Hello. [Music] Alrighty. Good morning, good afternoon, good evening, good night in some instances. It is 9:00 p.m. over in Chicago. I'm so grateful for you guys jumping on. It is uh 10 a.m. for me down under in Australia and everyone in the UK is in the middle of sleeping. We are not live so you guys can watch this anytime. Uh we have obviously the uh the team from the fantastic Star Wars game that's just been released. Boys, how you going? We're doing great. We both came up for We're doing great. We both came up for air to uh do your show tonight with you. Yeah. Yeah. I mean, I'm really appreciative because I mean, I'm really appreciative because I know you guys obviously under the pump and getting hammered and and working around the clock uh to to get this game out and and on the line as well. And I'm sure it's been uh pretty hectic. Correct. Yes, it has. Um I I've been out there uh all week and a good portion of last week and uh I'm just out on the line looking and watching the way they're building things and making sure that uh that everybody's adjusting everything right and training the final testers and uh and then I sign off on games. I usually sign off on the first couple hundred uh games that go out the door. Yeah. Nice. Yeah. Nice. Yeah. My my hectic thing was the week Yeah. My my hectic thing was the week before getting the the code for the packing. So that was my crazy last week which which I was going to say the code which which I was going to say the code I don't think people realize obviously getting the you got schedules for getting a game ready and out but getting that code kind of at a point where uh people tend to be always critiqueful of you know code and being a little bit empty or being not enough and trying to find that balance and happy medium of getting a game to launch where it's uh uh pretty packed. I think your codes are 886 83 for uh Return of the Jedi 1983. 83 for uh Return of the Jedi 1983. Yeah. Yeah. Yeah. I mean, but from what Yeah. Yeah. Yeah. I mean, but from what I've seen, it seems pretty pretty jam-packed. There's a lot there already. There's a lot there already. It's it's pretty it's pretty amazing. It's it's pretty it's pretty amazing. Yeah. Um which I want to touch on the Yeah. Um which I want to touch on the code and all that in a minute. Um so, where were you guys when you found out that you were doing Star Wars? How how did it come about? Um we just uh I just heard about it. Um, Um we just uh I just heard about it. Um, and I was kind of surprised that, you know, we were going to we were going to we were going to do the Star Wars trilogy again. Uh, really glad we were because, um, you know, those those three episodes are are just the best ever. So, I'm glad that they decided to do it. So, I'm glad that they decided to do it. Um, I found out, uh, probably about a Um, I found out, uh, probably about a month after I finished Metallica. So, that was, you know, maybe a month after Expo last year. Yep. And then uh I started to pick at it Yep. And then uh I started to pick at it and uh then Ray Ray jumped on and and uh we've been just pounding away all all winter and all spring and most of the summer here. That's that's under a year. That's that's under a year. Yeah. Yeah. Yeah. Yeah. Yeah. Wow. That's that's cool. Very Yeah. Wow. That's that's cool. Very impressive. Yeah. I couldn't I couldn't hide it. you know, I couldn't I couldn't hide it. you know, Metallica came, you know, last fall and then, you know, I was out there, you know, on the line, you know, working Metallica after, uh, oh, geez, you know, probably after oh, geez, you know, probably after Halloween, um, you know, into November a little bit and then then we, uh, we started working on the next one right away. So, yeah. Awesome. Look, I I uh I'm a big yeah. Awesome. Look, I I uh I'm a big Star Wars fanatic. I have always found uh the the last one to find be a bit challenging as a game and also I'm not one for complex uh code personally myself. So getting the understanding of the 40 40x multiplier and all that. So for me it was really cool to see something straight away that I felt was approachable um and especially for a theme that is designed to um I mean draw new people in the hobby. I mean if we're not trying to grow pinball with every game then why are we bothering? But, you know, with a game that's such a big theme that will be uh, you know, appealing to anyone from 5 years old all the way to 90 years old that anyone can play the game, you know, and I think, you know, I'm a fan of the layout. I think it's uh um safe and approachable. I don't think there's anything wrong with that in this instance. Um, I think