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Dungeon Crawler Carl Reveal | Multimorphic P3

LoserKid Pinball Podcast·podcast_episode·45m 41s·analyzed·Jul 27, 2026
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claude-haiku-4-5-20251001 (batch) · $0.019

TL;DR

Multimorphic reveals Dungeon Crawler Carl P3 machine with dynamic disc layout, RPG mechanics, and Jeff Hayes voiceover.

Summary

Multimorphic officially reveals Dungeon Crawler Carl, a new P3 pinball machine launching alongside Ender's Game. Designers Stephen Silver and Ian Harrower, along with rules developer Wesley Johnson, discuss the game's architecture including a rotating disc mechanic, boss battle stacking system inspired by Monster Bash, mana-casting RPG elements, and extensive use of custom voiceover work from audiobook narrator Jeff Hayes. The game will feature content from seven of the eight published books, with player choice driving floor/book selection and non-linear progression.

Key Claims

  • Dungeon Crawler Carl will include content from seven books (through Faction Wars), not all eight published books

    high confidence · Wesley Johnson and Stephen Silver discussing content scope during reveal

  • The game features a rotating disc mechanic that changes playfield geometry and shot paths between floors

    high confidence · Stephen Silver detailed explanation of disc design philosophy and functionality

  • Boss battles can be stacked (multiple bosses fought simultaneously) and players can control which bosses qualify via shot selection

    high confidence · Wesley Johnson's explanation of boss battle architecture and stacking mechanics

  • Game features mana system with four MANA targets feeding a physical pinball meter, allowing spell casting on major shots

    high confidence · Wesley Johnson describing RPG elements and mana/casting system

  • Jeff Hayes recorded custom callouts and is doing new voiceover work, not just pulling from audiobooks

    high confidence · Ian Harrower and Stephen Silver discussing voiceover process and recording sessions

  • The game will be Multimorphic's first mature-themed title with more mature language

    high confidence · Stephen Silver discussing Dungeon Crawler Carl and Ender's Game as dual launch with mature theme

  • Monster Bash served as design inspiration for the boss battle rule set structure on Floors 1-2

    high confidence · Wesley Johnson explicitly stating inspiration from Monster Bash for qualification and boss selection

  • Players can select which book/floor to progress to after each floor, enabling non-linear play

    high confidence · Wesley Johnson describing floor selection mechanic and player autonomy in progression

Notable Quotes

  • “Once you dive into this world, it hooks you... this could make an incredible pinball machine”

    Stephen Silver @ early section — Explains designer buy-in and why the license was secured; reflects passion for source material

  • “I have a good example for you. So, narratively speaking, the book one event that revolves around a certain antagonistic pair of crawlers... that is very important to the narrative story... But if you really read close into it, there's not really a lot there to turn into gameplay or impactful and fun gameplay.”

    Wesley Johnson @ mid-section — Demonstrates the design challenge of adapting complex narrative to pinball while maintaining both story integrity and fun gameplay

  • “My number one and number two rules [are]: Really fun is first and the narrative, adapting the narrative comes second.”

    Wesley Johnson @ mid-section — States core design philosophy for rules development; clarifies priority hierarchy

  • “When you're recording with Jeff, if he comes up and there's a reference, the second he gives a reference, the whole session stops as he goes right then and he looks up online... so he could get it exactly perfect”

    Stephen Silver @ late section — Illustrates Jeff Hayes' professionalism and commitment to accuracy in voiceover work

  • “You qualify it, and there is one specific shot that starts the boss battles. That way we can give players the ability to shoot the shot to select their boss. But hey, you shot two shots to qualify two bosses. What happens when you start? You battle them both. They stack.”

    Wesley Johnson @ mid-section — Explains the core mechanical innovation allowing player agency and stacking depth

  • “We don't want to force people into a linear path because we don't want them to have the same experience every time they play it.”

    Ian Harrower @ mid-late section — Justifies design decision against level-gating and linear progression; emphasizes replayability

  • “One of my favorite things in the world is when you start Ball of Swine and we just freestyle that. That disc just starts turning during that gameplay. And it's absolutely bananas.”

Entities

Stephen SilverpersonIan HarrowerpersonWesley JohnsonpersonJosh RooppersonScott LarsonpersonJeff HayespersonMultimorphiccompanyDungeon Crawler Carlgame

Signals

  • ?

    announcement: Official reveal of Dungeon Crawler Carl pinball machine by Multimorphic, dual launch with Ender's Game

    high · Podcast episode title and full interview dedicated to game reveal with core design team present

  • ?

    design_innovation: Two-tiered rotating disc mechanic that alters shot paths and creates dynamic playfield geometry; disc rotates during specific modes (Ball of Swine) for real-time play changes

    high · Stephen Silver's detailed description of disc design, functionality, shot routing, and gameplay interaction; multiple mentions of disc repositioning between floors

  • ?

    design_innovation: Boss battle stacking system where players qualify multiple bosses and can choose which/how many to face simultaneously, inspired by Monster Bash structure

    high · Wesley Johnson's explanation of boss qualification, single start shot mechanic, and stacking benefits/overlaps

