like, yeah, I want to make the player feel scared at every moment. That's what this is. It is. Alright, here we go. I'm going to go for the core.
    24:15
    As soon as you watch that. You're screwed, man. All right. See the super secret. I'm done. So, I'm going to... So, no matter what you do, like, this is... Don't shoot the middle targets unless you have a ball save or a multi-ball running. Oh.
    24:34
    Because you're going to die. Oh. Okay. So, what do I do? Well, right now you need to go for a multivolt. If you start shooting those middle ones, I mean, you can take a chance if you think you can recover it, because you might be able to slam both of those last ones in one shot. You can get it right between them. But you see what happens there? Yeah, it's, you know, it's trying to kill you. It doesn't like what you're doing right now. Oh, who's your daddy game? Who's your daddy? This is a bad angle to watch this. Okay, okay, okay. You got a good bounce off of it. So, check it.
    25:16
    Scott, and I got to thank Game Club Central for helping me get a better monitor. So, since we played last time, I have a faster response screen. Oh, wow. So that when I flip, it flips. And my new, my pin skateboard is allowing me to nudge off the side wall so it doesn't hit the slings. So all these neat little Like physical pinball things Ah I can do now So now I gotta start the reactor Okay You're just going for reactors this time right I don't know what I'm going for Alright well I mean This is the first step really Cause I mean jackpots aren't really You know They're useless on the You know with no reactors beating And they made it so that Scott they made it so that I'm going to turn it up a little bit They made it So look at the reactor core actually cooling So you don't want that You don't want that So yeah when you're trapping up like this You're actually just losing progress On the reactor I mean no swearing No swearing tonight No swearing? you're gonna play slow swing okay earmuffs everybody earmuffs no path chosen exactly so here's the thing um even when the ball's sitting in the shooter lane it's cooling it shouldn't be cooling in the shooter lane but that's the all of a sudden yeah it should be static in the shooter lane alright let's go but the speed run stuff though speed run stuff though. You don't want to leave the ball in the shooter lane.
    27:07
    Scott, what was it that you said the other day about if you drain out of multiball to plunge top lane, it lowers the jackpot? I don't know. I don't know about that.
    27:21
    The draining out of multiball will lower the jackpot. The draining out of multiball will lower the jackpot only because the playfield multiplier is now, you know, not multiplied.
    27:38
    Man. Yeah, so, yeah, I think that's what I was talking about, but I'm not totally sure. But there is something interesting about multiball that you guys do need to know that's probably not in the virtual pinball because it's a nuance of the physical machine that I had to implement because some crazy tournament players were getting a little nuts with it.
    28:03
    That is that if you start multiball and you drain all three balls, it gives you a ball back, but it will take away your ball saver.
    28:12
    Right. Yeah, because they were draining on purpose. Yeah, they were draining on purpose and that was like... It made the game not fun to watch. I gotta get one reactor um yeah it's fine you're almost there you're 70% yeah the spinner lane is the way to go because the spinner also gives you progress oh the spinner does it too oh yeah the spinner's big that's why if you get super spinner lit it's worth like two times more here's another thing I noticed two times the progress here's another thing I noticed Scott if you know where the ball saves come in to play yep there are a lot of them there are i this game has so so there is so many things you have to pay attention to even this scoop back here it gives you a ball saver yep so one because it doesn't want you it doesn't want you to feel cheated right it goes down the middle right i noticed that the other day i managed to get so the reason i even mentioned this kids is because everybody knows the Nisi lock, right? The Nisi lock is one, two, drop a target, hit it, drop it, right? Multi-ball. But how do you get back into the Nisi lock? You have to drop all three targets and shoot the scoop in the back.
    29:30
    Once you do that, it'll spit the ball out, give you that ball save, and you can try to do it again. There you go.
    29:40
    Alright? Yep. Exactly. That relights a lot. TNA drain dance? yeah I'm gonna have to click that and check that out F you Rye can I do this without screwing up my stuff here I don't know I'm gonna start one more y'all didn't come here to watch me fail at this game right y'all came here to see how cool this is I will post the link they're up to version 2.1 right now this is the latest version and when Scott gives some of his feedback. There'll be another version that they know is coming.
