And especially if you look at the games that he did in the days when the objective was winning as many free plays as possible, So if you convert that to winning as many tickets, then I think he knocked them out of the park and he completely dominated the redemption market. Maybe I should suggest that to him. I wonder what it was like for the distributors when they got a new game from him, how much the theme mattered. Because there's certainly a lot of pool-type themes, a lot of horse racing themes. There's a great basketball one. I wonder what mattered to the distributors back then when a new game came out from Wayne and Gottlieb. It's a good question. And I can't answer that because I wasn't a distributor back then. But what's interesting to see is that although Godly didn't do any licensing, they certainly tapped into pop culture at that time with a couple of games like Lovely Lucy, which was very clear, sort of based on the I Love Lucy TV show that was going on at that time. And of course, they changed it so that it wasn't based on the show, but everybody understood that there was a connection. And they did that with a couple of games, especially around 1954. And it's very interesting to read about that. Also that nobody ever thought about could we get sued. At that time, nobody cared. Now, you're right about pop culture and whatnot. I mean, look at Pioneer and Spirit of 76, and those games definitely related to what was going on at the time. I even think of other games too that weren't even about really pop culture, But just, again, something that it was a design, an idea that he came up with that we've since seen several times. I think of Squarehead, the tic-tac-toe, add-a-ball game. So we see a lot of add-a-ball games. But, I mean, the Squarehead, we see X's and O's. We see Mystic and things like that. And you have to kind of tip your cap to Wayne Nance for creating Squarehead to really bring this to the forefront. Exactly. So the man has a legacy. And at the moment, not that many people know about it. hopefully the magazine will change that. Oh, I definitely think so. And I've heard some of the other podcasters, I think the Pinball Podcast talked about the Mount Rushmore of pinball and who would go on that. And that's a tough one to say. If you had to pick four people that were the most influential in pinball, I'm sure you, after interviewing them twice and seeing what we're seeing in Pinball Magazine, you've got to put Wayne in your top four. Probably, yes. And Harry Williams for sure as well. Oh, I agree. And after that, I'd really have to give it some thought to think about who would be the other two. But Wayne Nygans and Harry Williams, for sure. And you might have some discussion whether it should be Wayne or whether it should be Dave Gottlieb, because Harry Williams, of course, was also a company owner. And Dave Gottlieb owned the Gottlieb company. But he was such a charismatic man. He did so much for the industry that he probably deserves to be up there as well. That's interesting. I'm not going to agree or disagree because I really haven't put much thought into it. I don't want to make an opinion now that would be on this podcast forever as people listen maybe down the road. My podcasts aren't really about the news of the week. They're more kind of like an audio version of your pinball magazine in a way of like this is – we're talking to somebody about a specific thing and it's kind of timeless. So I don't know who I'd put in there, whether I'd put Dave Gottlieb in there or Wayne, because you said, you know, he's the owner of the company. But is the owner as important as the designer or the front person? In case of Dave Gottlieb, I think those who know how Dave was and the way he run his company, they would probably say, yes, he should definitely be up there because he was very different than business owners that we see today. He was actually out on the floor every day when he was in the factory. He knew everybody in the factory. He knew their personal stories. He was very caring for his staff, and he had a knack for picking the right people to work in the company. And there's stories about that that Wayne is telling in the magazine as well. So there's another reason for people to just dive in and get familiar with who Dave Gottlieb was. Your website is pinball-magazine.com. You can order that magazine, Back Issues as well. I highly recommend it because this is a great keepsake for sure. Also, in the current article, you've got articles on another up-and-coming designer who's done pretty well from the get-go in Scott Denisey. Right. What did we learn from Scott from your interview? Well, I think one of the reasons, or let me tell you why I wanted Scott to be in there. What I usually try to do with the articles in an issue of Pinball Magazine, I try to find a common ground for articles that they sort of have in common with each other. And in the case of Scott, Scott designed obviously just one game so far. But besides designing the play field, he also programmed the game and he did the music for it. He programmed the light shows and everything. and in that sense he's a lot similar to Wayne Nyan's because Wayne was not just designing a playfield but he also designed the circuitry of the game so Scott's a renaissance man I guess yes and the fact that he has his his hand in everything that sort of was for me like the common ground and the reason to include Scott plus that I think personally total nuclear annihilation is a killer game. I agree 100%. Take that, Bruce Nightingale. It is a great game, and everybody who owns it loves it. I heard Ron Hallett recently say on Slam Tilt podcast that he owns this game, and he was streaming it, and he's getting to Reactor 6, and he's sweating while he's doing this. I know what that's like. Well, sorry, I don't know what it's like to get to Reactor 6, but when I get lucky and get up to 5, it's intense, and that's something you don't see in a lot of newer games. It's different. It's unique for sure. I don't know how it's not a game for everyone, but to each their own. It's certainly not as deep as some of the other games, so I'll give you that. But as