people sometimes expect a little bit more than what, you know, what they see. Um the design did did you have a sense that you wanted something that was a bit like I said a bit more approachable as opposed to being difficult? You know uh when it's all done and said You know uh when it's all done and said the the software will be very deep and there will be really you know uh pretty amazing scoring opportunities um that the more advanced players are really going to you know dig into and find and exploit. Um but when you look at the game you know what to do pretty much. you know, you're shooting the Starlac pit or you're shooting the Death Star to open it up and lock balls and the game just shooting the ball around and making a few shots tells you what you need to do. Um, and uh, I think uh, for a Star Wars Um, and uh, I think uh, for a Star Wars license, you know, something that's going to be everywhere, I think it it did need to be approachable. Yeah. Yeah. And I think that's one of the things of And I think that's one of the things of the code I really liked from from watching a bit of the streams and then listening to a few people. I listened to Serge from the Electric Bat. He's doing pin towels with Kale Stre like code Jesus. He he just has a way of looking at something and just literally taking it in. Um, one of the things I agreed with him and I I noticed straight away was that it looked like there wasn't that traditional hit the two shots and always hit the scoop to start a mode. Always hit at that particular ramp. I like the fact that there are lots of different areas where a little bit like Bond, right? Correct me. where you can start modes in the scoop and you can start modes over there. Um, talk me through that. I mean, that's probably more a question for Raymond, I guess. Mhm. Mhm. Yeah. Um, I think part of that was also Yeah. Um, I think part of that was also M MXV, Mike Vinor, he helped in sort of that design and of course John Borg laying out the eight different characters and they just kind of made themselves good for for missions. So, um, it just worked well where it's like, okay, if you want to see a scene featuring a lot of Luke, you you hit the Luke shot. If you want to see a lot of droids action, you hit the droids shot. And um and then in addition to all those modes like uh like you said, there's yeah, like Bond where there's kind of other little mode trees like the Sarlac pit and the Vader stuff and the Falcon features. Um but you can kind of swoop in and out of them as you please and it it's different every time. Um and nothing is ever like, you know, six shots to start anything. It's always pretty right there for you. Yeah. which again I think you know um it Yeah. which again I think you know um it was very smart leveraging the characters because we are nostalgic we're attached to the characters right we we connect with the characters um I think doing the planets I was something I always struggled with a little bit because it's like yeah Hoth is great like Tatooine doesn't might not mean anything to some people they might not even remember the name of the planets if they're not huge Star Wars fans right um my my wife loves Star Wars but she's um my my wife loves Star Wars but she's not a huge fan of Star Wars Um, but she wouldn't remember the planet names, but she remembers the characters. So, I think that's a really smart way of of doing the layout and the the code. Um, and uh, you know, you can just watch it and understand that you got to hit those shots to activate the um um the multiball in Hoth or do the um the falcon ramp, which is an awesome mech. It reminds me a lot of the Lord of the Rings um uh ringshot. Um, so yeah, look, I think it's a great way of doing it and I think it's a it's uh it has so much longevity in a home um location as well. I was impressed that that Serge um from I was impressed that that Serge um from a 19minute gameplay stream, he made an hour podcast detailing all the rules in depth and got it like almost like 95% accuracy of of every every detail. So that means that means we did our job right where we can show you the rules without having to read a real rule sheet. And that that made me really, you know, heart heart warmed my heart. Yeah. Sergey is unique and and he always Yeah. Sergey is unique and and he always touches on things like experience and breath where you want pinball moments. Uh and I wouldn't be surprised if someone offers him a job at some point to be honest. But he uh he's very good at detailing um you know the the ins and outs of games. Um, so multiballs, there's three multiballs in the game, correct? Um, Um, yeah, the light speeded Hoth and