Hey, it's only pinball. I thought we were pals. Go ahead, try and hide. You ain't seen the likes of me. What's up guys and welcome to the channel where I talk and do everything pinball. And today I'm going to interview with Andrea Pedretti through Pedretti Pinball. And we're going to be talking everything Funhaus remake. He merely just announced this game officially and revealed it to everyone last week. And there's obviously a lot of questions from those of you out there, especially ones that already own an original Funhaus. You're like, is this something that we should upgrade to? Or what's going on here kind of thing. So there's a lot of questions that I wanted to see if we can resolve a lot of the hesitancy and the curiosity by asking a slew of questions. And we're just going to just rapid fire here to get all the information hopefully that you could need. I've got stuff from the public as well as stuff on my own. So how are you doing today, man? Hello to everyone. Hello, Kerry. I'm fine. I'm fine here in Italy in our building facility, building games as every day. and we are doing well and yes we have this new amazing product that we are working on this new remake and call it fun house that more or less now everyone know yeah it's it's going well in this pinball world. I mean I think people are starting to get to know your name Pedretti and stuff like that you know but you're still kind of like new to pinball wouldn't you say I mean like how many years exactly have you really been doing stuff with pinball well our company is pretty old kind of company we was in in this business from the the 70s and it's a pretty long journey we can say for our company we started from uh from arcade and jukebox you see in italy and now from i think now it's 12 years that we do pinball related stuff like pinball parts and the pinball kits for the 2.0 kit and now we have started a building facility for the production of a physical game and with the APC that is the name of the building facility. Okay, I mean and so you mentioned like the 2.0 kits and I mean are you going to continue to produce those and there's also the question from people that have the early adoption kit for like the rudy 2.0 i'm guessing there's an auto plunger involved in that and i'm i'm guessing they're curious about what's the status on getting that yeah we are working on them on the 2.0 kit because we have plenty of requests from from owner of this system 11 games and it's not an easy task because you have to do quite a lot of different things in one time like a new audio new code and this kind of stuff and new hardware that is not so easy to to make for this fun for the fun house and for the wheelbend kit and maybe for the next kids and um it's i'm not saying no that we are not going to make anymore i'm only saying that maybe not not this year but maybe next we can have a new one that is going to come that is our new and our new approach is to do something more related to the game like what we are doing with the funhouse remake doing a 1.0 and 1.5 game code that is a more or less the the same original game rules with some extension like the animation and the dot matrix style for the display and maybe some enchantments for the for the adjustment and some some more game mode we can say that for the next game kit but i'm not going to reveal anymore nothing more yeah that's fine but like uh back to the auto plunger i just I just wanted to get a solid answer on that. So those are still going to be created and made for people? Yeah, from our side, what we did on this kind of product for the auto plunger, we did everything related to the code. We are waiting for one of our partners to produce the physical hardware, the physical auto plunger to put in the game. And that's all from our side. We are more than happy to support this kind of product because I think a lot of customers complain to us because there is not an autoplanjure available for our kids. And we are more than sure that it's coming, and it's coming soon. Okay, so I guess some people know a little bit about it, but they don't know everything. So what is the relationship between Pedretti and Pinball Brothers? Well, Pedretti and Pinball Brothers worked together to manage to produce the first Pinball Brothers games, like Alien and Queen and the next one. We worked together to build the facility for the assembly of the pinball machine. And APC is a sister company between Peretti and Pinball Brothers. And we share the assembly lines. And that is more or less a win-win for everyone to reduce the cost for the facility and for the cost related to the final end customer, we reduce the cost for the machine, we can say so. And this is why we can produce our game at a really fair good price from my point of view. Yeah, especially when you're overseas. I mean, we typically see that when they're overseas and by the time they get to us, and it's also vice versa when it comes to Stern Pinball and stuff like that, it's always more expensive for you guys because it's going overseas. Yeah. So for you to give us the price range that you are offering, being where you're at and having to access the parts where they're at, I mean, that is a little bit of like, wow, it's kind of like, how did you go about doing that kind of thing? When comparing to other manufacturers here in the States, it's obviously like, okay, how are they doing that kind of thing? Yeah, and what we are doing with the Funhouse