  • ?

    gameplay_signal: Mana system using physical pinball meter feeding four MANA targets; spell casting on major shots (Magic Missile, Fireball, Custard) with risk/reward mechanics

    high · Wesley Johnson's detailed explanation of mana collection, casting system, and spell mechanics; balancing RPG elements with narrative fidelity

  • ?

    design_philosophy: Prioritization of fun gameplay and narrative coherence over strict IP faithfulness; willingness to reinterpret events (e.g., Goblin Murder Dozer as boss battle) to serve pinball mechanics

    high · Wesley Johnson and Ian Harrower discussing content selection, Frank/Maggie example, Goblin Murder Dozer adaptation, and design meetings around narrative-gameplay balance

Transcript

groq_whisper · $0.030

0:00
Thanks for tuning in to the Loser Kid Pinball Podcast. I am Josh Roop. With me, my co-captain, Scott Larson. And we're talking dungeon crawler Carl today. But if you want to buy a new pinball machine, where are you going to get it from, Scott? Yeah, new and used pinball machines. I can call many flipping out pinball. Also, if you have moths that you want, really, you can reach out to them. Pretty much anything that you're itching for, they can certainly scratch it. And they've always been really helpful with everything that I need for pinball machines. If you want to specifically get Dungeon Crawler Carl or Ender's Game, reach out to Multimorphic.com and you can add to your shopping cart there to get it into your home. Also, will you do me a favor and let Jerry and Sarah know that Loser Kid sent you? I'd appreciate it. All right. We've got three special guests on today. We've got Steven Silver, Ian Harrower, and we have Wesley Johnson on with us today to talk all things Dungeon Crawler Carl. We'd also like to point out really quickly, if you're here for Ender's Game, there is another podcast that we recorded specifically on Ender's Game. And so if you want to focus on the Ender's Game aspect of that, please go ahead and listen to that podcast. Thanks again, Stephen, Ian, and Wesley for joining us. How are you guys doing today? Doing pretty good. Thank you for having us. I'm glad to have you guys on. I assume you guys are big Dungeon Crawler Crawl fans. How did you get involved? Stephen, let's start with you. We'd always talk about future licenses and stuff like that, and the opportunity came up for this property. And Jerry came and talked to us about it and pitched the idea, and I was like, I had heard of it, but I hadn't read it yet. And so we kind of dove into it and started reading the books and seeing what it is. And once you dive into this world, it hooks you. And we were like, okay, this could make an incredible pinball machine, and everything worked out that we were able to secure the license and get going on it. And we were in the process of designing this other playfield for Ender's Game, and we were looking at it, we're like, this is perfect for what we want to do. All the stuff we want to do in Dundra Crawler Carl, the whole idea of changing floors and changing the layout and everything like that works really, really well. And we saw an opportunity, especially since this would be our first mature adult theme that we're doing that has more mature language and other things like that. And we're saying it's a very good dual launch that we can do. We're excited about it. We were super excited about getting the property and all of us have become huge, huge super fans in the process.

Stephen Silver @ late section — Personal testimony to gameplay experience; 'Ball of Swine' appears to be a mode name with dynamic disc rotation

  • “He's the most talented voiceover person I've ever worked with, and I've recorded with a lot of people in my career.”

    Ian Harrower @ late section — High praise for Jeff Hayes' voice talent and professional capability; contextualizes quality expectations

  • Ender's Game
    game
    P3product
    Portalgame
    The Princess Bridegame
    Monster Bashgame
    Matt Kernperson
    Lucianoperson
    Brad Albrightperson
    Davey Priceperson
    Renegade Gamescompany
    Colin MacAlpineperson
    LoserKid Pinball Podcastorganization
    Flipping Out Pinballcompany
    Multimorphiccompany
  • ?

    product_strategy: Simultaneous launch of Dungeon Crawler Carl and Ender's Game as coordinated dual release, with first mature-themed title for Multimorphic

    high · Stephen Silver describing dual launch strategy and positioning as first mature theme; separate podcast episode for Ender's Game; shared development timeline (Colin MacAlpine allocation)

  • ?

    technology_signal: P3 platform enables dynamic playfield environment changes between floors/modes, ball tracking for loot mechanics, and real-time disc rotation during play

    high · Wesley Johnson mentioning P3 ball tracking for loot corpse rolling; Stephen Silver describing floor-to-floor environment transformation and disc rotation during Ball of Swine mode

  • ?

    content_signal: Extensive custom voiceover recording with audiobook narrator Jeff Hayes; session-based work with pop culture reference research; re-recording of audiobook content for character voice consistency

    high · Ian Harrower describing 10,000 hours of audiobook search; Stephen Silver detailing Jeff's research methodology; both praising voiceover quality and character consistency; mention of re-recorded content for text message voice alignment

  • ?

    design_philosophy: Non-linear progression design; players choose which book/floor to visit after each floor completion; avoids level-gating and prerequisites that would lock out content based on progression

    high · Wesley Johnson describing floor selection mechanic; Ian Harrower explaining rejection of linear path and level-based progression in favor of replayability and player autonomy