    30:19
    I wonder if the VPN has any of the hidden high score name callouts. I know it doesn't. And the reason it's not going to because I'm not giving those out.
    30:32
    Those are... You see what happened there? That was an awesome use of a skill shot. Yep, yep. Hands free. So, the... I'm not going to give out the super secret things in there because I don't want anyone knowing exactly what they are. I want people to find them naturally.
    30:51
    So, we'll see. I mean, I'll talk to the guys about it maybe, but, I mean, you can easily just take apart the code and just see what all the hidden stuff is.
    31:05
    If you guys don't know, what I'm referring to in the physical game is that if you put in certain initials, the game will do, like, certain call-outs at the end of the game based on what you type in.
    31:18
    Can you explain what Lion Man is all about to me? Lion Man's Lion Man. You know? Alright. I'll take it. I mean, there's a whole thread on Pinsight about Lion Man. Okay, okay. We'll save.
    31:35
    Lion Man. See, you guys got it. All these guys got it right. Everybody knows, too. Another thing that You want to take control of Is your lane save Oh yeah It's usually there You usually don't know I'm not going to say it's easy But when you hit a save You feel really good But don't rest ever in this game Do yourself a favor Never rest Like, okay, here we go.
    32:20
    This is the worst destroy target. Oh, it's not the worst. What's the worst? The D on Rad. Oh, that one is, oh, I got to a point, Scott, where the R and the D were lit. Oh, yeah. And Okay I can go for jackpots now Or I can go for No I would actually just unlock the next reactor Unlock the next yeah Alright let's see Yeah well your boss is gone now though So get really careful Okay I'm going to spam it I was in a really good position the other day Scott Where I had I was in the element position on this game Which is impossible I was in the straight up Elwin 2-1-1 What does that mean? Two balls on one flipper One ball on the other Oh okay Alright And I didn't know What to do with it bro Cause my My brain said this I was in multi-ball In the Elwin position One ball on this flipper My brain was Okay just Backhand jackpots All day Yeah Okay Easier said than done. Oh yeah, I mean, you can. Alright, so there's a question in chat about Power Balls in TNA. And I have never played one with full Power Balls in it I have seen a guy beat the game with one power ball in it Which I think is even worse because it goes from steel ball to power ball
    34:03
    See, it wants you to not feel cheated, so there's one of the ball saves. That worked for that! Yep, you did. Oh, damn! Well, that you looked away. I'm going to go with your hand fell off the button or you looked up or something. I think you're looking at chat. All right. So the guy beat it with one Powerball. The guy beat it with one Powerball, yep.
    34:25
    Yeah, I probably should put Powerballs, like all four Powerballs in there and just see what happens. So there are four balls in this game. There are, correct. He put one Powerball and three regular balls. Yeah, which is even worse, I think, because you don't get used to one or the other. It's constantly, like, cycling them. Yeah. All right. I'm going to do this and we're going to do one more. And I guarantee you I can get at least $800,000 on my next game if I change my strategy. I guarantee. All right, do it. All right, I'm just going to watch. I'm going to watch you get $800,000. Well, not now. All right, babe. Not now, but on the next game.
    35:06
    If I change my strat. Do you know how good it feels to relight your multiball and then start locking balls?
    35:15
    You know what I mean? Yeah, I mean, it does feel really good. That doesn't feel so good. But then, you know, it happens. It happens.
    35:25
    This game will teach... You know what? I think if you practice playing this game with one hand, you could get really good at pinball.
    35:32
    Right? No, here's why I say this. Which one would you pick? You mean back and forth? Back and forth. Okay, okay. All right. And here's why I say this, because this game does not... This game is not nice if you're a flipping crazy fiend. If you're flipping all the time, and those flippers are up, you're dead. Oh, yeah. Yeah, you're in trouble.
    35:57
    Alright. Welcome to the future. Alright, welcome to the future. I'm going to go for that top lane shot, first off. But then I'm going to just focus on multi... well... I'm going to go for that top lane shot. Waste of reactor.
    36:10
    Yeah, see, you've kind of... Otherwise you're wasting time. You gotta work through a reactor before that actually gets lucrative.