far as fun, from the get-go, from the plunge, from the music, from the locks, if you playing multiplayer there just so many things about that game I love and you covered a lot of it in Pinball Magazine with Scott Denisey Right And I think what you just said here there one thing that very critical when it comes to both Wayne Nines games and Scott Denise Total Nuclear Annihilation and that is capture fun It doesn't have to be a deep game because you can have a game that is as deep as a phone book or as deep as Pinball Magazine if you want. But if it's no fun, then why would people play it? The first key ingredient should be it has to be fun. Then you can make it deep. But the game won't be any more fun if you make it as deep as whatever if it's not fun in the first place. It is interesting that you say that because I don't know what the marketing strategy is for pinball companies, and I don't pretend to know either. I don't know where the main source of sales comes from, whether it's a home collector, maybe looking for a deeper game because they're going to want to keep it for a while and not be tired of it or are we seeing more of these barcades pop up that has now dominated sales i don't know what the percentage is and i have no idea maybe you do maybe you don't but i think in all sales you're right the games have to be fun for someone to purchase them right because what happens if you have a game that's no fun it can be deep as the hobbit and i don't want to say that the hobbit isn't a fun game but nowadays if the theme isn't appealing to you you might still have a go at the game but if you don't enjoy it then you're not going to play it again that's true and you're not going to buy it either you know and the next time someone say i got a hobbit you want to play it and again sorry for picking on the hobbit but i could have there's a dozen games out there that i can think of and i'm like yes they have a lot of depth but are they really that much fun and And sure, I can see that tournament players would be very happy on. There's tons of ways to do different strategies and all that. But if it's no fun, then I don't even care about finding that out. You know, I just want to have a good time when I play pinball. Sounds very simple, but pinball used to be sort of like escape from the current world and just lock yourself into a game for two, three minutes and forget about your troubles and just focus on banging a ball around. Then you have to find a way to make that fun. It's not just like, oh, we have a steel ball, we have a couple of flippers. You flip it up and that's it. No, that's not. Then there's no game. And that's one of the key things that Wayne did and also what Scott did. And I seriously hope that Scott, now working on his second game, keeps in mind that don't lose the ball in the sense, make sure that the game is fun and everything else will come after that. My feeling is Scott will do a great job on game number two for Spooky. So Scott and Wayne have a connection there. Both designers kind of create everything. There's one more connection that Scott has with Wayne. And I didn't put that in the magazine, but I'd love saying it out loud here. When Wayne was designing games at Godbeat, the other companies were copying him. Scott Dinesi designed one game for Spooky. And the biggest company that we have that's been around for 30 years, that keep blowing their own horn saying that they're here for 30 years, they're copying Scott Dinesi. In what sense? Well, have you played Deadpool? I've played Deadpool, yeah. Yeah. Well, I think there's a couple of references that are clearly inspired on the success of Total Nuclear Annihilation, the humor that Scott tried to put into the game, and the simplicity that they tried to put in that game as well. And I can't say anything about future games, but I wouldn't be surprised if within a couple of months we get a single-level Sturm game with no ramps and all that kind of stuff. Oh, I definitely think that'll happen very soon. Editor, note this was recorded before The Beatles came out. But Jonathan, I don't see the connection only because I definitely know that Scott's game is very humorous. And when it does the different mystery things that you can get, that's very, very funny. And some of the other things that he's put in the game. Just the reason I might disagree is that Deadpool, who you've recently come to know from your recent flights, watching the movies and maybe following some of the comics, he's always been a very break the fourth wall, sarcastic, funny as heck, almost R-rated character. So the humor has kind of always been there for Deadpool. So I personally don't make that connection, but maybe there's something else you saw. Well, there's a couple of references in the game that if you listen carefully, I mean, there's a – you know about the Bowen Carrow's remark in Total Nuclear Annihilation, and then Deadpool comes up with the Keith Elwin remark. How is that not copied from Total Nuclear Annihilation? I didn't make that connection, but okay, if you think so. I mean, probably others do too. I just... And seriously, Scott does a game with all this electronic music. And aside from Tron, I don't think Stern would ever do a game with dubstep. And now in Deadpool, it's dubstep all over. And yes, I get it. It was in the movie as well. But still, it's not a music type that a company like Stern would easily associate themselves with, you know, because they tend to go with the rock bands. And with Tron, sure, they had to go with the Daft Punk album because that's the movie soundtrack. But other than that, none of the music in previous turn games was like that modern as we've seen in Deadpool. So in that sense, Scott Denise is breaking a barrier for innovation in pinball, I'd say, if you can call it that. Now, I've heard the saying where imitation is one of the greatest forms of compliments ever. Some might say borrowing, stealing. Let's be honest. Jersey Jack came out with Wizard of Oz, this great big LCD screen that people are in love with. Everyone now goes LCD screen. So is that stolen or is that just a great idea? You can decide. Well, Jack wasn't the