um the yeah, the light speeded Hoth and um the one in the Sarlac. one in the Sarlac. Yeah. So that's that's um that's not in Yeah. So that's that's um that's not in the current uh release, but it'll it'll be like um like a wizard mode or accessible later. But yeah, there is a plan for for one of them in the Sarlife pit to be a multiball. Um but for right now, it's the three main toys of the game, right? You got the Death Star, the ATD at Sorry, I know that I I I'll go back and forth. It's a whole thing. We're we're we're trying to get it right. Um Well, yeah. What's funny is I was just Well, yeah. What's funny is I was just on a live stream with Kerry Hardy and he said, uh at someone called him out and it started a a whole 10-minute segue about what this thing should be called. Like I was like, "Okay, we call it Like I was like, "Okay, we call it addat." Um so yes, you got the addat, you've got the Death Star, and then you've got the Starlac pee. Correct. Uh the Falcon the light speeded escape. Yeah. Sorry. The um Yeah. Y um now with Yeah. Sorry. The um Yeah. Y um now with the uh Jaba pit with the spinning cup. It's been a while since we've seen a spinning cup. What was the idea behind that? Uh we wanted to make a pit. Um and uh Uh we wanted to make a pit. Um and uh and I figured that was definitely the best way to do it. And I thought it would be really fun with the ball spinning in there that would pick a feature for you. Yeah. And that that's randomized that Yeah. And that that's randomized that feature depending on when it lands or can you stop it with the action button? So I I put in Yeah, I put in a way to So I I put in Yeah, I put in a way to stop it, but um you could probably turn that off if you if you want the randomness. And also it's nice if someone doesn't know about the button, it will just choose for them based on when it when it falls. Yeah, it's uh the there's such an falls. Yeah, it's uh the there's such an interesting kind of opinion on uh the cups because people find some people find it slows the game down. I guess that would probably more tournament players and stuff, but uh I there's something nostalgic. I'm a sucker for plastic ramps. I like anything plastic because it just has nostalgia written all over it for me. When I saw that, I was like, I really that was a part of the game I really liked. Um and along with the the Falcon ramp because I was just like, what a moment where the ball disappears in in the back of the game. Um Um the the Darth Vader modes. So, is the scoop used just for that or is that mysteries as well and stuff like that? Um, well, real quick going back to the Um, well, real quick going back to the the the Sarlac ramp. So, that's why we have Salacious Crumb drop target that can go up and down. So, that way if you know we don't want you to keep if you know we don't want you to keep parking the ball in there, we can block it for you or if we have something really good lit there, we can drop it. And um so that was really we've really pushed for that to have that in the game. And uh well actually I'm glad you pointed that well actually I'm glad you pointed that out because I was going to touch on that and I forgot. So that standup target that basically is in front of that ramp. One of the things I really like about that is that that shot then feels different every time because you got to hit that twice to get it down. Then you hit the ramp and then you can do the action. But so there's such a there's a lot of longevity in that shot and it will feel different even though it's one ramp if that makes sense. Yep. It just gives me so many options as a coder to, you know, do I want you bashing the drop target or I want you spinning the cup and, you know, it's so I was really happy with um with that design. Um and I believe you've got to spin the cup and I believe you've got to spin the cup 10 times to do an add ball. Is that correct? Yep. Yeah. So, if you're in a multiball Yep. Yeah. So, if you're in a multiball um and you can throw a ball up there um once you do it enough, the button will turn green and then it'll play a little clip of the thermal detonator and then you can add a ball. Um but but yeah, anyway, back to uh you asked about the Darth Vader scoop. Yes. Yes. So yeah, uh Borgie made this cool So yeah, uh Borgie made this cool menacing area with lots of red and and um you know the word Vader and the big sculpt and so that's where you're going to start. So you get the Dark Side Mystery Awards. Um, and uh, there's also the Darth Vader uh, Darth Vader features where once you go in there, the playfield turns red um, and then you hit a shot and then you start one of the iconic