    36:17
    Yeah, otherwise it's kind of... I don't have the numbers in front of me. I can't remember what I did. But, yeah, it definitely just keeps going. You kind of thought of everything. See, that's time. Well, the thing was, I was working on the software for a long time. I watched a ton of people play this game, like, on stream. I know early on, Owl Anonymous helped me a ton. just get through and find some things that need to be changed. It's been in development for a very long time and I still have some things I'm adding to it. So, we'll see.
    36:52
    I remember, Scott, I remember riding the bus on the way to pick up my son Micah and watching Al Anonymous play this on my phone just because I wanted to learn it. And Al was kind of killing it. oh yeah yeah he got really good at it i remember that and i was like well if this dude could do it why can't i all right here we go oh that's right you said all right all right all right okay i mean you could get in a multi-ball but then still work at a reactor because right now what you're doing is it's real dangerous yeah it's like um it doesn't like you right now so it's like it's like firepower right where you try and firepower the old williams game yeah it uh it was mad it was mad at you for doing that what's up tilt today just the ai wants to murder you All right. All I got to do is shoot one of the four top lanes. I can start the reactor. No, the reactor. Yeah, just, like, I mean, you also, like, you'll get a jackpot off of that, too, like a reactor jackpot, which is, like, half your jackpot. But right now it's not really worth anything. But never mind. Go ahead. I need the top four. You're fine. It'll get it down in there. Start the reactor. Beat up the reactor. Get the multibuff. Why are you shaking? Can you see this? Can you see it? Scott, can you see what you're doing to me? I see it. Turn the music up louder. It'll get even worse.
    38:31
    Oh, I got to tell you. I'm glad you said that. I'm glad I found out that you helped give them the assets of the sounds. Oh, you murderous... Oh, it does that. Yes. That's the coolest thing. That is the coolest thing. That does that in the physical game every once in a while. And I thought there'd be no way that they thought to put that in there, but that's amazing. You guys, all the VPX guys watching right now, congratulations. That is absolutely amazing.
    39:10
    It's insane how it did it right then to him. That's why this game is just like the physical one, man. So funny.
    39:21
    Oh, man, it's great. I'm like tearing up over this I'm having such a good time just get better people just get better just gotta play a little better you'll get better well pinball's all luck though you guys realize though right like the thing is though is that like since it's 100% luck actually the more you play pinball like the luckier you get but like for real alright so cheese it Woo!
    39:56
    Combo. Alright, Sky, here's the time. Here it is, here it is, here it is, here it is. Alright, so all you gotta do is get that. And then you can just start a multiball now after this is done. Okay, reactor probably is maxed. Get the multiball before you kill the reactor.
    40:11
    Oh, grace period! No way! Oh, man, that was... That was nice. Don't kill that reactor by accident. Grace period thank you guys remember though you want to get this multiball started and then kill the reactor because it'll be worth three times more and you maxed it out so it's a lot of value it's a lot of stuff alright look at that 75,000 right now yeah alright there you go it should be easy to hit the popover there it is okay alright next one damn it Damn it! Oh, I love how it skips up there, too. That's perfect.
    40:56
    What's up, Paul? Okay, okay. Wait, give me one. Give me one. Give me one. Ah, crap.
    41:11
    You got a jackpot. It was only worth $30,000. But, geez. That's tough. That is tough. I have to play a lot more.
    41:24
    Yeah. And the reason I'm saying that, you have to play this a lot more. You can't look at this game as like an old-ass EM that you could just beat after an evening.
    41:35
    There are so many elements. There's the saves. There's the levels of ball saves. There's trying to figure out which path to take based on ball saves. maybe you want to use okay how do I get back up to the core if I lock a ball the ball will go into shooter lane you have like a half a second to pull that plunger if you want to steal it away from the game like Scott I'm sure you've seen all the stuff that people are trying to do to oh yeah to figure this game out absolutely well you want to have decision points in a game I mean so if a game was very straightforward it would be this is this is what people call a linear rule set because you are going through the same thing one through nine reactors right and that's what you have to do to beat the game but in my opinion there's so many different ways to stack and combine this whole thing to get there that to me it doesn't feel like a boring linear like rule set Right. And it's absolutely not because it has that one more game. Okay, I bet I can do it on the next game. You did 800,000, right? It does say 800,000 on there, right? Yeah. Oh, look at that. Yeah. Did you see that? Can you stand next to me while I play every night?