  • ?

    design_innovation: Stop mechanisms on inlanes allow playfield to hold ball and set up modes; upper flipper geometry enables flow and shot diversity; dual cannons (one on disc, one standalone) for targeting flexibility

    high · Stephen Silver describing inlane stops, upper flipper geometry, and dual cannon mechanics; emphasizing flowy but challenging shot design

  • ?

    content_signal: Game covers seven of eight published Dungeon Crawler Carl books (through Faction Wars); one major floor per book as selectable mode; curated content selection balancing narrative importance with gameplay viability

    high · Wesley Johnson and Stephen Silver stating seven-book coverage scope; discussion of content selection meetings, Faction Wars inclusion, and book-based floor organization

  • ?

    collaborative_signal: Multimorphic assembled experienced design team (Silver, Harrower, Johnson) plus external collaborators (Hayes, Kern, Albright, Price, Luciano); first official game credit for Wesley Johnson as rules developer

    high · Introduction of three-person design team; Wesley Johnson noting first official game; discussion of external contractor roles (music, art, sculpts, cabinet design)

  • 2:38
    And Ian, how did you get teamed up with Steven? I was deep in Portal when Ender's Game was being designed, when that play field was being designed and when these conversations were going on about the theme. Jerry talked to me early on in the process and much like Steven had said, I didn't really know a lot about it. I sort of heard about it. It was definitely ticking up. There was like a trend upwards in like the sort of social recognition of the story. When I finished sort of the main deliverable 1.0 of Portal, I started listening to the audiobook to kind of see is this something I would be interested in and just sort of got hooked right away, plowed through all of those books that were out at the time. And then we just sort of got into conversations around, is this something we want to do? Do we want to do the dual theme? Do I want to try to solo develop it? How would we approach an audio book as a deliverable? And everything just sort of aligned and they brought me on to write software and like all things like Portal. I like to take a lot of my opinions forward and express them and drive things forward. So Stephen's like, all right, Ian, you're co-created director. You're doing all this anyway. You're not going to let me get away with these things. So your name's going on this. That's roughly how the conversation went, I think. And Wesley, you're local there to P3 and you're the new kid on the block, as in this is your first game. How did you get roped into dealing with Dungeon Crawler Carl and making the rule set for it? So I've known Steven for a bunch of years now. We've been friends and I've always just extended, you know, if there's anything that I can do to help, just let me know. Whatever it is, I'll do it. And this all happened with the dual release and Colin McAlpine was committed to Ender's Game. And so they needed someone not necessarily for my tournament experience, but more so for the vast pool of knowledge of rules sets and stuff that I have related to my tournament experience. They needed someone to join the project to bring that and to help develop the rules for the game. So it is my first game, but I've been, as you are to do in pinball, like I've been doodling down rules for years. I've been drawing layouts on napkins for years. So it may be my first official game. It's not the first time I've thought about this, though. When you have this story that has this complex layer of ridiculousness and these ludicrous demons and boss people that you're fighting, how do you approach that as a game? And Wesley, maybe this is a question for you. On the rule set, you're like, okay, so how do I build a rule set that keeps people engaged in the story with the callouts but also makes sense with the way the layout of the machine is? My approach to the rule set generally is just trying to be true to the narrative and to be as fun as it can be. Those are like my number one and two rules. Really fun is first and the narrative, adapting the narrative comes second. And then making all of that into pinball is in service to those two goals. So to me it's more so like how can I be true to the events that happen and then that becomes a fun thing to play and then as Ian develops the code then it becomes a celebration of the source material with Jeff's call outs and the call outs that we can pull from the audio books. So the end state becomes it's a game that presents the property in the best possible way for both fans of that property to hit all the highs that they want, all the all the scenes and the joy and elation that they want, as well as, you know, the the dopamine hit of Jeff's call outs and all the things that you want to hear from that that perspective. And then, you know, just the overall building of the game from beginning to end. This is probably a great point to touch on. We will be having content from all seven books, not the eight that are out, the seven that we started development with, which is through Faction Wars. So we're going to have one book with the major floor that is part of that book as a selectable. From the plunge. So as a player, you have the ability to control your destiny both from, you know, start of game and then also throughout the game, you'll have opportunities to select other floors if you would like to. So it's just really, again, everything that you want to experience from the property in a playable format. Sorry, I'm like, I want to ask a question, but I don't want to ruin it for Scott. Scott, plug your ears. Okay, go ahead.
    8:05