um, Darth Vader scenes. Y. So, um, basically when you're in one of So, um, basically when you're in one of those modes, everything else is kind of on pause a little bit, but I I was kind of fighting to struggle like, okay, you you don't want to be able to stack anything else with it because you want to hear Vader's cool lines because he's he's just so fun to listen to and and watch. Um, so I didn't want the modes to drag Um, so I didn't want the modes to drag on and I I wanted them to be kind of simple where you're kind of in them and out of them. So, it's kind of like um the Spectre weapons on James Bond. Um, so it's more like two or three shots. So, if you hit the Death Star, you'll start, you know, that scene um where they're discussing the Death Star 2 plans and maybe two or three shots to Death Star and then then you're done. Um and then of course, because I like the risk and reward, you can also kind of shoot the scoop again to kind of boost that value. So, you can either try to kind of get out of it or you can shoot the scoop. Um or you can just time out entirely. So, if you start a Darth Vader thing and you're just not in the mood or maybe you don't hit the shot fast enough, um then the playfield will go back to normal and you'll have to hit the inlanes again to re-qualify uh Darth Vader. So, it's kind of like a cool thing that will just kind of happen and then now you're kind of on the dark side for a little bit. Um and so that that's kind of how that's integrated. Um I don't know if those are actually in for first pack. Um but they're they're basically right there. So that that's something to look forward to. Um, one of the things I really liked was Um, one of the things I really liked was the the artwork here where the emperor is sitting. You've got these um the death star classic interior the the little inserts which you guys the the little inserts which you guys are actually using to light up. Ironically, they also match the expression lighting. I never really realized that till now. Um, but the um is that are they like for a mode indicator to show you how deep you are in the mode or what are they actually being used for those lights? Uh which ones? These ones here that I'm pointing These ones here that I'm pointing blue the little blue windows above the blue the little blue windows above the uh Luke and Darth. Yeah, those are the um so those actually Yeah, those are the um so those actually correspond to the eight character missions. So when you start a character mission, they'll it'll pulse the corresponding one and then when you complete a character mission successfully, it'll turn solid. And um based on pulsing and solids, your And um based on pulsing and solids, your multiball jackpots will be double or triple. So on on those shots and we'll also when you're in multiball we pulse the uh the main big rectangle RGB that has the characters painted on it. Um so like in the Luke lane you can see Um so like in the Luke lane you can see there's a Luke um drawing. drawing. Yeah those ones. So so the windows will Yeah those ones. So so the windows will always be there to kind of show your progress of like how much you've done in the game. And then during balls um we'll also flash the characters to show you like hey you've played a Chewy mode so this ramp is double jackpots. Um, so you can really boost your multiball scoring if you do good in the uh in the missions. Um, I I was really intrigued by seeing Um, I I was really intrigued by seeing the the two pop bumpers being basically directly opposite each other and and creating something quite unique because, you know, we've seen pop bumpers be where slings are and we've seen them be like really close to the flippers. This creates because obviously being a fan layout where everything's at the back of the game. Having them right there tends to create a little bit of havoc, but in a way where it creates uh it makes a a fan layout which some people I guess find a little bit easy possibly more than havoc. It actually gets the more than havoc. It actually gets the ball going back and forth and and you hit the the Stormtrooper target a lot and you go into scoop a lot off them. Yeah. Yeah. They don't They don't they don't really fire the ball out on they don't really fire the ball out on you very often, if at all. Except for me in the gameplay stream. It Except for me in the gameplay stream. It embarrassed me. did it. It's always the way when you're on It's always the way when you're on stream, you're always like I had my best ball. Um I had unboxed the game and had my best ball and then I started recording and I literally had the worst ball of my life on the