remake for our product, we are not trying to save any money on the quality of the product. and any money are saved on the parts related to the game. Like all the parts that we are using in our game come from the States and we are not using any sub-sub-sub-sub-produced in China parts in our product. They are all made in the US and made from the original companies that produced for Bally Williams and for the other most famous pinball company in the world. That is what we – I want to make this really clear to our customers that we care about the quality of the product, about the value of the product, and we want to have that clear that we really care about these kind of things. I mean, so I guess that kind of begs the question on why you choose to do remakes. I mean, you've got the 2.0 kits. I mean, a lot of people are like, you know, we want original themes and you've chosen to do remakes. I mean, so why is that? Well, I think that our decision was to try to do remakes in a modernized way. And what we are going to or what we are proposing to our customer is to have two different ways of purchasing one of our remakes. the first one is to have a classic edition that you can have more or less the same as the original artwork and this kind of stuff like the play field artwork and the general looking of the game is more or less the same as the original game and we wanted to make something modern for the limited edition and we are working with some artists in the US this is called Brian Allen, I think you know him It's pretty famous, we can say so. Yeah, and we wanted to do a remix because we really were in love, we can say so, with some of these amazing Williams and Baldi games. And we started three years ago trying to get the license to produce a remix. And, well, we can say for some remakes. and after we got that license we we was looking into one of the most fun and iconic game to start with and one of the most one is for sure fun house and everyone loves rudy and and this is why we started with with fun house first of all because a super fun game we was in love and it's an amazing game to play and um and i think it's one of the game that uh with a sort of modernized looking could be absolutely one of the best in every game room right now in almost in every game room and the rudy mac is amazing all right yeah like i think funhouse is definitely like a staple when it comes to nostalgia for those that have been in the pinball hobby for a long time and stuff. And so I think another one is Addams Family. It's up there for people to immediately just recognize and have a memory of a particular game. So Funhaus being further back into the nostalgia than the 90s. And there's obviously further questions that kind of feed upon this. But it's like, and you already pretty much answered it by asking when I was going to ask why Funhaus was your first remake. So you already stated that you wanted to go for something that everyone recognized and probably has a nostalgia for. It's pretty famous. And I mean, was there any kind of like particular like struggles or challenges in this whole remake process for those that think that this is something easy? I'm curious myself. I mean, what are some of the parts where, you know, we're like, man, this is going to be a bit of a job to do kind of thing? Well, when you think about a remake and when you want to touch a so iconic game like Funhouse, you have to do it really carefully or you risk to have a lot of problems when you are going to announce it. The really challenging stuff is to don't change completely the game in the limited edition, to modernize it but don't make something 100 different because people want to at least in the limited edition to see Rudy and the Rudy the Rudy face the Ludy Mac and and it need to play like a funhouse and these days making a product like funhouse and you know at a good price point is not so easy because they all the parts used in in fan house some are pretty expensive compared to what's like the Rudy Mac for example it's a quite expensive product to put in a pinball machine compared to what is included in a common pinball machine right now and and our classic edition is we can say that the less expensive ones is is loaded like the original funhouse with all the mechs we didn't have saved to do a display kind of rudy face we want to have the real rudy mech in this is why i think that the really challenging is to try to make it at a fair good price point with including more or less everything and and keep the quality in a really high standard. That is really, really challenging these days. So, does Planetary have all the blueprints and they're able to replicate this, or did they have to create a whole new molding or something of his face? No, we have worked with Planetary because they have all the blueprints for Funhaus and more or less for 90% of the other games that are going to be more or less remake at some point. And we worked with them quite a lot on the blueprints and we tried really hard to use the original molds and we have tried to work with the original Bally Williams companies that have produced the original parts for funhouse, for example. We have discovered that some are still in business, and we have asked her today to produce for us more and more parts for her. We have the fan house at least loaded with 90% of the original Bally Williams parts. That was really, really more or less dogmatic for me. I think I saw someone was