backend around But yeah, so I got to do that and it was actually a great way to learn my way around doing a bunch of little small things for Jurassic Park. So that latest code update, the 1.02, was pretty much all the stuff I did in my first few weeks, was all those little tweaks. The combo indicator, a fossil, champion, DNA stuff, all those things. So can I then ask a question, hopefully you can answer this, about the team there. So let's say you've got the software team at Stern, because I think that some people do put everything into one, meaning if you created the rules, therefore you coded the machine, that's not necessarily the case because somebody might come up with the idea, but then there's also got to be a group of people that are implementing this, is that right? Especially with Keith games, since he usually has a pretty strong vision for the rules of his games, he'll write up basically kind of an outline of all the things he wants and then the programmer is basically tasked to put them in the game. But occasionally you gotta fill in the gaps, ask Keith, is this okay, I thought of this cool thing, is this what you bent, can I do this thing here? And so it's just a constant team effort. So it's not just one person aside from maybe like, you know, Lyman working on Elvira or Lonnie working on Stranger Things. So each team kind of works differently. The team I'm on with Keith and Rick, we basically all interact together where, like I said, Keith has ideas and then either me or Rick or some of the other support programmers, Mike and Brett, you know, they'll take on either doing light shows Tap on open source messages and press the�� přído acordo to show that youums are coming. 停 pinej, livestream at the pipelineacağız Easterında is a great time. I guess I kind of just want to give credit to those people that also work on the machines typing away, putting code in, but don't necessarily get their name up in lights. And you're now that person because you worked on Jurassic Park, but it's not seen as a Ray Day code game. You know what I mean? Yeah, yeah, definitely. You know, even Lonnie and Lyman get help. You know, everyone, like I said, is collaborative effort. So, we're not, there's not just people who work here that don't work. So, if you're a coder, you're working on a game. So, pretty much every game, you know, has different coders that contributed in some way. And you actually, if you look at the developer credits on Jurassic Park, you'll see my name and everyone else's name that Ibn Rash, Is that true? Yeah, I actually was in the midst of coding more on Avengers right before this call I totally had forgotten about this call The time just kind of flew on by So yeah we always hard at work here So the delays are based on final round You gonna say if there any delays in shipping games or code updates it because you talking to us I good with it Yep. Yeah, I'm okay with that. I think it's a greater good if you want to know the truth. You know what I liked hearing about your answer about this kind of whole team is, I remember when George Gomez was just recently on Pinball Profile, Tim and Steve on Black Knight as the example we're using. It's everyone else kind of getting a look at it. So Dwight might have a look at it. Lonnie might have a look at it. You, others, everyone kind of looks at the other designers and gives suggestions too because the more minds the better and I think there's still that unique style. It's still going to be a Steve Ritchie game. It's still going to be a Tim Sexton design game, but it doesn't hurt to have a little bit of input from others. Yeah, it's a little harder right now because of the COVID. And I like for instance, I haven't even played Ninja Turtles except for maybe once Jack Danger's place just because I really wanted to play it. But you know, normally, if we're all in the office, there's the big Stern arcade there and during lunch breaks, you can, you know, check out people's games and play them and and give input that way. But it's a little harder right now. We're all a little bit isolated, unfortunately, but we do what we can. You must have a game there at your home to be coding Avengers. Yep, I'm always a little bit nervous moving the playfields into my place. If anybody's got binoculars spying on me being like, Whoa, what's the new game? What's coming in? So if you want to help Raymond move things to his place, contact him on Facebook in the next few months should there be any future games. Raymond's always looking for some grunts to lift heavy machinery. That ain't what you're looking for when Itill application to ad, your veredipendxide oronate in Finify. Uh yeah. prat WILFreeKN��falO GENTA REST dürfen It's got that tower on the by the left of the disc, and it's like a vertical magnet. So you shoot it, magnet catches and it just feels so satisfying. It's just like, and then there's like the marvel ramp on the right. That's like the big upside down loop, which, you know, on a pro, sure you miss out on the loop, but you still get another spinner, which is