game. Yeah. Yeah. So, but I really like the location of So, but I really like the location of those pop bumpers because I think it just creates some some havoc but in a good way where it's basically just doing something unique with the ball as opposed to just using slings because you could have just used slings as well, right? So, Um, was there another thought on why you wanted to use those? Because it makes another shot. There was so much There was so much There was so much There was so much planned for the top of the game. As I start to lay it out, I'm like, there's no room for pop bumpers. I mean, and I, you know, maybe I could have put bumpers somewhere with no top lanes, but to put that takes up a lot of real estate and I had a lot of things to to to fit and I had a lot of things to to to fit in the game. So, uh, yeah. So, you know, at first I had I had one uh down at the bottom and then I was like, I'm going to put one on the opposite side and see what it what it shoots like. And uh and it felt really good. So, we just we we just went with it. Went with it. And I mean, you're famous Went with it. And I mean, you're famous for your cluster of pop bumpers, which I got to say kill me half the time. Like Rush Rush LE is one of my favorite layouts of yours. Um and it's a risk and reward that I really enjoy, but god I swear sometimes I have such bad luck with it. Um I think there was a lot of rumors that Sorry. Sometimes it comes out of there pretty Sometimes it comes out of there pretty quick. Oh yeah, it does. Yeah, it does. And Oh yeah, it does. Yeah, it does. And there was a lot of rumors people saying, "Oh, you know, John might do like a a cluster of pops again." And I think this really spun people out not not seeing that. Um we've seen games come out recently with no pop bumpers. And I feel that that kind of you when you don't know like with King Kong doesn't have a pop bumper and you kind of miss it, but then you kind of don't at the same time. Yeah. Um, Yeah. Um, so, um, the Death Star lock, so the so, um, the Death Star lock, so the Death Star with the obviously there's a homage there to Darice that you did, I'm assuming. Mhm. Yes. Mhm. Yes. Um, was that something that you were Um, was that something that you were like, it has to be in there straight away? Was that the first? Yeah, I definitely wanted to open up the Yeah, I definitely wanted to open up the Death Star and and lock balls inside of it. Kind of an homage to the old game. Yeah, if you will. So, but the old game Yeah, if you will. So, but the old game you knocked up, you hit the target, you opened up the Death Star, you shot one ball in, then the multiball started, but I wanted to put all three balls inside of it. Yeah. Yeah. And that is that using it looks like the And that is that using it looks like the very similar ramp to like the Rush where it's that kind of about the same width as well, isn't it? Uh, it's about the same size, but it's Uh, it's about the same size, but it's uh, you know, it's got walls built into it and uh, you know, like unlike Rush, this one doesn't move at all. Um, and then I wanted to put some Um, and then I wanted to put some lights. I didn't have lights to, you know, I didn't have real estate for lights out in front of it for the ball lock, so I just put them on the ramp floor. Yeah. Yeah. And which looks great. And which looks great. It's right in your face. You can't miss It's right in your face. You can't miss it. You you know where you're at all the time. So, yeah. Did Did you try to put a bigger yeah. Did Did you try to put a bigger death star in? I know that's been one of the the critiques is that people wish the death star was bigger. I uh during the course of the project, I I uh during the course of the project, I had released tooling. Um, I actually, if I would have had another pass at it, I probably would have made it bigger and pushed it back farther. Y Y um, um, but it's just a it's a nice collage of but it's just a it's a nice collage of Star Wars, you know, toys and things like the ADAT. When we started to work on the ADAT, I found a a cast iron, you know, solid toy, and I cut them the the the midsection of the legs off, and I made these little um these little slotted shaped uh sheet metal parts, put holes on each side. And I made the the legs move so that I could, you know, uh so I could move it into a collapsed position and this motorized it from the back, pushed it forward, you know, watched it drop down. Um, you know, so that was a, you know, a lot of fun. That took up some real estate. And then, you know, the Death Star and the jump ramp and I needed a Sarlac pit. And then I started looking at