pointing out some of the differences between Rudy's face. I'm guessing the eyebrow is a different shape a little bit and stuff like that. I mean, if you want to be really scrutinizing, I mean, I didn't catch that, but I haven't played an extreme amount of Funhaus. I've never owned one, so I wouldn't be able to just look at one and know exactly what is different. But one of the things that's definitely different by first glance, just looking at like your teaser trailer and stuff, is that instead of having a static panel that has a bunch of different bulbs to highlight, you know, extra ball or stuff like that, you have an actual LCD display in there now. And so does that, I think I saw in the trailer also that that display isn't just static, it also does other things as well, right? Yeah, it's replicated what is in the mirror, static mirror that was in the original Funhaus. And in the original Funhaus, you have a sort of mirror with the boobs. and in our remake we have a display that is a little bit more modern and give us sort of more... we can say that we have tried to modernize the mini display and the bigger display in one more modern kind of product and what we have wanted to do on the mini display is to give a better looking kind of product compared to the piece of plastic in the original one and this is why we we changed the the mirror from the original to this new display and and i think it looks more rich a little bit less cheap than the original one and um yeah this is what we we did on that on that part okay i mean like i'm just trying to like just go through my head on some of the the differences on the play field i mean is there any other upgrades that you can think of that are on the play field to uh improve the player's experience or just what you believe to be better in general is there anything on the play field you could think of well i think that in general is going to place like a new kind of fun house and at least is not going to play like a 30 years kind of product and for some reason we can say that our fan house is it's a sort of 90% exact replica of the regional one because we have used more or less all the same parts what we have wanted to add and make a little bit difference is on the LE because we have the inner blade that create a a really cool light effect. We have the light PCB inside the Rudy head for the eyes that are integrated with the gameplay. And when you hit Rudy, he's going to have really red eyes. He's not so happy when you hit him. And we have other cool features for the light show in the Translight, because we have some cool light show in the in the regional and in the remake in the limited edition too because uh the regional one was a little bit static in the in the backbox i wanted to touch base on something that i think that a lot of people are hesitant on and that is due to even just recent with a certain manufacturer that's overseas that you know and like i said a lot of people have not purchased a full game game from you because this is your first full game. You've mainly done 2.0 Kids and now you're doing the whole process for Pinball Brothers and manufacturing that. But this is going to be essentially your first game under the Pedretti name. So there's obviously unfamiliarity and people are like hesitant on sending money that direction, I guess, because they're not sure if they're going to get their game because there's no history yet with you. So I'm kind of curious. I guess, I mean, what can you say to help ease people's minds when it comes to the aspect of paying for a game and wondering when you're going to get that and stuff like that? I mean, what's the deposit and stuff like that like? I mean, what's going on there? Yeah, I get your question about the deposit, I think. And what we are doing right now, we are using some distributors in the U.S. that I think are the most reputable ones. We are using, the pinball company has a master distributor for our product. And what they are doing with the deposit is they are not sending directly to us deposit. They are taking from their side the deposit to a, I think it's AskOff kind of, I don't know if you know, they deposit all the money in this AskOff account to the bank and the money are not coming to us. All the customer money are in that bank account and we are not taking any money, any deposit money. All of the production are paid by us and we are producing games with our own money. We don't need a deposit to survive and we don't need money to produce games. What we are doing right now, we have quite a lot of games on the assembly line without taking any deposit from customers. That is, I think, to be pretty clear to everyone that our feeling is more or less the same as all the customers oversee about deposit. I'm not so comfortable to send money in deposit to a company that is 24 hours by flight or 12 hours by flight from me and I don't feel comfortable to send money to a company that cannot give me exactly timeline when I get my game and I can understand that again this is a tricky situation right now in this pinball industry but what we are doing is the more or less complete opposite from compared to other companies and we we care about the customers money and we care about the customer feeling on sending money to a company overseas these days and and we want to make clear that we are not taking any money from customers that is pretty important all the money are taken by distributors from