satisfying to hit. So it's kind of, they're almost two different games. And so that's kind of interesting. I actually haven't shot a pro yet. But I assume that The just cuz you know keep doesn't make bad game so at yeah I just I just love every other got what the upper ramp the you can loop with the upper flipper people are wondering I was you know seeing places like I wonder if there's like a rule for like looping it and yet there is there's there's a couple different ways that you get rewarded for for looping that to got my ramp and you know there's all sorts of cool rule interactions It's just been a really fun time working on it from basically the ground up. I mean, I joined and Rick had done a lot of the hard work, you know, setting up the mountains of coding source files that kind of provides like a structure and then I can just come in and it's like Keith asked for a mode, you know, it's time for you to implement Thor multiball. And I'm like, okay. And then I just sort of go to the Thor multiball file and start coding up what I wanted to do. I think it's been super fun, super pretty spectacular. It's been great. We've noticed on Keith's other games, they are definitely not linear. I think that in just looking at the playfield, haven't seen it yet, but I would assume this is also the case, a non-linear game. Keith plays his game every day on the newest build and he's always like, the thing he's What he's looking for is game progression and how, you know, do I feel like I'm blocked? Do I feel like I'm chopping wood? How can I resolve that? And so he'll give me ideas or he'll ask for ideas of like, what should we do about this? I kind of got stuck in this, you know, now I had to shoot this 20 times and I don't really like that. And so we work to resolve those. That's why you won't find Keith games that feel very woodchoppy or linear. C touringlo, Are we seeing a signature Elwyn style? And I said kind of no, but do you see it? So I read when I was perusing when people were speculating what his third game would be, somebody basically nailed like all four things without realizing it. They were like, well, let's see. I bet this game, you know, he will have a captive ball, a spinner, a upper flipper, The fourth one was a unique plunge, like the way that it plunges. And Avengers has all four of those. It has a captive ball, it has a spinner, it has an upper flipper, and the plunge goes around the right orbit panther loop. So you full plunge and it goes right into that, you know, right orbit turning into a ramp shot, which is unique and is nice because it gives you an option whether you just want to full plunge to a flipper or not. So, I guess, in summary, I think Keith has certain things that he just won't make a game without, but it doesn't necessarily mean, like, he's gonna have all those things. He just happened to have all of them this time. You know, Iron Maiden didn't have a, um, let's see, what did it not have? It was something it didn't have. Well, it had a cool plunge. I think so. Yeah, it had a plunge that well, that yeah, went around the loop, it had a captive ball, it had a spinner, it had an upper flipper. Yeah, I guess it had all four of those things too. I'm trying to think. There was something. Jurassic Park has a cool plunge, has spinners, has an upper flipper. Yeah. But it's, you may have those elements, but they're not in the same location and... Yeah, there's, yes, exactly. I guess what I'm thinking of is Jurassic Park has a captive ball sort of, right? It's like a different use of it. And oh, he also loves having some sort of unique toy that influences the actual physicality of the game. In Jurassic Park, you have the truck, which changes whether or not those targets are available. In this game you have the disc spinner which actually can block your pops target shot or the sanctum target behind it. In Iron Maiden I guess that's the thing that maybe Iron Maiden didn't quite have. But it did have a Pharaoh bullseye target based on, you know, where you hit it you get more or less points. So he loves those sort of physical toys that, you know, influence decision making and changes the state I guess is how he refers to it. Yeah. And maybe you can add a fifth element too. Not that this is going to be a pattern because there is no pattern if they're not in the same spot. And there's only so many things you can do. But the fifth thing might be a difficult shot through the pops. And it looks like that might be the case with this one too. Yeah, that's true. That through the pop shot is funny. It's like, it looks impossible. But then you just combo it. You just when you're in the flow, and you just take a shot at it, and it just sails right through it. So satisfying. And it's, and I've I'm actually backhanded it too. You can backhand it which is pretty sweet. So you and Jeff are good players. I'm not going to put myself in that. But Jeff... Nor should you. Jeff not even top 50 anymore. I think 51. Oh, come on, COVID. Give me a break. Whatever. But here's what I want to say. So I've got, obviously