    So can you break the seventh floor then? Oh my gosh, you're the worst. Okay, no, no, don't ask the seventh floor. That's a good question because like you run into a situation sometimes where there's more than one floor per book, right? And so we decided to break it up by book instead of by – you're still going through the floors, but we – like the one we have now is covering the first book. You see a lot in the trailer and that's both the training floors, floors one and two are covered in that. And in the book they describe them as looking similar and being the same. So that's our plan for going through those books when you're going through the selection. If you see the selection page where you can select where you want to go next, it's choosing which book you want to go to. And our plan is to cover the major plot points in each of those books. How do you kind of decide what does and doesn't make it though? Because there is a lot of content to these books and book seven is massive. Fraction Wars is huge. It really is daunting. It's the one thing you hear everybody talk about with these books is like there's so much to choose from. Like I said, there's over 200 named characters that he had in there that all had speaking lines in there. And so, I mean, we spend a lot of time in meetings discussing all the details of what's important and what's not and what we can boil it down to, what we can make a good, fun game that's still true to the main story arc of that book. Yeah, I'll piggyback that answer a little bit and say, I have a good example for you. So, narratively speaking, the book one event that revolves around a certain antagonistic pair of crawlers, I'm trying to say spoiler free. Frank and Maggie, names aren't spoilers, right? So that is very important to the narrative story and the events that take place. But if you really read close into it, there's not really a lot there to turn into gameplay or impactful and fun gameplay. So that isn't something that we're going to have as like a mode or anything like that. It is going to be present in the game in some way. So we have plans to kind of cover situations that fall under that umbrella where by all accounts it deserves to be there, but it also isn't necessarily the fun pinball that we need to make the game. And, you know, that's something that we're going to have to do for all of the books and distill them down in that way into both the things that become fun gameplay and also include the things that we feel should be there from a narrative perspective. We're also very much like balancing this being true to the story and adapting things so that it will work with gameplay. And a good not very spoiler-ish part of that because it's like chapter two of the book is the encounter with the Goblin Murder Dozer, Which we have chosen to reinterpret as a boss battle so that it fits into our code structure And that event happens before Donut gains her abilities But we're kind of glossing over that and adapting and saying for the pinball, for the pinball, this will work. Because the true boss battle that they encounter at that time doesn't work as a pinball mode. And so, you know, we're taking liberties, but we think that fans of the story will understand why we've made the choices we have because we are fans of the story. And we're also fans of pinball. We want those two things to come across.
    12:01
    Is Jeffrey recording new callouts or are you going to be ripping them from the audio version? You're talking to somebody who has gone through 10,000 hours of audio books looking for a call. Yes, the answer is yes. We have access to all the content from the books, but we also have access to Jeff for custom callouts. So we've gone into sessions. We've gotten Jeff reading off custom callouts, and we have plans to continue doing that. And it's absolutely amazing what this guy puts out. And everybody's going to be super happy. If you were coming to this from the audiobooks world, you're going to be extremely happy because it's just all over it. I smile every single time I hear this game play because you keep hearing these call-outs come out and Samantha saying stuff to you and all these other things. These great characters that people love and you will have the characters that you love in this game. And we've also gone ahead and re-recorded some of the book content to make it more appropriate. One of the interesting things that I didn't even like, it didn't even occur to me, I didn't even notice it, was that in book one, Jeff reads the text messages in Carl's voice. So when Donut texts him, he reads it as Carl reading Donut. And in later books, he starts to read the text messages in the voice of the character that sends the text message. And so we wanted to be consistent. And there's one of the events in the first book, they talk through text message because it's too loud.
    13:44
    And we wanted to use some of those call-outs because they're really funny, but they were in Carl's voice instead of Donut's voice. And so we re-recorded some of those so that we could bring them into the game that way. Please tell me one of the call-outs is the boss battle. That's more than one of the comments.
    14:02
    Well, there's also, I laugh every time New Achievement comes on and every time Samantha's like, I'm going to kill your mother.
    14:09
    What's great is we've got the AI as a character and having just come off of Portal, I really love robots that are mean to you. And like, so you've got this amazing character that can boost you up and tear you down and assault you and do all sorts of stuff. And the AI is such a great voice and great character throughout the game to be interacting with while you're doing all this stuff. But we've also got Donut and Carl talking to each other. And when you got other team members, they're coming into the battles and things like that. So, yeah, it's like I said, it's this is it was really a treat to work with Jeff on this and watch him work. And the the game sounds incredible with the callouts. So we've talked about boss battle a couple of times now. It is something featured predominantly in this game in the book. It's kind of like sometimes it's double upon it. Sometimes it's deliberate. How did you build the architecture around the boss battles? And then also I noticed there was stacking of boss battles. So if you could kind of hit on both of those, I'd like to know. Yeah, so when we sat down to talk about a distillation of what book one is from a gameplay aspect, it's like there's a lot of ways that you could go with it. But the way in which you come up with the cohesive gameplay experience is that's where they're going into not just boss battles, but, you know, individual battles with different enemies and such. So we have all of that in there because to qualify the boss battles, you are basically killing some of those prerequisite enemies that are associated with that boss that they're grinding before they actually face that boss character. And there's a mechanic in the game where you can loot their corpse by rolling over the screen. We have the ball tracking, the P3 ball tracking in place for that. But yeah, so if I'll be real with you, the inspiration that I took with the rules for Floor 1 and 2, Book 1, was kind of Monster Bash. So I looked at it, I was like, we have all these boss battles, they're all kind of monsters. This reminds me a lot of Monster Bash. Everybody loves Monster Bash. It's also, keep in mind the training floors, right? So we're also kind of training the player to play our game as well. And