their side when we give today a lead time for the game that are going to be shipped they pay to ask the game it's pretty easy and fair to be honest and i think a lot of people are going to respect that aspect of it i mean like like like you stated you know when it comes to not knowing when we're going to get our game that's always the big you know okay i'm okay with giving you money as long as i know i'm getting my game soon but there's a whole like how long is it going to take so out of curiosity what can you answer on that aspect when it comes to delivery time i mean how long do you think it's going to take to get these games out i mean like how many games per week are you like planning to be able to make Well, we are pretty happy about the sales and how the customers react to our announcement. And fortunately, we have quite a huge amount of sales and we are super happy. And we say thanks to all of our partners for that. And it's really amazing. And what we do is we are going to give a schedule to our distributors to share with the customers. and we are going to give today a sort of one month idea well we can give today a sort of a schedule of monthly games that they're going to receive and they can give to the customers in an easy way in an easy way an idea on when they are going to receive the game like if i pay today when i get my game okay you have the number 26 my game number 26 that i'm going to receive from the end from pedretti is going to be here in november you are going to get your game in more or less november that is pretty easy from my point of view but i know that quite a lot of problems and the the long wait list and the not really well communication from some companies to the customers is generate this kind of problems and this kind of question what we are doing right now what we are producing right now we are producing the first 50 games that goes to showroom games and the ill adopters customers and after that when we are in full production we produce 120 games per month And that is pretty good amount. That's very nice. Yeah, it is nice, yes. Yeah, it's a lot better than some other people out there, what they're able to do and stuff. I mean, and that's one thing that I've liked about you and I'm working with our relationship here is that, you know, you seem to be monitoring Pennside. You monitor the social media. You try to keep your finger on the pulse on what the customers are talking about, what they want, what they don't like and stuff like that. So you kind of you already know by some of the decisions that you're making, you're like, no, we can't do that. It's just people aren't going to like that. No, we can't do it this way because it didn't work out very well for that particular company. So you're learning from others mistakes as well kind of thing. And that's what I like about it also. is that you've got that going for you. So it looks like you're going to be getting games out at hopefully a pretty dang steady rate, about 120 games a month. Out of curiosity, though, I mean, are you doing a particular tier first? I mean, are you doing all your LEs first? Are you doing all your Classic Editions first? I mean, how is that going to work? What we are doing is we do 70% of the LE and 30% of the Classic Edition. and we start with more or less limited and classic at the same time in the assembly. And there is no long wait for both kind of customers. Because I think that the customer for the classic and the LE are pretty different kind of customers. For the classic edition, I think that's a more nostalgic feeling kind of customers. and for the limited edition are more customers that want to have something more than what they like Funhouse in general because it's a really amazing game to play and super fast and super fun and Rudy is really it's really an amazing kind of character in the pinball world to be honest and yeah we are doing 70% limited edition, 30% classic from the day one. Okay, so that's good. So you're going to be able to hit two different demographics pretty much simultaneously to keep both people happy so they don't feel like, you know, oh, it's going to take a long time to get my LE or it's going to take a long time to get my classic, so that's also a good thing. And you got people that currently own originals and now that you're doing the remake of Funhaus, are the parts that are being made by Planetary and everything, are those going to be readily available now since you're utilizing these parts? So if people need to bust a new part for their original funhouse. Is that going to be ready? Yeah. I think what we are doing right now is for sure amazing for the new customers for their funhouse that want to have a fresh new game. But from my point of view, it's amazing for the customers or for the people who have a funhouse already and are a little bit concerned about the availability of some parts in the future. because I think with our product, we have already remade the 90% of the parts included in every fan house in the world. And all the parts are going to be available for the next five to 10 years. That means that for the original customers or original owner of fan house, they can have parts more or less. I'm not saying forever, but something like that. and they don't have to be scared about if they break something because it's going to be available in the US and in Europe too because we have a lot of partners here in Europe and we have planetary people