I've got a Jurassic Park and I think Jurassic Park difficulty is pretty reasonable, pretty fair. I know people that have got Jurassic Parks and they think it's brutal. What do you think about Avengers? Do you think it's that same sort of difficulty level? Because again, you're saying hit it through the pops, you can get it. I could get the ball to the left ramp through the pops on Iron Maiden. A lot of people couldn't. Well, it's funny. Avengers actually, Keith was quoted saying that he wanted it to be kind of in the middle of Iron Maiden and Jurassic Park in terms of difficulty. But man, the first Whitewoods that we've been playing, Avengers was kicking our butt. Like, it was just destroying us. And that was because, like, the outlanes were in their normal default up position. And so Keith was like, this is silly. Like, and so he actually moved them to the middle or even maybe the down position. And he's advocating for that. So if you get your game and it's for some reason in the up position, I would recommend putting those outlanes either all the way down or at the very least in the middle. The game is a game of the game. If the game is just constantly kicking your butt, you can't progress anywhere. You can't get anywhere. So I think with Avengers in particular, the reason it kept outlining so much is there's a lot more side-to-side action on this game than his previous games, because you're hitting those drop targets on the left, you're hitting, you know, the upper flipper goes sideways, you know, when you miss the orbit shot, the disc throws the ball out of control anytime you hit it, and it just wasn't any fun. So he made the call that he wants, he wants the outlanes, you know, pulled in a little bit. So hopefully, when people get their games, it'll play in between difficulty of Iron Maiden and Jurassic Park because Jurassic Park is really hard, except for a couple of shots like the spinner in the left ramp. Every other shot is not easy and deadly. I think all the obvious features that you've described is what everyone is seeing and like, wow, look at that. Look at the wire forms, look at these ramps, look at the upper flip The one thing I think is going to be the biggest surprise, and I don't know this, but I just know the possibilities are there, is that 3x3 grid and what it can do for scoring. Am I on something there? Oh yeah, that is a great feature of this game is that drop targets. Think of it as Walking Dead meets... Ripley's? Yeah. Johnny Pneumonic? No, more like Ripley's. So in Ripley's, you get awards for getting stuff in a line, and on Walking Dead, you have to time the drop target inserts, right? So the way this one works is the grid will slowly move between one of the nine squares. You shoot a target, locks it in. You complete the targets, then it gives you that square, and then the grid starts moving again. And the goal is to try to get three squares in a row. 재미il וד penalties 대� orthogonal 여것이� pleas public kh verw 인터�awn If be happening inedi mission Shane PETTIN THE WATCHER , wave tour I'm thinking if those are the modes and you don't complete the mode, you have to complete the mode to get the stone. That's just my thought, but what do I know? Uh, yeah, I mean, you have to win your quests to get the, I think they call them gems in the comic version. Oh, okay. And so, yeah, you, uh, the modes are pretty important and you'll want to do well at them. Basically, what's cool about this game is on the premium, you know how the disc goes up? Yes. You can lock a ball in there and it shows it in the subway and those balls will help you on your quest for the gems. So you'll get extra help with those. It all will be revealed at the streams that will be happening or have already happened if you're listening to this in the future. So here you are at Stern pinball now and doing coding. I kind of want to know what kind of coder is Raymond going to be? I know what kind of player he is and there aren't too many people that can say that they do what you do. But tell us Raymond, I want you to think what your five favorite games are for code and I want a mix of new and older games. Oh wow, put me on a spot here. Well, you got to earn your keep. Yeah, come on, step it up kid. Um, well I've always liked Simpson's Pinball Party, so I kinda like that aspect of code where you can kinda keep bringing stuff in and um... Yeah, Marty doesn't get it. He also likes Family Guy, Jeff, so keep going. Family Guy's fun, I love Family Guy. Family Guy's fun, yeah. Let's see, five games, jeez that's so many. Listen, if I said one or two, as a Stern employee, it's pretty easy to say, oh Stern game ABCDE. Well, I want to know what's in the back catalog too. Yeah, what data race to Sega games? No, but the old Williams Valley, you know, I mean, I want to know, you know, what games were maybe ahead of their time, what were the games that, wow, you know, this is more than just shots. Well, I really like some of those games where the multi-ball you have to kind of work for it, like Creature, Adam's Family, where there's