things like that. I'm like, well, I want another ramp over here, too. And yeah, yeah, you know, and we were going to put an you know, and we were going to put an X-wing on the right ramp. Um, we ended up uh using the TIE Fighter instead. Um, so, you know, by the time we got to, you know, all the way across the board, it was like there was there was no room for pop bumpers or top lanes or anything else up on top. Um, it's pretty it's pretty full. Yeah. Yeah. I even used behind the back panel, you I even used behind the back panel, you know, I use that real estate, too. So, yeah. Yeah. And I think that's the other yeah. Yeah. And I think that's the other thing, right? If the Death Star was bigger, like Yeah. It would have been great, but I think it probably would have taken a bit off the back panel because you've got that hyperspace jump. Uh, and that lights up really nice as Uh, and that lights up really nice as well. But you made an interesting point when you said there's a good collage of stuff. I think as much as everyone wants bigger toys and stuff like that, you it's all about finding that balance. Uh, and I'm sure there's bigger jabbers and there's bigger, you know, tie fighters and stuff like that. Um, was was there an amount of toys that you wanted in? Did you have like a checklist or did you did the license want certain stuff in the game at all? Yeah, you know, we talked about the Yeah, you know, we talked about the Sarlac pit and we just wanted to bring some things from the Battle of Hoth into the game. Um, so we did have we had uh, you know, a few meetings with with licensing and uh, we just kind of put a bunch of things in a hat. Um, and then I looked at it and, you know, figured out what we would make, you know, what what I could make work and I had already plans for, um, you know, especially the Death Star, um, in the game and we just went from there. Yeah, it's um, look, I think it's come, Yeah, it's um, look, I think it's come, again, like I said, for a game that's um, accessible and safe and friendly for people, I think it's it's worked really well, and I think people are going to love hitting this um, uh, Falcon shot with the ramp. Uh that in the premium is starts off down. Correct. Yes. Mhm. Yes. Mhm. And do you hit like a standup target for And do you hit like a standup target for then to activate that to go up or you just shoot the ramp itself? And I or you just shoot the ramp itself? And I think if you shoot the right ramp it goes up too, Ray. Yeah. So um on the premium um well on Yeah. So um on the premium um well on the pro so yeah on the premium it starts down. If you hit it when it's down it'll make it go up. Or you can hit the right ramp and it'll also make it go up. I um I did that for a couple reasons. one because the pro um the for the pro you hit the right ramp to make it go up and so I wanted the premium you could have the option you can either hit the harder right ramp but it's safer or the big wide middle one but then you got to be ready for it so that the premium kind of gives you so that the premium kind of gives you the options of how do I want to make the jump um to hyperspace um and then um I think for the first multiball you um I think for the first multiball you just shoot it up the middle a few times and then that can get you into your first um first feature Um the light. So how do you activate that multiball on So how do you activate that multiball on the uh Falcon? It's just five shots back to back or Yep. Yep. Yeah. So once it's up then I think it's Yeah. So once it's up then I think it's three shots and then one more to to start the light speeded escape sequence and then during the light speeded escape you can either build your jackpots with all the shots or you can shoot it one more time to start multiball. So I think it's five shots total if you're just you know going up the middle the middle. And so yeah, if you and on the middle. And so yeah, if you and on the pro it's the same way. So um for tournaments I'll probably have the harder settings. So on the pro you're forced to hit the right ramp, but for default, you know, on the street, the right ramp's pretty hard. So I didn't want to punish people. So you can get to that first multiball just by by shooting it up the middle. Do you find because you you're obviously Do you find because you you're obviously a great player rate. Um, and do you find sometimes you've got to kind of put a different hat on when you're coding games because of the fact that you do do tournament play as well? Oh, yeah. Yeah. I I always um I I think Oh, yeah. Yeah. I I always um I I think for for both where it's like, okay, um is this okay for a