in the US who is going to put all of these parts available on their website. That's good to hear. It's always good to hear. And I'm going to assume that your remakes going forward is going to be pretty much the same thing, that the parts are going to be readily available for people who own the originals kind of thing. because you're going to be using essentially original parts. So like when it comes to like, I mean, I think people need a better idea between the limited edition and the classic edition. Obviously, side by side, aesthetically, they're different because you have Brian Allen's artwork on the limited edition. And that's the big difference. So what are the other differences that people should be made aware of that you're getting with your limited edition that you're not getting with the classic? In the limited edition, you have the shaker model. That is something that is super cool. And you have the inner blade that you, I don't know if you have seen, are super great and integrated with the gameplay. The light blade on the side of the right and left of the panel. And we have, for sure, the new artwork made by Brian Allen. It is absolutely outstanding from my point of view. you have a different light show for the backbox that is is it's something really different from the original one because you have more than 200 more LED in the backbox that are going to be lighted there the fan house title and and this pretty cool effect in real life and you have the 2.0 game code directly pre-installed by us in the limited edition obviously you have the 1.0 and 1.5 by default like the classic edition and many other cool features like the armor tree with the midnight blue and other stuff like that that's absolutely super great and made the game a great, really great looking product. I guess that's something that we need to talk about also is that it seems even just recently, we had the games at Golden State Pinball Festival, and it seems like people don't know how to toggle between classic 1.5 and 2.0 code. So for those that are walking up to this game for the first time, how would they know what code they're currently on and how to change it? Yeah, I have seen... We badly want to be at that show, at that festival, because we want to have some games on the floor to test it and get some report and feedback from customers and players. one of the best the best feedback I think comes from one really great pinball player we can say that and he told us that it plays like a original fun house or it plays like a fun house and say that is good it's an amazing feedback from my point of view. It's really amazing. That's a compliment when you're making a game it's already been made you want to make it just like it and they go well it plays like the game yeah an insult that's what were going for it that's great that's good thanks thanks a lot it's a really well appreciated kind of comment and feedback but yeah it's pretty easy to to switch between games you have to press the start button for five seconds and you exit from the game that you are in if you're in the 2.0 you go back to the to the selection menu and you can select between the 1.5 1.0 and 2.0 it's super easy. It takes five seconds to press. So you hold start for five seconds and then you use the flipper buttons to toggle between which code. Okay. Is that somewhere on a card on the apron or something to tell people? I mean... Yeah, but we have a written in the instruction card and in every game. But yes, I can understand that at some at the shows it's sometimes it's not so easy to get this kind of information and you go to a game and you just press start and play it. Trust me, I've walked up to plenty new games. I got so much crap because I walked up to Venom, and I was like, I don't know how to play it. I didn't think about reading the card in the apron. So I get it that a lot of people don't look down at the card and read how to change between different codes and stuff. Yeah, I can understand that. But it's fine. And our mission for that festival was to get some feedbacks and comments and have our games played all day and night, more or less. And the mission was accomplished. We get a lot of feedback and a lot of plays on our game. I think in one of our games we have something like 700 plays. That is pretty good. And it's pretty good, and we are absolutely happy about that. I mean, typical for a game at Texas Pinball Festival is around maybe 500 to 600 plays for the weekend. That's Friday, Saturday, and Sunday. So for it to get over 700, then that's quite a bit of plays right there. Yeah, it's pretty great obviously. We got some feedback in that is really important for us because we want to, when we go in production, we want to have a really, I'm not saying bulletproof because bulletproof in pinball is really, really, really hard. You can't do that. I'm not going to say that but it is something really more than tested and we are comfortable to say that it is a good game and good to go that is really important for us so between the 1.0 code, the 1.5 and the 2.0 there is a question regarding I'm guessing the original code is Rudy still voiced by Ed Boon I don't know why that would change but I'm going to assume it's still Ed Boon's voice in the 1.0 code, correct? Yeah, absolutely. Yes. The 1.0 and 1.5 is exactly the same game code with the same Rudy voice and sound and sound effects. And the only difference between the 1.0 and 1.5 is the animation on