    43:02
    I got my high score on score a bit right now is, what is it? 1.7. Oh, nice. Yeah, with a 2. With a 2, my friend. Oh, but my highest reactor was a 3. By the way, Scott, can you tell everyone which digit shows reactor progress? Yeah, absolutely. So traditionally in pinball machines, the last digit of the score is always 0. and it's kind of just a wasted space of a digit. So what I did on this game was, since there's nine reactors, I made the last digit reserved for how many reactors you actually killed. So yeah, you can see it right there. He beat one reactor. He actually killed one reactor. So when this score gets submitted online, it's not just giving score data like, oh, you know, hey, I beat you by this many points. it's actually saying like how many reactors were gone through as well because if manu and i were playing for reactor progress right he may beat me in a score but if i beat him with the amount of reactors like i i won the challenge you know yeah so we can tell that yeah there would otherwise be no way for you to know like you could say oh i i finished the game i got nine reactors and you could look at their score and go no you didn't no you beat four reactors what are you talking about so it's really cool it's something I like to do in games I don't think I don't know if I was the first person to actually use that last digit as progress I doubt it but I don't have any proof either way I probably need to talk to some kind of pinball historian to see if that's true or not but all of the projects I've worked on, we've used those last digits for progress. Like in Rick and Morty, we used it for mega seed progress. In Final Resistance, we're using it for battle victories.
    45:11
    So there's just a lot of really cool things here. I know Nick Baldridge is using it also in his drain module for the P3. He's using that for Vampire's Slade. So it's really cool. Wow, that's awesome. And I'm hoping that catches on more because it's a really neat thing to kind of show game progress versus score yeah it's logged you know well this was funny as i look the first thing i don't let everybody know the first thing i looked at when i looked at the global top players on scorebid was i looked at the last digit and so prime 5k is that his name yeah he's got the prime time 5k he's got the highest score by the way i don't know if you knew this you can turn your phone this way and you can look at like all this neat stuff it's not going to focus sorry but But you can see if the game is legit almost by looking at the time. Now, a TNA game is not going to normally take a long time. But his game was – and I think if you trap up, you can artificially make the time go by. But you're not going to stand – Yeah, but you'll see flat lines in it if they trap up. If they trap up, they're flat lining. 29 minutes for a TNA game is kind of huge. It is big.
    46:23
    Good job, Prime. Got a question for chat, actually. Let's see who can do this. I got, what do you guys think the actual world record is for speedrun on TNA on a physical machine through all nine reactors?
    46:36
    Like, put your votes in. Two minutes? I'm curious what people think that is. Two minutes? That's impossible. No, put a realistic thing. Put a realistic number in there. 18 minutes.
    46:48
    Oh, a pop-up. Me, I did it in two minutes. Apophis is Me and Apophis both said 18 minutes okay I just want to see like what other people Kind of come up with 69 is a really good guess Nice Thanks Terry 7 minutes and 25 seconds So you guys are getting really like Really granular with this Okay so So it's actually Ryan McQuaid That set the world record for this thing Squiddy? Yeah, Squiddy did it. McSquid. So he did it in He's Going to Kill Me because I don't know the seconds, but it was either 14 or 15 minutes. Jesus. And it was legit. I watched it. I even was on a live stream with him one time where he was going to attempt to beat the world record in a speed run, and they had me on, and they wanted me to be explaining the rules as he was doing it. And he was going so fast through the game that I could not call what he was doing as fast as he was actually doing it. Like, oh, he locked a ball. Oh, there's the reactor started. Oh, there's the thing. There's this. And it just ended up me talking like crazy. I'm like, you know what?
