And then when the next person, because I want to see that person pass the other person because it will be the greatest comeback ever. Right? I mean, it was like, what was the match on? Daniele and Johannes. Yeah, that's the greatest match. It's like it's the greatest match ever played. I mean, we almost had the greatest match ever played at Funhouse at District 82. Like the Jason Zahler. You had Zahler, Davidson, Milonowski, and Werdrick on Funhouse. Go back to that stream on Fox Cities, and you watch that Funhouse game, and you see that Raymond Davidson has $45 million, and I'm not in commentary. I'm sort of standing to the right. I'm sort of tending to the camera's left of you I'm over there because I'm talking with Jason Because we're Jersey boys you know whatever I'm talking with Zahler and we're talking about it And we see that Raymond Davidson has 45 million In Funhaus and he looks quite safe And Spoiler he's not 90 million And Jason Is maxing out the jackpot On Funhaus on a live game. This is not pinball effects. This is not pinball arcade where you know the shot is. This is a live game to see someone max out the million plus. I mean, it's amazing when you get to see moments like that and when you're in the booth. I want to try to convey that excitement because it's real excitement. I'm like, I just love competitive pinball and I want to see everybody do well because it's exciting to see. It is something to see, especially when two titans like Raymond and Jason Zoller go at it. And it's fun to watch, and I'm sure that will be watched several times. We mentioned Daniele Acari and Johannes Ostemeyer, the finals of IFPA 16 captured on JDL pinball. And that was in Italy, and just the ridiculous comeback. And that's it. Like you say, you want to see great moments in pinball. and sometimes you just step aside and let the play take note. I don't know what the best advice for commentators are. Certainly listen to one another. Don't talk over one another. You made a good point. I like the three choices thing you just said because it's kind of, I don't know, it kind of makes my skin crawl a little bit when I see a commentator second guess somebody's decision because, first of all, they're there and you're sitting in the booth. So they're doing something right. And also, too, maybe they have a strategy you haven't thought of yet. Who knows? Right. So that's what you want to find out. So, I mean, the player sitting at the game is basically right because they're there and you're not. Okay, so just go in there. And they're also good enough to be there. So they know what they're doing. And so you can have fun with that. I mean, I tend to sometimes, when I get brave enough to do predictive commentary, I'm trying to put myself in the shoes of like, okay, what would I do here? Can I sort of feel what the player is kind of doing and get as much empathy as possible with the person standing there? And that helps. But with me, a lot of this commentary stuff, I just learned as I was doing it. I just wanted to make sure that I help my commentator team, whoever's with me, have their best output. Because that means we all look good. So whatever that may be. And so that may be figuring it out as I go along, trying to find someone's cadence, trying to find places where they stop talking, when they start again, what is their pattern. And all these things I'm learning on the fly that I wasn't realizing I was doing that until after I go and sort of analyze myself in the future. You know, so all in all, I'm really glad that one day, I don't know how long ago it was now, but one day I was asked to go into a Papa commentary booth on one final. So back when it was at the warehouse and little did I know that I was a little bit good at this thing. I didn't know. And I guess it's just being excited about it helps. but really if you want to do commentary do it try it i bet you're better than you think you are yeah and don't be afraid to go back and watch too just to kind of really critique yourself and just oh next time maybe i wouldn't do that or uh you know make notes of oh yeah that worked there and stuff and uh yeah i mean it's no different than i guess me being in radio you know they do air checks you you go back and you listen and you find out oh i'm saying the word obviously every sentence or a lot of pauses here and there or I've cut off my partner. You find these things out by really just critiquing yourself in a way and it makes you better for sure. Well, you're doing something a little different. We've seen you in finals. We've seen you play on stream. We've seen you talk in finals as a commentator. You're doing both now on Wednesday nights with American Pinball. You've got this new stream. That's kind of fun for you. Yeah, this is really an effort I've been trying to start up for a while and then just just to try to get us more out there more more transparent more out in the community more just playing out there so that we we are i've seen other people's streams and i was just basically like well i want to stream i mean you know so so i just started getting the equipment and hooking it up and try and and see what we can do here i just got another hd camera so i was not happy with the output of the playfield cam so i got another h i got another hd camera i'm going to try soon to see how that looks and really just to get us out there. I mean, we have