so we need an approachable rule set. So we came up with the boss battles that we were going to include, the six major boss battles that we have in the game, and assign those to different shots around the play field for qualification, very similar to how Monster Bash works. You know, you shoot your shots to qualify. But we made one big deviation in order to make more fun out of it, and that is you don't just keep hitting the shot to start the same boss that's on that shot. You qualify it, and there is one specific shot that starts the boss battles. That way we can give players the ability to shoot the shot to select their boss. But hey, you shot two shots to qualify two bosses. What happens when you start? You battle them both. They stack. And so the player has the ability to control their destiny by choosing if they want to do one boss, a stacked boss battle with multiple bosses. And if you are accurate, you can choose exactly which one or ones that you want to play in one battle at one time.
    17:57
    And the ability to be able to battle them all at once gives you some obvious benefits in that there's going to be progress shots that are on the same physical shot. So you get progress for both of those battles if you hit that shot. So there's some obvious overlap there that is a benefit. But there's some other benefits that we have in terms of risk-reward that we're still implementing and are yet to come. The floors one and two are very heavy. Here's the boss battles that you're going through. But one of the benefits of this being on the P3 is when you change to go to another floor, we can change the entire environment. We can basically build whatever we want there. So in floor two, we might have a different kind of structure where it's more about the two different quests that are going on that you're completing and things like that. And if you think about it, there's a ton of content to do this game. It's also a ton of stuff to play through for as the player, right? So as you're trying to strategically go through and decide how you're attacking each floor, there will be different strategies to handle each floor as you're going through. And so having the ability to stack certain ones together and there's some really fun, crazy stacks that happen in this game when you get them together. And again, it all works together. Like you're hearing the call outs from everything at the same time for the different things that you're doing through the different boss battles and it's great. And all of it working together is big, big thanks to Ian. That was no small task. I have to say that I love that you guys went with Monster Bash. So I appreciate that you're going at it from a beginner standpoint, but also bringing in the depth for the advanced player, right? So that way, someone walking up to this for the first time, playing pinball for the first time, and who knows how long or ever, is going to want to walk away feeling like, that was amazing. But also the expert's going to be like, this is such a great game. I definitely have to have this in my collection. So I applaud you for that. One other thing I wanted to ask too about the code before we move on is this book is obviously a lit RPG. Do you tie in the RPG elements to this or is it something you're just like, it's too much, we can't fit it all? So the focus is definitely on the narrative, right? The whole game is centered around you are playing as Carl. You are Carl. So we can't go so far as to give you so much choice and options that you are able to do things that he never did necessarily. But also we recognize that people want some of those RPG elements not just because of the IP but also because it's fun, right? And as I mentioned in the beginning, I'm all about fun. That's number one and number two. So what we have in this to bring in some of those RPG elements is we do have a whole mana system and a casting system. So there's four targets on the upper playfield that spell M-A-N-A for mana and you hit those targets as you play and that collects and builds your mana meter and that is a physical meter up in the top left of the playfield that is consisting of pinballs. So that comes into play later because we can actually do interesting physical things with that mana meter.
    21:24
    But when you build your mana, you can hit the button on the left side and it will open up your casting system. So every major shot will have some sort of spell or scroll, something castable assigned to it, such as the magic missile. We mentioned the Fireball or Custard, I believe, and some other really fun things from Book 1. And you can spend your mana to do one of those casts. And those casts are generally some sort of player assist feature. Magic Missile, for example, is a physical shot spotting mechanic.
    22:02
    Fireball or Custard is a real dice roll 50-50. And if you get Custard, we take a little liberty here and instead of healing your enemy, we actually heal you so that we're not punishing you for it necessarily. But if you get Fireball, it acts as a shotgun type of shot. So whatever the next shot you hit, you'll hit also the shots to the left and right of it.
    22:27
    And then there's going to be other RPG-like, RPG-esque elements to the game. We have the looting that I was talking about, which then factors into the loot boxes that I'll let Ian talk more about later. But we do give the player the ability to take the fun aspects of the lit RPG that still work within the narrative and don break too much in terms of things that definitely never happened in the story and give the player the ability to make those gameplay features Like many games, almost one of the first conversations we have is, do we want people to progress through this in a linear manner so that we can tell the story the way the story is told? Or do we want people to have autonomy to move around, to experience in their own way? And almost certainly we come to the conclusion that we don't want to force people into a linear path because we don't want them to have the same experience every time they play it. And so I think the concepts, as much as we were excited around a lot of the concepts of like leveling up and experience and things like that, as soon as you start changing the order in which you visit the books and changing the order which events happen, we didn't want to create prerequisites. Perquisites that you had to do something before something else happened. We didn't want to create prerequisites where the number, the level that you had mattered, locked you out of modes. So we did discuss a lot of those, but our core mechanic was let's focus on the pinball, let's