    48:13
    He's getting crazy right now. Is there a link? can you post a link in the chat of I can try and find it I don't have it right now but if you don't have it it's somewhere it's probably on YouTube and stuff you can look for McSquid's like he records all this stuff so it's definitely legit and Ryan to let you guys know works at American Pinball now he is the one who did the Sonic physical game that it's just amazing and so I guess you guys are kind of like kindred spirits because you both built your first game in your garage so basically that's like and then went on to be amazing game designers from then on or from before that discovery and then then on but speaking Sonic yeah Terry a different Sonic not the one that you did speaking of which there's one there's something I want to talk to Scott about real quick before we leave and that's his latest game ladies and gentlemen and that is this I guess we can talk over this if we want we can but I spent a lot of time working on the scoring for this thing I agree, Al. I agree. The final resistance has begun.
    49:49
    This game turned out so amazing. Who's that guy? Oh, that guy? Oh, that's one of the assemblers over at Multimorphic. nice he's a really nice dude and he's actually like he he's legit like really good at pinball because some of these people like just you know they just build the machines and they're like oh i'll flip a pinball machine every once in a while and that's it but the uh like this guy is he's like legit good i played a couple games with him it was fun so i got some stuff to say about this game. So here's the thing. I love the P3 platform. In fact, I had a donation link up for the first couple of years of my stream for people to help me buy a P3 But then until I saw this like Weird Al was like the big deal right And then I got to play this at TPF And the first thing I walked away with was, oh, so it looks like Scott had completely legitimized this as a platform for pinball.
    51:06
    And it, yeah, okay. It sounds weird to say, but let me explain what I mean by that. I felt like I wasn't playing. I love P3. Said it. Period. Next paragraph. It felt like I was playing an actual pinball machine now.
    51:29
    Yeah. What it is is there's common elements that subconsciously when you're playing pinball that you put in there like static inserts, for instance, on the LCD screen down below. That makes a, you know, you may not say like, oh, I need that on a P3 game. But subconsciously, it makes you feel like you're playing a wood playfield game because everything's kind of not moving very much down there. I'm going to run this again and you can talk over it. I'm going to mute the sound. Sure, sure.
    52:07
    Yeah, and I want you guys to notice some stuff. I mean, it's hard to see in a flashy video, but... Yeah, it is, but if you guys notice, there's static inserts on the playfield. The bottom part of the playfield instead of being wood is actually an LCD and the ball travels over the top of it.
    52:24
    It also has... Yeah, that's a good place to pause right there too it also has a an infrared grid above the lcd so that it knows where the ball is located at all times uh almost like a touchscreen phone so if it rolls over something it could have virtual targets on the lcd itself that it rolls over and does cool stuff with um but i wanted to make uh i heard a lot of pushback from people on the platform they're like, oh, it doesn't feel like real pinball to me or something. Right. And and I was like and I couldn't like it didn't make sense in my brain because it is a traditional pinball machine. It just has an LCD on the play field. Like that's that's the only difference, really. That's it.
    53:10
    So I took in that. I'm like, you know what? I'm going to try this. Let's do it. It's just like it's the people who aren't like open minded about things like and they just refuse to do something and don't even give it a chance. I think that's where the pushback comes from. So I gave those people, like, the thing they were complaining about is that it's not like a wood playfield. So I made it sort of look like a wood playfield. I know. Like, now what are you going to say? Like, you can't, like, there's nothing else to say.
    53:43
    It's a traditional pinball machine. you even went you even went to the extent of the back glass is static the glass is static yeah and i'll tell you what like the the the programmer and the video guy that are on here like michael ocean the programmer did such an amazing job capturing the spirit of everything that we tried to do here that this thing turned out a hundred times better than i initially like had in my brain so that's amazing the video guy Rory he put out like all these really cool little animations for us that are not intrusive so I wanted to make sure that nothing was like full screen video playing stuff right which you know save it for other games right and this one I wanted it to like feel like a traditional pinball machine to prove to people that it is a traditional pinball machine so So, you know, it's really crazy to think about. But, you know, I don't know, man. I'm just so happy with how that turned out. But I want people to at least just give it a shot now and, you know, and play it. I got to play it. I think I got to play it a little bit with Al. And I was shocked. I was like, this is, this, this, I love Weird Al. I think the reason that P3 got the pushback at first was because it was kind of – it was showing what it – it didn't have one foot in each camp. And I think it had one foot too much in the camp of kind of novelty pinball.