first, but he was the first big company to do it. Who was the first? That was actually a Spanish company that did a game called New Canasta. and that was only shown at a couple of shows in Europe, I guess. It was a remake of a game from 1986, but that already had an LCD in the back box and the camera, so it would take your picture if you had a high score. And that was a couple of years ago, two, three years before The Wizard of Oz. But it's not important. I think the LCD is a... Well, it's very difficult to sell a dot matrix game right now if you have competition using LCDs. And so it's a matter of technical progress, I would say. I know you're a fan of Stern Pinball, too, because Gary Stern was in the article, and they promote Pinball Magazine as well. So I know you're not certainly taking shots, but it might just be a form of a compliment. Who knows? I mean, it could be ripped off. You just never know. I'm not there. Well, not to stab at Stern. I've been talking to Stern management for years, And I think the biggest obstacle with going to LCD was not so much the implementation of putting an LCD in there. That's the easy part. The difficult part is you need to get content to fill the LCD. And in order to do that, you need a staff of people. And it took Stern quite some time to do it right in the sense that you need a lot more people to get the content for an LCD screen than you need for a DocMatrix display. It's easier to use footage from things like the Batman 66 TV show or the Guardians movie where you're on something like Iron Maiden or Deadpool where you have to create the content. So that makes it a little more difficult. Well, look at what they did with Aerosmith. Aerosmith is a great example that they had to create everything. All those videos of the band singing these songs, they had to create that. And they're even the Steven Tyler character or whatever you want to call it. It's even the lips are synced with the music. So they took time to make sure that it was right. But that's something that previously for a dot matrix game, they never would have to worry about that because they would have done it differently. Now they need this content and there's a lot of time that goes into developing that content. But also in case of Guardians or Batman, you need a separate license to use those video footage. You know, so in a sense, the game becomes more expensive because it requires an extra license. And that was a big obstacle for Stern to deal with. And that's why it took them longer than other companies, I guess. Okay. So no stab at CERN whatsoever, just trying to explain what I understood from management, what behind the scenes the big hurdle was to take. Jonathan, I've made the connection between Wayne Nines and Scott Denise as, you know, someone who creates a game from scratch in every aspect of it, and you like to have those tie-ins. So as I look at the other feature article with Antoinette Johnson, I'm trying to make the connection, and I can only come up with you, yourself, the editor, and both with great hairstyles. Is that possibly it? Yeah. I wish you could do my hair, but sadly, it's all gone. But I ran into Antoinette at the Texas Pinball Festival, which we seem to be talking about a lot in this episode. But I thought she is an amazing woman, and she has a very unique hairstyle, which she is known for. But I was instantly intrigued, like, OK, so who is the woman behind the hair? And I figured, OK, while I'm here and she is here, let's do an interview. And that's what we did. And I do have a feature called the Essential Website. And I took the liberty to expand that a little bit. So in the sense that I used to take a look at websites. And in this issue, I'm looking at what Jack Danger is doing with Deadflip and the streaming of pinball. because he's doing something that nobody was doing a couple of years ago. And I think he's basically the godfather of pinball streaming now. So I figured in the liberty of being an editor, I figured that's making it. OK, there's not a real close connection to Wayne Nions, but Jack is pioneering. Wayne was pioneering. So if you want to look into that that way, that's fine with me. Other than that and otherwise, I also needed current content in the sense I didn't want to make just a completely electromechanical pinball issue because there's also people that like modern games, and I appreciate modern games. Heck, I bought Total Nuclear Annihilation, and I just ordered two more. So that's how much I like that game. Jack definitely is certainly at the forefront of streaming with what he does on a daily basis, too, and I think you got to see him again recently at Vancouver Flipout. So you were not only there, you were speaking, and you had your magazine there, but also you were DJing too, which had to be kind of fun. Yeah, it was, yes. So Vancouver Flipout had the premiere, so to speak, of me DJing at a pinball show. That was a first. Hopefully there will be more DJ gigs at pinball shows in the future because I really like doing it. And I been DJing for 30 years so it not something that I picked up recently but it was kind of funny Tommy who organizes Vancouver Flipout last year had a different DJ and I jokingly said to him why didn you book me And he said, next year I will, and he did. I love people like that. Oh, really? All right, Tommy, book me next year too if you're taking offers. By the way, Jonathan, I joke about you and Antoinette and the hair comparisons too. I'm a ginger too, so I have no right to talk about anybody's hair. Well, I can handle it. That's not a problem. You know, I mean. It's a good look. I like it. Yeah. And a lot of people copy me for it. So you're a trendsetter. Well, I probably wasn't the first. But then again, I'm trying to keep up the bold look if you if you if you want. I guess I have the hat for it. Let's put it like that. And Antoinette has a great hat to to do these crazy hairstyles. And what's going to be interesting, Antoinette told me that Diane Ritchie, Steve Ritchie's wife, at some point, Antoinette will do Diane's hair. I'm very curious how that will look. Oh, wow. That would be neat. Do Steve's while you're at it as well.