focus on the story, and let's focus on telling that versus a saved progression system. So this would probably be a good time to talk about the layout. So now for those of you who haven't seen it, I mean, this is an interesting layout because you have your typical P3, which a lot of features are backstacked, you know, the last two-thirds of the game, last one-third of the game, excuse me. But you have this giant interactive spinning disc which totally modifies the shots and also has ways that the ball – it's a two-tiered disc so the ball can actually come on top of the disc too. So why don't you discuss – take us through the layout of the machine and tell us the philosophies on the reason why you chose to set the shots the way they are and how that interacts with what you're trying to do. One of the things we really wanted to do was to have this big looping shot that you shoot around. It's one of the coolest things ever. You shoot around the left, that disc loop, and it loops across the playfield around to a loop that can only be hit from that loop around to feed that upper flipper. And it's like, well, that's pretty cool, but how can we get more use out of this? It's something different. And so we started playing around with this disc idea because we also wanted to be able to feed the shot and be able to feed it to either flipper. And as we started playing around with it, we're like, hey, if we rotate this around too, we can put it into what we call position B to where you can set it up and you can shoot up that shot and it will loop around the outer left orbit. And so we can do a lot of different shot paths. We can have that loop feed directly into Mongo's cage. We can have it feed into specific scoops. You can flip it around to where you're shooting around the other orbit with it and it's got these we put targets on the back which allows us for this really close to the flippers action where as you're hitting those targets it's going between the slings and those targets and it's incredibly fun. And we've got this, we've got not one, but two cannons in the game. We've got one cannon that's on that disc that we can aim at different places around the play field. And then we've got another cannon that can shoot out and we can aim it at the targets or we can aim it at other things. And so we just one of the things we were doing is we're putting this together. We're like, man, we can we can we've got the mana stack. We've we've we've got you know, we can do magic missile. We just started putting all these things together that we could do with this disc. And we love the fact that the you know, you've got this this dungeon that changes changes itself completely on every floor. And we can drastically change the play field and how it runs with all these different modes. And one of my favorite things in the world is when you start Ball of Swine and we just freestyle that. That disc just starts turning during that gameplay. And it's absolutely bananas and it's just a ton of fun when you're going around there and you're working around that disc that's flipping around as you're trying to hit shots. If you hit those targets on the backside, you're making progress towards later in the mode and making it easier. So I just absolutely love that disc. I love that we can divert these ramp shots to either one of our inlanes. And we've included some stops on those inlanes so we can stop the ball on either inlane. So any shot that feeds an inlane now can can have a stop to where we can stop it and set up a mode or something like that. And so between that and all the upper flipper geometry that we have, it's a really, really fun layout to shoot. It's one of the most fun I've had shooting on our layouts, and so I really love it a lot. It's super flowy, but it is a challenge. You know, it's not easy, which I think aligns a lot with the Dungeon Crawler Carl property, right? Like, Carl doesn't have it easy. It's never easy for Carl. So a slightly more challenging layout that feels it's got that adversarial sort of nature to it that nothing's a give me. You have to earn everything. I think really works well. Speaking of the foe, watching this gameplay, it seems like the shots are just always coming back to you. So I do appreciate that you guys figured out how to put stops in the lanes above the flippers. So that way it gives us a little bit of breathing time when it needs to happen. Going on sound, was it pretty easy to work with Jeff and incorporate this? And how do you take something that's as epic as this and try to do it justice? Because, I mean, with Jeff, you got mostly vocals. There's a little bit of music later on, but not a ton. How do you create the ambiance to match what's going on with the books? We're working with Matt Kern again on music and sound design. He worked with us on The Princess Bride and did excellent work with that. And so we've got a bunch of terrific sounds going in the game. And but yeah, I mean, it's just that there's so much to work with with the books. I mean, we've got it to where we have to search the entire transcript to go through and find all the little pieces and and pull all those sounds from the books that we need. And we keep going back to that well of going to try to find specific things. It's like, oh, there's something on this later book that we can pull over and use to fill out this story. But yeah, I mean, Jeff is absolutely incredible to work with. Like I said, you get in there and you start recording with him and you just see him.
    29:46
    I had some stuff set up to play for him to remind him of what the characters were. He's like, no, no, I live in these characters. I've got them. And just seamlessly can switch from Carl to Donut to Imani to Brandon to Samantha to the AI and come back and forth between all of them is absolutely incredible. He's the most talented voiceover person I've ever worked with, and I've recorded with a lot of people in my career. And it's just absolutely incredible to see what he can pull off. We wrote a bunch of custom call-outs, some sort of Easter egg joke, new achievement call-outs and that, and a bunch of them have like pop culture references and that. And I was listening to the recordings as I'm putting them in the game and listening to one of them. I'm like, wow, this like he transitioned and nailed the voice of the pop culture reference like 100 percent. And I'm like message Stephen. I'm like, is this you're doing, Stephen? And well, Stephen, what was your reply? When you're recording with Jeff, if he comes up and there's a reference, the second he gives a reference, the whole session stops as he goes right then and he goes and