plans for future streams, and I'm happy to see that it's really starting to come along, and people are going in chat, people are communicating, and we get to answer questions, and we get to talk and play and have some fun, and I'm glad to have the guests on that we've had, and also show some of the games that we have, especially Houdini, you know, make sure that you can hit both lock shots, if you can backhand those shots, look how much easier the game is. This is the toughest game ever, unless you can backhand the lock shot so make sure it's balanced right you know things things like that that are really helping to get to get our games out there and also just to show us having fun and playing it and um yeah just you know just hanging out playing pinball and oh it just happens to be american pinball games out there so but that that makes me happy so i'm glad that that has started and that we have the equipment to continue doing it another nice thing about the stream on wednesdays we get to see, oh, hey, look, Amtron's got new boards, and here's some new staff members. So that's also a nice feature, and it's nice to be able to present that on the streams on Twitch. It was very good to be able to see the usage of the new boards, and also that we were able to welcome new staff members into the fold, including Maurice, and then we have Lloyd the Great, and we have Ron from sales, and including guests. We had Ray and Benji from interiums. They always find a good time to play with us at American Pinball on the stream. And just another reason why I'm glad that we've been able to start this effort with the live streaming that's been happening at our place. Yeah, the American Pinball streams on Wednesday nights, lots of fun. We saw Hot Wheels, we saw Legends of All Hollow, we saw Houdini, Oktoberfest, and I'm sure we're going to see many more games still to come. But you are there at American Pinball as a rules designer. So a lot of things have been made recently. Nudge Magazine made a point to saying are new games modern games becoming more easy They playing a lot longer And I been kind of banging that drum for a little while but I understand why new games are like that You know they're going into homes probably even more so than they are arcades. But you don't want a game to be too tough where, first of all, if it's too tough, why would I buy this game? I want to have some fun. Oh, I can make that shot. It makes me feel good. And oh, I got a new multi-ball. Yeah, Maybe it's not worth a lot of points, but I had that kind of fun experience. So I get that. But the rules then need to be a little deeper so that it's just not too boring. Yeah, that's great. I've got some fun things happening, but now I want to blow it up. So you've got to make some of the tougher shots. What is it like for you, Stephen? First of all, do you agree with that maybe they are a little easier? And what is that sweet spot? What's the balance for you as someone who designs rules? Well, let me tell you, it is a very delicate dance. dance is a very delicate balance to try to balance out complexity versus understanding versus i guess the best way the easiest way to teach a player something versus okay this is a game that's going into a home probably and it costs x amount of dollars so it needs to be such and such a deep so it doesn't get i don't know whether the word is boring or played out or whatever, if that can happen. I mean, I can play a simple game all day, but that's just me. But it is a delicate balance to try to play that against each other. You want rules to be deep enough to be interesting, but not complicated enough where you don't understand what the heck is going on. So it's very tough to balance that out. I mean, I like to be able to tell the player exactly all the points they got and why, so that they can do it again and make it as easy as possible for the player to recreate that. Or, dare I say, as easy as possible for the player to explain how they got it. So that way I know they were able to learn it. So it's very important to still be able to teach the player how to play. And it's even better if you can do it without them looking at an instruction card. Because people generally don't read that. They just go right into it. Because, you know, we're not here to read. We're here to play, right? I mean, what do you do when you're at an expo and you see a new game? What are you going to do? Are you going to walk up to it? Are you going to read anything? No. You're going to plunge it, and you're going to see what happens. You mean you don't print off the wiki sheets and all that? No. No, I guess you're right. Yeah, good point. No. Well, most people don't. I mean, I don't. I mean, I was going to say I do, but no, actually, I don't either. Sometimes I'll purposely, like, avoid a stream of a new game so that my first experience can be at the game so that I can see what does the game teach me on its own? Like right here in this arena that I'm in front of, how much does the game help me play it? Does it care that I'm in front of it? Does it point to the things I need to shoot? Does it use colors in a way that are easier for me to understand? Does it use light patterns and things like that that will help me, explain to me which are the more important shots, which is the most important shot, which shot's okay but not really that important. all certain subtle things