the display. On the 1.5 you have the animation like DMD style. Okay. And that's all. This is the only difference that's what I would say. And the 1.0 code is alphanumeric, like the original kind of thing. Yeah, it's like the original, yeah. Okay. And someone asked, will Rudy eat the ball? And I'm like, I would assume so. Yeah, it's one of our balls. You're warming up jaws. Congratulations. You got Rudy to eat the ball. Yeah, it's one of our hashtag too that Rudy eats the ball. And that is happening in our classic edition and in our limp edition. Rudy always eat the ball. Yeah. So another question that someone asked was that will it have the option for original audio like mono or stereo OST on the code so is it all is it I'm going to assume this is just me from not honestly knowing I'm guessing audio is always gonna be stereo because now you have upgraded sound. Yeah, we have we have a stereo Well, the output is we have two output one is for the headphone and for the recording like if you want to have a stream on our game and I see that the funhouse is missing from your line of the game on the back of you you can record your audio directory from the PCB from the audio that comes from FAST But yes, it's a stereo 2.1. Yeah. Okay. So, and I guess, you know, everyone's always wanting to know about what's coming next. They can't really enjoy so much of what's going on now. So in a little bit of what you know you have going on in the future i mean people are curious basically are you going to continue what you're doing now with funhouse like are you going to is your next one going to be like let's just say i can't i can't even guess because since i already know but like they're wanting to know is it going to be other 2.0 kits that you've already done so it's like oh all they're going to do next is you know whirlwind because that's a 2.0 kit that's going to be the new 2.0 thing and they're going to redo that one kind of thing so i'm guessing And they're curious, are you going to continue with the method that you have now for your next game? Well, we can say that the method to produce classic edition and the limited edition in a modernized way at a really fair good price point. Yes, that method is going to happen again, for sure, for 100%. But we are looking to produce iconic games. and the most valuable kind of games. And I'm not saying that we are not going to make other System 11, but obviously we have to look at what people want next because, as I said, we are monitoring everywhere, more or less on Pinside, on Facebook, and we receive quite a lot of emails and feedback from customers. And we have contact more or less daily with a lot of pinball enthusiasts from all over the world. And we care about the pinball community and we listen. Yeah. It's like when I tell people and they're always wanting to know what games are going next, I'm like, you think of your top five favorite games. And I bet that Pedretti is doing at least one of those on your top five. I mean like it's like just going by you know the mass you know polling across you know pin side and pinball enthusiasts that I know and they list their top five I'm like chances are that's on the list kind of thing I don't know when but I mean that's what kind of games they're looking to do and so I think that's definitely exciting people are curious about you know what your first one's going to be like when it comes to quality and everything obviously I'm curious about that So I feel that if you bring out your games as quickly as you are, you deliver to people and the quality is there, then I think that it's especially with what you got in the works, then great things are going to be coming to the pinball enthusiasts out there. So I'm definitely excited about some of the games coming and everything. And I think I'm going through the questions here, and we've already kind of answered them just by casually talking. Let's see here. Okay, let's do this right here. When it comes to damage games, or if something does break on an individual's game, are they going to be contacting their distributor, or do they reach out to you directly? Yeah, that's a really good, great question. What we do, and what we did in the past, we have our support channel. It's a face desk that's on our website. But what we do with our games, for the remake we are working with our all of our distributors to try to make the the first contact for every customer because i really think that every customer when something happen they want to have a fast answer to their questions what we are doing right now is we are going to send a lot of parts directly to the distributors for these quick problems that happen okay my i don't know my flipper butt is broken okay it's not something that we do in in general that we don't we don't give this part under warranty but obviously if it happened after 10 games we give this kind of customer a warranty under warranty these parts for the pcb we do the same We try to make all of these parts available directly in the US with our partners, with our distributors and with the planetary pinball. If something happens that the distributor doesn't know how to fix it because it's a really hard to fix kind of problem, we have our direct contact and we have three people directly in the US who can help to do the troubleshooting and find the issue. That is really, really important for us that the customer support and the customer service need to be top-notch. That