looks up online and you save exactly what that is so he could get it exactly perfect the way it's supposed to be. So we had a couple times with that, he's like, oh, I know what that is, hold on. And he goes and looks it up and he sees it and it's like, okay, cool. It comes back and nails it exactly the way that you'd expect it to be read that way, and it's absolutely incredible. This is actually quite consistent with the way, at least the art direction, and let's talk about the sculpts. So they look really good, and you have Samantha, you have Princess Donut, you have Mongo, and you also have Carl. So talk about the art direction and how you guys presented this. Yeah, so we got really lucky to be able to work with Luciano who did all the cover art for all the audio books and all the original books before the A-series. And he is such an amazing talent. All this art behind us is all Luciano's. And so he did all of our cabinet art and everything like that. And then we worked with Brad Albright who worked on Portal. He worked on Ender's Game and he also worked on this game. So he's doing our under the glass art and putting it all together along with we've worked with Renegade Games and they had a bunch of assets, too, that we use. It really all came together, but we got the opportunity to through Brad, we got the opportunity to connect with with Davey Price as Stumbler Pinball. And he's he's been known for doing amazing art. And it we gave him some ideas. We had some sculpts that we were like for references that were from some other toys and stuff that were being made. And they were just like, oh, we'll just do it all from scratch. And they came and just came up with absolutely incredible sculpts for these things. We've got Donut where her sunglasses will light up and we can light them in different colors and do that lighting effects when she's casting spells. We were able to get Samantha suspended where she's floating over the game. So when you hit that ramp, she will shake. And when you're getting the Samantha skill shots in the game, you're hearing her talk to you and she'll be playing a much bigger part in the game. We've got Carl running and we light up with explosion effects behind him whenever there's explosions going off. And this Mongo Sculpt that we've got in the game is absolutely incredible. Like the details on the teeth and everything are awesome. And the big one is this big, huge dungeon wall sculpt that we've got in the background that's kind of encasing all of our stuff back there with the torches and everything. So it was really awesome to work with Davey on this, and his team is so talented from the painting to the sculpting to the modeling and everything that it's a really awesome experience to be able to bring those into this game and work with them. But it's just like every time, you know, I just am so blown away by the talented artists we get to work with to pull us out. This game looks absolutely incredible. I have to say, Davey Price is absolutely amazing. Stern Pinball, the fact that you guys got him on here, I love that Princess Donut's eyes light up when you're playing. Like just the little touches that he has done It is fantastic One thing we really haven touched on yet which is kind of one of the big questions how mature is this game going to be I know there a family friendly mode that going to kind of be incorporated How do you cut it so be it family friendly without taking away 100 of the feel of the books And the last question how many Meduses did you make Brad Albright draw You don't have to make Brad draw Medis. He just says they're doodling Medis all the time. You better watch out. Don't fall asleep around the guy. So the game, we're doing it true to the book, but we will have a version that's bleeping out the words. And so you can, if you want to, turn on that mode and have it a little bit safer for younger audiences and stuff. But also, like I said, if you are looking for a family-friendly theme, Ender's Game is perfect. Like it's a great story for families. The only difference you're saying is that the layout is it uses a similar layout. Yeah. These two games play very, very differently. They have different rule sets. They are very different experiences. And then in addition to that, you've got access to all 27 other games that are available on the system. If you want to dive into those later on, if you want to go get a Princess Bride down the road, if you want to go get a Portal, if you want to go get a Heist, any of those games down the road. And all the software games that come along with that as well. And the platform keeps growing like crazy. So it's definitely a great, great time to dive into the platform with these two games. So when Steven was saying how differently that Ender's Game and Dungeon Crawler Call play, very, very intentional, like not just from, hey, let's just make sure that they're different, but Colin McAlpine, rules designer on Ender's Game, and I have both purposely made sure that we have not paid attention to played or really tried to keep from knowing anything about each other's games. So that if we arrive at where some feature or gameplay mechanic or some event is in both games, it's probably natural and makes sense and is honest and not just thrown in there. So, you know, there's a conceded effort on both of our parts to make sure that we're siloing ourselves and sandboxing so that the games each are honest to their properties and just are just filled with things that make sense for those properties rather than, hey, the disc is there and we should do all these things with the disc. Like we make sure that those things make sense for the game that they're in. On the subject of the censored call-outs, one of the things that we found really humorous when we first did it was we first sampled bleeping out some of the call-outs and we played them and people are like, huh, these are almost dirtier when you bleep them.
    37:13
    Josh was doing his playthrough video for Ender's Game and I took a piece of it and I was putting some bleeps in there when he was doing stuff and it just puts that game in a whole new light. Yeah. So this game won't be shipping for a little bit because of how recently you got the license. This game obviously doesn't have all seven books in it. What is the vision for the future of the code? And what can we expect by time we can receive this module? When this releases on Thursday, Friday, Saturday, Sunday, we will be at Gen Con. And the code as will be experienced there is book one. It's a pretty complete experience of book one. It's got all of the main modes. It's got two multi-balls. It's got spell casting. It's got a lot of call-outs and more and more call-outs coming into it every day as I work on it. And there's a lot of call-outs. In just this floor, I won't quote numbers in that, but there's a lot of call-outs. For Expo, we will have more floors. I'm not going to commit to what the number of more is, but the next big show we're committed to is to have it at Expo, And we will have the ability to select floors and play more of the game there. And our goal, as always, is to have as close to complete experience when we ship to customers as we can.