    55:33
    It showed that side too much because they wanted to show you that it was special. so they needed to go really deep on this special part which is that i was at scott's house and he showed how quickly you can change a p3 module and before i knew it we were playing a new game and that is yeah the modular thing's cool the module is really cool yeah i mean we did a presentation actually at tpf this year and we had the module there and someone in the audience was like, well, how fast can you change a module in and out?
    56:09
    The engineer, TJ, did it in like 30 seconds. He had the thing like, boom. The thing that takes the most time is taking the glass out and being careful with it not to break it. Is that TJ Beyer? TJ has one.
    56:24
    TJ Weaver is the engineer over at P3. Okay, okay, okay. That's great, but that doesn't sell games. Some of the modules that they had didn't sell games. They were cool. This one is going to sell games because it's just like, oh, there you are. There's your freaking pinball machine. Are you happy now? And it wasn't a concession. It's like, there you go. No, it's not a concession. There you go. This is just – it's still a really – it's a badass game, which I wanted to make, and it's exactly what I wanted it to be. The things you guys – okay, you guys need to go and find this on location because the things that will start to – it starts playing like a regular pinball machine. But then there are power-ups and neat stuff like that. And I went, oh. And the fact that if you use a slowdown power-up that the music and all the sounds slow down too, it's like, all right, let's go.
    57:15
    Yeah. Yeah, I had to make transition tracks for each of those things that are running because it does, like, when you hit that power-up and it slows down everything. So it's slow. Like, there's a power-up, right? You get this power-up and you cash in the power-up like a smart missile, right? so this thing is like a this this one's called a time slowdown and it slows down all the timers in the game including your ball save timer so if your ball save timer has 10 seconds on it slows it down you're basically getting like 15 to 20 seconds of ball save because it just slowed it way down but the music just just dives and it's hilarious what's cool also scott and it's probably you already know this but i'm going to say this to people who don't realize that uh most pinball games, I think if they're well designed, you don't ever need to look up at a thing to see the status of what's going on. It should be clearly in front of you, on the playfield, and audibly to you. Your status should always be audible and visual here. This stuff on the back glass over here, that's for people watching. Yeah. And maybe some extra stuff that you might need to know. If you want to trap up and you want to see what your reactor value is, but it's not really that important to gameplay to know what your reactor value is, it does yell at you when you max it out. So you know. I mean, it's like... And it stops counting. It stops actually progressing it, too. But, yeah, it should all be right there on the inserts. It should all be audible. It should all be showing you exactly what's going on. But you know what? I've got a friend who actually played a broken TNA, which had no lighting whatsoever. all the lights were locked on white but the game still played and he played all the way through and beat like five reactors on it without that so that like well that just goes to show how important sound is yeah the sound also is telling you what to do yeah and the sound slowing down in final resistance you never have to even I mean clearly you know you redeem that power up but you know now it's clear and it's there if you guys get a chance play Final Resistance at a location I know it's tough because the P3 guys don't get everywhere, they don't get to be everywhere but if there's ever a reason to get a P3, throw this one in your you know, have it inside your little carrying case, roll your other P3 Yeah, it's crazy, what's really neat though, these modules, see these boxes underneath here, like there's some boxes just underneath my games here, those are what the actual modules come in like they get shipped in that which is so cool because it just shipped regular ups and it costs nothing to ship these things so like it just shows up it shows up at your door you pick it up you lift it you put it in your game room and you have a new game ready to go it's great it'll fit in the back seat of a car too i don't know why that amused me so much you said it just comes ups like you don't have to worry about shipping a game like if you ever tried to ship a game it sucks yeah yeah yeah yeah i love that ah ups in here i got your new module for your p3 yeah you're like all right that's great it's really cool i'm actually i actually ordered another p3 cabinet which i'm in queue for right now because i want to be able to just keep final resistance in it non-stop right and and then i'll have the other one for swapping things into because it really is like even if this T3 system wasn't swappable it's still a really viable pinball machine like it really is that's why I got so I'm just getting another one because that's really funny but yeah that'll be a lot of fun actually having two of them side by side too thank you for the follow AaronF26 if I said that Guys, if you have any questions, type them real quick in the chat because I know it's late where Scott is and we have to get going.