you can do to help the player play better and hopefully learn it organically and if they want to get into the minutiae of it sure they can go into the wiki or the tilt forums or you know the streams and and and really break it down or some video reviews like that after the fact and then they go back into it and then really get into it but as far as that first experience i really like it when i go i can go up to a new game don't look at the card and let's see what happens since you only get one chance to do that right you only get one chance to have the first game and i feel that it's important that rule that rules are able to teach you what to do in the simplest way as possible but there is a balance between complexity and understanding you know if you can have a game that has rules that are continue to be complex but yet it's still simple to learn then you've hit the sweet spot somehow yeah it's nice when the lights on the playfield tell you where to go and what's lit and what's locks. And if you trap up, maybe there's some information there on the display. Maybe call outs are giving you some of that information. It certainly helps you because it is frustrating when you really have no idea what's going on and what to do. I mean, and also there's that perfect balance too, as someone who designs rules to be able to go, okay, I got to make sure we're using the entire play field because if it's just really three important shots uh we're leaving a lot there on the table right you have to you have to make sure everything is as balanced as possible across the whole play field using both flippers or if you have more than two flippers using all flippers have as many opportunities as you can and what i like to see is if a rule system offers multiple optimal path to where you really have to think about what you want to do but you're not really concentrating on thinking about like you're thinking about on the fly you're still having fun you know and you're not really analyzing until maybe after the fact when you're trying to really go on that research and really figure out what the best possible way is but uh if you're at the game and i can see you have to make a decision and you have to actually like step back and go what is the optimal path, then that's good. If a game comes out and someone asks me, hey, Steve, what will you do here? And I say, well, if I'm able to say, well, if there is a best path, then I have a problem. I meaning me, the rules maker. If there is a best path, then I have a problem that I have to look at because I hope that there isn't. I hope that each of the paths are maybe not equally worthy because that's really like really that would be really perfect and no one's perfect. But each path has as much worth that you can use all of them to always come back from any deficit. All of them have paths to fun and profit. So that's part of the balance, too. I mean, I do not want to have just one path to success because that's we've got video games for that. Yeah, if you notice that on streams or in competitions, you know, you as the rules designer can go back into code and, okay, we're going to need to strengthen something, weaken something here, score balancing. There are options to make that certainly not permanent. It's not like the old Gottlieb days. It went out and the rules were done with bugs and all, and sorry, there are no fixes. Those days are long done. You have easy ways to update the code, and you've been doing that with some of the games too. I love that. You know, whenever there's an update for a code, it's always a good thing because maybe a bug has been fixed or maybe some scoring or maybe you've added some hurry-ups or this and that. And you guys are always kind of on that. I like that. Yeah, exactly. Especially for, like, just an example, Legends of Valhalla updates we've had on that game to do some balancing, add some features, do some things behind the scenes that certain achievements count towards certain other multivolves, count certain other points and things like that, which really are appreciated by tournament players and others who really know how things should link to other things. 45 seconds of double scoring. Oh, I noticed. Yeah, that and the fact that you can use that in combination with, oh, how do I make war on land worth more? Oh, just do this and this first, and now it's worth a lot. But if you do it early, it's not worth a lot. So what are you going to do with that? Are you going to hold off on the first one until later? Maybe you want to put a few more legend battles under your belt first, and maybe you want to get some more raiders first. More raiders, then raid multiballs worth more, and then regular multiballs worth more, because it makes sense, because the more raiders you have, the more pillaging you're doing. So all those little tweaks and things that really help take a game that is out and add a little bit more strategy to it. It's a fine balancing act. I'd love to see some of your flowcharts and how you're doing it, and I know you're working on a new game right now, and we'll hopefully look forward to seeing that soon. And I'm not telling tales out of school, because David Fix was on this program and said the goal was to be spring and fingers crossed, hopefully, for Texas Pinball Festival. So that means I'm taking you away from something to do that. But thank you for doing this program.