    38:49
    Whether we, you know, maybe we won't have the wizard mode in there. I hope to have the wizard mode in there. We'll see how things go.
    38:56
    Coding is an interesting thing where some days I think I'm great at it and some days I think I'm horrible. And some days I establish stuff where I'm like, oh, this is great. I can now plow through all of these modes and it'll take me no time to implement this. And then I spend two days rewriting like one little thing because it didn't work. So, you know, it's variable, but we have time and the goal is going to be to have a complete experience when it comes to customers. We have a long track record of shipping very mature software in our games. And that's one of the benefits of we take pre-orders and we buy the parts based on that and we start building them out. It's a very responsible business model that goes through. But then by the time that customers get these games, we typically have a very, very mature rule set, a very, very mature software in the game already. It might not be complete, but most people who are seeing that game and playing it feel like, okay, this is something that is a pretty complete game. Well, okay, one feature I don't think we've really talked about yet.
    40:07
    What is Custard versus, sorry, I've gone on my notes here. Let me re-ask that. Okay, one feature we haven't talked about yet that I have been curious about is I keep seeing Fireball versus Custard on this game. How does that work? Within the book, it's a scratch. Oh, that's right. Both Donut and Carl were awarded scratch tickets. Yeah, like a lot of scratchy things. So Carl's is Fireball or Custard. It has six scratches that they can use. And when you scratch it, it will either, I don't remember the level, but it casts a very high level of Fireball or it casts Custard on the enemy. So it heals the enemy. And as Wesley was describing, we decided that healing the enemy both would be complicated from a real structure standpoint, but also we don't want to disadvantage the player. We don't want to make it so that you don't want to cast this. So we have it heal the player when you cast it and fireball. If you randomly get fireball in the 50-50 chance, it is like a shotgun in Final Resistance when you make the shot at the two shots beside it. But we are not holding to the sixth scratch usage. Donut also got a scratch ticket at the same time. Hers is much more complicated and has many, many, many more possible outcomes. And it's far too complicated to put into the game. So, yeah, to piggyback on the whole concept of the floors and books being different experiences,
    41:35
    our rules design is such that we're wiping the slate when we change to a different book. We're going to carry over core things. There's going to be some carryover. There's going to be casts in every book and on every floor. But the cast themselves will change to be appropriate for the narrative events that happened in that book.
    41:58
    One of our multiballs, Mongo multiball, Clockwork triplicate, those will all carry over. But other than that, we're not going where every book, every book experience in the pinball game is going to be boss battles. It's not going to be that at all. Every floor, as you said, with the books themselves that Matt has written, there's a gimmick to the game of the dungeon on each floor. And we're trying to stay true to that with the rules design in terms of carrying over what makes sense and wiping, starting over from a clean slate and building a rule set that stays true to the gimmick of that foreign book. I just want to say like the rules we have in the game right now thematically integrate the mechs in an incredible way. Like Stephen talked about the ball of swine rolling. Playfield has this cannon that we decided we're going to make this turn this into a kickback and that kickback is going to represent your stomp. And it's just like everything in this module just feels like the universe and it's creative and interesting and it's selling that story and immersing you in that theme. And as someone who has become a huge fan of the book, it's just so much fun to play because I just feel like I'm in Dungeon Crawler Carl. I'm hearing it and I'm experiencing these unique things. And so I hope people just get out and give it a chance and play it at a show and go to multimorphic.com and get information about all of our distributors or order directly from the company. Hopefully some new people come into Pinball because they're huge fans of the franchise and hopefully a bunch of Pinball people are going to learn about this franchise and experience the books. I just want to say always be footbuffing. Make sure you get your cuticle cutters. Awesome. Well, I appreciate you guys all coming on. If you want someone to get a hold of us, what is the best way to do that? Get more information at multimorphic.com. We've got, like Ian said, we've got the list of all of our distributors. We've got all the information about the games. You can see that game and all other, all 29 games on the system. And we're on Facebook, Instagram, TikTok. Shout out to Kevin Manning. He's been doing our social media and marketing for the last year or so. And he's been killing it on our reels and doing tons of stuff like that. So, yeah, give us a follow and see the stuff that Kevin's putting out. It's great. You can always join the P3 owners and fans Discord. Many of the people who work on the games are on there, hang out. There's no guarantee they'll reply. I'm the admitted owner of it before I joined the company, so I'm going to be there. And so if you have questions for me, you can find me there. Awesome. And if you want to get a hold of us, we are LoserKidPinballPodcast at gmail.com. On all the socials at LoserKidPinball. If you want to support us, go to Silver Ball Swag. We got t-shirts. We got a new hat there. The Upside Down Loser Kid, which is trending right now for hat design. And also you can support us via Patreon.com slash LoserKidPinball. Scott, give us our last words. New achievement! New game bot!
    45:23
    Thank you.