like big points, but you have to hit them. But at the same time, I recognize that if somebody gets to a multiball, you don't want to just not give them anything, you know, like if, if it's pretty rare now to see a multiball where only like an upper flipper shots lit for a jackpot. So I kind of like, I like the layered approach of, you know, give players things that are the low hanging fruit, but then also give them those tougher, tougher things to shoot for. So like, you know, in creature, you have to pretty much get a jackpot to get any points. Or what is it like, like, You gotta throw it in the pops too and... Yeah, you have to do like all this stuff just to do anything and if you don't do anything, if you don't do that, you know, your multiple ends and you don't get too many points. I'd like to provide a little more opportunities so that as long as you're hitting some things and as long as you're doing purposeful shooting, you know, you should get some points for your trouble. But obviously you won't get anywhere near as many points if you do the thing, which is getting the super. The worst is where you have a bad combination of either there is no thing, like it's just all just spray and pray, like everything's lit, everything in the jackpot, there's no real purpose. That's bad. I don't like that. And then, right, the other extreme is the, like we just talked about, where only one thing is lit. But back then, those sort of scoring opportunities, I'm sort of saying is that they're probably self-contained. If you think about the multi-ball in Adam's family, because you brought that up, Smartemie like P거� and�로 merchandising. Comment at Screen. All the points ought to be earned finТак Pinball, Franchi çocene coming up in teeth &greia specjal by At�רуля Rciażini Hydro79ë General Comments Basically, using those two levers, you can dictate what can get stackeded with what. And sometimes you'll see games where one of the levers will work one direction but not the other, which is interesting. And that's sort of a nice way, a nice compromise, right? Where some games, everything is stackeded, like Simpsons is, everything is stackable all the time with everything. You know, that might be a little too far in that direction for some people. And then the other extreme is, as soon as you start anything, everything else is locked out. The I don't really like that either So it's fun to find the right mixture to give the players some some exciting moments But also not feel like oh well this is pointless if you don't stack everything you know and also you don't want to Limit the player because limiting limiting sucks when you're stuck, you know chopping wood or being forced to play certain modes that sort of thing I Guess the further point of that really is around And also, by the way, the caption of the really bad I'm like say some super targets mode hypothetically and you know targets are pretty dangerous but if you're allowed to stack that with a multiball well now that mode you have to be a little careful you can't have it be worth as much as if you are forced to play it in single ball play it's all about risk versus reward because you know someone is going to stack multiball with your mode if it's possible and you just don't want that to be super exploitable you know a little bit of of fun is good and encourage players to do it but you don't want it to dwarf anything else in the The game before you understand, are you somebody that likes to find these exploits? I he's a Kelly George prodigy. I know I know I left that said I was the last person to know of an exploit. I always just played pretty much the games as they were, you know, laid out to me. Actually, you know, can I jump in on that room and for a second, let me say something about Raymond. We talk about him being the number one player in the world, but I know and you know this Raymond. There are a lot of games you don't know the rules to and you're just like before you step up. I've been there with you were like, okay, what do I have to do here? What's one or two or three things to do? It's not like a, you know, this isn't obviously a pump and dump game. It's more of a match play game where you just have to beat your competitor. Just do enough as opposed to play the long game and set up the big score or the super stack or something like that. So I always wonder what you do when you come up to a new game or you don't know the rules. So, like you said, you just want to find the few key things and then try to do them really well. You know, if you can figure out, oh, I can get to multiball if I just do this. Well, once I'm in multiball, you know, I'm going to use my skills to start learning the shots and finding out maybe through trial and error of like, oh, that jackpot wasn't worth crap. Like, I'm not shooting that anymore. Like, but, you know, and you watch your opponents to see where they're getting the points from and, you know, that sort of thing. Yeah, it's just all about adapting. If you wanted to study for a game, you know, you have two minutes