tournament? And it's like uh maybe not, but I can solve that with an adjustment or I can solve it by ramping up the difficulty. But I I I I was really wanting to start, you know, where it's very approachable at the beginning. Um, and then kind of solve the any tournament or exploits or stuff kind of later. Um, because we we another thing that kind of influenced that was we had all these influencers coming to play the game. I wanted to make sure that, you know, they can actually see the game and it's not, oh, sorry, you had to hit that three times and this three times and, oh, you almost did this one thing. It's like, no, I want to just kind of let you dive in straight into it. into it. Um, so we'll talk about the layout. Um, so we'll talk about the layout. Obviously, we know it's a fan layout and whatnot. So, you've got a left orbit and a right orbit. I'm glad they're spinners. I'm a sucker for spinners. I'd have spinners everywhere if I could. Um, but um then you've got this left shot here, which basically goes into a buck that comes up the into here. Right. That is uh how you start the multiball. Um so, you've got to hit that four times uh three times and then one more time. Correct. Uh I think just three. So Uh I think just three. So yeah, the the number is underneath the yeah, the the number is underneath the um the light just Yeah, the it's basically um uh you hit Yeah, the it's basically um uh you hit the droid's target, the the ad at target to light lock and then one, two, three. Um and I was really happy. You know, me and Bor worked to make sure this playfield explained itself. You know, we're like, what should we say? Well, let's say light lock. Okay, what should we say over here? Well, let's say one, two, three. What should we say on the desk? Lock one, lock two, multiball. Um, you know, you have all these character combos so that every shot if you don't know the picture of the character, you know, you're like, "Oh, I I guess that's uh that must be Lando because it says Lando." You know, that's um you know, Luke because it says Luke, that's Obi-Wan says Obi-Wan. So, everything is very cohesive. I was really happy with our collaboration help. I um one thing I wanted to ask you which I couldn't work out from watching anyone's video is the when the the addat drops and collapses is that when the multiball starts or is that every time you lock a ball? Uh, so when you're kind of advancing towards it, towards the multiball, like anytime anytime you hit him to like light lock, he'll kind of he'll move a little bit and then when you're in multiball and you're getting you're hitting him for double jackpots, he'll move a little bit more and then once you spell at during the multiball, the Luke lane lights for the super. So you shoot it in there and then it'll kind of hold the ball. It'll go like G and then kick it out and then as it's going around, that's when it does the full fall down. Um, and right now, um, it looked like maybe that's a little harder to get to than we were hoping. Um, so I think we're going to have a, um, at the end of the Battle of Hoth at the end of the Battle of Hoth multiball, there'll be like a last chance. So you'll have like 10 seconds after the multiball to hit the loop and just cash in whatever value super you have, whether or not you know you have it lit or not. Um, that way everyone can see if if they can make the shot within the 10 seconds, then they can send the AT-AT crashing down, which I think because it's always that balance of because it's always that balance of trying to find, you know, uh, I'm a huge ambassador for pinball moments and trying to find, well, how do we hold the ball to allow someone to see this happen, right? And so, in multiball, when you right? And so, in multiball, when you get the super jackpot, it's kind of hard to to watch it happen because you got the other balls going. Yeah. Great. Um, I think the best of Yeah. Great. Um, I think the best of both worlds is, you know, if you're kicking butt in multiball and you can crash it down, that's great. Um, then you can start working on another one, but I think having that single ball moment afterward, um, where you shoot it in there and then now it it holds it and you can't do anything but watch it. Um, so I think that'll be a really cool thing to look forward to in in an update soon. Um, and you touched on the light lock. That is uh so when you've uh what happens when you've hit that and it lights lock. What can you hit that standup target for after that? So that standup um is is the droid's So that standup um is is the droid's shot. So you can see R2 and C3PO on there. Um so if you've lit a force mission um you