    61:26
    Scott Denisey is here. We're looking at the virtual pin of Total Nuclear Annihilation, which you can download on VPU. I would wait a couple of days maybe for the next version that has a couple of extra things that will really fill it out. So Scott is the creator and designer of Total Nuclear Annihilation, as well as Rick and Morty, Pinball, and Final Resistance.
    61:51
    And I feel like I'm missing one. Am I missing one? Well, those are the three games that I had a large role in. But I also did the audio for Weird Al. All that audio stuff, all the sound effects and everything. Wrote a few songs for that. I worked on the Alice Cooper project. And, you know, just a bunch of other things. I did a lot of little things here and there over the years. Those are the big ones. I lost this thought earlier, but I want to tell you, the sound in this game is so chunky and good. This is the worst pop bumper ever, besides the other one in Rick and Morty. They're the two meanest single. Besides the worst.
    62:34
    Hey, you know what? It's the best placement. It's the best placement for a pop bumper, man. you get the most use out of you know the whatever how many dollars that costs to put it i know they're evil but this pop here sounds amazing when you hit it it sounds amazing the spinner sounds the data pad sounds every every sound in this just chunky and i'm a sound guy so i really react to that kind of stuff. VPW, great job at getting the sounds right.
    63:08
    I think that's it. Scott, is there anything else you want to say before we wrap it up? Did Weird Al sing songs for the machine? No, I didn't actually get a chance to talk to Al at all.
    63:23
    But the creative director on that project, Steven Silver, did and got a chance to go through the call-outs with him. And I had to edit all just 3,000 call-outs or whatever it was for those. And I got to pull out the stuff where Steven and him were talking back and forth, and it was very heartwarming. Wow.
    63:45
    It was neat. Yeah, but they did. I think the biggest thing for sound on Weird Al, actually, I'll talk about it for just a second here, is I wrote two tracks for that game. There was the Drink from the Firehose track and the High Score music.
    64:02
    Both of those tracks are written in a style of Weird Al from scratch. There's no lyrics to them or anything like that, but it sounds like something that could be in the back catalog of something Weird Al made. And that was sent over to their team for production or for approval. and they just approved them like no questions asked. They're like, all right, it's good to go. I'm like, that's amazing. That was like a big win for me because it just feels really good when they come back and don't say like, ah, that's like, you know, there's too much accordion in that.
    64:39
    Didn't Adult Swim kind of do the same thing with the Rick and Morty backing? They did. They did, yeah. That's another big win. So I guess I haven't worked with a bad licensor yet or a tough licensor yet. so yeah we'll see i'm scared of the day it's gonna happen they're gonna come back to me like ah this is all crap you gotta start over because writing music is the thing that takes the most time yeah yeah i feel bad for some of those licenses that stern's tries trying to work oh yeah well i mean they're going for big name stuff i mean the yeah the really really huge the larger the license the more crazy they're gonna be with it and that's the second they get yeah I am. Absolutely. That's rough.
    65:25
    All right. That's it. We're going to leave it at that. Thank you so much, Scott. Maybe in seven years we'll look at another game you did. I don't know. Seven years. I don't know. It's like every seven years we get a Scott Denise game.
    65:42
    Thank you, bud. Yeah. Thank you very much. I really appreciate it. Thank you, everyone, for joining as well and asking the questions and stuff. And, yeah, I'll be around. You guys can find me. I'll come back sometime and we'll just chat. Next time you're playing this, let me know. I'll hop in. Oh, F this game, man. No, you've got to keep playing it, man. I'm going to watch your score bit now.
    66:04
    I'm going to be watching it. I'm going to bookmark it. Hold on. Does someone have the score bit for my newest thing here? Hold on. Bye, everybody. Post the link. Post the link of his score bit so we can all follow it and we can all watch him. We can all see if he progresses. Have a good one. Bye. All right, guys. See you.
    66:52
    Hey everybody, we're going to go raid Homegrown right now. So say hi to Homegrown for me. He's a Simpsons animator and he's a really cool dude. So I'll see you next time. Bye.
    67:22
    Thank you.