is really, really important. Okay, and so like, you know, if there's any kind of code updates that need to be done, that's going to be done through like your Pedretti website and stuff like that? Yeah, we are going to give every communication about the game update to our social media and our website, more or less everywhere. try to spread out the world everywhere because I think the game update is something that can generate some issue if some customers don't do the updates in the correct way. Sometimes you can make problems bigger and some customers complain when they don't have updates or when they don't see updates. But we just replied today, okay, but it's on our website and you just have to scroll and download your update because it's already there. But yes, we are working really hard to make these things easier for everyone. And we are trying to improve our social media, our website, and make customers more comfortable with our way of working and with our way of doing this kind of communication. them and so like i people are curious also i'm sure that don't know this obviously the boards that are going to be inside of your remake are not going to be your like old school bally williams big old mammoth boards they run on a completely different system and that system is the fast system fast so if there is possibly an issue and it's narrowed down to being part of the fast system is that going to be basically sent to them and then them and people that own fast are going start talking to the customer for you? How's that going to work? What we do with FAST is one of our partners in this project and the electronics is more or less well known in the US for the home brewers and they have made other projects like for our other game that are in production right now. So what we are doing right now, we are making a lot of documentation about the problem that customers can have or if something can happen or if they make some mistake on some connection after they touch something. And yeah, we have our fast partners involved in every issue or problem, if they are high priority or high level. We are going to do the first contact because if some issue are not so huge or some really not so big mistakes or some cable are inverted, we can help pretty easy our customers. But yes, fast are going to be involved in every type of shooting from now on. And they are super. We can say that they are watching more or less daily every comment and every post and try to improve all of their product more or less daily because they care about the community. And they have already a community for their fast product. And it's really, really important, I think, for customers to understand that all of this system is already tested from, I think, more than three to four years. And it's a well-known system in the community. Okay, so I have to ask, because I'm pretty much done with my questions with you, man. But when can we expect to start seeing these games coming in to the masses? When are we going to start seeing fun houses more and more around, whether it be on locations or whatever? When are you going to start shipping them over here? Yeah, the idea is to start shipping from the next month to the U.S. The area games that are going to be, I think, are going to go to some public location and some early adopters customer that are going to give us feedback. because I think that the first games are really important to have some feedback about more or less everything because it's really important for us to improve our product and improve our quality more or less daily and to forgive to the final customers the best product as possible and that is really really important for me and for Prodetic Company and but yes I think then from next month you're going to see quite a lot of farmhouse in in the u.s and in europe too all right well that's good to hear because i think you know it's obviously when you're creating something and you're behind it you're that close to it there's sometimes there's little things that you may overlook because and sometimes it takes an outside perspective to take a look at something and going hey did you see this and oh man we didn't even notice that you never know so it's good that you're doing that get them out and just kind of just see if there is anything that you might have overlooked so that's good to hear right there um dude i think we're about done here i think we got a bunch of information out for anybody that's curious about purchasing this so obviously if you are interested in getting a funhouse remake then contact your local distributor if you don't know who your local distributor is then by all means can they go to your website but ready to get that information yeah we have all the distributor information on our social media and on our website. Okay. And so then just contact them and they should be able to take care of you and get you in line to get you a Funhaus remake. So any final words that you want to get out to people and get them excited or ease their woes about this game or anything? Anything else that you need to say that people are starting to talk about? Let's get it out right now. Yeah. We can only say that we have to... We can relax because it's only pinball as Rudy says. and I think we are going to have some exciting news pretty soon about this project and the next ones. All right. That's good to hear. Thank you very much for your time, Andrea. Yeah, have a nice day and bye. Bye.