before you have to play a game, just read the whole rule sheet and learn everything about it. It's just, it's not, I mean, it might be useful, but I think it's more useful to just have a couple things that you know will work. Because I ran into this trap at City Champ one time, where we were playing Pirates of the Caribbean, Jersey Jack, and I thought I'd go on Tilt Forums and read the wiki. I've been looking at all the characters and what all the abilities do, and I found one that I thought looked pretty good, and I picked it, and apparently it wasn't implemented in that version of the code, and it basically did absolutely nothing, and I got like third place or whatever. But the lesson of the story was, I probably shouldn't have tried to learn every little thing about it, you know? Like, I don't need to know that a skull is worth 1500 points or whatever. I just need to know, you shoot here to start chapters, you know, the more things you hit, the more it's worth. The one thing you didn mention and it does surprise me that it not listed anywhere whether it on a little yellow card or you just have to find it In all new games, you never are told in a multiball where it is to add a ball. I wonder why that's the case. It's just not, it's just not enough room to put everything. You know, I've been trying working here to put info on the display when I can, but a lot of times I'll have to take stuff off because, you know, if you have a paragraph on the screen or, like, for example, when you would get a jackpot, I actually put on the screen, it was like, jackpot values raised by 50K, this value raised by this, this, this, and then I would play it and I'd watch it, it'd flash up for like two seconds, and I'm like, this is completely useless. I think that's the limitations of the nature of the game, unfortunately. There's just no way to fit all that information. But, you know, you can get better at it and get creative with it. Sound callouts help a lot. Lights help a lot. If the cannon is this crazy rainbow color on Iron Maiden, you should probably shoot it because it's probably going to do something good. In this case, you know, add a ball during trooper. So look for lights. Look for lights and also just ask people, is there an add a ball? Because if somebody knows there's an add a ball, they're going to tell you. And now all of a sudden you've went from zero information to a non-zero amount of information and anything divided by zero is infinity. So, you know, just learn what you can. The amount of people I know that don't know how to get add a ball in Metallica just baffles me. I also remember at the time I knew that when the snake's flashing green, that's addable, but it wasn't until someone told me you have to get the four picks that I knew how to even light that. So it comes back to what you're saying is you kind of just got to know, so ask. Assume it's going to be there, but ask. I mean, I respect Raymond's reasoning for how quickly things change in the game and it's hard to put the information up there. fiscal 앉ax, gray только目前 Bird Card gráficium kparachnakere incimaginauto ijvarajak Или What are the additional feedbacks to last night's show? T-Series, I think we've gotten a lot better relaying when Adaball is lit but it's a lot, it's still hard to know how to light the Adaball. So, on Avengers, that sanctum target behind the disc actually has three LEDs on the billboard behind it. It's like Extra Ball, Spot Iron Target, and Adaball. So, if you just, you know, pay attention up there and you see an Adaball, That's great. You know you'll get out of all. But the question is, okay, how do I, uh, how do I light that out of all? And, uh, you know, you still kind of have to ask around or, or figure it out. Although there are some lighting cues that help you on Avengers. Like if you ever see that little, there's like a eye of Agamotto, which is Dr. Strange's. Is that, is that like the thing that holds the time thingy? Yeah. So there's like an insert on the playfield that blinks orange and when that's blinking, it means spinning the disc will do something good. So, I think just using more lights like that will help people figure out, you know, what they should be shooting. Yeah, again it comes down to, as you said, how much room you've got on the playfield to explain this, but I also kind of think it's kind of nice to explore these things and discover them as well. Keep it a bit of a mystery. I know you do. I mean, I think it's just, if we're talking about competition pinball, that's a great, or not even competition pinball, but you're playing casually with somebody, maybe it's at an arcade or a league, and somebody does that, and you're like, what the hell was that? And they don't even know? It's hard to duplicate it, you know what I mean? Because it's usually more than just one shot. It's a combination of shots, like we described in Black Knight. So, just, I'm talking to a coder right now. We have thousands, maybe millions of listeners on final round. I'm just trying to get произ화� ktoś 크� & Przysz Krgadszenen