can hit that to start their mission. Um, and like I said, the um, you know, if you complete that mission you know, if you complete that mission or if you do a combo, so so if you hit like the right ramp, you'll see that yellow um, droids insert there. Um, see all those yellow yellow lights? Those are the rebel combos. Yep. Yep. Um, so you can actually hit that as a Um, so you can actually hit that as a combo. And now the droids will help you in your in your multiballs. Um, so you'll get to the super jackpots faster. Um, and then in addition, when you're in a forest mission, um, sometimes that shot is lit and and when it is lit, it's usually pretty valuable because it's kind of dangerous. So, you know, as you're tackling these force missions, sometimes you'll be tempted to hit that at even though you might already have lock lit, but there's a big award there waiting for you to to collect. So, we kind of use that um risk and reward for the more dangerous shots, pay out the more more points. Um, cool. So, we touched on the the Um, cool. So, we touched on the the death star. Oh, one thing I was going to ask, John. Um, I actually like the idea that you use the Death Star, too, where it's the construction of the Death Stars nearly finished. Was there a reason why you went that way? Just because we've always seen the other one? Yeah, because we've always seen the Yeah, because we've always seen the other one. And uh, you know, when we we asked for a model of this uh from Disney and they really didn't have anything that, you know, that we could work with. that, you know, that we could work with. So, um, so we modeled it ourselves and then, uh, George actually took the surface from the the Death Star one model they sent us and he kind of wrapped it and put all the detail on it. Um, so a lot in a lot of cases, uh, you know, uh, we're making our own, um, our own models for the for the molded parts um, you know, whenever we can. um you know like Jaba was was sculpted um you know by a by an actual sculptor. Um but uh yeah we're trying to pick away at you know some of these models ourselves like when uh like on the rush game the time machine um Elliot Elliot made the model for the time machine. Yeah. I I like that it's the the Yeah. I I like that it's the the glad we used too. It's it's cool, you know, and you know, you can see the side all blown out and if you look around, if you're standing on the side of the game, you get a you get a lot, you know, you get you get to see a lot more of it. Yeah. Yeah. Yeah. Yeah. Actually, I think I've got a really good Actually, I think I've got a really good image on that. Um, where is it? Open that up. Pretty sure I had it. Um, I've got to close that one first, don't I? So, um, this is probably a better shot. There you go. Yeah. Yeah, you can see a little more of it Yeah, you can see a little more of it there. Yeah, there's a lot of detail. Um the Yeah, there's a lot of detail. Um the thing I was going to ask was the hyperspace um that window where you've got the the stars moving. Is that like in behind that or is that something that is dropping? There's a trough behind the back panel. There's a trough behind the back panel. Yeah. Yeah. And uh And uh you know when I saw the back panel art, you know when I saw the back panel art, I thought, "Wow, I'm going to carry that into the tunnel." into Yeah. into Yeah. just to make it look cool. And then I, just to make it look cool. And then I, you know, I put some lighting behind it. I put a couple flashlights behind it and I lit up the word hyperspace above it with an insert behind the plastic. Yeah. Yeah. And uh, you know, and after I after I And uh, you know, and after I after I put that together, you know, we just, um, we just printed it out on paper and, you know, put it inside and I was like, "Yeah, that we're going to do that for sure. That looks really nice." As opposed to just stainless. Um, and then there's a couple standup Um, and then there's a couple standup targets there. Um, was the what was your comment on the multipliers on this game? So, how do you actually uh cuz I think that was one thing that um Serge couldn't work out in the video was the multipliers. Um so, the pop bumpers are the they're Um so, the pop bumpers are the they're called they're the ion cannons. So, um in the UI you'll see like um how charged up your ion cannons are. And once you've hit the pop bumpers enough, then any of the eight shots has a Rebel logo. So, I don't know if you have a playfield picture with the um Yeah, a little bit lower on the Yeah, a little bit lower on the playfield. Um yeah. yeah. They're white inserts with a red logo on them. Let's see.